Is it possible to fix the Conscript Sergeant model with the provided tools?
I do believe that the model is fully working, with animations and everything. It is only missing a winter skin.
Update:
Light infantry non-slot weapons range is reduced to 35 and no longer interferes with the attack order and attack move order.
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Long story short, I had to re-remember how to do this. It is on the weapon's option under behavior, "cause_combat = false." It is something that is not clear but this is used for weapon crews and the old 2 man soviet sniper.
In playing around with income I think I found a sweet spot that in general increases the duration of the phases of early, mid, and late game. Here is a total summery of right now:
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Base income:
-Manpower income is set to 250 manpower
-Fuel and munitions income is set to 10
-cp exp income set to zero.
Standard points
-provide 1 manpower per minute and 1 cp exp every tick (480 ticks per minute)
-After 2 minutes you gain an additional manpower per minute
-another 2 minutes you gain an additional manpower per minute as well as 1 fuel and munition
-note all step increases reset if cut off.
This will greatly reduce fuel and munition income making players more rely on cashes or designated points. The CP Exp changes will also make early and mid game CP accusation harder.
Fuel Points
-provide 3 fuel per minute
-After 2 minutes you gain an additional 3 fuel per minute
-another 2 minutes you gain an additional 3 fuel per minute, bring up the total to 9 fuel per minute.
-note all step increases reset if cut off.
Munition Points
-provide 6 fuel per minute
-After 2 minutes you gain an additional 4 fuel per minute
-another 2 minutes you gain an additional 4 fuel per minute, bring up the total to 14 fuel per minute.
-note all step increases reset if cut off.
Right now, I have implemented various comeback mechanics to make games for entertaining and here is a list of all effects:
Soviets Mobilized Reserves:
Fresh Conscripts no longer need to reinvest with munitions for the seven man squads with it being a global upgrade. In order to make penals more able to get back into the game, they now gain vet 1 immediately if they did not already have it as well as their cheaper reinforce cost.
Volks upgrades:
If a volks squad needs to be rebuilt, the global upgrades should help them get back into the fight. Zeal was probably the weakest of the bunch so like penals, when this is upgraded, vet 0 volks become vet 1 volks.
Ostheer:
Now not only they have new comeback mechanics they have new non doctrinal supply mechanics as well. Soviets and brits build cashes, USF can upgrade WC51 trucks to Supply Trucks. OKW can build Supply HQs that are hybrid of the HQ, Supply truck, and Cashes. Ostheer has now it's old T4 structure reintroduce into a Research building.
Ostheer's Supply Center
Show Spoiler Able to build non doctrinal Opel Blitz Trucks to lockdown sectors and increase income.
A huge selection of upgrades:
-All upgrades take a staggering 120 seconds of research
-All upgrades are player owned
-All upgrades can be researched 3 times
Increase manpower income:
-Increase manpower income by 5
-25 munitions and fuel
Increase Pop Cap:
-Increases Pop Cap by 15
-25 munitions and fuel
Increase Fuel income:
-Increase Fuel income by 5
-200 manpower
Increase Munition income:
-Increase Munition income by 5
-200 manpower
Infantry Veternacy
-All infantry, excluding support weapons, gain 1 level of veternacy
-25 manpower, munitions, and fuel
-Requires equivalent Battlephase
Vehicle Veternacy
-All infantry, excluding support weapons, gain 1 level of veternacy
-25 manpower, munitions, and fuel
-Requires equivalent Battlephase
The veternacy upgrades should allow the Ostheer player to get back in the fight very quickly and with everything tied to battle phases, the veternacy should not out pace the game, and if the player does focus on the vet upgrades, the long research times would delay the other upgrades.
Note global pop cap reduced to 80
Ostheer's cashes moved to doctrines and switched with the Opel Blitz. The new "Fortified Cashes" can be built by all infantry at 0 CP with the proper doctrines. And yes, they do have a speech code and lines for the "Fortified Cashes."
OKW IR STGs:
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Before hand, I made it so Volks could be upgraded with a single STG with this doctrine but now it is an rebalanced IR STG.
Obers STG has also been changed. Instead of it being two IR STGs now it replaces the entire squad with Regular STGs and give one Slot IR STG. DPS output, rebalanced
OKW more toggles
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In order to make OKW more different from Ostheer, I have added and changed many abilities and units to have toggles:
SturmPioneers can now put away their Panzerschreck
Obers gain tactical advance which when toggle reduce movement speed while making them immune to suppression. They also gain a green glow. Dow2 anyone?
Now only Volks, Stuka Zub Fus, Panthers, falls, MG34, and the Sturmtiger have not a toggle of some sort.
USF Paradrop AT gun
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Removes my previous change on bundling the HMG and AT gun drop and now it drops a fully crewed M1 AT gun for 310 manpower
OKW's Elite armor
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Remove my volks repair ability and added it to the Emergency repair ability
the 221 slot now recoup loses
SturmTiger replaced with Panzer 4 F2 battle group
They are standard F2 panzer 4s with spearhead and vet 2
OKW Fuersturm
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With the opel blitz munitions truck being non doctrinal, the SturmTiger is added to this doctrine.
Also, more ugly Icons for the supply center
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Small update
In playing around with manpower income and now trying out 250 manpower per minute.
Penals are now able to be upgraded with PPSH's
Penals' vet 1: to the last man, now also increases burst duration per model missing.
This should give soviets a decent smg unit non doctrinally but this is a side grade and does not replace shock troops.
Conscript Assault Packages completely replaced and removed:
Advance War's Conscript Assault Packages replaced with Conscript Tactics
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-1 CP: Conscript Tactics
Replaces Conscript's AT grenade with AT grenade Assault
Replaces Conscript's Molotov with RGD Frag
Enables Oorah!
Conscript Support Tactic's Conscript Assault Packages replaced with Hold the Line
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-6 CP: Hold The Line
Infantry for the duration will receive a defensive buff in friendly territory while flares are fired overhead.
Guard Rifle Combined Arms Tactics 's Conscript Assault Packages replaced with Vehicle Breakthrough
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-5 CP: Vehicle Breakthrough
For the duration, Vehicles can capture territory and have their max speed increased.
OKW's supply trucks replaced with the ability the lockdown SWS halftracks into supply centers.
Once set up, the player can choose between the increase of fuel or munitions. Can change whenever you want, barring cool down.
MG34 Moved to T1 but the cost is reduced to 230 manpower.
Munitions Opel Blitz added to T2. Ability Cooldowns and medic packs removed. Aura now also reduce weapon cooldowns. This unit will help fill in the gap for OKW who lacks a mobile reinforcement point.
Modders and smart guys: Does 7.5 meters per second match the M20 speed setting in the game?
The mod tools says 7.8, note the mod tools are about 6 patches behind but the patch notes suggest it has not have been changed.
I like the light arty barrage. Most of the time, my opponents moves or retreat the team weapon in time, so the cheaper cost is a plus because it did its job of displacing the target to create an opening.
Actually not true. 2 of every 3 Volksgrenadier squads were armed with automatic weapons, this was to give them a high volume of fire to make up for both the lack of men and lack of skill. The intent actually was to have them equipped with Sturmgewehrs, but the reality was that there were not nearly enough to go around, so most Volksgrenadiers were issued MP 40's instead. It kind of irks me that Grenadiers have the option to become MP 40 squads (uncommon by my understanding) but not Conscripts or Volksgrenadiers (PPSh/MP 40 squads extremely common).
That said you obviously have a different vision than I do and you have put in a lot of work into your mod, so I congratulate you on the release! I still do like a lot of the changes, I just feel strongly about a few of them.
I have thought about this. Both in live and my mod, there is no designated non-doctrinal CQB/CQC unit for soviets. Any added item can not overlap with Shock Troops, Doctrinal PPSHs, or outright replace and remove Doctrinal ppsh. I have multiple ideas:
1: Combat engineers
With mobilized reserves no longer being automatic, researching it could grant the combat engineers with a PPsh upgrade that grants an extra man from either the PPSH upgrade or from mobilized reserves.
Or just make the equipped with PPsh's.
