A lot to cover, so just my two Austalian cents:
Airborne: You mention unreliable rocket strikes, and now I'm getting flash backs from the time I called one in, and instead of hitting a tank, it flattened the large building that my ally was occupying. Good times.
Rifle Company: Rifleman Field Defenses would really fit in. Makes me think it was supposed to be part of the Company a long time ago. I think removing the E8 will hurt the end-game though, even if their mid-game does improve vastly.
Armored Company: Raid and M-8 Greyhound are actually really nice additions, but I've always felt that the M-8 Greyhound comes out way too late to impact the mid-game before legit tanks reach the field.
Recon Support Company: It does feel like Airborne+ at times, though Raid does seem out of place, given the infantry options in the doctrine.
Mechanized Company: The point of raid is to relatively safely drive deep into enemy territory to go for a cut-off point or other high value resource point - places infantry can't typically reach safely or quickly. That said, Combined Arms would make equal - if not more - value here.
The 76 and Easy Eight are in a strange spot, yeah. I think when they tried to balance the price and timing of the 76 as a call-in for Soviets was one thing, but making it opportunity cost for the USF was a strange interaction effect.
I also don't remember much of the Ardennes Assault (bugs and all), so could I get a crash course on what Cavalry Riflemen are?
Tactical Support: Idk, I feel like this Company is in the best spot right now - long ranged combat. I'm totally for a Crocodile Sherman though, even if there's some overlap with the bulldozer sherman.
Heavy Cavalry Company: I think the Company is meant to defensively hold long enough for the Pershing, though that makes little sense since the Germans are typically far better in that regard. I think Rangers in the M3 Halftrack (if only for a Thompson gangster driveby) that can upgrade to double m1919s would be a good mobile defense option. I don't think Rangers are there to blob, but merely to be the top end close quarters unit to work in tandem with the jack of all trades Riflemen, not instead of them.
And yeah, having the Easy Eight in a company where the opportunity cost is for T4 + a tank, or for the only Heavy tank. Getting both seems like a pipe dream, for better or worse.
Royal Artillery: From what I've heard, Concentration Barrage is basically the main reason to take this, because it's relatively affordable as far as British Off-map artillery goes. I also feel like they should get Counter Battery, but that would conflict with this ability for the most part.
As for a 25 Pounder, idk. Most people are hesitant to build a Mortar emplacement, so a 25 Pounder anywhere on the map is redundant.
I also think they removed the Concentration Barrage going into fog of war specifically to prevent it from deleting OKW bases without line of site.
Breakthrough: Sturmtiger here makes a lot of sense actually.
Elite Armored: Jagdtiger here - or maybe even both here - could be interesting, but then again, would make this doctrine only for team games. I think the Command Panther in here alongside the Jadgtiger would be an interesting utilization of the HEAT shells.
OST and SOV thoughts are on the money for me.
Aight, cool.
Yes, you are all correct about the E8, however like I said the name of the Commander is Rifle Company and instead of mostly focusing on the Rifles it instead is mainly chosen because of the E8 so that's my main problem, it's pseudo centered around a theme it pseudo follows and that's where it ends, the E8 overshadows everything else really, not just the rest of the commander, right now it's even my go to doctrine as USF because of the lack of effectiveness in the Mechanized Company 76(W) Shermans or the singular Pershing in Heavy Cav, there is just nothing close that comes to the E8 in any other company that can rival it.
As for the Cav Rifles, they are basically the normal Riflemen but mounted in an M3 Halftrack and all armed with M1 Thompson sub-machine guns for close quarter combat, making them an excellent hit and run unit combined with the Halftrack. As far as I remember there were also some smaller difference in terms of abilities and so forth compared to the normal Riflemen.
And lastly for the 25 pounder, my idea comes from AEgion's "Balance mod" in which he has implemented them by default: https://steamcommunity.com/sharedfiles/filedetails/?id=1417051983
They are basically unlocked by researching Anvil and fit quite well if I'm honest, they also play very similarly to how the CoH Brit 25 pounders played. You should try it yourself to see what I mean.
