New Commander Submission - OKW
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Posts: 766 | Subs: 2
0 CP: (Passive) Through Salavage
0 CP: (Passive) Advance Infantry Tactics
- Allows infantry to use Sprint
- Infantry in cover gain increase sight range
1 CP: Opel Blitz Supply Truck
- Same as the Ostheers
2 CP: (Passive) Bolster Squads
-Exclusive infantry upgrade
-Increases squad sizes by one
-Available for Volks, Strumpioneers, and Obers
-Strumpioneers can still upgrade with the minesweeper
-Infantry in cover gain a cool down bonus
4 CP: Recoup Loss
(partial refund on dying infantry)
Posts: 956
Frontline troops are well suplied and supported from the rear while flak emplacements protect the supporting units and structures
1CP: If a kettenkarnad model cant be used a kubel with removed or permanentaly destroyed/deactivated MG, can be called in. Has abilities: Repairs, Healing, Weapon drops: LMG34 and Panzerbusche, Capping
1CP: Caches can be built
3CP: Flak emplacement
4CP: Sturmpios become upgradable with heavy package: mirrors the brit anvil sappers upgrade, LMG34s instead of Vickerses
5CP: Hauptmann- US major equivalent
Posts: 186 | Subs: 1
A commander focused around stealing and reusing enemy equipment
0CP Thorough salvage
0CP Beute T34-76 300 manpower 90 fuel
Standard T34-74 with German camo's and voice lines. Build at heavy flak building. Gives the OKW a cheap medium, something they lack.
3CP infiltration tactics
3CP 4x Thompson SMG package 90 muni
Gives ober soldaten 4x Thompson SMG for CQC fighting
4CP Emergency repairs
Posts: 278 | Subs: 1
Volksgrenadier Doctrine
(PASSIVE) Radio Intercept
Intercepts enemy radio transmissions providing valuable intel on enemy actions.
For the Vaterland!
A SdKfz. 251 haltrack with a squad Volksgrenadiere (already armed with 2x Panzerschreck) can be deployed to the battlefield.
Combined Arms
Infantry and vehicles in proximity coordinate to improve the effectiveness of one another.
StuG assault gun
A StuG III Ausf. G assault gun can be deployed to the battlefield.
Upgrades:
Side skirts, scope
Abilities:
PzGr. 40 grenades - as long as ability is active the StuG will fire PzGr. 40 APCR rounds for better armor penetration and damage.
Heavy artillery bombardment
Volkswerferkorps artillery support will start a heavy bombardment of the marked position.
The doctrine is modeled around the Volksgrenadier-Divisionen that took part of the Operation "Wacht am Rhein" (Battle of the Bulge). The VGDs were strengthened with a variety of weapons to enforce the combat strength of the divisions. Most of the VGDs got StuG units (or JgPz38t tank destroyer) for mobile AT and mobile fire support. To get even more firepower the germans organised "artillery brigades" - the so called "Volksartillerie-Korps/Volkswerfer-Korps (last name for rocket artillery units). Those "corps" had around 80 artillery guns of varois calibers.
Ingame the doctrine would provide a soft AT infantry with a support vehicle (SdKfz 251 to reinforce in the field) and a heavy mobile anti tank platform. The APCR rounds could help to deal with enemy armor. The ability would be a soft munition sink for the faction.
I wont submit any Tiger doctrine here. I would like to see Tigers at the Oberkommando West but i think the OkWest would need a heavy AT gun (Pak 40) or a solide mobile AT solution with a solide prize range and the StuG would the best here because it could be a mobile Pak 40 with a good prize ratio.
Posts: 13
Heavely inspired by CoH1 PanzerElite doctrine. A combination between ambush and anti-tank warfare.