2: Penals
Right now penals, in my mod, are significantly different. PPsh upgrade for them could make them stand out.
3: Replacing the PPSH doctrine
There are 5 doctrines in live with this ability but only 3 in my mod. Replacing 3 could allow more variety in doctrines while allowing ppsh's non doctrinal.
Advance Warfare could gain either For Mother Russia or a new ability. The PPSH doctrinal ability does give conscripts oorha back so maybe a combo ability using the Speech Evasive Tactics which may include AT grenade assault. Maybe camouflaged?
Conscript Support Tactics could revert this doctrine wounded recovery station for Rapid Conscription while a ability could be added, Hold the Line. There is speech for a Hold the line ability, in which it could provide defensive buffs for infantry in friendly territory for the duration.
Guard Rifle Combined Arms Tactic's PPsh could be replaced with a vehicle breakthrough ability to help full fill its role of combined arms. There is speech for a Fire and Maneuver ability which is focused on tanks. The vehicle breakthrough would enable vehicles to capture at a fast rate and move at increase speed.
No, no, I mean have Riflemen use the RE winter skin instead of their current winter skin... on winter maps. I'm not sure if that's something that's actually possible to do, however. Its just always felt odd that despite having an infantryman model with a Greatcoat, Lelic decided to have Riflemen just put on gloves and a scarf rather than actually wear said greatcoat.
Those skins are not interchangeable. There is a way to use the Cold Tech upgrade and display a different squad to build, but at the moment I will not change anything.
During WW2 the US did have a shortage of winter weather gear,
which military didn't? , and so it was not uncommon for them to use the M-1943 with heavier undershirts. Not preparing for winter is a common occurrence which is usually solved by wearing extra layers. I can speak from personal experience. I was deployed to Kuwait in 2016, in which I learn how to mod in my down time. First step off the plane, it was 130 F (54 C). When winter came around, working night shift, the wind chill it was 22 F (-5 C). Command thought oh here are some propane heaters that are above your head... They did not work. Just because it was 80 during the day does not mean it was not cold at night. That temperature difference change happen during my shift. Back at home working in the winter, wind chill was -40 F (-40 C), and all I was issued was a rain jacket. Even the basic cold weather gear was not enough for those temps.
https://en.wikipedia.org/wiki/United_States_Army_uniforms_in_World_War_II#Winter_uniforms
https://en.wikipedia.org/wiki/U.S._Army_M-1943_Uniform
Here are some other uniforms they used in the time.
http://www.usww2uniforms.com/figures_army.html
I haven't read through all the notes, and obviously I haven't played it yet (If i even get chance), but one thing that jumps out to me (for some reason) is reducing any squad sizes below 4... I think that being the minimum size is probably for the best, due to how it interacts with a few game mechanics. (Admittedly changes to "max models killed" and a few other things you've done make it less an issue). I dunno, I think this is just a personal thing.
There are only three units with 3 models. Before hand there were IR Pathfinders that had three models but they had no survivability with a target size of 1 while these three units do. It is experimental, no doubt about it.
Ostheer's Pioneers with the target size of 0.5, they will be dodging bullets left and right including the tank mgs. Very cheap squad replacement at 150 .
Brit's sniper has a target size of .7 which is similar to other light infantry. Plus the extended range of 45 from the standard range of 35. They should avoid damage all together.
And the one doctrinal Urban Assault Grenadiers with flamethrowers. They have a target size of .75. This will make them resilient and they are suppose to be more of a support squad rather than a frontline squad. This squad may fall too quickly.
(Completely non-gameplay related... but since you've taken REs out of USF's nondoc lineup... perhaps the RE model could be the Rifleman Winter skin now? :^) )
Probably not. Riflemen still use that skin on winter maps. Plus being cover in snow on summer maps, not exactly fitting, unless it is an ruined urban environment with dust everywhere.
Wait, territory gives manpower bonuses in your mod? What's the reasoning behind that? My understanding is that Manpower income being divorced from territory (and being inversely proportional to army size) is intended as a way to let a person recover from a severe setback.
An experiment to see if cashes become more prevalent in match ups. With potential increase of manpower and decrease fuel and munitions, players either invest more so into capturing fuel and munitions points or invest into cashes/trucks, as well as defenses such as bunkers. These values are quite small still, so I would expect a modest impact.
Consider this a re-release of my mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2129311414
BIG NOTE:
The mod tools are about 6+ patches behind, so it is hit more miss whether or not these patches it is applied. Expect not...
Also, this mod has nothing to due with Relic, this is a personal mod.
The purpose of this mod is to adjust design, doctrines, and balance is with this game. With the changes to teching and more access to non doctrinal items for all factions, the core of each faction should have all the tools they generally need. Doctrines offer a bit more variety tools while not being crutches for the base factions.
General Show Spoiler All points have a three step income system.
-Standard points provide JUST +2 Fuel and munitions.
-fuel and munitions provide +5 resources after 2 minutes and again after 4 minutes.
-each standard point provide 1 command point xp per tick All starting income changed to per minute of 325 manpower, 10 munitions, 10 fuel Default Command point exp per tick removed All AA vehicles provide suppression when stationary including those who did not previously have suppression. Initial Vehicles such as the universal carrier have reduced armor but increased health. Initial Vehicles over have been rebalanced to preform more of a flanking squad and effective uncovered infantry while cover'ed infantry will generally win in fights. Initial Vehicles generally have vet 0 capping capability. All tanks generally gain 160 health and have its armor reduced.
This should improve consistency or armor engagements. Tank Destroyers and Heavy Tanks Main gun damage increased from 160 to 240 Light Tank Destroyers main gun damage increased to 135 for turreted vehicles and 160 to non-turreted vehicles. Heavy tank destroyers, ie Elephant, Main gun damage has been reverted to 320 seeing how at that damage, they can not 2 shot mediums. Tanks MGs have been buffed Tanks Main guns have less scatter now but can only kill a limited number of models per shot, medium tanks is 1. Abandoned/destroy main guns on vehicles are removed Slot items not longer drop Flamers
All Factions have access to a non-doctrinal flamer but now all require 1 cp All factions have access to various defensive items non doctrinally.
-Mg nests
-Tank Traps
-Garrisons
-can not capture while building All artillery gains an auto attack
25 pounders, Ml 20, and Lehf 18 can only kill one model per shot
They will not pack up and retarget like mortars. They will only engage against enemies in their cone.
Artillery emplacements max ranges have been reduce to 200 from 250.
Artillery veterancy abilities now properly merged into one ability.
Priest and sections auto attack is more direct and can only engage at a range of 70. Heavy AT guns
No longer fire or have an option to fire through buildings
Range increased to 100 from 80 All team weapons
- Team weapon crews are now armed with hand guns to properly convey damage
-Team Weapons are recrewed with minimum numbers to man the weapon.
-Recrewed weapons changes weapons into a pistol regardless what previous weapon they carried.
-Can only capture while out of combat Initial units removed All factions have access to forward retreat points All snipers changed into light infantry and moved to doctrines Get out of trouble smokes have been removed
Panzer Tactician changed now functions like Sherman smoke auto heal medics gain a small radius heal to prevent the chain flashing heal bug Capture points no longer provide sight Capture points now show their state when captured. Aircraft now die based on health rather random chance Standard Mortars have been adjusted to have better area of effect but damage reduced. Auto-attack and barrages standardized but other elements changed per mortar. All snares have been adjusted.
-Now they will provide an temporary injure loader at any damage.
-Engine is only snared at 50% and is calculated before damage rather than after.
-Main gun is destroyed at 25% and is calculated before damage rather than after. Soviet Show Spoiler
The Soviet's Faction is generally the most well rounded faction excluding T1. T1 and T2 have been reorganized in order both routes have the minimum necessary items.
Non Doctrinal forward HQ
Medic upgrade would affect forward HQ
HQ medic upgrade now cost 200 manpower 10 fuelT0 Regimental Field Headquarters Conscripts
-Oorah! Now requires [and display] Conscript Tactics from the Advance War Tactics
-Hit the Dirt, Now requires Mobilized Reserves and is non doctrinal
-Mobilized Reserves no longer require a conscript upgrade to take effect
-PPShâs package only provide 2 but are more effective.