He also replaced the Mortar Pit with a mobile 3-inch mortar team which is a huge improvement for the British in-direct fire capabilities, they just need to be able to garrison trenches and you would in effect have something similar to the already present Mortar Pit, just not as difficult to balance perhaps. |
Hello, so this is a follow-up to my "New Commander concept ideas" thread.
Here I will post suggestions gathered from my own ideas and experiences together with what I've read and talked with people about.
So, I'll start with the USF first:
Airborne Company:
I have largely found or seen no problem with this commander except for people noting on the sometimes unreliable rocket strike, so perhaps a look at the balance of this ability is needed however I will not touch on the matter as I believe and have been told numerous times (by Katitof) that I don't have the experience to do so, and I admit that, however I will just suggest that this become a mixed-wing ability that has both Air strafing and Rocket Planes as I believe that if it remains as it is, at least give it some utility against infantry as well.
The only other suggestion I have is that I really liked the supply/weapon drop ability from both the vanilla CoH Airborne Company as well as the Ardennes Assault Able Company, so perhaps doing like the Osttruppen "Supply Drop" would actually be beneficial here in replacing the .50 cal air drop with again a "Supply Drop" that drops both 2 supply craters with some munitions and fuel in them as well as a .50 cal and an M1 81mm Mortar, or at least 2 bazookas.
Apart from that some more "radical" changes which I won't go into too much because I know they probably will be disliked a lot is giving the 57mm AT gun Air Drop a crew because you can't reinforce airborne in the field as easily as in CoH and giving the Airborne a Bazooka upgrade as well as a 3rd option apart from their Thompsons and LMGs so they're not complete useless against enemy armor.
Infantry Company:
I think this Commander is fine for the most apart, of course except for the small overlap of the Mortar HT and the now non-doctrinal USF Mortar but that's just my opinion, still being mobile and having a few extra barrage abilities is nice to have, and I really like how it's in essence the Infantry Company from vanilla CoH, very nostalgic, at least to me.
Rifle Company:
And here we come to the slightly debated USF Commander, the Rifle Company.
Now personally, when I think or hear about this commander the first thing that comes to my mind is the M4A3E8 Sherman (Fury lol), now that's the problem, this commander's theme is supposed to be focused on the Riflemen and their support, and the E8 doesn't really provide that, I mean sure you get a nice Medium tank to back up your Riflemen that's about it, they have no other connection, now if the Rifles could ride on the tank or the commander had the combined arms ability it might make more sense but yeah...
So what I suggest is simple, replace the E8 with either an M3 or an M5 Halftrack call in with the ability to drop medical supplies so the Rifles can more easily and reliably reinforce in the field instead of just having to constantly rely on their extremely fragile WC54 Ambulance truck in their rear lines.
Now before you jump the gun just bare with me here, I'll get to the E8 in a second. Apart from that some other suggestions are replacing the RE Flamethowers because again, this is a commander centered around the RIfles with the M1919A6 LMG weapon rack unlock and combining the Sprint and Flares into one ability because individually they're useless and just taking up commander slots, and sticking in riflemen field defenses from the Infantry Company, again, something to help the Rifles hold the line or just lay a few mines around the place. So with all of this here's how the new Rifle Company would look like:
Advanced Training (Fire up/Sprint mixed with Flares)
Riflemen Field Defenses (from Infantry Company like already mentioned)
M1919A6 LMG weapon rack unlock
M3/M5 Halftrack support
White Phosphorus Smoke Barrage
Armored Company:
Armor is good for the most part due to the M10, however as I myself have noticed and read from other people that the effectiveness of the Assault Engineers and M4A3 105 Sherman is very questionable at best and the uselessness of the "Elite Crews" upgrade is undeniable.
So, with the heavy breathing I feel down my neck, I think this is where the E8 belongs in. That with perhaps a 5 man buff to the Assault Engineers to increase their survivability, however the problem here is that if the E8 is in Armor, it will easily overshadow everything else in the commander just like in Rifle Company.