0CP - (PASSIVE) Ambush Camouflage
Like ostheer ability, possible for Sturmpios, Volksgren, Obers and MG34. Locks out weapon upgrades
2CP - Armor Disruption Package
Infatry gains additional mine equipment to destroy and disrupt enemy armor. Grants Tellers to Stumpios and Panzerjager Infantry. Volksgrens can lay down Schu-mines
3CP - Panzerjager, Heavy Anti-Tank Infantry
4-Man Elite infantry squad. Focussed on anti-tank warfare. costs around 400MP. 2x kar98k and 2x pzshreck. Squad has the ability to lay down tellermines. Passive ability to have tank-awareness. Gains camouflage at vet4/5.
6CP - Light Artillery Barrage
Ostheer arty veresion.
? CP - Command Panther
(same as current from SpecOps, I would rather have a late war TD, Hetzer/Jagdpanther but I guess this ain't possible)
Posts: 2
Utilize captured weapons and armor from the Allied armies to bolster your defense. Strengthens early-game infantry and provides resource-efficient alternatives for armor, but their limited number means they are not a substitute for a real combat force. Strengthen your own armored force with remnants of the enemy's by knocking out their vehicles with unique Panzerfaust abilities. Has synergy in team games with unique Opel Blitz.
(PASSIVE) Volksgrenadier Ostfront Package
- 0 CP
- Equips 3 models with PPSh-41 SMGs for 40 munitions
- Does not take up weapon slots, but does lock out STG44 upgrade
- Unlocks Panzerfaust for upgraded squad if no headquarters were built
(PASSIVE) Panzerfaust Training
- 2 CP
- Panzerfaust abilities are replaced with Targeted Panzerfaust which slows the vehicle temporarily
- Killing blows with Targeted Panzerfaust are much more likely to result in vehicle abandonment
Arsenal Opel Blitz
- 4 CP
- Deploys a special Opel Blitz to the battlefield for 220 manpower and 30 fuel
- Opel Blitz can reinforce nearby infantry, drop a PzB 39 AT rifle for 40 munitions, and drop a MG 138(e) for 50 munitions
- MG 138(e) is equivalent to the Bren gun
Beutepanzer Sherman
- 5 CP
- Deploys a PzKpfw M4-748(a) to the field for 300 manpower and 100 fuel
- PzKpfw M4-748(a) is equivalent to an M4A3 Sherman, but pintle .50cal is replaced with MG-42, reuslting in lower anti-infantry power
- PzKpfw M4-748(a) uses HE ammo by default, has AP ammo locked behind Veterancy 1 (replaces Command Radio Net)
- PzKpfw M4-748(a) cannot decrew, and loses access to Smoke Screen
- Limited to 1 on the field
Beutepanzer Churchill
- 10 CP
- Deploys a PzKpfw Mk. IV(e) to the field for 410 manpower and 140 fuel
- PzKpfw Mk. IV(e) is equivalent to a Churchill Mk. VII, but uses the QF 57mm as its main gun instead of the QF 75mm, significantly reducing its firepower against heavier vehicles
- PzKpfw Mk. IV(e) has Crew Self Defense ability locked behind Veterancy 1 (replaces crew small-arms defense)
- Limited to 1 on the field (can be deployed alongside KT)
In the later stages of the war, logistical issues and consolidation of shattered Ostfront divisions with freshly-mustered units in the West resulted in many units fielding looted equipment to oppose the Allies. Numerous Shermans and Churchills fell into German hands as a result of failed operations or successful counterattacks, which the Germans put into use. While it was easy to repurpose captured tanks, it was harder to keep them running as spare parts and ammunition were difficult to come by; as a result, the Beutepanzers are limited to 1 of each type on the field to simulate that issue.
Posts: 1614 | Subs: 3
Description: Halftracks support the advance of troops, who will fight more ferociously. Sturmpioneers can deal with armored threats, while Panzerfüsiliers can be requested for recon operations. A Panzer IV Ausf. F stands ready to soften enemy positions and provide powerful support options.
Sd.Kfz. 250/1 Half-track (0 CP)
The Sd.Kfz. 250/1 can be deployed from the Command Headquarters to provide infantry support.
- Can be build from the HQ once the first truck is set up.
- Costs 200 manpower and 20 fuel.
