Counterattack:
Shock Troops
Rapid Conscription
For Mother Russia
B4 Howitzer
KV-2
Logic and reasoning: To me, the word counterattack, especially in the light of Soviet doctrine, evokes strong imagery of heavy artillery. It also implies an early war doctrine, since after Kursk there were no more major German offensives on the Eastern front, so there's nothing to counterattack to.
Rapid Conscription:
Soviet counteroffensives had a notorious reputation of being rushed and ill-planned. There was little to no recon of the enemy and relied on brute and desperate force to get the job done, usually resulting in heavy losses. By swapping out Recon Overflight for Rapid Conscription, this reflects both the lack of recon as well as the willingness of STAVKA to commit massive amounts of manpower. It also has synergy with the massive pushes that this commander is expected to make with For Mother Russia.
KV-2:
Switch the KV-1 out for the KV-2. This encourages players to tech up to T4 instead of spamming SU-76's and KV-1's in the late game. It also fits the theme of counterattack much better than the KV-1, which, if the balance team implement the hull down change, would be a defensive tank rather than an offensive tank (KV-2 was literally called an assault tank by the Soviets). Additionally, it serves as mobile artillery, which may encourage aggressive late game pushing.
Defensive Tactics:
Field Fortifications*
PMD-6 Minefield
M42 AT Gun
AT Gun Ambush Camo
KV-1
Logic and reasoning: In comparison to the OKH equivalent, which has access to hull down and Pak43 that carries further into the late game, this commander lacks any staying power other than the DsHK, which is getting nerfed anyway. However, I felt the commander also strongly leaned towards T1 because it provided all the perks of T2 and could be frustrating to play against in the early game if utilized correctly. The following changes are a bit drastic, but I feel they would make for a commander that has it's place in 1v1's and 2v2's.
Field Fortifications: *Combat Engineers can build MG Nests and Tank Traps.
Similar to OKW's Heavy Fortifications, this allows a faction with otherwise few defensive options to cover more ground taken, and granting a non-mobile version of the DsHK.
PMD-6 Minefield:
A clone of the S-mine statistically. Why not just make it easier for everyone and make them complete copies, but swap the model? It also finally gives minefields to a second faction.
AT Gun Ambush Camo:
This encourages defensive play and can be used with both M42s and ZiS guns, which further encourages the player that teching T2 is still viable.
KV-1:
The KV-1 returns with its hull down ability. Obviously a defensive vehicle, the call-in would make the doctrine more attractive later in the game.
Other Thoughts (Soviet):
There are a few changes I'd like to propose some ideas for ability and unit changes, if implemented, could boost quite a few commanders' viability and revitalize the meta in general. Let's begin.
Guards Rifle Infantry and Penal Battalions:
I absolutely hate how Penals are portrayed in the game. In real life, SVT-40 rifles were rare pieces of equipment that were seldom used to full effect by anyone less than elite infantry. I'd like to propose that Penal Battalions swap their SVT-40's for Mosin-Nagants (possibly worse than conscript Mosins) and get a manpower price reduction to reflect the change. An even more drastic approach is to make the Penal Battalion like to Osttruppen, effective in cover but ineffective elsewhere, to give a defensive play option to T1. After all, they were used in similar roles in real life such as guarding flanks or as cannon fodder for assaults.
Guards Rifle Infantry are the prime candidates for SVT-40s. There is much talk about their slot items, so why not have them come with no slot items, but with SVT-40s and the option to upgrade 2x DP28 or 2x PTRS? This has the added benefit that it improves reliability against infantry on the models without slot items.
I feel that this change would further set differentiate the uses of Conscripts, Penals, and Guards, while also making a whole lot of sense.
Shock Troops:
Widely regarded as the worst elite infantry in the game, the Shocks simply need something that helps them close the distance. Giving them a VET 1 sprint ability similar to OORAH that reduces incoming accuracy would fit the character of the squad so much more than the seldom-used trip-wire flares that almost all Soviet infantry get.
AT Gun Ambush Camo:
This is seen in a number of doctrines, but is seldom used at all. However, I feel that a simple change to add a first_strike damage and accuracy bonus may make the ability much more attractive. There is only one shot fired that can benefit from this, and because camo was nerfed some time ago, will not be overly abusive.
M42 AT Gun
This can easily be regarded as one of the worst units in the game because of it's terrible scaling and niche uses. My solution would be to give the unit the ability to garrison and retreat like the Puppchen as well as a veteran Canister Shot ability for some utility against infantry. Perhaps even modify the gun's accuracy against infantry and do away with the damage penalty in type_tables to give it a support gun role later in the game.
Hit The Dirt!
Fix this so that it works again, either through recieved_accuracy workarounds or otherwise. Maybe permit them to crawl at a slow rate to make the ability less clunky.
QoL UI Suggestions (Soviet):
Conscripts get overwritten icon when upgraded with PPsH, similar to Tommies:
Assault Guards use unique unit icon to help identify them from normal guards:
Combat Engineers use unique unit icon