Create your own commander !!! :)
Posts: 440
1CP Forward Recon Element
"A BMW R75 motorcycle carrying an expert spotter is allocated to your forces."
100MP 5FU, functions as a much weaker 221/2, with a larger LOS but less armour. Secondary function is to counter snipers. Fast and hard to hit but 1 shotted by AT nades and ZiS.
3CP Panzer Tactician
Speaks for itself.
5CP Elite Status (Passive)
"Our elite tank crews will grant us superior battlefield awareness commander."
All player controlled tanks receive a 5% increased LOS and 5% faster turret rotation.
7CP Bergepanther Recovery Vehicle
"Bergepanther recovery vehicles will help us salvage our losses...and those of our enemies..."
280MP 60FU
Functions pretty much like PE Bergetiger only with the armour and health of a Panther. It can salvage enemy wrecks as well (punishes RAM to some extent). Completely unarmed.
14CP King Tiger Heavy Tank
"Mighty Königstiger heavy tanks can now be requisitioned to the field."
750MP 270FU
Slower than IS-2 but similar AI with AT potency somewhere in between the Tiger I and Elefant. Not as lethal as Tiger Ace but also does not inflict a resource penalty. The ultimate non-vetted non-specialized call-in in the game.
Posts: 159
"Should I build ATs for that tiger to come?"
"Or a howitzer? Or does he have an airstrike to counter it? "!"!"!
Posts: 1734
Permanently Bannedsmoke
g43
spotter scope
strafing run (120muni )
Tiger
too OP?
Posts: 133
- RGD-1 Smoke grenade upgrade
Conscripts can throw smoke grenade
- Hit the Dirt!
Conscripts gain the "Hit the Dirt!" ability; when it is active, they seek ground for protection but will not move
- Conscript Defense Package Upgrade
Conscripts replace two of their rifles with DP LMG for better long-range firepower.
- Booby Trap Territory
A trap can be placed on a point that will automatically attack enemy units who try to capture that territory
- KV-2 Heavy Assault Tank
A KV-2 Heavy Assault Tank can be ordered in to the battlefield
PENAL ANTI-TANK TACTIC
- Penal Anti-Tank Package Upgrade
Penals replace four of their rifles with PTRS-41
- "Suicide attack"
Penals gain the ability to throw satchel with short timer
- Mark Vehicle
Targeted vehicle is subject to an increase in focused fire from nearby opponents
- For Mother Russia
All infantry and team weapon units on the map gain increased combat effectiveness and infantry run at increased speed
- T-34/85
2 T-34/85 can be ordered in to the battlefield
ASSAULT ENGINEER TACTIC
- Assault Engineer Brigade
Combat engineers can replace two of their rifles with PPSh-41
CE can increase their armor (model replace with shocks, increases reinforcement cost)
CE can throw smoke grenade
- "All for the front! All for Victory!"
Stavka delivers extra Munitions at the cost of MP (maybe Fuel or MP and Fuel)
- Repair Station
Allows engineers to build an immobile repair station which sends out engineers to repair nearby vehicles
- B-4 203mm Howitzer
The B-4 203mm Howitzer can be built by Combat Engineers. It fires a single devastating shot and can be used for direct fire against vehicles
- KV-8 Flamethrower Tank
A KV-8 Flamethrower Tank can be ordered in to the battlefield
Posts: 4
0 CP- Osttruppen Squad
1 CP- Ambush Camouflage
2 CP- Defensive Fortifications
8 CP- Pak 43 Emplacement
12 CP- Elefant Tank Destroyer
Posts: 4
0 CP- Air-dropped Medical Supplies
2 CP- Reconnaissance Pass
4 CP- Smoke Bombs
6 CP- Strafing Run
12 CP-Stuka Bombing Strike
Posts: 4
0 CP- Air-dropped Medical Supplies
2 CP- Reconnaissance Pass
4 CP- Smoke Bombs
6 CP- Strafing Run
12 CP-Stuka Bombing Strike
Posts: 4
0 CP- Osttruppen Squad
1 CP- Ambush Camouflage
2 CP- Defensive Fortifications
8 CP- Pak 43 Emplacement
12 CP- Elefant Tank Destroyer
Posts: 1024 | Subs: 1
In my opinion, this would be a poor doctrine cause no early mid option and that's why u lost (for same reason people don't play armor assault doctrine from sov in 1v1)
My commander for SU:
0cp No one step back - more men power but retreat is no possible.
