20% less damage is better than more health, because it also means the enemy will get less veterancy per shot and repairing/healing takes the same time.
20% less projectile damage translates to 25% more health.
Even team weapons get destroyed less easily (the weapon itself), which is mostly useful for the PAK43.
Any tank with 640 or less HP will survive 1 more tank hit. Every tank with more than 640 HP will survive 2 more tank hits.
The less damage bonus stacks with hulldown, meaning a total of 40% less received damage. (1 / 0.8 / 0.75 = 0.6).
- Get Jaegers (opieOP) to scout for raketens and have a way to trade efficiently with trenches.
- Avoid mechanized. Save healing muni by going med truck.
- Get 1 leig. Put it on hold fire and use barrages to hit trenches and the forward assembly. Shift-move afterwards to avoid counterbarrage. The forward assembly is easily killed, causing a great drop in repair efficiency for the enemy, while also stopping the enemy from being able to reinforce on the field.
- Get atleast 2 raketens. Place them manually when attacking emplacements or they will move in firing range of the Bofors. Reposition if you hear the Bofors doing a suppression barrage. Keep Volks nearby for recrewing.
- Upgrade your storms with a shreck to save some manpower instead of making another raketen. You often don't need a sweeper against Sim City, unless you're flanking. Try to move the Shrecked Storms in a trench or nearby garrison when attacking the emplacements.
- If enemy braces, move up some Volks to throw incendiary nades (wait until brace has almost ended).
- Get either a JP4 or Panther, depending on if you're gonna assault head-on or flank. JP4 is pretty good against emplacement play, cause of low pop and long range.
- Avoid reckless pushes. Move up slow and steady. The Bofors punishes overextension hard.
I think it should get reworked so it gives different bonusses to different tanks somehow.
Hull Down is quite amazing for Panthers when you have to defend because it gives them 62,5 range and 1200 HP (1320 if you have a Command PzIV nearby). Brummbar is also very good at defending a victory point from Hull Down because it has great gun traverse with 44 range.
For most other tanks it's quite useless though.
1600 HP actually.
Hull down reduces damage by 25%
Command Panzer 4 reduces damage by 20% (it wasn't nerfed lul)
An alternative to Hull Down that I've tried is a toggle mode that slows movement heavily (including turret rotation) and reduces sight by half, but increases armor by a lot. It also takes a while to transition. It's kinda like halfway-hulldown.
A massive slowdown would be an interesting change, but to me the main benefit of Hull Down is the range increase.
What do you think about this idea?
1. Ability is toggled.
2. Tank digs itself into the ground. Same animation as the current hull down, but non-turreted tanks would have no sandbags around them.
3. Tank can only fire after the animation is finished.
4. Turreted tanks can only rotate their turret slowly, while non-turreted tanks can only rotate themselves slowly.
5. 25% range boost while active, possibly slight accuracy boost as well.
6. Ability can be only be untoggled/cancelled after the dig-in animation is finished.
The Elefant can't dig in with this change or gets a health boost instead of range.
Perhaps a name change to "Precision Firing" or something.
So like the current Hull Down, except tanks can do it themselves, take normal damage and get a rotation speed nerf.
I feel like this submission for OST have a ton of potential - I love his ideas for new Ostruppen, Pioneers, and Artillery stike. My only quibble are with the Medical Supplies and Hull Down - while thematically appropriate both of the abilities are hardly used as is and would only detract from the commander being a viable one players would want to use IMO.
I would further buff the Pioneer upgrade to add either a 5th man or faster repair speed. I feel entrenching tools, Puma, Panzer 3 (Command Tank w/o Aura or Command Tank), StuG E, etc. Would all fit and also make the commander a bit more attractive.
Thank you for your response, I'm really glad someone likes my suggestion.
You're addressing some of the concerns I expected people to have, so let me explain my thoughts behind choosing those abilities.
Medical Supplies
This is a really flexible ability that can support Ostheer's sometimes vulnerable early game. Sadly it's locked behind a situational commander that requires a safe fuel point to be effective. See it as OKW's med kits on steroids:
- Earlier healing than the med bunker, coming in at 0 CP and 30 munitions.
- Very early aura buff. It's not a strong one, but it might just tip the balance in your favor.
- Allows skipping the med bunker early on, giving you 150 more manpower to work with. Good for dealing more early pressure or to give you an extra chance if you lose a unit in the early game.
- The best on-the-field healing for Ostheer. Unlike infantry med kits, the healing is cheap, instantaneous, works with an aura and can be dropped anywhere. The healing supplies especially shine when combined with the 251 or in clutch VP moments.
- It gives replacing the med kits for Pio's and AT-Osttruppen more sense for this commander.