-PPShâ packages CAN be upgraded along with Mobilized Reserves Combat Engineers
-Now armed with revolvers
-Can now build Tank Traps, non doctrinally
-Can now build Dshk Emplacements
Dshk Emplacements
-150 manpower
-With only three infantry slots, when garrison the Dshk
-Able to upgrade with a manned Dshk which disables hold as well for 60 munitionsT1 Special Rifle Command Sniper
-Change it into a light infantry squad
-Move to doctrines M42
-Increase the damage to 135
-Increase pen
-Canister rounds removed Penal
-With the M42 non doctrinal then the Penal PTRS can be doctrinal
-Can now be upgraded with 3 PPsHs
-Now 5 man squad
-target size reduced to .9
-Vet 3 adds a 6th man
-Vet 2 enables oorah
-Vet 1 To the Last Man now also increases burst duration. Mortar
Rate of fire is still lower that other mortars but have extended range.
-Auto Attacks range increased to 90
-Barrage attack range increase to 90T2 Support Weapon Kampaneya Maxim Zis-3
-Gain a smoke barrage for 0 munitions M3 White Scout Car
-Cost change to 240 manpower and 0 fuel
-Enabled Point capping
-Health increased to 320 and armor decreasedT3 Tankoviy Battalion Command M5
-When the AA gun is researched health increased to 400 from 320 SU 76
-Health increased to 480 from 400
-Added smoke barrage at 0 munitions. T4 Mechanized Armor Kampaneya
-No longer adds mobilized reserves upon construction Katyusha
-Rockets now apply suppression KV-1
-Now available non doctrinal
-Requires both T1 to T2Doctrines Advance WarShow Spoiler -0 CP: T34 85
Main gun damage increased to 240 from 160
Specialized in Anti Vehicle Damage
-0 CP: Radio
-1 CP: Conscript Tactics
Replaces Conscript's AT grenade with AT grenade Assault
Replaces Conscript's Molotov with RGD Frag
Enables Oorah!
-5 CP: Repair
Can now be applied to Conscript, Engineers, and Penals
-12 CP: Loiter
AirborneShow Spoiler Weapon crate drop lacks uniformity on what units receive of an ability and it replaced with a Fuel Air Drop instead which allows more team play.
Airborne Rally points would be outdated if there is a non-doctrinal forward hq. Change it with a commissar though experimental.
Airborne Guards are neither Airborne nor even use a unique model. I change it to the Sniper Light infantry squad mention before.
The Single strafe Rocket run is replaced with a loiter for more substain pressure on armor while making AA to counter it more important.
-1 CP: Commissar
Squad size changed to 4
Squad members weapons changed to PPSH
Commissar model armed with a DP 28
-2 CP: Sniper
5 man squad
Able to use Assassinate for 45 munitions
2 scoped rifles which kills models at .4 health
Range set to an extended 40 from the standard range of 35
-2 CP: DSHK airdrop
-4 CP: Fuel Air Drop
-12 CP: Rockets
Now a two aircraft loiter rather than a strafe
Munition cost is 240
Anti InfantryShow Spoiler The doctrinal overlap between terror tactics and shock rifle front line tactics are too great, thus this doctrine has been changed.
-0 CP: KV 8
-2 CP: Dshk
-3 CP: Zis-6 Truck
A copy, baring model, of the Opel Blitz Truck
Sectors are now locked down
When deployed on standard points, it effects teammates.
-3 CP: Scorched earth
-4 CP: Recon
Armored AssaultShow Spoiler -0 CP: Radio
-0 CP: T34 85
Main gun damage increased to 240 from 160
Specialized in Anti Vehicle Damage
-7 CP: Vehicle Crew Repair Training
-12 CP: Loiter
-12 CP: IS 2
DefenseShow Spoiler -2 CP: Sniper
5 man squad
Able to use Assassinate for 45 munitions
2 scoped rifles which kills models at .4 health
Range set to an extended 40 from the standard range of 35
-2 CP: 120mm
-2 CP: Pmd 6
Now placed in the form of fields like s-mines
-2 CP: Dshk
-12 CP: Anti tank
Counter AttackShow Spoiler -2 CP: Shock
-4 CP: Recon
-8 CP: B4
Now acts as an Heavy AT Gun with auto attacks
Able to fire 3 round barrages for 50 munitions at 320 damage rounds with 3 model cap
-6 CP: For mother Russia
-13 CP: Soviet War Machine
200 Munitions
Up to 3 tanks destroyed will replaced with t34
60 Second Duration
ReserveShow Spoiler -0 CP: Wounded Recovery
New building
Able to recover wounded for a 10 manpower rebate for each casualty recovered
-1 CP: Partisan Fighters
Anti-Tank and Anti-Infantry merged into one unit and only have the following abilities
RGD-33 Grenade
AT grenade
Concussive trap which now also temporarily disable capture to the unit who detonated it.
Able to build mines and barb wire
Can be upgraded with SMGs or AT rifles
-5 CP: Repair
Can now be applied to Conscript, Penals, and PARTISANS.
-8 CP: Ml 20
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
-10 CP: Red Banner T34-85s
600 manpower 250 fuel for 2 T34-85s
These T34-85s are the same as regular T34-85s but are bundeled to make them cheaper per unit, start out at vet 1, and have a unique unused skin.
Conscripts support tactics Show Spoiler -3 CP: Zis-6 Truck
A copy, baring model, of the Opel Blitz Truck
Sectors are now locked down
When deployed on standard points, it effects teammates.
-5 CP: Repair
Can now be applied to Conscript, Engineers, and Penals
-6 CP: Rapid Conscription
-6 CP: Hold The Line
Infantry for the duration will receive a defensive buff in friendly territory while flares are fired overhead.
-7 CP: Incendiary Artillery Barrage
Guard Rifle combined arms tacticsShow Spoiler -2 CP: Guard
No longer comes equipped with PTRS
Able to upgrade with 3 PTRS OR 2 DP-28, not both.
-3 CP: Zis-6 Truck
A copy, baring model, of the Opel Blitz Truck
Sectors are now locked down
When deployed on standard points, it effects teammates.
-5 CP: Vehicle Breakthrough
For the duration, Vehicles can capture territory and have their max speed increased.
-8 CP: Ml 20
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
-12 CP: Loiter
Guard Motor Coordination TacticsShow Spoiler -0 CP: T34 85
Main gun damage increased to 240 from 160
Specialized in Anti Vehicle Damage
-2 CP: Guards
No longer comes equipped with PTRS
Able to upgrade with 3 PTRS OR 2 DP-28, not both.
-2 CP: 120mm Mortar
-7 CP: Vehicle Crew Repair Training
-8 CP: Mark Vehicle
Mark Effect goes away if the Aircraft is shot down
Lend Lease TacticsShow Spoiler M5 Half-track Assault group is too expensive and is change to allow more unique lend lease items
Dshk should be replaced with M2 50 Cal HMG for a more unique lend lease item.
-0 CP: M4C Sherman
Weapon damage increased to 240 from 160
Specialized to anti vehicle.
-2 CP: M2HB 50 Cal
-2 CP: Bar/Bazooka
Conscripts and penals are able to be upgraded with a single BAR 1918 and Engineers can be upgraded with 2 Bazookas
-4 CP: Fuel Air Drop
-5 CP: Repair
Can now be applied to Conscript, Engineers, and Penals
Mechanized SupportShow Spoiler -2 CP: Stealth AT guns
-2 CP: Guards
No longer comes equipped with PTRS
Able to upgrade with 3 PTRS OR 2 DP-28, not both.
