So with the arrival of the british, i for one am abit dissapointed that Relic didnt make any new commanders for USF or OKW. I feel both factions have large holes in their design which the 2 vanilla factions dont. This is usually down to the commanders of the two vanilla factions giving a good range of options and tactics.
So without futher-adoo here are my suggested ideas for new commanders for these factions. (Some include units or abilities that do not yet exist but the mechanics are there and wouldnt be difficult to make).
OKW Commanders
OKW Counter-attack tactics
1-cp Breakthrough
2-cp Jager Lights
3-cp Nade assault
6cp - Smoke barrage
14cp Veteran Tiger tank (NOT a tiger ace! comes at vet 2, can reach vet 5 and has smoke launcher ability).
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 Anti-Tank tactics.
0-cp Teller Mines
3-cp Double Shreks
3-cp Spotting scopes
6-cp Hetzers
14-cp jagdpanther
USF Commanders
Supply mastery doctrine
0cp - Fuel/Munitions cashes build twice as fast for 150MP (will give a good bonus in team & 1v1 games).
4cp - Airdrop of fuel/ammo (same as luft supply)
6cp - Fuel - Ammo conversion
8cp - Upkeep reduction (-25% the upkeep Manpower income consumed by population).
13cp - Reinforce the line! (Callon of x1 grayhound, x1 AT gun and one x1 E8 sherman and x1 M10, 700MP 200 fuel).
Advanced prototype doctrine
0cp - Assault engineers
1cp - Radio triangulation (built by RE's)
6cp - White Phos barrage
10cp - Calliope
14cp - T29 Heavy tank (equipped with smoke launchers)
Mechanized doctrine
1-cp IR Pathfinders
3-cp M5 Callin with rifles equipped with BAR's
6-cp Smoke barrage
8-cp M24 Chaffee call-in
10-cp Time on target artillery
Rangers battalion
0cp - improved fighting positions + RE;s ability to build tank traps ect.
2cp - Ranger squad (same stats/abilities as campaign)
3cp - Grayhound call-in
8cp - Mark Vehicle (same as sov ability, making ranger zooks more effective).
8cp - Artillery gun. (M114 155mm (155mm Howitzer M1)
Allied co-ordination tactics
0-cp Rifles ability to see further
3-cp Airborne drop
8cp M24 Chaffee call-in
8cp - Artillery gun. (M114 155mm (155mm Howitzer M1)
11cp - Dangerclose fire-for-effect (250 ammo, any officer may call in artillery on the entire sector he is currently in. The effect will last 30 seconds however the artillery will end 5 seconds after the officer leaves the sector or is killed).
Thats all folks!
If relic is reading this pleasssseeee give these armies more