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New Commander Submission - OKW

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24 Jan 2019, 21:24 PM
#41
avatar of KaptinSpook

Posts: 4



Stormtrooper Doctrine
Utilize heavy infantry and infiltration to cut off the enemy or break through enemy lines.

The idea here is that the Player disregards the bland Volksgrenadiers and create a different style of play, something that not every commander features. Demo pioneers are essentially grenadiers with slightly worse stats, but with a much wider array of abilities, emphasizing on direct assaults and infiltration, like the original WW1 sturmtruppen. Since the Demo pioneers cannot be a direct replacement for to act as anti-infantry infantry, another stormtrooper squad can be called in, even as infiltration. Giving this squad access to panzerfausts allows the Player to completely phase out the Volksgrenadiers.
Late game these squads have more utility and capping power. To play into assaults and infiltration, a lighter version of Crush the Pocket can be used on cut-off territories in advance of an assault. Alternatively, a JU-87 Precision Bombing Strike can be used to cut down enemy hardpoints or vehicles. After the early game, a Tiger infantry commander can be called in to guide the Player's infantry to victory.

(0)Demolition Pioneers
Call in a squad of stormtrooper pioneers. Unit based on Stormtroopers. Uses Ostheer Pioneers' visual.
Demolition Pioneers
280 manpower
8 pop
4-man squad
Armed with Kar98.
Can use Booby Trap.
Can use Satchel Charge (requires converted truck).
Can cut wire.
Can lay Razor Wire and Schu Mines.
Can use Fuel Scavenge.
Can be upgraded with a Minesweeper.
Can be upgraded with a Panzerschreck (converted truck).
Can be upgraded with 2x G43 (converted truck).
Can camouflage when not firing or using an ability.
Neutralizes sectors faster.
Vet 1: Neutralizes sectors faster and increases resistance to suppression.
Vet 2: Increases survivability and rate of fire.
Vet 3: Neutralizes sectors even faster and greatly decreases munitions cost of abilities.
Combat expertise also increases accuracy.
Vet 4: Allows squad to move quickly when out of combat, increases rate of fire and increases squad size to 5.
Vet 5: Increases survivability and accuracy and allows squad to heal when out of combat.

(1)Stormtrooper Infiltration
Infiltrate a target building with a stormtrooper squad. Unit based on Stormtroopers. Uses Stormtrooper visual.
Stormtroopers
340 manpower
8 pop
4-man squad
Armed with Kar98k
Can use Stielhandgranate (converted truck).
Can use Panzerfaust (converted truck).
Can use Fuel Scavenge.
Can be upgraded with an MG34 (two converted trucks).
Neutralizes sectors faster.
Vet 1: Neutralizes sectors faster and increases resistance to suppression.
Vet 2: Increases survivability and rate of fire.
Vet 3: Neutralizes sectors even faster and greatly decreases munitions cost of abilities. Combat expertise also increases accuracy.
Vet 4: Allows squad to move quickly when out of combat, increases rate of fire and increases squad size to 5.
Vet 5: Increases survivability, accuracy and allows squad to heal when out of combat.

(10)Stuka Bombing Run
Orders a Stuka to drop four 50kg bombs onto the target area.
200 munitions
Just like the Soviet Precision Bombing Run.

(12)Break the Lines
Creates overwatch on cut-off sectors with accurate 105mm artillery fire, Panzerwerfer barrages and incendiary barrages. Front-line sectors have a 120mm mortar overwatch.
150 munitions
Basically a light version of Crush the Pocket from Ostheer Encirclement.

(14)Tiger I Infantry Command Tank
Call in a Tiger I heavy tank, capable of leading allied infantry. Unit based on Tiger I, while aura ability is like the Command Panther's that only affects infantry. As it is a commander, it has reduced rate of fire.
720 manpower
280 fuel
22 pop
Increases nearby infantry's sight range.
Vet 1: Allows the use of Combat Blitz.
Vet 2: Leadership also increases infantry's rate of fire. Tiger crew has increased accuracy.
Vet 3: Leadership also increases infantry's accuracy. Tiger crew has increased rate of fire. Unlocks Crew Repair.
Vet 4: Leadership also gives nearby infantry increased damage resistance (10%). Tiger crew has increased mobility and turret rotation speed. Unlocks Target Weak Point.
Vet 5: Tiger crew has increased rate of fire, accuracy and range. Combat Blitz now also increases combat effectiveness of infantry; increasing damage and resistance to suppression.