8 CP: Mark Vehicle
Mark Effect goes away if the Aircraft is shot down
-12 CP: Loiter
-14 CP: ISU 152
AP rounds damage increased to 320
NKVDShow Spoiler -0 CP: KV-8
-0 CP: Radio Intercept
-1 CP: Commissar
Squad size changed to 4
Squad members weapons changed to PPSH
Commissar model armed with a DP 28
-3 CP: Scorched Earth
-12 CP: Anti Tank Overwatch
PartisanShow Spoiler -0 CP: Radio Intercept
-2 CP: Pmd 6
Now placed in the form of fields like s-mines
-1 CP: Partisan Fighters
Anti-Tank and Anti-Infantry merged into one unit and only have the following abilities
RGD-33 Grenade
AT grenade
Concussive trap which now also temporarily disable capture to the unit who detonated it.
Able to build mines and barb wire
Can be upgraded with SMGs or AT rifles
-4 CP: Spy Network
-8 CP: Mark Vehicle
Mark Effect goes away if the Aircraft is shot down
Shock Motor Coordination tacticsShow Spoiler -2 CP: Shocks
-4 CP: Armored Vehicle Detection
-5 CP: Repair
Can now be applied to Conscript and Penals
-12 CP: Loiter
-14 CP: ISU 152
AP rounds damage increased to 320
Shock Rifle Frontline TacticsShow Spoiler -0 CP: KV-8
-2 CP: Stealth AT guns
-2 CP: Shocks
-7 CP: Incendiary Artillery Barrage
-12 CP: IS 2
Combined armsShow Spoiler 2 CP: Stealth AT guns
-2 CP: Guards
No longer comes equipped with PTRS
Able to upgrade with 3 PTRS OR 2 DP-28, not both.
-4 CP: Recon
-8 CP: Ml 20
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
-8 CP: B4
Now acts as an Heavy AT Gun with auto attacks
Able to fire 3 round barrages for 50 munitions at 320 damage rounds with 3 model cap
IndustryShow Spoiler -0 CP: KV-8
-3 CP: Repair stations
-4 CP: Fuel
-12 CP: KV 2
-13 CP: Soviet War Machine
-200 Munitions
-60 second duration
-up to 3 lost tanks are replaced with t34/76
Shock ArmyShow Spoiler Do I really need to explain? Way to many ability overlaps within itself.
-2 CP: 120mm Mortar
-2 CP: Shock
-10 CP: Red Banner T34-85s
600 manpower 250 fuel for 2 T34-85s
These T34-85s are the same as regular T34-85s but are bundeled to make them cheaper per unit, start out at vet 1, and have a unique unused skin.
-12CP: Loiter
-13 CP: Soviet War Machine
-200 Munitions
-60 second duration
-up to 3 lost tanks are replaced with t34/76
Anti TankShow Spoiler -2 CP: PTRS
Can now be applied to Engineers, Conscripts, and Penals
-2 CP: Light PMD mines
-2 CP: Tank hunter ambush
-8 CP: B4
Now acts as an Heavy AT Gun with auto attacks
Able to fire 3 round barrages for 50 munitions at 320 damage rounds with 3 model cap
-10 CP: PTAB
TerrorShow Spoiler -0 CP: KV-8
-2 CP: Shock
-6 CP Fear Propaganda
-8 CP: Ml 20
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
-12 CP: IL 2 Bombing Run
Urban DefenseShow Spoiler I am not a fan of Forward Headquarters. Either it is useless or over powered and really annoying to fight against.
-2 CP: Shock
-2 CP: Dshk
-2 CP: PTRS
Can now be applied to Engineers, Conscripts, and Penals
-3 CP: Booby Trap
-12 CP: KV 2
Ostheer Show Spoiler Teching
So many Unnecessary steps. The battlephase system would work best if there more than one initial structure. The battlephase steps increases what can be built from each structure.
One method is both t1 and t2 do not require battle phase one but battle phase one will unlock content in the structures as well as upgrades. Right now, it is teching with additional stepsT0 Kampfgruppe Headquarters Pioneers
-Squad size reduced to 3 from
-Squad build cost decreased from 200 to 150
-Squad Population deceased from 1 to 0, each model still consumes 1
-Target Size decreased from 1 to .5
-Their MP 40s have been replaced with Lugers Pistols
-Can be upgraded with two Panzershecks as long you have T2 and Battle Phase 1
-More doctrines to can affect them
Ambush camo
G43s
Stun grenades
Teller mines no longer OHK light vehicles
-Reduce cost to 30 from 50
-Damage reduced to 240 from 400 Osttruppen
-Now available non-doctrinally
-LMG upgrade removed
-Squad Size increase upgraded added require T1 and Battlephase one
-Faust removed and replaced with an AT Rifle Grenade requiring Vet 1
-Able to build sandbags
-Accuracy buff/debuff system removed and replaced with damage resistance while in cover. Bunkers
- Only able to built non doctrinally by Pioneers
-Cost decreased to 100 from 150
-ANY infantry unit garrisoned inside can fire rifle grenades
-HMG upgrade requires battle phase 1 and cost 70 munition from 60
-HMG bunker âconsumesâ 3 population
-Command bunker upgrades to a forward retreat point
-Both medic bunker and command bunker require manpower and fuel as the cost Sniper
Now are more like Jaeger light infantry and move to doctrines
Keep the sniper voice line but still called Jaeger Light infantry Battle Phase 0
-Grenadiers
Target size decreased to .8 from .91
Squad cost increased to 260 from 240
Able to upgraded to Assault Grenadiers with T1 built and Battle Phase 1 Researched
Assault Grenadiers upgrade increase squad size by 1 and equip each model with MP 40s and replaces the rifle grenade with a standard stick grenade. Exclusive from G43 and LMG 42 upgrades
Vet2 Accuracy buff reduced to 20% but also increases burst rate of fire and length. This will make the squad more revolve around either the MP 40âs or LMG 42
-Mortar
Rate of fire is in the middle of that of other mortars.
Auto Attacks range increased is still 80
Barrage attack range increase to 90
-Pak 40
-MG 42 Battle Phase 1
- Enable access to Bundle Grenades, Stick Grenades, and Rifle grenades.
- Enables access to Assault Grenadiers and LMG 42
- Enables access to Osttruppen Squad Size increase upgrade. Battle Phase 2
- Stug G (long barrel)
Main gun damage is 160
Health is 640
Can be upgraded with armored skirts to increase health by 160, but requires T3 and Battle Phase 3
-Stug E (Short Barrel)
Available Non Doctrinally
Main gun adjusted
Health is 640
Can be upgraded with armored skirts to increase health by 160, but requires T3 and Battle Phase 3
Can be upgraded with a Pintel Mounted MG42
Can Fire Smoke Barrages for 0 MunitionsT2 Leichte Mechanized Kompanie
No longer require battle phase one
Fuel cost increased from 20 to 40 Battle Phase 0
-Panzergrendiers
-250 Halftrack
Can be upgraded with an MG 42
-251 Halftrack
Auto attacks removed
When Garrison MG 42âs reenabled and allows suppression when stationary.
Flamethrower upgrade require Battle Phase 1
-222
spawns out as a 221
Can be upgraded when Battle Phase 1 is researched
choose one upgrade
222 Autocannon
223 Radio Battle Phase 1
-Puma
Available non doctrinally
-221 Upgrades
-251 Upgrades
-Panzerschreck upgrades Battle Phase 2
-Panzewerfer
Counter Barrage removed
Smoke Barrage added
Vet 1 Reduces cooldown of smoke Barrage by 50%T3 Support Armor Korps Battle Phase 2
-Panzer 4
Can be upgraded with armored skirts to increase health by 160, but requires T3 and Battle Phase 3
- Ostwind Battle Phase 3
-Panther
-Brumbar
Can be upgraded with armored skirts to increase health by 160, but requires T3 and Battle Phase 3T4 REMOVED
Doctrines Assault SupportShow Spoiler -2 CP: Assault Officer
Now armed with STG 44s
Cost increased to 360 Manpower
-3 CP: Cargo Truck
Sectors are now locked down when set up
When deployed on standard points, it effects teammates.
-6 CP MG Loiter
-10 Fragmentation Bombs
-12 CP: Tiger Tank
Blitzkrieg Show Spoiler This doctrine while decent it feels weak in its combination, so this doctrine has been reworked.