- This halftrack can be garrisoned, but unlike the Ostheer version has no MG and can’t gain veterancy.
- Can dig in, allowing nearby squads to reinforce. No other bonusses.
- Can sidegrade to a Sd.Kfz. 250/7 mortar halftrack for 60 manpower and 10 fuel, losing the ability to garrison infantry and dig-in.
- The veterancy is to be fine-tuned by the balance team.
- BALANCE CHANGE: The incendiary barrage is slightly more accurate and the cost is reduced to 35 munitions (from 45). Affects both OKW and Ostheer.
Panzerfüsiliers (2 CP)
Panzerfüsiliers can be deployed to the battlefield. These units are adept at recon and long range combat.
- Possible minor changes to make them a more interesting option. To be decided by the balance team.
NEW: Anti-tank Package (3 CP)
Sturmpioneers can be provided with additional explosive weaponry to combat vehicles.
- Sturmpioneers get the option to upgrade to a 2nd Panzershreck. Can’t be combined with a sweeper.
- BALANCE CHANGE: Panzershreck cost for Sturmpioneers reduced to 60 munitions (from 70).
Valiant Assault (6 CP)
Inspire mobile infantry to move quickly and attack more effectively.
- No changes (infantry sprint and gain 25% more accuracy for 30 seconds. Costs 70 munitions.)
NEW: Panzer IV Ausf. F Support Tank (8 CP)
A Panzer IV with low-velocity gun can be requisitioned to the battlefield. This unit excels at supporting infantry advances.
- Can be called in for 320 manpower and 100 fuel. Limited to 1 on the battlefield.
- Can switch shells.
- Heavy Explosive shells (same as Stug E): 50 range, good against amassed infantry and team weapons.
- Anti Armor shells (same as Command Panzer IV): 40 range, good against moving infantry and light vehicles.
- Can fire its smoke dispensers for 30 munitions (same as Sherman).
- Comes with a Panzer Commander, allowing the ability to call in coordinated artillery strikes for 80 munitions (same as Elite Armor). No other bonusses.
Rational
- An infantry-based commander, akin to doctrines like Feuerstorm and Overwatch, but relying on vehicular support instead.
- This doctrine provides some of the tools that OKW otherwise lacks and encourages the use of combined arms.
- The large variety of units on this commander requires the player to decide on what he needs most, similar to USF Mechanized Company.
Additional Context
The doctrine is inspired by the Panzer Elite from CoH1, which relied heavily on halftrack support, had access to the short-barrelled Panzer IV and had doctrinal double shrecks.
Additional ideas for this commander: https://www.coh2.org/topic/85216/new-commander-submission-discuss/page/8#post_id722139
Posts: 1
Theme: Focusing around reliable anti-tank capabilities from both armor and infantry, this commander utilizes nimble infantry based AT with barriers to funnel enemy armor into to waiting grasp of heavier guns.
Slot 1: Anti-Tank Measures
- Passive, 0CP
- Strumpioners and Panzerfüsiliers can build Teller Mines and Tank Traps
Slot 2: AT Panzerfüsilier
- Call in unit, 2CP
- Comes with 2x Panzerbüchse 39 (Anti-Tank Rifle)
- Replace AT grenade with 'Critical Shot' (From .55 Cal Sniper)
- Still Retain G43 upgrade
- Vet 5 replaced by 'Ambush' (Concealed in cover and deep snow)
Slot 3: Spotting Scope
- Passive, 5CP
- Identical to Wehrmacht ability
- Upgrade denied to Infrared Halftracks
Slot 4: Observed Artillery
- Ability, 8CP
- A recon plane makes a pass of a target zone (A Strip)
- If enemy units spotted (in Strip), a single Walking Stuka barrage drops on the strip 5 seconds later.