Another alternative commander loadout I've thought of is this:
Raid
M8 Greyhound (would help with Raid)
M10 Wolverine Tank Destroyer
M26 Pershing
240mm Howitzer Barrage
This would be a straight buff and perhaps even borderline OP but it would be what this doctrine should be all about, American Armor. Now I also thought about the Calliope as to make the doctrine completely reminiscent of it's vanilla CoH counterpart however the Pershing/Calliope combo would be OP on it's on, let alone with everything else.
So in short, the Ass Engies need some sort of improvement, the Elite Crew upgrade needs to be replaced and the M4A3 105 Sherman needs to be looked at, at least that's what I think and what I've read so it's entirely possible I'm wrong here, but I leave the balancing entirely up to the community dev team.
Recon Support Company:
I think that the vanilla commander made more sense as it more focused on on the actual reconnaissance side of things and "knowing is only half the battle" compared to now the addition of Raid and the M83 Cluster bomb abilities.
I really have no further comments on this commander as I've never played with him, just noting my remarks.
Mechanized Company:
For this Commander I think that it's odd for what it's name says, but what actually it focuses on.
For a Company that should support the mixed combat arm of Infantry and Vehicles, it does little to do so.
Raid helps light vehicles by allowing them to quickly capture territory without needing the crews to get out and be exposed, however this is actually counter-intuitive when you keep in mind that you're supposed to have infantry on the field already capturing points, so I think that the best and most simplest course of action would be to just replace it with Combined Arms as it should be, as the name suggests, the main focus of this doctrine.
Apart from that, I think the other serious offender here is the M3 Assault Engineer call in which is just plain weird, I mean even in the description it says that the M3 is meant to provide cover for the Ass Engineers while they dismantle obstacles in the field which is just lol on all accounts. My suggestion here is to give back the M3 it's crew and replace the Ass Engies with Cavalry Riflemen as I've already suggested many times before. This would provide the doctrine with a proper CQC unit along with a mobile armored reinforcement point.
As for the rest of the Company, I think it's mostly fine, again there is a bit of an overlap with the default mortar and Mortar HT but I guess it's nice to have some mobile indirect fire support for that pesky MG in the building or whatever, but as I and other people have noticed, the M4A3 76(W) Sherman is really lacking compared to the E8, and I say compared because the E8 is miles better while only costing 5 more fuel, so either a price reduction is in order or a straight buff, perhaps the addition of changing rounds like the vanilla Sherman? I'll leave it to the community dev team once again.
Tactical Support Company:
Now we're getting to the "big" boys, in the little time I've spent with this Doctrine I have truly learned to appreciate the destructive power of 30 rockets fired from an armored chassis and the dual purposed M5 Halftrack that could both be used an effective AA umbrella for the Calliopes and a Clown Car for your LMG equipped Riflemen doing drive-bys as if it was Depression Era America.
Unfortunately I find nothing "tactical" about this at all, apart from the Calliope and M5 AA combo, so my suggestion here is either replacing the M1919A6 LMG weapon rack unlock or the Recon run with 5 man Ass Engies squad or an flamethrower armed Sherman Crocodile (available in the All Units Mod by SnakeEye). At least to me, nothing screams more tactical than a CQC unit that can plant explosives, think modern day US Navy Seals, or perhaps Rangers? Again, I'll leave it to the community dev team.
Heavy Cavalry Company:
Now this is a weird tomato in a basket full of apples if I've ever seen one, the tin says "Heavy CAVALRY Company" but in reality it's a weird mix put together of 2 "elite" US units, for one reason or another, even if the name was suggested by the community, I still don't see the point of this commander like I've already said a couple of times now, are you meant to blob Rangers around the Pershing and use Combined Arms? Can you even blob Rangers effectively since they cost so much? Is it worth it to blob Rangers or Riflemen around your regular Shermans? So many unanswered questions.
So here is my suggested loadout change for this commander:
Off Map Smoke Barrage
Cavalry Riflemen M3 Assault Group (replaces Rangers)
Combined Arms
M4A3 76(W) Sherman or M4A3E8 Sherman, whichever makes more sense or is more balanced
M26 Pershing
Now this will come off as a bit OP perhaps but the idea is to remain mobile and have heavy armored support, plus the E8s will finally be in a commander in which they might not overshadow everything else.
