Tank hunter tactics
This commander focuses heavy on destroying enemy vehicles
1st slot:
Anti tank combat package (passive, 0 cp): special anti tank training allows volksgrenadiers to detect nearby enemy vehicles in a certain radio and can be upgraded with 1 panzerschreck per squad for 75 munitions and gives sturmpioners the ability to plant teller mines and riegel mines at vet 3
2nd slot:
Spotting scopes (passive, 5 cp)
3rd slot:
Heat rounds (toggle ability, 7 cp)
4th slot:
Stuka close air support (loiter, 12 cp)
5th slot:
Elefant tank destroyer (call in unit, 14 cp)
It doesnt need a test mod to know that this doctrine would be complete cancer and unfun to play against in 2v2 and upwards
It's basically like Jaeger Armor doc from Ostheer(which is already super strong and annoying to play vs) with the difference that it's even harder to destroy the elefant now, if not impossible. How can you kill a well coordinated elefant if it gets protected by HEAT-ammo units and JU87 loiters all the time? Also it would mean a comeback of volks- schreckblobs and an elefant that 2-shots almost every single allied tank with HEAT ammo.
Btw spotting scopes is a terribly designed ability that cannot be countered and allows you to spot any enemy flanking attempt (or attack in general) early enough to give you tons of time to react with 0 downsides. I dont think it's a good idea to add this ability to more doctrines in the game @EVERYONE