- If no enemy spotted (in Strip), Cooldown is reduced
Slot 5: Jagdtiger
- Call in unit, 15CP
- Identical to Breakthrough Doctrine
- Has access to Spotting Scope
Strategies and Rational
The abilities presented herein are to enhance methods of Anti-tank warfare. AT Panzerfüsiliers provide an alternate early-game option for Anti-armor duty then Raktenwerfer and Strumpioners, the inclusion of AT rifles allowing them to counter many light vehicles without sacrificing to heavily against infantry. The revision of their 5 star veterancy allows late game Panzerfüsiliers to add a different type of threat, being able to ambush vehicles or even infantry to deadly effect.
Anti-tank measures paired with later spotting scopes allow the OKW an alternative form of area denial then emplacements offer, the Tank traps stopping lighter armor while backed by teller mines to ensure even heavy armor will suffer on a break through. Puma's equipped with spotting scopes become extremely dangerous tank hunters, able to passively wait and observe an area before moving to cut off or ambush armor. Likewise Jagdpanzer IV's will be able to stay ready for ambush should a target pass by.
Later into the match the Observed Artillery provides a powerful way to probe enemy forces, as the recon flight will first observe the area, then provide a powerful attack to clear the zone. While the delay opens the threat of enemy forces escaping, anything caught in the way will be killed or heavily damaged, and even a retreat turns into an opening for a breakthrough. All topped off when the Jagdtiger arrives, able to use the spotting scope to observe down range, while providing either a stalwart defense against even heavy tanks or pushing forward with veteran panzerfüsiliers as a combined offensive.
Posts: 1890 | Subs: 1
Unit and Ability Roster
Slot 1: PanzerJaeger Package
- Sturmpioneers upgraded with Panzerscrek now have access to Teller Mines and Vehicle Detection. A 2nd Panzerscrek is available for purchase after T4 construction .
- Panzerbuche AT Rifle Package for Volksgrenadiers (Similar to Tank Hunters PTRS package with exception of Light AT Mines instead of Grenade Assault)
Slot 2: 251 Half Track Mine Layer
- Same as OST Version except...
-Access to Schu and Reigal Mines
- No Flame Upgrade
- Still able to Reinforce and transport infantry
Slot 3: HEAT Shells
- Same as Elite Armor
Slot 4: Assault Artillery
- Balance Change - no longer require to be targeted around strategic point
Slot 5: Elephant
- Elephant instead of Jadgtiger for diversity sake/ set it apart from Breakthrough
Strategies and Rational - Major weakness of OKW is lack of reliable AT infantry and dealing with light vehicles without Puma. A major reason for this is how Sturmpioneer is burdened with too many responsibilities. This doctrine allows players to either double down with Sturmpioneer AT or offload Minelaying and Light AT onto other units. The 251 Halftrack allows players to both lay mines and maintain an infantry based AT presence through frontline reinforcement. Assault Artillery gives the doctrine some AI punch while also allowing for smoke screens to allow AT Infantry to close distance to tanks. HEAT Shells and Elephant are for heavy AT options and doctrine flavor.
Posts: 789
OKW - PanzerJager support doctrine
Use PanzerJägers as a mobile way to fend off light vehicles, while retaining late game relevance with supporting abilities or increased firepower. PaK 40s add powerful long range AT support to your arsenal and Panzerfüsiliers provide valuable recon for long range PaK engagements and support to your frontline troops with long range DPS. StuG 3 assault guns provide missing OKW medium armour that makes Command Panther rushes such a powerful option, while Stuka AT strafes support your tanks
0cp: PanzerJägers
- 4 man squad
- Equipped with k98s and 1 Pzb 39 AT rifle
- 280 mp
- $25 munitions - fire panzerfaust
- (45 munitions): Marksmanship training
Unlocks the aimed shot ability and increases panzerfaust range by 20%
- Aimed shot: Identical to the British sniper’s aimed shot ability
- (100 munitions): replaces 1 k98 and the AT rifle with 2 PanzerSchrecks
2cp: Panzerfüsiliers
- same as the Panzerfüsiliers in the breakthrough doctrine
4cp: pak 40
- 320 mp
- Ostheer pak 40 with 2 extra levels of veterancy. Vet 4: increased penetration, unlocks the cautious movement ability. Vet 5: +150% penetration and accuracy out of camouflage
7 cp: long barreled StuG 3 assault gun
- Identical to the Ostheer Stug 3, but with 2 additional levels of veterancy.
