As we all know that the DBP does not fix everything, nor should it. With the amount of changes, it is best to let the dust settle once the patch is finalized. This mod eyes to cover more doctrines as well trying to improve upon some non doctrinal units, and Brit early teching and five man squads.
General
1. Remove abandoned vehicles on death from the game
Soviets
T0
1. Combat Engineers
With the western engineers being an actually effective in combat without need of flamethrower and the fact combat engineers are basically a prework 4-man conscript squad. I have reworked them to be a nondoctrinal CQB unit. While they cannot run up to a unit in an open field they have a good amount of fire power to engage a unit that it flanks. Additionally, in order to help prevent flamer clown car cheese, the flamer upgrade will be locked behind Molotov tech.
- Now equipped PPSHs equal to Ostheer’s Assault Grenadier
- Cost increased from 170 to 220
- Flamethrower locked behind Molotov tech
T1
1. Non-Doctrinal M42 now available
- Has increased anti tank/vehicle capability.
2. M3 Scout Car
- Vet one changed to passive capture
Doctrinal
1. Guards (Affects all except M3 Assault Guards)
I was never a huge fan of how guards are generally good at everything. Separating the PTRS and DP-28s would allow them to have a more focused role while still able to engage the other role.
- PTRS are no longer come upgraded with PTRS
- DP-28 and PTRS are exclusive from each other
- Slot inventory size decreased from 4 to 2
- Button cost reduced from 70 to 30
2. Vehicle Crew Repair Training (affects Guard Moto Coordination, Soviet Industry and Armored Assault)
Out of the three doctrinal repairs for Soviets this is by far the weakest. I have replaced it with a new and more powerful ability that fits in all of these armored based commanders.
- Ability replaced with Soviet War Machine
- Cost 200 Munitions
- Duration 120 Seconds
- Up to three lost tanks are replaced with Green Soviets Reserve T34/76
-Same as regular T34/76s except with the following changes
-Unable to vet up
-Health reduced to 400 from 640
-Regular T34/76s now has hulls extras on to help differentiate between the two.
3. 120mm Mortar
Reduce the crew from 6 to 4
4. Rapid Conscription
Now also conveys faster reinforcing times for the duration
5. Partisans Tactics
Combining and standardizing partisans would help improve their versatility. Additionally, I will be trying out a different way how they would receive their equipment.
Partisan AT (Affects all doctrines)
- CP reduced from 2 to 1
- Cost remains a 270
- Now a five man squad armed with bolt action rifles equal to guards
- Target size .95
- have the Molotov ability (requires research)
- have the AT grenade ability (requires research)
- Can be upgraded with STGs
- Can be upgraded with a panzerscherck
- Partisan AI
- Replaced with PMDc-6
- Able to be laid by Partisans
- Replaced with PMDc-6
6. Anti-Infantry Tactics
The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order.
Shock Rifle Frontline Tactics
-Shocks
-AT gun Ambush
-Incendiary Artillery Barrage
-KV8
-IS2
Anti-Infantry Tactics
-Shocks
-recon overflight
-fear propganda
-Incendiary Artillery Barrage
-KV8
Terror Tactics
-Shocks
-fear propganda
-Ml-20
-KV8
-IL-2 Bombing Strike
Changing Anti-Infantry Tactics to something more unique and new is my solution.
2 CP: Dshk 38 HMG
4 CP: Recon Overflight
7 CP: Incendiary Barrage
8 CP: KV-1
10 CP: Scorched Earth Policy
- Overwatch action
- Mortar barrages called in on enemy units friendly territory
7. NKVD Rifle Disruption Tactics
This doctrinal has too many munitions ability to be any real effect. This doctrine is being reworked.
0 CP: Radio Intercept
1 CP: Commissar Officer squad
- Limit to one
- 5 man squad
- One commissar
- 4 no caped guards
- One commissar
- Cost 300
- Aura ability
- Aura ability
1 CP: Partisans (same as above)
This unit is the Disruption Unit
6 CP: Penal Reserves
- Similar to Rapid Conscription
- Greater Munitions cost: 200
6 CP: Fear Propaganda
10 CP: Scorched Earth Policy
8. Soviet Shock Army
This doctrine has way too many overlapping abilities, so a rework is in order
2 CP: 120mm Mortar
3 CP: Advance Shock Assault Group
- 4 Man
- Are equipped with DP 28s equal to FG42s
- Come loaded in a M3 Scout Car
- 540 Manpower/20 Fuel
3 CP: PPSHs
12 CP: Il-2 Loiter
14 CP: KV-2
9.Lend Lease
Before this doctrine had very little to do with USF weapons, this has been changed to be more thematically correct.