With this loadout you would actually have an infantry unit capable of keeping up with your Armor while being better protected and have good Armor (in numbers) on which the potential of Combined Arms will not be wasted on like it is now on a singular Pershing or 1 or 2 regular Shermans.
UKF:
I honestly don't have any gripes with the British Regiments for the most part, however there are a few exceptions -
Royal Artillery Regiment:
As I have noticed, many people have started referring to this doctrine as their go to for some reason recently and many have also voted for it to be changed.
So there are my suggestions:
Replace early warning with the 25 Pounder Emplacement from SnakeEye's "All Units Mod", this would directly affect the following 2 abilities in the doctrine:
Concentration Barrage and Perimeter Overwatch
Now for each of these I have sub-suggestions -
For Concentration Barrage, allow it to fire in the fog of war
For Perimeter Overwatch, either just give all 25 pounders the ability to cast Overwatch in the user's desired location like in the original CoH or replace it entirely with an ability that grants the 25 pounders and Sextons advanced Artillery abilities again, like in the original CoH to expand their utility.
Tactical Support Regiment:
I recently read about a suggestion of the Recovery Sappers being able to "secure" territory for additional resources and for the Observation Posts to grant their ability to FAs as well so they're not completely useless when not near the fighting which I really liked.
Well, this is about it for the UKF.
OKW:
Due to my lack of experience with most of the OKW Commanders except for a select few (for example Fortifications, Elite Armor and Breakthrough) I'll keep it short, the same as the UKF section here as well.
Breakthrough Doctrine:
I think that most of the problems here are in the Call-In units, Panzerfusiliers pretty much replace Volksgrenadiers as I myself have tested and as other people have written, Sturm Offiziers are under utilized because the risk of having the officer model killed and all squads around them retreating far outweight the benefits of having then around and after the recent nerfs the Jagdtiger is not worth it anymore either, plus it just doesn't make sense having an extremely slow moving and heavy tank destroyer in a doctrine centered around Assaulting enemy lines so these are my suggestions -
Sturm Offizier does not cause infantry around him to retreat if the officer model is lost if the command aura is not improved.
Jagdtiger is replaced with the Sturm Tiger, a true "Assault" gun.
Something may or may not be done with the Panzerfusiliers, perhaps making it so they need Volks but still be effective or I don't know, I have no ideas what to do with them but I honestly have no problem with them replacing the Volks, not everybody plays with this Doctrine anyhow.
Elite Armored Doctrine:
Emergency Repairs and the Panzer Commander abilities as said by many other people need to be brought in line with the rest of the such abilities because they are currently very underwhelming.
The only other change I could suggest is swapping the Sturm Tiger with the Jagdtiger, I also think that perhaps the JT could use the buffs of the Command Panther but I have no idea how to include the CP in this doctrine because Signal Relay and the HEAT rounds feel right at home here.
That's about it for the OKW as well.
OST:
Due to the sheer amount of Eastern Front Army commanders I will be mostly targetting specific abilities that as I have experienced and read on here need serious looking at:
Relief Infantry - Need to be flat out replaced by Osttruppen in my opinion, the Ostheer is already a munition and low squad number Army, forcing them to basically pay ammunition and throw infantry away in order to get back Osttruppen is just nonsense to me and many other people.
250 Halftrack - Needs to either receive veterancy from nearby units and be able to reinforce or get an MG and be able to reinforce again because without infantry in it's hold it's just useless, but even for a 30 fuel and however much manpower taxi it's still underwhelming and you're better off just teching to either get the Grens or PGs.
Osttruppen - Need a Panzerbusche 39 AT rifle package upgrade, Panzerfausts are not usable inside structures which hinders the Osttruppens' garrisoned natured. Panzerfausts of course can be locked out after the research to the AT rifle package is complete, I think it's a fair trade instead of having a Panzerfaust and MG42 for 2 AT rifles.