- Requires 2 headquarters set up
- 100 fuel, 280mp
12 cp: Anti-Tank overwatch
- 200 munitions
- Similar to the Soviet Anti-Tank overwatch
Many German divisions had dedicated PanzerJäger battalions attached to them to augment their long range AT capabilities
At the beginning of the war many PanzerJäger battalions were equipped with PanzerBüchse 39 AT rifles and 3.7cm AT guns. As the war progressed, outdated equipment was replaced by new equipment, such 3.7cm and 5cm AT guns giving way to 7.5cm AT guns, PzB 39 AT rifles being replaced with PanzerShreks and the attachment of motorized AT support to PanzerJäger battalions, such as assault guns and tank destroyers.
This commander seeks to emulate those specialized divisions and provide powerful AT support to OKW forces at all stages of a
match *cough cough* conflict
Posts: 133
Unit and Ability Roster
Slot 1: Sharpshooter
Call in unit, available from 2 CP.
Costs 360MP
1 man sniper squad
Camouflage
When hit, if the enemy model has more than 50% HP, it decreases by 90% and reduces speed and accuracy of the squad for 2-3 seconds. If the model has less than 50% HP, then it dies.
Vet3 2H Smoke grenade
Slot 2: Urban Fortification
Strongpoint: ambient buildings can be converted to strongpoint, similar to soviet forward headquarters but cheaper, without healing and reinforcing, defensive buff only for infantry inside
Volks and sturmpioneers can build strongpoints (trench)on territory point (simular to cache secures sector)
Slot 3: Panzer IV with short barrel
Identical to Panzer IV Command Tank without aura
Slot 4: Early Warning System
Slot 5: Zeroing artillery
Posts: 61
Improves OKW mid-late game capabilities.
0 CP. Panzer 4 ausf. F1.
- Allows player to build Pz. 4 ausf. F1 from tier 4 building.
- Same stats as OST Pz. 4, except the gun. Gun same as Panzer 4 command tank.
- Can be upgraded with pintle MG.
- Vet 1-3 is the same as OST Pz. 4, vet 4-5 - same as OKW Pz. 4.
- Cheap anti-infantry (at least by OKW standarts) tank.
0 CP. Panther's Infrared Searchlight.
- Passive ability. Possibly a cheap upgrade.
- Vehicle units, hit by a Panther, will be temporary visible for 12 seconds (even in the FOW).
- Increases Panther's accuracy against targeted vehicle (Panther first must hit the target and only then accuracy bonus will apply).
- Accuracy bonus applies automatically (without hit) if targeted vehicle is highlighted by infrared half-track.
0 CP. Assault Package.
7 CP. HEAT Shells.
9 CP. 105-mm howitzer barrage.
Pros:
- Cheap anti-infantry tank.
- Improves anti-tank capabilities of basic units.
- Improves anti-infantry capabilities of basic units.
Cons:
- Munition heavy.
- No call-in infantry or vehicles.
- Searchlight affects only Panther tank.
***Note.
Panther's Infrared Searchlight could work like invisible weapon. In that case, it's enough for target vehicle to be under it "fire" (to get bonus accuracy for Pz 5). Uses same visuals as Infrared HT.
Posts: 789
Posts: 1002 | Subs: 2
Hey Relic quote this in a reply if you actually read all the suggestions :_)
Am on the community team, and can confirm that we do read all suggestions posted to both this thread, and the official forum.
Posts: 2
SLOT 1:Early Warning Systems (1CP)
Advanced systems in the form of warning flares and sWS receivers are available for use. Goliaths now available and can demolish enemy fortifications from a safe distance.
SLOT 2: Heavy Fortifications (2CP)
Sturmpioneers can construct Tank Traps, Flak Emplacements, and Trenches.