1cp - Commisar squad - Commisare insipre nearby infantry.
4cp - Men power blitz - Granted 200 mp for reduced men power income by 50
6cp - For mother Russia!
8cp - 122mm D-30 howitzer - 450mp - Light and accurate howitzer can be deploy. Short range and low damage but with good accuracy can snipe MG-42 and other support weapons. 5 shells per Salvo
Posts: 974 | Subs: 2
0 CP 200mp Luchs call in
1 CP 20 ammo German air superiority, stukas with MG17, 37mm cannons and dive bombs will attack any opponent terretory
3 CP 400mp heavy battle group call in, 2 Kingtigers will arrive to the battlefield
4 CP 10 ammo German Propaganda improve fighting strenght of own and team units by 200%
5 CP 50 Fuel and 50 ammo, glorious german forces will get the victory for beeing awesome
are you serious? - no i don't like 95% of post here
Posts: 311
(1) 0 CP - Finnish "Sisu" (infantry can survive in blizzards and be better in combat)
(2) 0 CP - Finnish fortifications (a.k.a. Mannerheim line) (enables building of casemates and trenches)
(3) 2 CP - Finnish Molotov Cocktail ("Polttopullo") which also damages the tank's engine and Finnish Satchel Charge ("Kasapanos") upgrade enabled for infantry
(4) 2 CP - Finnish Sniper (a.k.a. Simo Häyhä) (Limit: Only 1 sniper at a time)
(5) 8 CP - Finnish Howitzer
Posts: 311
(1) 0 CP - Finnish fortifications (enables building of casemates and trenches)
(2) 2 CP - Anti-tank Weapons - Gives ability to shoot a Panzerfaust ("Panssarinyrkki") for all infantry and enables Panzerschrecks ("Panssarikauhu") upgrade for all infantry.
(3) 7 CP - Lagus Armoured Division (Calls in a random Finnish tank: can be a KV-1, T-34/76, T-34/85 or a StuG)
(4) 12 CP - Nenonen's Artillery Barrage
(5) 12 CP - Detachment Kuhlmey's Stuka Strike
Posts: 1122
CP 0 Kubel Blitz Tactics. Kubels can now be upgraded with infrared scopes for their hmgs, which ignore cover and armor, can use panzer tactician, incendiary rounds (they boost damage 10x to compensate already existing ignore armor effect from scopes), sniper-tracking rockets, receive armored skirts and command panzer aura upgrade. Their vet lvls increased to 10 with fresh vet bonuses adequate to new kubels performance.
CP 3 Blitzkrieg support. OKW Trucks now arrive with escort of highly vetted panther battle groups and deploy nearly instant.
CP 5 Encircling attempt. British and French forces (because there is no French, USF used instead) under threat of being encircled by off-map german armies forced to surrender and exit game. Sov forces forced to mass retreat everything in attempt to defend their base from flanking german armies arriving on the field and attacking their HQ after preemptive artillery bombardment. Until Soviets defeat those forces their manpower income reduced to 0 to better simulate encircling.
CP 6 Total air superiority. Allied forces cant use plane abilities. Occasionally stuaks will dive bomb, strafe and at-strafe everything on the map. Whole wings of them. Why whole wings? Because they look way cooler than single planes.
CP 13 Hold until end. While hight command preparing newly-developed atomic bombs to launch from enormous arctic submarine base to eradicate all allied players on servers to ensure total victory, glorious Reich solders receive massive defensive bonuses on top of increased resources income form behind-front line mobilization, and also popcap boost to 200.