-0 CP: Panzer 4 F1 (Short Barrel)
Buildable at T2
Can be upgrade with MG42, Armored Skirts, and a Full size gun.
-4 CP: Fast march
Duration Increased from 20 sec to 40 sec
-5 CP: Vehicle Breakthrough
Cost changed from 50 Fuel to 50 Munition
-12 CP: Command Panther
-12 CP: Strategic Bombing
250 Munitions
A recon plane flies out for spotting
Stukas bomb infantry and Vehicles
Bombers bomb building
Close Air SupportShow Spoiler -2 CP: Recon Pass
The Aircraft vision is now in a circle
-2 CP: Jaegers Light Infantry
4 Man squad with 1 scope rifle with .75 health sniping
Able to Fire Incendiary Explosive Round
Range set to an extended 40 from the standard range of 35
-3 CP: Cargo Truck
Sectors are now locked down when set up
When deployed on standard points, it effects teammates.
-6 CP: MG Loiter
-10 CP: Single Stuka AT
DefenseShow Spoiler -0 CP: Infantry Repair
Infantry units are now able to repair vehicle and buildings
-2 CP: Advance fortifications
-3 CP: Cargo Truck
Sectors are now locked down when set up
When deployed on standard points, it effects teammates.
-8 CP: Pak 43
-12 CP: Sector Arty
Elite TroopsShow Spoiler -1 CP: Stun Grenades
-2 CP: G43
The G43 Upgrade for Grenadiers now adds a Fifth Member as well as two G43âs
The G43 Upgrades for Panzer Grenadiers now adds a Fifth Member and change all stg to G43âs
-CP 2: Stormtroopers
Now more specialized as an explosive expert.
Now a 5 man squad with Kar 98
Able to build Shu Mines and reinforce Razor Wire
MP 40âs models replaced MP41(r) [PPSH]
Panzerschreck upgrade replaced with PZB 39 AT rifles.
Bundle Grenade with Grenade Assault
Tactical Advance now available without upgrades.
-2 CP: Panzer Tactician
No longer a cast on self but on location
-13 CP: Tiger Ace
EncirclementShow Spoiler As much as I love Encirclement. In most situations, it is usable. Originally, the doctrine did not have camouflage and instead it had sprint. This ability was one of the most useful abilities in the game and not map dependent.
Any sort of buff to the concept to of close the pocket in order to make is more applicable can easily make the doctrine overpowered. As much as it pain me, this needs to go. These changes will make the doctrine focused on mobility and the act of cutting off instead as a I win button for when you do cut off the supply line.
-1 CP: Sprint
Restore elements of the old Sprit ability
All infantry are able to sprint for 10 seconds
-2 CP: Stormtroopers
-5 CP: Vehicle Breakthrough
Cost changed from 50 Fuel to 50 Munition
-7 CP: Supply Break
Now will kill cashes
-12 CP: Command Panther
Festung ArmorShow Spoiler This doctrine and Fortified armor have 3 shared abilities, this doc thus has been changed adding new abilities.
-1 CP: Urban Assault Grenadiers
3 Man squad armed with a Flamethrower.
Can be upgraded with another Flamethrower.
Able to throw satchel charges
-2 CP: Panzer Tactician
No longer a cast on self but on location
-3 CP: Munition Blitz
50 fuel is turned into 75 Munition
-8 CP: Pak 43
-12 CP: Siege Artillery Support
3 Shells are rapidly fired that can stun and snare vehicles and suppress infantry
Festung SupportShow Spoiler -0 CP: Wounded Recovery
New building
Able to recover wounded for a 10 manpower rebate for each casualty recovered
-1 CP: Sprint
Restore elements of the old Sprit ability
All infantry are able to sprint for 10 seconds
-2 CP: Mortar HT
-4 CP: Smoke Stuka
-12 CP: Sector Arty
Fortified ArmorShow Spoiler -2 CP: Panzer Tactician
No longer a cast on self but on location
-4 CP: Recon
-4 CP: (Passive) Mobile Observation Post
-7 CP: Armor Commander
Passive aura removed
Able to active the Defensive Aura for 45 munitions for 40 second duration
Vet 3 will make the aura Permanent
Able to be upgraded with Armored Skirts and Full Size gun
Able to use Tungsten Armor Piercing Rounds when the Main Gun is upgraded
Tungsten Armor Piercing Rounds is an aura ability increases damage and penetration itself and near by armor.
-14 CP: Elephant
Elephantâs main gun damage increased to 320
German InfantryShow Spoiler -2 CP: Stormtroopers
Now more specialized as an explosive expert.
Now a 5 man squad with Kar 98
Able to build Shu Mines and reinforce Razor Wire
MP 40âs models replaced MP41(r) [PPSH]
Panzerschreck upgrade replaced with PZB 39 AT rifles.
Bundle Grenade with Grenade Assault
Tactical Advance now available without upgrades.
-CP 2: Incendiary Mortars
Mortars are able to fire Incendiary barrage of 3 rounds
-CP 2: 120mm mortar
-CP 6: For the fatherland
-CP 10: Fragmentation Bombing Run
German Mechanize Show Spoiler -4 CP: Stuka Smoke
-5 CP: Spotting scopes
-5 CP: Vehicle Breakthrough
Cost changed from 50 Fuel to 50 Munition
-7 CP: Armor Commander
Passive aura removed
Able to active the Defensive Aura for 45 munitions for 40 second duration
Vet 3 will make the aura Permanent
Able to be upgraded with Armored Skirts and Full Size gun
Able to use Tungsten Armor Piercing Rounds when the Main Gun is upgraded
Tungsten Armor Piercing Rounds is an aura ability increases damage and penetration itself and near by armor.
-8 CP: Lefh 18
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
Jaeger ArmorShow Spoiler -2 CP: Riegels
-2 CP: Jaegers Light Infantry
4 Man squad with 1 scope rifle with .75 health sniping
Able to Fire Incendiary Explosive Round
Range set to an extended 40 from the standard range of 35
-5 CP: Spotting scopes
-10 CP: Single Close Air Support Loiter
-14 CP: Elephant
Elephantâs main gun damage increased to 320
Lightning warShow Spoiler -0 CP: Wounded Recovery
New building
Able to recover wounded for a 10 manpower rebate for each casualty recovered
-2 CP: G43
The G43 Upgrade for Grenadiers now adds a Fifth Member as well as two G43âs
The G43 Upgrades for Panzer Grenadiers now adds a Fifth Member and change all stg to G43âs
-4 CP: Fast march
Duration Increased from 20 sec to 40 sec
-12 CP: Tiger
-12 CP: AT Stukas
Jaeger InfantryShow Spoiler -CP 1: Camouflage
-2 CP: G43
The G43 Upgrade for Grenadiers now adds a Fifth Member as well as two G43âs
The G43 Upgrades for Panzer Grenadiers now adds a Fifth Member and change all stg to G43âs
-2 CP: Jaegers Light Infantry
4 Man squad with 1 scope rifle with .75 health sniping
Able to Fire Incendiary Explosive Round
Range set to an extended 40 from the standard range of 35
-7 CP: Light Arty
-12 CP: AT Loiter
Joint OperationsShow Spoiler -2 CP: Assault Officer
Now armed with STG 44s
Cost increased to 360 Manpower
-4 CP: Fast march
Duration Increased from 20 sec to 40 sec
-4 CP: Recon
-8 CP: Lefh 18
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
-8 CP: Pak 43
Luffwaffe SupplyShow Spoiler -0 CP: Medical drop
To expensive and not super useful because it drops in threes. There are concerns enemies could also grab it. I would change it so with would drop an âownedâ medical supplies that generate a healing aura. The medical supplies expire after a duration. 15-20 muntions. This would be nice so a HMG does not need to pack up to be healed by it. Just drop it close by.
-3 CP: Cargo Truck
Sectors are now locked down when set up
When deployed on standard points, it effects teammates.
-3 CP: Supply Drop
-4 CP: Recon
-6 CP: Fire bombs
Mechanized assault Show Spoiler -1 CP: Stun Grenades
-2 CP: Mortar Half track
-3 CP: Cargo Truck
Sectors are now locked down when set up
When deployed on standard points, it effects teammates.