SLOT 3: For the Fatherland (2CP 50Ammo)
Infantry in friendly territory will receive a defensive buff and movement speed increase for the duration of the ability. Lasts 30 Seconds.
SLOT 4: Field Defenses (3CP)
Volksgrenadiers can build trenches, minefields, and bunkers.
SLOT 5: Sector Airstrike (10CP 250Ammo)
Stukas will automatically recon and attack enemy units in the designated area.
Posts: 13496 | Subs: 1
Disruption( of Enemy lines) Doctrine or Griffin Doctrineor Covert Operation Doctrine
Abilities:
1)
0CP - Radio Silence
more radical
SWS can now built the WC51 truck
or
CP 2-3 "Behind enemy lines training"
SWS can now built a conscript, a riflemen or a Tommy, has access to corresponding abilities.
The unit has a timed ability that allows to change colors to much enemy and become neutral for the duration, unit loses neutrality once an attack order is given, takes damage, it fired upon by enemy or time run out.
2)
CP 0-1 Special SWS Support trucks
HQ can now produce specialized SWS Trucks at cost of 150/10. These have less HP than normal SWS and can be set up faster than normal SWS Trucks using the base Model with different skins and lower HP/armor the normal trucks. Once set up then can upgrade to:
A) Command SWS, building gets sandbags around it (cost 100) can now reinforce units
Can be upgrade for 100/10 for extra HP armor
B) Hospital SWS, building gets red cross around it (cost 100/10-20 FU) can now heal
Can be upgrade for 100/10 for extra HP armor
C) Forward observation Point, building gets Antennas around it (cost 100-150). The building gets some the following abilities:
+20 LOS
Intercept, a timed ability cost 30 MU giving mini map information range 100(?) 1 minute duration and revealing hidden units in the same area.
Recon over flight, a timed ability cost 30 MU sending a high altitude reckon plane (can not be shot down) to circle the truck.]
Can be upgrade requiring second truck set for 100/20 for extra HP armor and for the following abilities.
Air support, a singe pass hmg strafe for 60 MU near set Up truck
Mortar support, an barrage for 80 MU near set Up truck
D) Logistic support, building now has barrel similar to Opels(cost 200-300)the weakest structure in HP and Armor building now works similar to cashes.
3)
CP 3 Anti tank Training
Either a specialized call in unit or VG can now upgrade with Panzerfaust for 90 MU that take all weapon slots while removing grenades. (Panzer faust ability is removed). The ability is toggle when it is activated the squad will produce and fire 2 Panzerfaust around every 7 seconds doing 80 damage, but will not snare. 2 weapons can appear with 1-2 sec difference.
Unit also have access to Panzerwurfmine a snare with range 15 that stuns vehicle and cause engine damage to protect from being pushed.
Alternatively:
Access to a redesigning version of Blendkörper as a AT tool that does not block vision but stuns Tank crews reducing speed and vision for vehicles being hit or traveling thru the smoke. One could actually add non lethal damage to USF crews.
4)
CP 3 Night fighting training
Unit can now upgrade their ST44 to Vamp for 20-30 Munition. All ST44 now gain +10% accuracy.
IR HT can stop the rotation of beam, unit caught in beam will suffer -10-20% cover bonus penalty when fired by Vamp ST-44.
Vehicles will 2-4 target size penalty when fire upon by IR Panther.
Panther can now upgrade with a Commander giving +10 LOS and increased accuracy vs vehicles under Beam
5)
CP 10 M10 Wolverine
The player can built the Wolverine from HQ after T4 is set UP at normal price or can call in the unit after CP 10 for 110-120 Fuel.
Possible Changes to other unis:
ST44 obers replaced in "special OP" maybe with camouflage upgrade similar to Ostheer (?)
IR HT replaced with the mortar HT in T2 or a Flame HT
Historic Basis:
The commander is inspired from Otto Skorzeny and operation Greif that took place in the Battle of the Bulge. It allows the support of SWS similar to Ostheer bunkers, to create confusion to the enemy, while uses captured vehicles (actually M10 where not used during the operation but Panther where disguised as M10s). It provides OKW with a balanced AT unit and a well design IR HT.