0 CP: M4C
0 CP: Frontoviki Conscripts
- Five man squad with Penal SVTs
- .97 Target Size
- Able to use AT Grenades ( require Research)
- Can be upgraded with a Bazooka
- Can Be upgraded with two Thompsons
2 CP: M2HB 50 Cal
4 CP: Allied Supply Drop
5 CP: Conscript repairs
Ostheer
T0
1. Pioneers
In the current state pioneers are too weak. Even with absolute perfect engagements they have hard time with even winning those fights. With Grenadiers locked behind a little initial teching and the MG 42 is a must have. To help diversify initial builds to allow more aggressive play styles buffing the pioneers is a must. This buff will allow also defensive play style allowing pioneers to help protect the flanks.
- MP 40s equal to Ostheer’s Assault Grenadier MP40s
- Cost increased from 200 to 220
- Flamethrower locked behind Battlephase one
T1
1. Pak 36 Added
-Equal to the M42
2. Sniper
-Now requires Battle Phase 1
T2
1. Non-Doctrinal Puma
This will help Ostheer to fight other light vehicles and perhaps make T3 play more attractive
2. 222
With my purposed additional with the puma the 222 could be reverted back to a 221 without the auto cannon upgrade. The Autocannon would still be available to help counter the initial vehicles.
- No longer comes upgraded with the autocannon
- Fuel Cost reduced to 15 from 30
- Autocannon upgrade cost set at 50 munitions
Doctrines
1. Defensive Doctrine
With the additions of the trench doctrinal slot I would not mind seeing the tank traps included. This will allow an additional slot to open up. For this slot I propose a build-able short barrel Panzer 4. This will pair greatly with hull down and the PaK 43 can cover the Anti-tank assets. I would make it buildable in T0 but require Battlephase 2. This should match its time and effectiveness while not limiting the player either T3 or T4.
2. Mobile Defense
- Osttruppen Reserves
With the changes to the Osttruppen Doctrine, Mobile should follow suit
-Replace with standard Osttruppen
- Puma Call-in
-Replaced with Short Barrel P4s
- Counterattack
This underwhelming ability has very little impact.
-Now also reduces reinforcement times for the duration
3. Elite Troops Doctrine
- Tiger Ace
It is hard to balance this ability, so it would not be underperforming or over performing.
-Tiger Ace now starts out like any other tiger thought it has King Tiger Style of Veterancy
-Spearhead is available at vet 3
-Passively gain EXP
4. Mechanized Assault Doctrine
- Assault Grenadiers
With my Pioneers changes Assault Grenadiers would be in a bad position so here are my proposed changes
- Assault Pioneers
-A Pioneer upgrade that increases the squad size by one and allows access to a Stick Grenade
-100 manpower
- Mechanized Assault Group (affects German Mech)
With the cost and timing, I would adjust this to be more adaptable to different play styles.
-The Squad garrison is now and Urban Assault Grenadier
- 4 man squad that is armed with MP 40s and a LMG 34. Able to through satchel charges.
-Cost 400 Manpower
-2 CP
-Armor and health adjusted to match counterparts
-Able to garrison mortars
- Assault Pioneers
5. Blitzkrieg Doctrine
While all the abilities are good by themselves they do not have an real synergy so a rework should be in order. Gotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles, so this should be focused on fast and aggressive vehicles.
0 CP: Panzer 4 F1 (Same as above)
0 CP: Assault Pioneers (Same as above)
0 CP: Vehicle breakthrough
7 CP: Tungsten Rounds
This will allow the Panzer 4 to help punch above their weight.
- individual Time ability
- equal to OKW Heat Rounds
10 CP: Command Panther
6. German Infantry
In comparison, Jaeger Infantry is camouflage and ambushed while German Infantry should be focused on open combat. Idea behind this is a "Rifle Company' for Ostheer.
1 CP: Entrenching tools
2 CP: Assault officer
3 CP: Jaeger Commander Squad
4 CP: Fast March
6 CP: Relif Infantry
7. Encirclement
0 CP: Vehicle Break Through
0 CP: Ambush Camoflauge
2 CP: Storm Troopers (affects all variants)
Stormtroopers never really felt unique so they have been completely reworked to make them unique.