Entrenching Tools - Need to be combined with Tank Traps in my opinion, it would save a slot in the Defensive Doctrine which perhaps can be used for an Osttruppen call in to man the line or a LefH 19? I have no idea, but I don't think Tank Traps are that much worth it to waste an entire slot.
Apart from that I don't remember what much else in the huge Ost Arsenal needs looking at so feel free to suggest more here and I'll see about editing them in.
SOV:
And finally we have the Soviets my uhhh, least favorite and played Army, apart from their vehicle self-repair ability commanders, I just love having tanks that can self-repair.
Strangely enough tho, I actually like most Soviet commanders and find them well designed around their "themes" so to speak, that or I just don't understand them, one or the other.
Apart from that, I still think that the "rapid conscription" ability which is just basically the Soviet variant of the Ostheer reserve infantry is counter-intuitive in a game where you're encouraged to preserve your infantry instead of just paying munitions and throwing them into the meat grinder in order to get more squads out, if you need manpower I think it's a better option to just straight off trade munitions for squads or do like the Blitzkrieg doctrine in CoH and have an ability give you manpower but give you a decreased amount of manpower for a set amount of time.
Closing words:
Welp, that's it for the most part, like I said I just based this on my own experienced combined with what I've read on here in hopes some good ideas are given to the community dev team so they can further improve the current commanders. All of these ideas are of course subject to a lot of balance and design consideration and so forth and are not perfect but I think they're good enough for a tired guy writing them in the middle of the night so yeah.
Like I already mentioned I'll add and edit anything new that's suggested.
Cheers. |
Hello, so I had these commander ideas after playing a bit with the USF in the Ardennes Assault campaign and now with some other ideas and feedback from other people, I have combined this with my own experience and opinions to create these:
USF Commanders:
Ranger Company
WC51 Military Truck - Unique version, can cap by default, can also be upgraded with either a .50 cal or to be a weapons carrier, enabling it to setup with weapon racks for easy field access of weapons.
Rangers - Same as Heavy Cav.
Company Requisition - From the AA campaign, basically the CoH Blitzkrieg ability which granted the player some manpower in return for ammo and a timer in which manpower was slower to gather.
M83 Cluster Bombs - From Recon Company, good for a make shift defensive ability, sort of I guess.
Pinpoint Artillery - Basically the Armored Company artillery but more accurate, perhaps a bit OP so I was thinking about a 1 shot type of ability that had a 50/50 chance of landing where you pointed at so it's not an automatic KT killer for example.
I will leave the balancing of these abilities to the developer team/community but in general here I really liked Fox Company in Ardennes Assault, that combined with the fact that the Rangers in multiplayer are in a commander that isn't here nor there since it has good assault infantry (the Rangers) but then again buffs the defensive abilities of the Riflemen for some reason, while giving ability to all infantry to play better around shitty tanks or a single Pershing which didn't make much sense to me, oh and add smoke on top of all that and you have a mish-mash of different abilities and units that in my opinion don't really fit in that well, so I wanted something more focused on the Rangers themselves or at least supporting them.
Gliderborne (Infantry) Company
Gliderborne Infantry - Basically the British Commando Glider insertion but instead of Commandos you get an Airborne unit, again, the Glider may or may not be able to produce more units in friendly territory but it will surely be able to reinforce infantry in friendly territory.
Supply Drop - Drops fuel and ammo as well as a .50 cal HMG and an M1 57mm AT gun. Originally this was a WC51 Glider insertion but I decided against it because it would require the use of the Hadrian Glider which I don't know if it even has a model in game.
P-47 Recon run - P-47 provides sight for gliders to land as well as revealing enemies on map, obviously.
P-47 Mixed wing attack - A combination of both rocket and machine gun P-47 loiter around a pinpointed zone, infantry will be strafed and surpressed while tanks will be hit with rockets.
Gliderborne Battlegroup - Inserts 2 Airborne squads together with an M1 75mm Pack howitzer, the Glider can only be used to reinforce units in friendly territory because being able to build Pack howitzers in the middle of the map would be a bit OP in my opinion.