-8 CP: Light arty
-14 CP: Elephant
Elephantâs main gun damage increased to 320
Mobile DefenseShow Spoiler -0 CP: Infantry Breakthrough
-0 CP: Panzer 4 F1 (Short Barrel)
Buildable at T2
Can be upgrade with MG42, Armored Skirts, and a Full size gun.
-2 CP: Panzer tactician
-5 CP: Hull down
Now a self-target on vehicles and no longer require infantry.
MGs have their burst duration increased
Hulling down now takes 10 seconds from 8
Remove hull down takes 2 seconds from 0
Main gun is disabled for the duration of hulling down
Light vehicles can also hull down.
-7 CP: Armor Commander
Passive aura removed
Able to active the Defensive Aura for 45 munitions for 40 second duration
Vet 3 will make the aura Permanent
Able to be upgraded with Armored Skirts and Full Size gun
Able to use Tungsten Armor Piercing Rounds when the Main Gun is upgraded
Tungsten Armor Piercing Rounds is an aura ability increases damage and penetration itself and near by armor.
OsttruppenShow Spoiler -2 CP: Advance fortifications
-2 CP: Assault Officer
Now armed with STG 44s
Cost increased to 360 Manpower
-3 CP: Supply Drop
-6 CP: Relief Infantry
-12 CP: Siege Artillery Support
3 Shells are rapidly fired that can stun and snare vehicles and suppress infantry
SpearheadShow Spoiler -2 CP: Mortar HT
-2 CP: Panzer tactician
-5 CP: Spotting scopes
-10 CP: Frag bombs
-12 CP: Tiger
StormShow Spoiler -1 CP: Camo
-2 CP: Reigal
-2 CP: Stormtroopers
Now more specialized as an explosive expert.
Now a 5 man squad with Kar 98
Able to build Shu Mines and reinforce Razor Wire
MP 40âs models replaced MP41(r) [PPSH]
Panzerschreck upgrade replaced with PZB 39 AT rifles.
Bundle Grenade with Grenade Assault
Tactical Advance now available without upgrades.
-4 CP: Stuka Smoke
-8 CP: Lefh 18
Change how veterancy acts with abilities so the barrage ability will always be shown when selecting multiple units with different vet.
Gained an auto attack that can only effect one model per squad
Barrage range reduced from 250 to 200
Strategic ReservesShow Spoiler -0 CP: Panzer 4 F1 (Short Barrel)
Buildable at T2
Can be upgrade with MG42, Armored Skirts, and a Full size gun.
-1 CP: Stun Grenade
-2 CP: Jaegers Light Infantry
4 Man squad with 1 scope rifle with .75 health sniping
Able to Fire Incendiary Explosive Round
Range set to an extended 40 from the standard range of 35
-4 CP: (Passive) Mobile Observation Post
-10 CP: German War Machine
200 munition
60 Second Duration
Down tanks are replaced with Panzer 4 F1âs
USF Show Spoiler
USF is getting a big reorganizing to allow more assets and offer doctrines more unique play styles. Additionally, Officers are no longer free. They must be built and all have been standardized. They all have an aura, three men, and a slot Thompson.T0 Barracks
-Assault Engineers
Rear echelon are in a weird weak state that has overlap with riflemen, to give them a buff it is best remove them into a doctrine and replace the Engineer spot with Assault Engineers.
Squad size reduce to 4 and target size set to 0.8
-Riflemen
A very effective unit, In my opinion at little too effective. Slight changes
Target size from .97 to 1
Increased weapon cooldown by .25 at all ranges
Squad cost from 280 to 270.
-Ambulance
Medics can build Recovery Stations
-WC51
Comes equipped with a .30 cal
Can be upgraded to a supply truckT1 Platoon Command Post
-Mortar
Rate of fire is in the higher of that of other mortars, but reduced ranges.
Auto Attacks range increased is set to 70
Barrage attack range increase to 90
-AT gun
-Lieutenant
Squad size decreased to 3 from 5
Target size decreased to .5 from 1
Armed with Carbines and a slot Thompson
Gained an aura to reduce the weapon cool down of near by infantry. Mechanized Platoon Command Post
-M20
Able to build MG Nests
M6 mines no longer immobilized
Cost decreased to 30
-AA Halftrack
Health increased to 400 from 320
-M10
Health set to 640
Main gun damage set to 135T2 Company Command Post
-M2HB 50 Cal
-Pack Howitzer
Able to load AT Heat rounds direct fire support
-Captain
Squad size decreased to 4 from 5
Target size decreased to .5 from 1
Armed with Carbines and a slot Thompson
Gained an aura to increase the burst duration and burst rate of fire of near by infantry. Mechanized Company Command Post
-M16 AA Halftrack
Health set to 400
-M3 Halftrack
-M5 StuartT3 Battalion Command Post
-Major
Target size decreased to .5 from 1
Armed with Carbines and a slot Thompson
Gained an aura to reduce the target size of near by infantry.
-Sherman (75mm)
All access to a non-doctrinal Dozer Blade to increase health and added utility.
-Jackson
-M8A1 Scott Vehicle crews
One the most powerful assets to USF. Allows population room to be free from engineers while able to self repair vehicles.
Reduce the crewâs size to 3 and increase the population size per model from 1 to 3 to help match the vehicle as well as reduce the repair rate of this free unit.
Doctrines
Ardennes Assault voice lines mixed in. AirborneShow Spoiler Airborne doctrine is a favorite among many. Design wise, I have issues with it. With two infantry units with a similar role, long range damage. Paratroopers also ultimately have no interaction with weapon racks. Paratroopers CP reduced to 1 and pathfinders have been entirely eliminated in this doctrine.
-1 CP: Paratrooper
Increase weapon slots from 2 to 3
Gain Stationary Camouflage
Cooked frag replace with regular frag and require grenade research
Smoke grenade add, no research required
1919 upgrade removed
This will make this unit more of an assault unit like Soviet Shock Units
-3 CP: Weapon Drop
AT gun and HMG combined into one drop for 200 manpower, 100 munitions
-6 CP: Infantry Assault
Increase movement speed and accuracy for the duration.
All Paratrooper and paratrooper crewed weapon for paradrop reinforcements
45 Second Duration
-8 CP: P47 MG Loiter
Single Aircraft to loiter and suppress infantry, low damage.
150 Munitions
-12 CP: Rocket Loiter
ArmorShow Spoiler -0 CP: WP rounds
-0 CP: Elite Vehicle Crews
Now also increases vehicle crew squads by 1 for increase repairs
Vehicle Crew squads entirely equip Thompson SMGs
-2 CP: Withdraw and refit
-12 CP: Pershing
Can now be upgraded with a 50 Cal
Can fire WP Round
-12 CP: 240mm
Rounds come down in two groups of three
Rounds stun and snare vehicles
Suppresses infantry.
Heavy CavShow Spoiler -0 CP: Riflemen Field Defense
-1 CP: Smoke Barrage
-3 CP: Rangers
Ranges were a bit better in weapon rack interaction than paratroopers but not that great. USF call in infantry require to specialize in more damage to compete with riflemen double bars. Rangers now have been rework to offer demolition experts rather than damage dealers.
Thompson upgrade removed
Can be upgraded with a pair of rifle grenade slots
When upgraded it replaces the cook frag with a rifle smoke grenade.
Able to plant demo charges
Able to lay M5 and M7 Mines
-4 CP: Combined Arms
-12 CP: Pershing
Can now be upgraded with a 50 Cal
InfantryShow Spoiler The mortar halftrack overlapped with the priest so it has been replaced with the rear echelon
-0 CP: Rear Echelon
Squad size increased to 6 from 4
Cost Increase from 200 to 240
Slot size decrease to 1 from 2
-0 CP: Riflemen Field Defense
-3 CP: 1919
-8 CP: Time on Target
-9 CP: Priests
Gain a directâish auto fire with a range 70 and min range of 15 that is near equivalent to the brumbar. This way the Priest can more support infantry with constant fire as well as potentially making it more exposed to be killed by the enemy.