Posts: 712
This commander focuses heavy on destroying enemy vehicles
1st slot:
Anti tank combat package (passive, 0 cp): special anti tank training allows volksgrenadiers to detect nearby enemy vehicles in a certain radio and can be upgraded with 1 panzerschreck per squad for 75 munitions and gives sturmpioners the ability to plant teller mines and riegel mines at vet 3
2nd slot:
Spotting scopes (passive, 5 cp)
3rd slot:
Heat rounds (toggle ability, 7 cp)
4th slot:
Stuka close air support (loiter, 12 cp)
5th slot:
Elefant tank destroyer (call in unit, 14 cp)
Posts: 45
Disclaimer: I can't remember off the top of my head the exact CPs for some of these abilities but they should be congruent with other commanders.
0 Cps - Goliaths
2 Cps - Blitz Truck
3 Cps - Weapon Drop (Ostruppen Version with MG42 instead of MG34).
3 CPs - Explosive Ordnance (Regal mine and Booby trap combo)
7 Cps - Strafing Run
Rational
This doctrine is designed around support weapons and 'take and hold' gameplay. Like my Wehr suggestion, its also a little different.
First off, lets talk about the blitz truck. I think this is a cool unit and with bit of tuning it will see some more use. Ideally, its two variants, the resource harvester and the reinforcement version should be merged. There should only be one and it should do both. This has the benefit of giving OKW as close as we can get to caches without actually giving them caches. I'm pretty sure that would make a lot of people happy. It would also be nice if it was more nibble and could passive heal nearby squads. You could make this last requirement lock down dependent, giving base healing, but I think mobile is fine, so long as units don't heal in combat. This makes the blitz a genuine viable alternative to halftracks and serves as a dependable forward reinforcement platform.
With regards to strafes, I think this would be better if it came a little later and is slightly more expensive but had 2 planes. So often it is just shot down. Anyway.
This doctrine assumes both of the above. What you get from this doctrine which you don't get from others in OKW is enhanced field presence. The Opel blitz allows you to reinforce your troops on the frontline and stay on the battlefield. The supply drop gives you superior support weapons than you would normally get (The Pak40 alone will be reason enough for some to choose this Comm) allowing you to control areas of the map more easily. Regals, booby traps and goliaths all extend this philosophy by punishing your opponent when they try come back on the map. And finally, if all else fails, Strafing runs are the ultimate area lockdown. It also is conveniently thematic.
Posts: 104
Theme: Trying to replicate late war German situation, this commander presents a combination of emergency war measures combined with hardened veterans who saw combat on multiple fronts.
Unit and Ability Roster
Slot 1:
Volkssturm squad
A 240 MP call in 0-cp 7 Man infantry squad.
Armed with Volksgrenadiers like rifles, with 50% accuracy malus outside cover.
1.2 Received accuracy to account for large squad size.
For late game scaling, they auto-gain an LMG 42 at vet 3.
Can use Panzerschreck.
Low reinforcements cost.
Can use partisans' model.
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Slot 2:
Knight's cross Sharp shooter.
A 1 man 0-cp call in sniper squad. Costs 400 MP and has self-spotting range.
Has a volley fire like ability: fires rapidly to suppress target squad at the cost of received accuracy increase.
Can use Ostheer sniper model.
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Slot 3: Emergency Tank Tactics: comes with 2 abilities
TCSA (tungsten cored solid ammunition) ammunitions.
Enables a 40 munitions + 10 Fuel cost upgrade to Panzer 2 light tanks.
Increases armor penetrations (To a level where it can deter a T70 light tank from chancing it down, but not outright defeat a T70).
Panzer 4 Ausf. J (Passive):
Cheap alternative to OKW panzer 4. provides OKW with a soviet T34/76 vs T34/85 like choice.
Costs 300 MP and 90 Fuel.
Stats similar to T34/76.