Based on the 327th (Glider) Infantry Regiment, part of the 101st Airborne Division.
Mechanized Cavalry Company
Raid Tactics - Same as from Recon Company, can be replaced by Combined Arms.
M8 Greyhound - Same as above.
M3 Halftrack with Cav Rifles - Combat group from the Ardennes Assault Campaign.
M4A3E8 Sherman - Same as Rifle Company, could be replaced by Reserve Armor.
M26 Pershing - From Heavy Cav Company.
Based on the 761st Tank Battalion plus a little fantasy on my side, heavy Armor support plus some light vehicles supported by "Armored" Infantry is the basic idea behind the commander, I think it would be perfect for team games and the E8 will not overshadow the Pershing in my opinion.
UKF Commanders:
Defensive Regiment
3-inch Mortar Team - Inspired by Relic's hint of them in their newest article announcing the 5th year anniversary of the game's updates. Will use the USF M1 81mm mortar model because the original 3-inch is "glued" to the mortar pit emplacement for one reason or another, balancing will be left to the developer team as they see fit. Here for a bit more mobile indirect fire support, can garrison trenches for extra protection. I decided to suggest this seeing as everybody is hell bent on keeping that damned mortar pit.
Field Defenses - the well known and cursed ability from the Advanced Emplacements Regiment, can be replaced by Standfast/Advanced Assembly.
Advanced Sapper Training - Allows Sappers to build Trenches, sandbags and resource caches, the same as the Infantry Sections, as well as Tank Traps. Gives the Sappers a bit more utility and is a unique way of introducing Tank Traps to the Army which is the only one that cannot build them at all.
Hold the Line - Same as Special Weapons Regiment.
Sector Overwatch - A combination of the OKW Fortifications and UKF Perimeter Overwatch abilities, timed off-map ability that fires automatically at any enemy units in line of sight in a specified sector.
Inspiration for this Regiment is a mix of several different defensive abilities in the British (and OKW) arsenal(s) plus 2 brand new "things" so to speak in order to help the British hold the ground they have paid in blood so dearly for, or at least stall the enemy enough from taking it as to call in more mobile units to deal with them.
American Lend-Lease Regiment:
M3 Scout Car - Same as the Soviet one, meant for scouting, can transport 1 infantry squad which can shoot out of it. Could probably be replaced by the M2 Flamethrower as well.
Supply Drop - Drops 2 crates with some fuel and ammo, and perhaps an M2 .50 cal MG and an M1 81mm Mortar? Could be a nice way to give the Brits a mobile mortar.
M3 Supply Halftrack - Same as the Special Weapons one but instead drops BARs (or M1919A6s but Idk if it will be balanced) and Bazookas.
M5 Stuart Light Tank - Perhaps an alternative to the AEC? Could work so.
Sherman IV/IVA and M10 "Achilles" - An alternative to the Cromwell and Firefly, but the Sherman is more expensive and comes later while the M10 is cheaper than the Firefly and comes earlier, same as the USF versions. The Sherman can upgrade to an MG, can switch between types of shells and has smoke and all of that jazz. Just as a headsup, the IV was basically what the British called the M4A3, while the IVA was the 76mm Sherman. Both would be passives found in the last building.
This is more or less my take on Nigo's idea which he posted while I was writing this edit, so one might think that this is a blatant copy but in reality we were just thinking alike I suppose.
Special Armour Regiment:
Universal reinforcement carrier - The UC receives an upgrade which allows it to act as a mobile reinforcement point, it remains extremely fragile tho and infantry inside it still cannot shoot out of it.
M2 Flamethrower - Same as Mobile Assault.
Vehicle Crew Repairs - Same as the others.
Churchill AVRE - Same as Royal Engineers.
Churchill Crocodile - Same as Vanguard and Special Weapons.
Inspired by Hobart's "Funnies" 79th Armoured Division, the Sherman Crab flail from CoH, the Churchill AVRE and Crocodile variants as well as bridge layers and more (like the Sherman DD) were all of his and his division's inventions so I thought that this would be the perfect opportunity to somehow give them a nod so to speak.