Health increased from 320 to 480
Recon SupportShow Spoiler -0 CP: Raid
-0 CP: Pathfinders
Start un upgraded with a target size of .9 with a cost of 240
Can upgraded with 2 scoped rifles to pick of models with .4 health as well as extend their range by 5. Also adds the assassinate ability
-1 CP: Artillery Designators
Pathfinders and Officers may now call down artillery fire and recon aircraft.
-5 CP: Tank Ambush
Armor may now camouflage and remain stationary for ambushing
-7 CP: M83 Cluster Mines
No longer detonate on impact
Establish a minefield similar to an s mine field
MechanizedShow Spoiler With many of Mechanized assets now being non doctrinal some simplification of the doctrine has occurred
-0 CP: Sherman (76)
-1 CP: (Passive) Cavalry Riflemen Upgrade
Adds two Thompson SMGs, consumes both slots, and replace the Frag Grenade with a White Phosphorus grenade
-2 CP: Mortar Halftrack
-4 CP: Combined Arms
-8 CP: 155mm Artillery Barrage
The old artillery barrage is restored.
RifleShow Spoiler -0 CP: Field Defense
-2 CP: Advance Training
Now provides Cook Frags, Flares, and Fire it up for Riflemen
-3 CP: 1919
-6 CP: WP Smoke
-10 CP: Command E8 Sherman
With the similarities between the 76 and E8, I decided to turn the E8 into a commander tank help differentiate the two. The Command E8 offer aura speed buffs like the Command Panther.
Tactical SupportShow Spoiler Some changes have been made it this doctrine make it more unique among others, primarily with Infantry. Both this doctrine and Infantry have 1919s, and Artillery, so the 1919s have been removed.
-1 CP: Forward Observers
When Riflemen are stationary and in cover, they have better vision.
-6 CP: Man the Defense
Infantry in friendly frontline sectors will receive damage resistance buffs while flares are fire to spot the enemy.
-8 CP: Mark Vehicle
-8 CP: P47 MG Loiter
Single Aircraft to loiter and suppress infantry, low damage.
150 Munitions
-10 CP: Calliope
The gun is fully operational.
Health Increased to 640 from 480
Urban AssaultShow Spoiler -0 CP: WP Shell
-2 CP: Demolition Teams
Available to Riflemen and Assault Engineers
Increases squad size by one but consumes both weapon slots.
Grants access to satchel charges and AT satchel charges
-3 CP: Rangers
Ranges were a bit better in weapon rack interaction than paratroopers but not that great. USF call in infantry require to specialize in more damage to compete with riflemen double bars. Rangers now have been rework to offer demolition experts rather than damage dealers.
Thompson upgrade removed
Can be upgraded with a pair of rifle grenade slots
When upgraded it replaces the cook frag with a rifle smoke grenade.
Able to plant demo charges
Able to lay M5 and M7 Mines
-4 CP: Cover to Cover
-6 CP: Sherman (105)
No dozer blade but can upgraded with one
Can fire WP Round
OKW Show Spoiler
Salvage is not an adequate replacement for caches, in order to be different, SWS halftracks are able to lockdown territory like a supply truck which should be a good alternative while salvage is only a doctrinal ability.
The lack of base medics is another issue. It is extremely limiting in a bad way. The medic upgrade is available from the HQ while able to affect both HQ are the FWD HQ.
In order to help differentiate OKW from Ostheer, OKWâs vet 1 abilities are more focused on toggles rather than time abilities.
I have also reorganized some items as well. The Rakenwurfer is now in T2, the AT Hetzer is in T1, and the Leig is now T0. The lieg is now hybrid AT support and anti garrison tool. The AT Hetzer is moved into t1 To help diversify the roster while t2 will gain the Rakenwurfer. The more effective Luchs will have a cheaper AT support item while the differences the AT hetzer and flak halftrack are greatly different. The T1 is more defensive and with the AT Hetzer is able to provide a mobile counter while the opel blitz and luchs are more able to provide offensive support.
All HQs can have more than one deployed at a time.T0 Command Headquarters
-Volksgrenadiers
By name, should be a reserve unit. This unit has had many changes through out them game. The STG upgrade does not fit with there role. So major changes to volks are enabled through FOUR global upgrades
Has access to stick grenades and fausts when an HQ is deployed
Doctrines can replace the stick grenade with something else.
-SturmPioneers
Now able to put away panzershecks
-Kubelwagen
-Leig
The auto attack HE rounds fire at a low angle arc so it can NOT be use to auto over buildings but the barrages still work as original. This will force the lieg to be more of mobile support for the volks grendiers rather than just a long auto attacker.
Can now load direct fire AT rounds that deal 135 damage
Both AT and HE have a max range of 60
-SWS Halftrack
Can now set up into a supply center. Supply centers are able to choose between increasing fuel or munition income. When deployed on standard points, it effects teammates.
-Panther
Requires all HQ to have been set up.
This means if you loose all HQs you still have medics, AT, HMG, and a effective tank destroyer. Upgrades
-Medics
Affect HQ and forward Battle group HQs
-Bolster Infantry Squads
Increase Volks Squad size by one
-Increase Manpower
Increases manpower income by 15 per minute.T1 Battlegroup Headquarters
-Obersoldaten
Can now be upgraded with 4 Pzb At rifles
Gains access to tactical advance.
Tactical Advance prevents suppression but reduce movement speed.
-MG 34
Cost reduced to 230 manpower
-AT Hetzer
Main gun damage is 160 and health is 640
-Flak Halftrack
Health Increased to 400 from 320
Can now fire on the move
Smoke Removed
At vet 1, able to hull down. Upgrades
-Forward Retreat point
-Cover Combat
Volksgrenadiers are able fight more effective from cover
-Bolster Support weapons
Support weapons gain one additional squad member bringing most squads up to 5.T2 Mechanized Regiment Headquarters
-Opel Blitz Munition Truck
aura changed to no longer reduce ability recharge but reduces weapon cool downs and increase burst duration as well as its reload reduction.
-Rakentenwerfer
-Panzer 2 luchs
Camouflage state now offer a first strike bonus of suppression.
With the AT Hetzer moved to T1. I have made the Luchs more generalized when fighting vehicles. It will defeat a Stuart head on, but it would be more able to wound it.
-Stuka Zu Fub Upgrades
-Repair Pioneers
-Volks Panzer Tactics
Volksgrenadiers are more effective when near an allied vehicle.
-Anti Tank Weapons
Allows volksgrendiers and sturmpioneers to be upgraded with AT weapons.T3 Schwerer Panzer Headquarters
-Paner 4 C (Short Barrel P4)
Has access to a vet 1 Spearhead
-Panzer 4 H
Increased health of 960 vs the standard 800
Has access to a vet 1 Spearhead
-Jagdpanzer Upgrades
-Enable Flak Gun
-Zeal
As volks squad loses member, it fights more effectively King Tiger moved to a doctrineDoctrines
Over all most OKW Doctrines have stayed the same with minor changes Panzerfussilers
One of the worst designed units in live right now. Lets have two t0 CP0 squads that are 5 man bolt action rifles with snares, grenades, and weapon upgrades
This unit has been redesigned into a AT unit. 4 man squad with two panzershrecks and plant teller mines. Does not drop panzershrecks and have stationary camouflage. Jaeger Light Infantry now have two upgrades instead of one. They can now upgraded with a pair of Rifle Grenade slot items IR STG doctrines now allows volks to be upgraded with a single IR STG.
-Ober's IR STG now only provides 1 but all other weapons are replaced with standard STGFeuerstrum Show Spoiler -Feuersturmâs Assault package would be outdated with above changes so I replaced it with incendiary grenades that volks and sturmpioneers can throw.
-Incendiary munitions also affect the wurffaman and make the vet 4 ability immediately available.
-The Flame Hetzer is now an upgrade for the AT Hetzer
-Opel Blitz Munitions Trucks replaced with Sturm Tiger. Sturmtiger has been reworked with an autofire. Main gun damage reduced to 240 from 580.