- Cost 280 manpower)
- No longer automatically comes with camouflage
- Upon spawning, they have 30 seconds of camoflauge
- Can be upgraded with Ambush Camo
- Can be upgraded with PzB 39s
- Can be upgraded with MP 41s(r)
- Can throw cooked stick grenades
10 CP: Command Panther
12 CP: Sector Artiliery
Storm Doctine
Regal AT mine replaced with Storm Troopers
Close Air Support
All air strikes are now Single Aircraft loiter variants
Stuka dive bomb loiter now drops smaller bombs
- Assault Grenadiers
USF
Teching for OKW and USF in the live game is poorly designed. The problem with both is the fact there are only two levels of teching to reach the final tier. The items in their respective tiers either arrive too late or too early. The teching is now Linear. Additionally the doctrinal and non doctrinal units are getting shuffled around.
- T0
-Riflemen, Rear Echelon, Ambulance
- LT (200 manpower 40 Fuel)
-Pack Howie, AT gun, HMG, M20
- Capt (200 Manpower 40 Fuel) [Requires LT]
-Stuart, M15, M10, and M3
- Major (200 Manpower 80 Fuel)
-Sherman 76, Jackson
Riflemen's Target Size has be increased from .97 to 1
The M20 Mine are no longer Tread busters, but now they are the same as Riflemen Mines.
LT and Captain are now one man squads that can merge and upgrade a riflemen or rear echelon. They also can not be replaced.
Armor
0 CP: Armored Reserves
- Sherman (75) 340 Manpower 100 Fuel
- HE rounds moved to Vet 1
- Can be upgraded to a Dozer
- HE rounds moved to Vet 1
- Sherman (105)340 Manpower 100 Fuel
- Can now go into siege mode like a KV 2
- Can be upgraded to a Dozer
- Can now go into siege mode like a KV 2
0 CP: Assault Engies
2 CP: With Draw and Refit
2 CP: Thompson upgrade
-Rear Echelon, Riflemen, and Assault Engines can be upgrade with two Thompson
8 CP: 240mm Arty
Airborne
HMG drop now costs 75 Mun
AT gun drop now cost 100 Mun
Rifle Company
0 CP: Riflemen field Defence
0 CP: E8
2 CP: Advance Riflemen Training
- Allows for fire it up
- Riflemen now throw cooked grenades
- Riflemen can now use flares
2 CP: Thompsons
6 CP: WP Arty
Mechanized
0 CP: Raid
1 CP: WC51 Assault Group
- Assault Engies Loaded in a WC51
- WC 51 can be upgraded to either a Command truck or have an MG
- Command Truck allows access to the 155mm arty and Mark Target
2 CP: Withdraw and Refit
4 CP: Combined Arms
6 CP: M8 Scott
Tactical Support
M5 replaced with an M7 HMC
OKW
Like USF, the Lack of teching tiers creates problems in proper timing of assets in the tiers. Additionally the tiers costs are directly correlated to the King Tiger. I redid the teching to allow for proper timing and costs for the units with in.
T0
Volks, Sturmpios, Kubal
T0.5 (200 Manpower 30 Fuel)
MG34, Rakenwerfer, and SWS Halftracks
T1
Lieg, Flak HT, IR HT, Panzer Jaegers
T2 (Does not require T1)
Luchs, Puma, Stuka HT
T3 (200 Manpower 70 Fuel)
P4, Jag Panzer, Obers
Panther replaces the King tiger spot of requiring all HQs
T0
Now has a medic research
Now has a T0.5 Research to allow proper timings and dispatches an SWS HT
Volks CQC upgrade is now non doctrinal
All other upgrades are doctrinal
Sturmpios no longer have their schreck upgrade
T1
Panzer Jaegers are added
This is an four man squad with two panzerschecks
Retreat and medic upgrade are now combine for 200 manpower and 25 fuel.
T3
The Panzer four is now a Short barreled variant
The gun has be reworked so the damage/armor allows it to be on equal footing vs T34/76 (gun changes affect Ostheer's Short barrled P4)
Cost now 300 Manpower/ 90 Fuel
Special Operations
Radio Silence on conveys temporary stealth in infantry as well
Cost increased to 100
IR STGs now convey the standard STGs upgrade to Volks
Luftwaffe Ground Forces
Valiant Assault is now a passive
It allows Sturmpios to be upgraded with an LMG 42
It Allows Volks to be ungraded with an FG42
Both Upgrades convey a Sprint Ability
Breakthrough
Sturm Officer is now a one man squad that costs 150
Panzerfusslier is now an squad size upgrade for volks
Additionally it conveys sight range as well.