Hull down
It can actually be useful in specific situations:
- A hulled down Panzer 4 can fire the first shot on approaching medium armor (50 range), while being able to tank 1 more hit (even if you immediately cancel hull down after getting hit).
- A hulled down Panther outranges Allied tank destroyers (62,5 range) and has superior health and armor, giving it a similar role to the Pak43 and Elefant, but requiring a different set of counters.
I chose this ability instead of a call-in heavy tank. Both require the Allied player to #adapt their strategy when used correctly. Granted, I know it's still pretty lackluster, considering how much CoH2 favors mobility, so I hope hull down for light vehicles can be added to give it some more utility.
Wehrmacht submission feedback and ideas
Here's the link to the commander:
Would you use this commander in a competitive setting? Any feedback is appreciated.
I'd also like ask anyone for their thoughts on some optional ideas I had for this commander:
Improved Field Equipment: Weak Kar98k's for Pio's once upgraded. Price increase to 50 munitions.
Pro's: Distinguishes upgraded Pio's further and prevents the upgrade from being too cheap.
Cons: Would be considered a nerf by some.
Hull Down: No extra received accuracy while hulling down OR hull down cast time reduced.
Pro's: Would make hull down less hard to use. Could stimulate using it more aggressively.
Cons: Hull down might already be viable enough once it's in a more early game focused commander.
Anti-tank Osttruppen: Get camouflage in cover once upgraded, making them more similar to PTRS conscripts. Possibly instead of Tank Detection.
Pro's: The squad has limited opportunity to damage vehicles otherwise.
Cons: The squad might become too efficient for its cost.
Description: Halftracks support the advance of troops, who will fight more ferociously. Sturmpioneers can deal with armored threats, while Panzerfüsiliers can be requested for recon operations. A Panzer IV Ausf. F stands ready to soften enemy positions and provide powerful support options.
Sd.Kfz. 250/1 Half-track (0 CP)
The Sd.Kfz. 250/1 can be deployed from the Command Headquarters to provide infantry support.
- Can be build from the HQ once the first truck is set up.
- Costs 200 manpower and 20 fuel.
- This halftrack can be garrisoned, but unlike the Ostheer version has no MG and can’t gain veterancy.
- Can dig in, allowing nearby squads to reinforce. No other bonusses.
- Can sidegrade to a Sd.Kfz. 250/7 mortar halftrack for 60 manpower and 10 fuel, losing the ability to garrison infantry and dig-in.
- The veterancy is to be fine-tuned by the balance team.
- BALANCE CHANGE: The incendiary barrage is slightly more accurate and the cost is reduced to 35 munitions (from 45). Affects both OKW and Ostheer.
Panzerfüsiliers (2 CP)
Panzerfüsiliers can be deployed to the battlefield. These units are adept at recon and long range combat.
- Possible minor changes to make them a more interesting option. To be decided by the balance team.
NEW: Anti-tank Package (3 CP)
Sturmpioneers can be provided with additional explosive weaponry to combat vehicles.
- Sturmpioneers get the option to upgrade to a 2nd Panzershreck. Can’t be combined with a sweeper.
- BALANCE CHANGE: Panzershreck cost for Sturmpioneers reduced to 60 munitions (from 70).
Valiant Assault (6 CP)
Inspire mobile infantry to move quickly and attack more effectively.
- No changes (infantry sprint and gain 25% more accuracy for 30 seconds. Costs 70 munitions.)
NEW: Panzer IV Ausf. F Support Tank (8 CP)
A Panzer IV with low-velocity gun can be requisitioned to the battlefield. This unit excels at supporting infantry advances.
- Can be called in for 320 manpower and 100 fuel. Limited to 1 on the battlefield.
- Can switch shells.
- Heavy Explosive shells (same as Stug E): 50 range, good against amassed infantry and team weapons.
- Anti Armor shells (same as Command Panzer IV): 40 range, good against moving infantry and light vehicles.
- Can fire its smoke dispensers for 30 munitions (same as Sherman).
- Comes with a Panzer Commander, allowing the ability to call in coordinated artillery strikes for 80 munitions (same as Elite Armor). No other bonusses.
Rational
- An infantry-based commander, akin to doctrines like Feuerstorm and Overwatch, but relying on vehicular support instead.
- This doctrine provides some of the tools that OKW otherwise lacks and encourages the use of combined arms.
- The large variety of units on this commander requires the player to decide on what he needs most, similar to USF Mechanized Company.
Additional Context
The doctrine is inspired by the Panzer Elite from CoH1, which relied heavily on halftrack support, had access to the short-barrelled Panzer IV and had doctrinal double shrecks.