OKW Suggestions


Volksgrenadiers
Their overall performance with the StG-44 upgrade increases too much most of the time, causing long-range engagements to be the only real option. I suggest decreasing the intermediate range while also very slighly reducing accuracy at close and medium range.

Jaeger Infantry
The G43 sniper needs more cooldown time, but foremost aim time. Squads fighting jaeger infantry basically start the fight with one less soldier as it is killed right away. Increasing cooldown time decreases lethality in short fights. Greatly cutting down close range accuracy and increasing close range radius should also be considered to make the squad more vulnerable to close range engagements.

Obersoldaten
Death animation with infrared StG-44 still needs to be fixed (they go to T-pose when dead).
25 Jan 2019, 17:21 PM
#42
avatar of Fluffi

Posts: 211

REICHS ARMORY DOCTRINE


Theme: In a last ditch effort, right before the final counter assault (for example at the Ardennes), western german forces are given what is left in new equipment in order to make a final attempt to break through enemy lines and secure ground again. This theme goes well with the original ‘Battle of the Bulge‘ theme of the OKW faction, as the battle of the Bulge represents such an effort as I just described it. The mustering of sparse yet advanced technology and equipment, too, goes with the desired theme pretty well.

Disclaimer: I will suggest 7 instead of 5 abilities. Relic will have some creative freedom, should they choose my suggestion. Above anything else I wanted to provide some creative ideas.

1) Incendiary Grenade Package
Grants the „Incendiary Grenade“ ability (as seen on Volksgrenadiers) to Sturmpioneers.

Rationale: When Incendiary Grenades were introduced to OKW, there was a notable amount of forum users that seemed fond of the idea of giving this ability to Sturmpioneers. Indeed, the ability seems to fit the spirit and theme of Sturmpioneers being an aggressive elite unit that storms positions.

2) Grantatwerfer 34
Unlocks Granatwerfer 34 squad.

Visuals: The mortar crew uses the Volksgrenadier model, same as all other OKW weapon crews. Like the HMG34 team, this mortar unit also uses the Volksgrenadier portrait.
Rationale: Giving OKW a ‘regular‘ Mortar unit.


3) Sturm Officer
Same as in Breakthrough Doctrine.
Rationale: The integration of this fellah seems to go well with the name of the doctrine :P

4) Opel Blitz Equipment Truck
Calls in an Opel Blitz truck that can distribute weapons for squads to pick up. My suggestion for these weapon drops would be the LMG34 and the Panzerbüchse. The weapon drops would function the same way as they do with the supply trucks in UKF and USF doctrines.

Visuals: This doctrine will allow unusual combinations of units and weapons to be seen, e.g. Volksgrenadiers with a Panzerbüchse or Sturmpinoeers with an LMG34.
Rationale: I saw the idea of adding the Panzerbüchse to OKW mentioned quite a few times on the forums. Apparently, people want an infantry-held AT option for that faction. Yet in older versions, many found Panzerschrecks on Volks too potent - as such, the Panzerbüchse would seem like a good middle ground. Additionally, the weapon is unused outside of theatre of war missions.


5) Alarmtruppen
Calls in a 4 man Squad armed with 2xPanzerschreck.

Visuals: Uses the Obersoldaten or the Panzerfusilier model. Both are seldomly seen anyways, so it makes sense to give that model more prominence. Plus, the model suits the represented unit type (see ‘Historical Background’).
Rationale: Again, giving OKW hand-held AT. Even though this time it is the Panzerschreck again, it will not be on such a cheap unit as Volksgrenadiers, as it was in older versions of the game, so the old problems could be avoided by giving ‘Alarmtruppen’ a proper price.
Historical Background: In a WW2 history book I once saw a picture of late-war german troops that were more or less sporadically assembled and equipped with Panzerschrecks in order to react to the arrival of enemy armor. These troops were dubbed ‘Alarmtruppen’. In the late stages of the war, it would often be SS troops that would attempt to gather some last troops in villages and small town in order to ‘fight to the end’ (at least there is many of these stories in the region where I live). As such, the proposed usage of the Obersoldaten or Panzerfusiliers model (see above) would make sense to represent this quickly assembled last-ditch anti-tank squad.
Could alternatively be named ‘Panzerjägers’, but it’s less creative :P


6) Heat Rounds
Same as in Elite Armor Doctrine.

Rationale: Since the doctrine offers no armor call ins, this is supposed to strengthen the late game armor play. It also goes with the theme of the doctrine, where the western german forces receive one last shipment of advanced equipment in a last effort to push back the allied forces.