OKW Commanders:
Volksgrenadier Support Doctrine
Infrared StG44 Package - Same as Spec Ops.
Valiant Assault - Same as Luftwaffe.
Advanced schwerer Wehrmachtsschlepper (sWS) - Gives the ability to sWS-s to reinforce and transport infantry (up to 2 squads), also removes their limit. Gives the HTs some more utility, could be replaced by either a 250 or a 251 Halftrack, or the Opel Blitz Truck from Firestorm.
250 Mortar Halftrack - Provides mobile indirect fire support in order to clear the way for the Volksgrenadiers from pesky MGs in buildings and Allied fortifications, also provides smoke cover barrage.
Assault Artillery - Same as the Breakthrough Doctrine.
The idea behind this Doctrine is to keep the Volksgrenadiers moving and constantly attacking, not letting up even for a second. I also thought about re-using other abilities and units from other doctrines that complement the Volks well such as the Sturm Offizier or Recoup losses but ultimately it falls on the developers to decide, I'm just here to share my opinion and suggest ideas.
Ost Front Reserve Doctrine:
Osttruppen - You know em and you love em, our favorite reserve infantry, now for the OKW.
Fortifications - CoH's concrete bunkers and dragon teeth are now available to be built by the Sturmpioneers with 3 upgrades as well as Trenches and sandbags for the Osttruppen and the rest of the OKW infantry. Based on the Atlantic Wall defenses.
Supply drop - Drops 2 crates with fuel and ammo, as well as a GrW 34 Mortar and a Pak 40, I think it's a good way to introduce these weapons to the OKW.
StuG III - Alternative to the Jagdpanzer IV.
Tiger I - Alternative to the King Tiger.
The previous concept of this commander was very lazy on part (and still partially is with the StuG and Tiger) but now I decided to rework it into one based on the defending the Atlantic Wall German forces, introducing a lot of Ostheer stuff in a... mostly unique way so to speak. The StuG III and Tiger also have unique voice lines for the OKW Announcer so they would fit right in, Osttruppen would help build and defend the line while the supply drop would help out with the missing support weapons in the OKW's arsenal.
Osttruppen also make sense since there were a lot of volunteer troops stationed on the Atlantic Wall.
Panzerjäger Doctrine
Panzerjägers - 4 man squad initially armed with Panzerbusche 39 AT Rifles but can be upgraded to double Shrecks, also have 2 Gewehr 43 Semi-Automatic Rifles.
Sdkfz 250/251 Halftrack - Armed with an MG42, can transport 1 squad of infantry, allows them to fire out of the vehicle but can't reinforce (or should it be allowed to?). 251 would be a copy of the Ostheer version, but I'd like to see it be open topped for a change, adds "uniqueness".
Vehicle Detection - Allows infantry to detect vehicles in a certain radius.
Jagdtiger - Same as the Breakthrough doctrine.
15cm Artillery barrage - Fires a few 150mm rounds into the target area, guess what fires it, a Hummel or a LefH?
As requested by Stark and Sander. Replacing the 250/251 HT call in with a "Hafthohlladung" grenade (google it) for infantry is probably also an option.
Ostheer Commanders:
Actung Panzer Doctrine
251 Repair and Recovery Halftrack - From SnakeEye's "All Units Mod", can repair and recover (?) (destroyed) friendly vehicles.
Panzer Tactician - You know it and you love it, smoke for your vehicles to save them from that last shot which will probably finish them off.
Spotting Scopes - From your favorite Panzer doctrines.
Hetzer Tank Destroyer - From the "All Units Mod" again, fires actual Panzergranate rounds for a change instead of flames.
Commander Tiger - Aura around tank provides bonuses to nearby infantry and tanks, relatively small radius, can call in artillery, due to additional radios inside the turret accuracy and reload times are decreased.