Totally balanced and historically accurate doctrine. I will certainly buy something so deeply developed and well-thought. For a 0.99$
Posts: 117
Posts: 41
0cp elite training: give any infantry random vet 1-3 for 300 mp 30 fuel
2cp 120mm mortar
2cp soviet shock troops
2cp soviet guard rifles
14cp is2
Posts: 1006
0cp elite training: give any infantry random vet 1-3 for 300 mp 30 fuel
Posts: 600
1-cp Breakthrough
2-cp Jager Lights
3-cp Nade assault
6cp - Smoke barrage
14cp Veteran Tiger tank (not tiger ace).
OKW Support Commander
1-cp HMG34 team
3-cp Defence fortifications
6-cp Flares (the recon ability)
10-cp Sector Artillery
11-cp HUMMEL
OKW Elite Infntry
1-cp HMG34
2-cp Panzer Fusils
3-cp STG44 red sights upgrade (but 60 ammo not the stupid price it is now)
3-cp Sturm Officer
10-cp Field Packages (Allows volks to have 2 shreks per squad with no extra cost than its current upgrade price + gives panzer fusils stealth in cover).
OKW Tank destroyer
3-cp Double Shreks
3-cp Spotting scopes
6-cp Hetzers
8-cp Pak 43
14-cp jagdpanther
Posts: 3052 | Subs: 15
3 CP- Cavalry Riflemen assault group
6 CP- Rangers
7 CP- M18 Hellcat
11 CP- T34 Calliope(Can upgrade all shermans with Calliope rockets)
15 CP- M26 Pershing
AND
Close Air Support Doctrine(USF)
3 CP- Munitions Blitz
4 CP-Recon Flight(like in mech,recon support)
6 CP- P51 Mustang Anti infantry Strafe(single Strafe)
12 CP P47 Anti Tank Strafe (Single strafe)
14 CP Strategic bombing(B17 bombs,while B25 Mitchell strafes all remaining targets with quad mounted nose 50 cals,and then finishes with *napalm bombs of its own)
Posts: 1890 | Subs: 1
Guards Infantry
Shock Troops
For Mother Russia!
ML-20 Howitzer
IL-2 Sturmovik
USF - Shock and Awe - Utilize Allied Air Superiority to pound your enemy with artillery and coordinated air strikes. Use Pathfinders and supporting Paratroopers to spot targets for motorized artillery and supporting air force units.
I&R Pathfinders
Recon Flight
Paratroopers
Priest (or Calliope if you want to get real crazy)
P-47 Rocket Strafe ( or some other kind of AI-light AT strafing run)
Posts: 1891
1 CP- Airborne Logistics Upgrade: allows Rear Echelon troops to construct radio Beacons and lay light AT mines.
3-CP Paratroopers
3-CP Landing Officer- drops onto map, 3 man squad. Can call down AT guns and Pack Howies with abilities; also recon run, rocket strafe, and Thunderbolt gun run off-map abilities. Very MP/muni intensive unit.
7 CP- emergency supplies: convert 100 fuel into 1000 MP (values here could be changed)
10 CP- Airborne Assault: P47 thunderbolts perform a quick pass only on enemy territory. 120 munis.
Forward Echelon Company
0 CP- Marksman call-in. Stat clone of Wehr sniper, vet ability can be something generic.
1 CP- Strategic movement: allows Rifle squads to sprint for 25 munis, each squad takes reduced damage while sprinting but can't engage the enemy.
3 CP- M1 carbine upgrade: allows Rifle squads to swap out all 5 Garands for carbines; 75 munis.
7 CP- recon tactics: 3 planes provide a recon pass of the entire map. 100 munis
9 CP- reinforcment battlegroup: costs 650 MP and 75 fuel. Instantly gives 3 random units that the player has accessible through tech; this ignores popcap. The sum of the units prices can't exceed 900 MP and 180 fuel.
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