7) Tiger I Tank
Allows construction of the iconic Tiger I Tank form the Schwere Panzer Headquarters

Rationale: The Tiger is an iconic peace of armor. It goes well with the “armory” theme of this doctrine, being one of the most iconic products of german industry.
Visuals: Would need to be given the OKW standard armor skin, which looks more “sandy” than the Wehrmacht/Ostheer one.
Sounds: OKW announcer voice for training Tiger I exists in the game (currently unused).


Final Disclaimer
Should Relic actually chose this doctrine suggestion, then they can change details about it, like changing CP requirements of the abilities or deciding to tie the Sturmpioneer incendiary grenades to an upgrade package etc. What I care most about is the things I noted under ‘visuals’. Ideally, I would like these visual things to be accepted into the contest the way I though them through, though I will not insist that they would remain unchanged, since that would be rather daring. Finally, I am thankful that Relic offers this creative contest and hereby want to say ‘Thank You’!
FAx
26 Jan 2019, 01:00 AM
#43
avatar of FAx

Posts: 7

Faction + Commander Name: OKW Luftwaffe Support Doctrine

Theme: The Luftwaffe Support Doctrine will destroy the enemy with lethal bombings and strafing runs, support your infantry with reconnaissance and weapon drops.

Unit and Ability Roster

Slot 1: Recon Pass

Ability available from 2CP.
Identical to Luftwaffe Ground Forces.

Slot 2: Fallschimjäger

Call in unit, available from 3CP
Identical to Luftwaffe Ground Forces.

Slot 3: Pak 40 Airdrop

Call-in unit, available from 3CP
Costs 125 MP and 60 Munitions
Similar to USF Airborne Company.

Slot 4: Airborne Assault

Identical to Luftwaffe Ground Forces
Ability, available at 12 CP

Slot 5: Strategic Bombing

Ability, available from 14CP
Costs 250 Munitions
Leftover ability from the Ostheer. Works much like the old Air Supremacy Operation from the Commando Regiment from UKF.


Strategies and Rational

The idea behind this commander is to make aerial heavy doctrine for OKW, much like the Luftwaffe Supply Doctrine or Close Air Support Doctrine from Ostheer.
26 Jan 2019, 15:11 PM
#44
avatar of Tric
Master Mapmaker Badge

Posts: 1467 | Subs: 4

After some talks with Talisman up late one night, we came up with a few commanders.

Here is a quick idea for OKW:

URBAN AMBUSH DOCTRINE


  • 0CP - Goliath
  • 1CP - MP40 upgrade (same as pre-existing one)
  • 3CP - Urban Assault Panzergrendiers
    • Infiltration Squad (identical to pre-existing ones), however these come with the upgrades for a flammenwerfer, panzershreck, or the mp40s

  • 4CP - Ambush Camouflage (identical upgrade as other doctrines)
  • 10CP- Command Jagdpanzer
    • Mark Vehicle
    • Command Aura
    • Same veterancy path as Command Panther
    • Only one of these at a time, and only this or a KT, not both.


    The idea was to have some sort of urban doctrine for OKW but focused more on subversion and tactics, while hopefully introducing a unit that would find a specific role or usage.

    The inspiration behind the Jagdpanzer Commander was inspired by how they were used as a primarily ambush role.



    Hopefully someone finds these interesting. We tried to avoid a lot of overlap with other doctrines while still having it fill a niche role.
27 Jan 2019, 23:35 PM
#45
avatar of Anton Slavik

Posts: 4

Last Reserves Doctrine

cp0 Short barreled Panzer 4 (same stats as the Soviet t-34/76, builtable from the Schwerer Panzer Headquarters)

cp0 Panzerfüsiliers

cp0 Anti tank measures
(Allows volks,Panzerfüsiliers to be upgraded with anti tank rifles and allows sturmpoineers to lay regiel mines)

cp3 Fallschirmjäger

cp6 Recoup Losses

28 Jan 2019, 16:13 PM
#46
avatar of adamírcz

Posts: 955

jump backJump back to quoted post17 Jan 2019, 11:22 AMVipper
Name:
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.

Damn, this is one awesome and creative idea, with nice historical background
The ability to build opponents units is somethin that should have been experimented with a long long time ago
28 Jan 2019, 17:35 PM
#47
avatar of Vipper

Posts: 13496 | Subs: 1


Damn, this is one awesome and creative idea, with nice historical background
The ability to build opponents units is somethin that should have been experimented with a long long time ago

Thanks for taking the time to read my post, I am glad you like it.
28 Jan 2019, 21:23 PM
#48
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Submissions are now closed. Thank you to everyone who has taken the time to post their ideas.

The Balance Team will now be assessing the best proposals for the next stage of this update
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