Buildable from Panzer HQ.
Should use Ostheer Panzer 4 model with panzer Gau skin.
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Slot 4:
Tactical retreat:
A 5-CP ability.
Allows abandoning a sector (making it neutral) in exchange of defensive bonuses to all infantry fighting in sectors connected to neutralized sector.
Should cost around 50 munitions.
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Slot 5:
Stug 3 (Passive)
Enables construction of Stug III tank destroyers from either mechanized or battlegroup HQs, but require Panzer HQ to be built.
Regular cost and stats, with Vet extended to 5.
Posts: 626 | Subs: 1
OKW – Eastern Reserve doctrine
Theme: OKW commander base on unused ostheer units and abilities in order to fill the main gaps in OKW design and revamp the already available units in other commanders.
Unit and Ability Roster:
SLOT 1 – Panzerfuzziliers
the units comes really late, therefore it less relevant replacement for volks squad. Unit could be revamped in this way:
• 0 CPs
• Unit starts with cooldown so player won’t be able to spam them right away from the start.
• G43 upgrade
• AT package available – unit can be upgraded with 2x panzerbushe AT rifle to better fight tanks (the performance similar to AT PTRS for penals). It also gives Tank detection and “Hit the dirt option” (similar to guard squad ability)
SLOT 2– Pak40
Idea is to give OKW replacement for inefficient rakketenwerfer. Allow OKW to have mainline AT weapon that can fight tanks at 60 range.
• 2CPs (or available at HQ after any truck is setup)
• cost: 320 MP
• Ostheer vet system spread around OKW 5 vet measure. Same vet requirement
• Vet4 ability – camouflage – unit is hidden in cammo, cannot move but first shot gets accuracy and penetration bonus.
SLOT 3 – Opel blitz – support truck
Main idea is to increase its utility compare to current version. In order to balance Opel blitz available in Assault Support (ostheer commander) and Firestorm (OKW commander) following changes was made:
• 2 CPs
• Cost: 250 MP and 10 fuel
• While locked can heal and reinforce nearby units (same as USF ambulance)
• Can be transform into mobile resources cash [option available in ostheer version]
SLOT 4 – Hull Down
Ostheer ability move to OKW doctrine. Entire design is getting revamp. [propose changes gonna be updated later on]
• 6 CPs
SLOT 5 – Tiger tank “E”
Panzerkampfwagen VI Tiger “E” can be called on the battlefield (replaces TigerAce in EliteTroops commander)
• 12CPs
• Cost 630mp 230 fuel
• Ostheer vet 5 spread across vet 1-4 okw system
• Upgrades: tank commander: slightly increase accuracy and sight of a unit
• Only 1 in the same time can be deployed on the battlefield. Exclusive with KingTiger
• The main difference between this Tank and ostheer version is a versatile list of abilities:
_o Vet0 – ambush camouflage – unit can hide and be invisible to the enemy units. While revealed gain accuracy, penetration and vet 4 damage bonus. Free ability
_o Vet1 – smoke shell (same as brits smoke shell) or panzer tactician – standard price
_o Vet 5 – Locks turret movement at 90o but increase damage from 160 -> 200. Free ability, can be disable.
Strategies and Rational:
Main idea is to give OKW replacement for current basic units. Most player hate rakketens, they want unit that is more efficient and reliable. Sturmpio aren't upgraded with shrek becouse you really need a sweeping squad, especially in high lvl game so you basicly have to count on your own tanks. Pak40 gives diffrent strategic approach to Antitank build. Additionally Panzerfuzzilier are perfect to replace volks build used over and over in every game.
Tiger tank will be the second call-in tank for OKW (i don’t count SturmTiger becouse it’s more like a suport heavy tank than a mainline battlefield unit). Compare to other faction where list of commanders with call-in units is longer OKW has only CommandPanther. One of the reasons why SpecOps is so popular is that call-in Panther allow player to go more heavily T1, T2 build. Tiger tank would be a natural replacement for Command Panther. Unit will base on a list of abilities
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