Fortification Show Spoiler - With the flak emplacements being nondoctrinal, Heavy fortifications have undergone some changes. Tank traps are now âDragonâs Teeth.â Flak emplacement replaced with the concrete bunker. Now can be built by Volks as well
-Volk Field Defense replaced with Building Repairs allowing volks to repair buildings
-The Pak 43 is replaced with a buildable Panthertrum.
-The Lefh 18 is Replaced with the 120mm Mortar
Elite Armor Show Spoiler
-221 Replaced with Recoup Losses
-Vehicle Emergency Repairs now also allow volks to repair vehicles.
-Sturm Tiger replaced with Panzer 4 Battle Group
Calles forth 2 Vet2 Panzer 4s F2 for 600 manpower and 200 fuel
Luftwaffe Ground Forcesâs Heavy Fortifications replaced with Pak 43. This should make the doctrine reminiscent of CoH1âs Panzer Eliteâs Luftwaffe doctrine. Grand Offensive would be another doctrine to use Ostheer units so I changed the Tiger with the King Tiger call in Ostwind Replaced with the IR Halftrack which can hull down, camouflaging itself, to provide great vision. Overwatchâs early warning flare ability are too cumbersome. Volks and Sturmpioneers to be able to build flare mines like the Soviets which can be queued up and be placed outside of the point. Special Operations Radio Silence maybe the most worthless ability. I have turn this into a into an active ability where units gain camo and sprint. UKF Show Spoiler
Do you want to see an insane alternative on how UKF can redesigned? This insane redesign may not be stomach-able. Forward Assembly
This forward HQ is used to construct emplacements and weapon racks as they are unlock. T0 Field Headquarters
-Infantry Section
Adjusted combat effectiveness.
4 Item Slots
Able to throw Heat AT grenades when grenades are researched
This unit is now you builder squad and engineer.
Able to build all the following
M6 Mine
Reinforced Wire
Sand Bag
Slit Trench
Medic Station
Repair Station
Automatically repair nearby structures and vehicles
Consumes 3 population
MG Nest
Consumes 3 population
Forward HQ
Cashes
-Universal Carrier
The Vickerâs K MG can fire when the unit is garrison. Suppression is enabled when stationary.
Vickers Suppression is retained when upgraded with the Vickers K Upgrades
-Grenades
-Bolster
-Hammer
Grants access to Sten Racks and Piats
Sten consume 1 Slot item while Piats consume 2
-Anvil
Grants access to Bren and Boys AT Rifle Racks
Boys AT Rifle consume 1 Slot item while Brens consume 2 Ability
Construct Platoon Command Post
Construct Company Command Post T1 Platoon Command Post
-Vickers
-Mortar
Rate of fire is in the higher of that of other mortars, but reduced ranges.
Auto Attacks range increased is set to 70
Barrage attack range increase to 90
-6 Pounder AT gun Hammer
-M3 Halftrack
-AEC
Can be upgraded with a Vickers K Anvil
-Mortar Emplacement
-Bofors Emplacement Upgrades
-Base Howitzer
-Base Bofors T2 Comapny Command Post
-Centaur
-Cromwell
-Firefly Hammer
-25 Pounder Emplacement
-Comet Anvil
-17 Pounder Emplacement
-Churchill Upgrades
-Base Howitzer
-Base BoforsDoctrines Advance emplacementsShow Spoiler -0 CP: Building Repair
-0 CP: Brace
Allows for the brace ability on emplacements
-0 CP: Recovery Medics
Forward HQ can be upgraded for Recovery Medics
-3 CP: Vickersâs K LMGs
Forward HQs can now build Vickers K LMG
Consume all 4 weapon slots
Enables button vehicle
-4 CP: Counter Barrage
Commando RegimentShow Spoiler -Commandos are equipped with unsuppressed stens. If they pick up stens, they will be upgraded with suppress sten guns.
-Air Supremacy Operation
Now calls in a recon aircraft and overwatch actions to target vehicles with rockets, infantry with mgs, and bombs for buildings.
Lend Lease Assault Show Spoiler This doctrine would has many things made redundant and outdated.
-0 CP: Assault Infantry Sections
Allows infantry section to be upgraded with Thompson SMGs
-2 CP: Mortar Halftrack
-4 CP: Grey Hound
-4 CP: Fuel Drop
-6 CP: Vehicle Crew Repairs
Instead of off map smoke the vehicles receive the smoke barrages from the base howitzers
M2 Flamethrower
Replace with a Flame Sapper Call in Valentine coordinated barrage affects 25 pounder emplacements. Perimeter Overwatchâs duration has been reduced to 90 seconds from 120. AVRE has been reworked so it acts more like are brumbar than a Sturmtiger Special Weapons RegimentShow Spoiler Tank Hunker Infantry Sections replaced with Vickers K Weapon Rack
With the M3 being non doctrinal it has been replaced with a Sniper Light infantry squad with the unused scoped lee Enfield. Can be upgraded with a boys AT rifle.
Hold the line duration is reduced to 30 seconds. Aircraft are immediately called in.
Tactical Support RegimentShow Spoiler Salvage Royal Engineers are equipped with M1911 hand guns. 5 man squad, 6 with bolster. 5 Weapons slot, 6 with Bolster squad
The Forward Observation Post checks off multiple things I do not like. Converting Neutral structures and cramming more abilities past the 5 slots.
I change it so artillery cover was itâs on ability once again, but with some changes. Enemy team weapons would receive smoke barrages as well as wound vehicles, base howitzers and 25 emplacements would hit enemy units, off map flare would fire over the duration. Suppressive bofors barrages replaced with suppressive airburst shells.
Other
Show Spoiler
I have added a lot of ui items to units to provide more information to passives. Some of which include my own horrible icons. View these icons at your own risk and disgust:
Show Spoiler
Comparisons
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This section is meant to compare and contrast units between factions to help explain everything.
Light Tank Destroyers
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SU-76-Gun damage:160
-Infantry support abilities
-good range -No turret
-Health 480
Puma
-Gun damage: 135-Turret
-Health 480
Stug G-Gun damage: 160
-Health 640
-Can be upgraded -No turret
-Arrives Later
M10
-Gun damage: 135-Health 640
-turret
AT Hetzer-Gun damage:160
-Health 640
-Doctrinal upgrades
-MG upgrade
-good range -No turret
AEC
-Gun damage: 135-Health 640
-turret
-MG upgrade
Buildable Garrisons
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Soviet Dshk HMG Emplacement
-3 Personal Slots and when garrison, the Dshk is manned when garrison
-Can be fully crewed and ungarrisonable for munitions
-When built, it is owned
Ostheer Bunker
-4 personal slots
-Garrisoned units are armed with a rifle grenade slot item.
-can be garrisoned with an HMG (no slot item)
-can be upgraded to a forward retreat point, forward medics, or an HMG
-When built, it is owned
Fighting Position
-4 personal slots
-can be upgraded with an HMG
-Garrisoned units are armed with a rifle grenade slot item. (no longer exclusive to RE)
-When built, it is owned
OKW Trench
-6 Personal Slots
-can be garrisoned with an HMG or mortars
-When built it is UNOWNED and neutral
UKF Slit trench
-6 Personal Slots
-When built it is UNOWNED and neutral
Heavy Tanks
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IS-2
-Health: 1500 (6.25 Pen Shots from tank destroyers, or 9.375 Pen Shots from standard tanks)
I have buff the health of the IS-2 so it could be more of a spearhead tank.
Tiger
-Health: 1120 (4.6667 Pen Shots from tank destroyers, or 7 Pen Shots from standard tanks)
-Allows for 2 to be deployed at once
-Cost 595 manpower, 195 Fuel
In order to make Standard tigers different, I up the deploy limit to 2 but reduced the durability and made it cheaper.
Pershing
-Health: 1280 (5.3333 Pen Shots from tank destroyers, or 8 Pen Shots from standard tanks)
King Tiger
-Health: 1500 (6.25 Pen Shots from tank destroyers, or 9.375 Pen Shots from standard tanks)
-Now doctrinal