Elite Armor
Emergency repairs will also allow volks to repair vehicles and structures.
Volks can be upgraded for better repairs as well as plus .1 Armor
Sturmtiger replaced with a King Tiger Call in
15 CP
Feuersturm
Flamethrower and Lieg Barrage merged
Now allows the production of Lefh 18s with access to incendiary barrages.
UKF
The five-man squad upgrade is the most powerful upgrade in the game. I am quite satisfied with my previous mod that adjusted. Here is what I did:
- Researching Bolster Squad Upgrade now only unlocks officer upgrades for Infantry Sections, Sappers, and Commandos units which increases the squad size by one and add an ability.
- The Officer is equipped with the same weapon as the rest of the squad and has the same target values
- Officers do not themselves to be alive to use the granted abilities.
- Maximum one officer per squad
- Infantry Section
- Medical Officer
1. Adds one Medic model
2. Adds a passive healing aura for when the squad is out of combat
3. (The medical supply upgrade is removed from the game)
4. 100 manpower
- Artillery Officer
1. Adds one commando/artillery officer model
2. Adds the Coordinated fire operation grenade marker ability
3. Increase sight range
4. (Pyrotechnics upgrade is removed from the game)
5. 100 munitions
- Medical Officer
- Sapper
- Medical Officer
1. Adds one Medic model
2. Adds a passive healing aura for when the squad is out of combat
3. (The medical supply upgrade is removed from the game)
4. 100 manpower
- Heavy Engineer
1. Adds one commando/artillery officer model
2. Adds everything that Heavy Engineers would
3. (replaces the Standard Heavy Engineer upgrade)
4. 100 munitions
- Medical Officer
- Infantry Section
Infantry Section
- Target Size reduced to .9 from .8
- Cost decreased from 280 to 270
- Reinforcement cost increased from 28 to 30
- Ability to build trenches now moved to Royal Engineers
- No longer the initial unit, now it is a Royal Engineer squad
Vickers
- Moved to T1
Royal Engineers
- Moved to T0
Hammer, Anvil, Bofors, and AEC
The timing of the Bofors and the AEC is a bit too early while increasing the fuel cost for the teching options would stall the main line teching by too much. By making Bofors and AEC tied to Hammer and Anvil their timings would become more correct while it being side teching in the early game, it would become forward teching in the late game. This means researching hammer and anvil in T1 would delay Cromwells, Centaurs, and Fireflies, it would not delay Comets, and Churchills.
1. Hammer and Anvil are now in T1
2. Neither deny each other when researched
3. Bofors and AEC research removed
4. Bofors now require Anvil
5. AEC requires Hammer
6. Both fuel cost changed from 50 fuel to 40 fuel to match counterparts
Doctrines
1. Royal Artillery
- Sherman (75) 340 Manpower 100 Fuel
- Valentine
- Main gun Damage increased from 80 to 120
2. Churchill Crocodile
- Main gun Damage increased from 80 to 160
3. Tactical Support Regiment
- Field Recovery Operation
- Only one Engineer is spawned
- Does not automatically come with a mine sweeper
So the player can make this unit more combat oriented
- Cost reduced from 450 to 300
- CP reduced from 4 to 2
- Artillery over watch
-Now conveys base artillery barrages as well.
- Forward HQ
Needs changed or reworked it is expensive and has a lack of targets. By the time someone uses this ability, the field already has garrisons destroyed, garrison destroying units and want to use the fuel to field tanks.
-Replaced with a Valentine call in
4. Special Weapons
- Tank Hunters
I never really understood why this was its own unit and not just an upgrade for them.
- Now an upgrade for regular infantry section
- It adds two boys AT rifles
- (requires both weapon slots)
- Additionally it conveys a vickers LMG upgrade to the squad
- The Heat Grenade is now non-doctrinal available to infantry sections if they have Mills bombs researched
- Repsupply halftrack
replaced with a Smoke Barrage
5. Advance Emplacement
- Defensive Operation
-Infantry section are now only allowed to build a light mortar pit, MG nests, and slit trenches
- Precision Barrage
It can be a bit BS for this doctrine has a counter to its counter, so why not let them play the same game of arty.
- Now only allows of building 25 Pounders
- In comparison of LefH 18s, they have less range but they can come out sooner at 6 cps vs 8
- Are affected by coordinated fire operations
- Can use counter barrages with extended range
- Can use standard barrages or creeping smoke barrages
If you see any bugs, or see anything patch notes missed let me know.