No Panzerbüchsen please. There would be almost no reason to equip them as Wehrmacht.
It would definitely be good on Pioneers:
- Efficient 200/25 manpower squad.
- 40 range AT weapon on squad with 42 sight.
- Can more easily gain veterancy to speed up repairing.
Their usefulness would drop off as heavier vehicles arrive, but they would still keep their other roles such as laying mines, repairing, constructing, sweeping, etc. Two squads of Pioneers with Panzerbüchsen at 400mp/120mu would be much better at keeping off a light vehicle than a 340mp/100mu Panzergrenadier squad with Schrecks.
I'm not sure if you've seen my concepts for reworks of the OKW and Ost Luftwaffe doctrines but either way here they are:
They look pretty similar to what you're suggesting.
But yeah definitely a Luftwaffe ground forces sort of unit using the Ostheer Artillery crew models could work. 5 man squad that can build and be semi-effective in combat at long range thanks to their rifles.
Another thing I thought about was maybe giving them access to the OKW's Flak HT? Possibilities are (almost) endless and pretty interesting.
Didn't see your concept, but I guess great minds think alike.
I got the Luftwaffe Officer idea from Cheatcommands and the Osttruppen supply drop was the best closest thing after the resource drop.
It seems we're going for the same goal by removing the crutch factor from the doctrine (resource drop), decreasing munition intensity and providing new infantry options. I'm guessing you designed this concept before the Fallschirm multi-buff, because I wouldn't add them to any other doctrine in their current state. I kept it at an FG42 upgrade for the Luftwaffe Officer for that reason. What is your idea for the Luftwaffe Officer's role?
In addition having units that "seal the deal" would only make sense if all faction have equal power at all stages of the game. Else some factions would be allot better at "snowballing" the enemy.
+1
I think heavies should be 10 CP + buildtime at least, just so getting a medium before a heavy becomes more advisable. Heavy rushes make matches feel like they're on fast forward and certain factions struggle with that if they're played the traditional way.
The Tiger already has a firepower advantage with much faster reload compared to the Pershing and IS2. You can't buff penetration without nerfing reload.
The combination of the bonus sight with Spearhead and the extended range at vet 2 is extremely powerful and makes the Ace an absolute killing machine against both infantry and tanks. You can get to vet 2 quickly, because the Tiger Ace has 1 star of prevet. Combine this with the extra health and crit repair and you can keep allot of pressure on the opponent.
If your Tiger Ace gets countered by a Pershing or Comets, you should post a replay and go to strategy desk, because it sounds like you're not supporting it sufficiently.
thats not true. it count for paras and pathfinders and i even managed to reinforce pak howie teamweopaon there (seems like all teamweaopons which are recrewd by pathfinders/ paras
Definitely doesn't work for Pathfinders, only for Paratroopers (and Paratrooper crews). Otherwise you should provide a video and report it as bug.
Entrenching Tools:
I would also add flak emplacements which would be available at 2cp.
I'd like to add it, but didn't want too many abilities in the same doctrine. If Command Panzer gets replaced with something weaker it might be an option though.
Command Panzer 4:
I know that you try to avoid a commander design that is too munition heavy but the commando panzer 4 is neither an attractive unit (too many other commanders also have it) nor an fitting one. I would probably come back to the 221/223 idea which i like a lot.
The unit fits to the theme (kind of) because it can be used for farming resources. Maybe the mod team could change the Wehrmacht version to a more combat oriented version with better dps on the mg.
I've thought about it, but concluded the resource gain of the 223 (or Opel cargo truck) combined with the supply drop, that gives 10 fuel and an AT gun, would likely be too potent if going straight for T3.
Here are some alternative ideas for CP4 slot, let me know which one you like, if any:
- ? CP turn ambient building into repair and reinforce FHQ Would help Ostheer allot with holding ground and repairing vehicles.
- 2 CP Osttruppen Reserves reworked into AT-rifle Osttruppen Personal favorite. Would give doctrine a bit of an Operation Uranus theme, with infantry being entrenched, Luftwaffe as lifeline and Osttruppen holding the flanks. Would also help Mobile Defense and would finally allow the Panzerbüchse to be seen.
- 5 CP Hull Down Probably makes the doctrine too defensive and static and people don't use the ability anyway. The option is there though.
- 2 CP Mortar Halftrack Doesn't really fit the theme, but it's a nice supportive unit that isn't seen that often.
I was trying not to remove any abilities like the incendiary bombing strike and airdropped med kits, but it kinda turned into a mess. I'd like to keep them because of their unique voicelines and assets and such, but it would likely mean removing some other useful abilities, like stuka dive bomb.
Opted not to choose Flak HT, because it would be overly strong with Ostheer's support options. 221/223 would however be a cool alternative vehicle if you opt to skip T2, similar to the 250 in Infantry Doctrine.
Here's version 23 4:
Luftwaffe Supply Doctrine
Meant as a defensively-oriented Luftwaffe doctrine with slight Operation Uranus theme.
Close Air Support
Meant as an offensively-oriented Luftwaffe doctrine.
A problem with designing these luftwaffe-focused commanders is that they quickly turn too muni intensive. Their original design of course bandaged this with the imo badly designed supply drops. This is why I replaced some abilities on Luftwaffe Support with abilities that are free or cost manpower/fuel. The munition abilities on CAS are cheap and you can get more munitions by using the reworked Counterattack Tactics and the 223 well.
Too strong? Too much overlap? Too cluttered? Need more uniqueness?
Please let me know.