I think it's important that it is the public what kind of player you are, i.e. team games or 1v1, whether you play a lot or not. Otherwise one would not recognize the writer's motives. To me, I haven't actively played 1v1 for a good 1 year. But follow the tournaments and often watch 1v1 games in spectator mode, I know the current metas. In my day I was top 100 with all factions. I still play team games with friends from time to time (4v4) so we're around the top 50. In addition, one should express my thanks to the people from the community who update, patch and balance the game. Since they are not paid for it and they sacrifice free time for it, one should not forget that. Hope my English is not too bad
Advanced Emplacements
I see this doctrine as a contradiction to an RTS like COH but it does exist and I am satisfied with the changes.
Lend-Lease
Active Damage Ability goes well with the doctrine along with my M10 proposed change. The M10 should be a rush tank, that means it has hardly any penetration at long range but high damage output. The M10 already has a good standard speed and the ability to do so. The damage should be around 240 (KT damage). However, since the penetration should be so small, it has to come to the side or very close in order to cause damage. So that the tank is not spammed in team games you have to increase the cost to 100 fuel and the popcap to 12 (Guideline). In addition, the tank should have 400 hit points (T70, go down with 3 shoots).
Air Resupply Operation
More flexebility more variations of playstyle.Nice.
Assault
Compared to the other ability (Radio Silence, Valiant Assault, For the Motherland), the buffs are good and the ability is not too expensive.
Assault Section
Yeah why not.
Churchill Crocodile
In line with all other heavys.
Commandos
The changes are acceptable.
Concentrated Fire Operation
slow but strong offmap that you have to react to
Forward HQ
Yeah why not.
Hold the Line
The changes are good and the cost should be okay too.
Improved Fortifications
Not too weak and not too strong.
Land Mattress
Nice too see a slightly mun cost reduce.
M3 Resupply Halftrack
Nice to see that it is no longer possible for teammates to get the weapons, the remaining changes are good.
Raid Section
The raid sections are strong but that comes at the price of not being able to spend a heal. In general, the doctrine is very offensive which is very good because the British are more defensive. This enables another way of playing. It is quite possible that you only build 2 engis plus vickers / carriers and then call 3 raid sections. With this you skip the 5 man upgrade and the weapon slots and can tech up what can be extremely powerful. But since you don't have a heal you either have to build a medic or a command post with and spend a heal there, which is a bit more balanced again. So that you don't cap off the whole map, I would take out the faster cap rate, since the Pios already have this. In addition, a moderate call in timer cooldown of 1 min.
Recovery Sappers
More flexebility more variations of playstyle.Nice.
Tank Hunter Infantry Section
That seems nice.
Vanguard Loiter
The changes are good and you should get something back if you invest in ammunition.
Vickers K Light Machien Gun
Strong Weapon but i think in good spoot. But the weapon should need 2 slots so that it is no longer possible to equip 2 Vickers K.