Largely inspired by the "leaked" Heavy Armor Doctrine from one of the Betas for the game, that and the need for more mobile support for the Ostheer Panzers in my opinion because compared to the OKW, the Ostheer is really lacking in the tank department. Tungsten rounds or Breakthrough from the Enriclement Doctrine can also probably replace Panzer Tactician or Spotting Scopes, I also thought about having the Elefant instead of the Hetzer but I saw a great opportunity to add something new to the table.
Panzergrenadier Support Doctrine:
Assault Panzergrenadiers - From the Urban Assault doctrine, 5 man, armed with flamethrowers, as their name suggests they're perfect for Urban combat.
Advanced Panzergrenadier training - Allows Panzergrenadiers to (only) repair vehicles and build tank traps, perhaps even be able to hull down tanks?
Blitzkrieg - Infantry and Tanks work better when close together, similar to USF Combined Arms.
250 Halftrack mounted with Panzergrenadiers battlegroup - Same as Mech Assault.
StuG III E - Same as above.
The idea behind this doctrine is the expanded use of Panzergrenadiers working in conjunction with vehicles, specifically tanks.
Historically Panzergrenadier infantry were first called "Schützen" and were motorized (riding in trucks) until 1942 when they are renamed and also supplied with Halftracks (mostly 251s but 250s were also occasionally used), sadly only 1/3rds of a Panzergrenadier unit could be fitted with Halftracks, the rest were motorized and their most often attached Panzer unit were made up of either medium Panzer IIIs and IVs or StuG assault guns. Panzergrenadiers were also meant to fight both mounted and dismounted from their Halftracks, of course, when present, so such vehicles were not only used for transport over rougher terrain.
Luftwaffe Airborne Assault Doctrine
Fallschirmjägers - Same as the their OKW counterpart, but they'll be airdropped. I imagine them as a 5 man unit initially armed with Rifles but could be upgraded to FG42s, they also have rifle grenades but the FG42 upgrade replaces that ability with a normal grenade throw so you will be entirely giving up long range firepower for closer range such, they'll also have a HEAT grenade or Panzerfaust I suppose.
Stuka Reconnaissance Pass - What it says on the tin.
Supply drop - Same as the Osttruppen one, drops 2 boxes with some ammo and fuel which also contain a Pak 36 (renamed M42) and an MG34.
Stuka Combined Wing Loiter - Strafes and suppresses enemy infantry while tanks get the rocket treatment.
Glider Battlegroup - Same as my USF Airborne idea, Glider drops in but needs sight in order to be called in (that's where the Recon Pass comes into greater play) and contains 2 squads of Falls as well as a LeIG, can reinforce and build more Falls only when in friendly territory, similar to the British HQ Glider.
This Commander is based on the earlier operations and use of Fallschirmjagers in the war, think the Netherlands or Crete. A couple of things inspired my idea for this, first off is my love for the German Airborne troops and second is their implementation in CoH's mods, namely Europe at War and Battle of Crete.
Soviet Commanders:
Shock Tactics
Commissar - The highly requested unit from the scrapped(?) Not One Step Back Tactics commander. Will serve to inspire men on the front to charge the enemy, or face him back in the rear lines.
Shock Troops - The poster boys of the doctrine.
KV8 - Originally this was an OT-34, basically a flamethrowing T-34, but sadly it can't be made mobile so I guess the KV-8 is best to replace it.
For Mother Russia - From the Counterattack Tactics commander.
Tactical IL-2 Sturmovik Attack - From Advanced Warfare Tactics, I don't know what else screams "Shock and awe" other than planes ripping you to shreads from the skies.
As the name of this doctrine suggests, it's all about the Shock and awe effect, I also thought about having the Conscript PPSh package instead of the Shocks but having just 2 PPSh-s on a lowsome mainline infantry unit instead of a Chad Elite Armored squad all armed with the same weapon, plus having the same name as the doctrine... But yeah anyways it's up to the devs to decide anyhow like I already said.
British Lend-Lease tactics:
Universal Carrier - A lot of these were sent to the Soviet Union back in the day by the British, it was primarily one of the APCs the Soviets had apart from the M3A1 Scout Cars and M5 Halftracks. I am guessing that it should have the same upgrades as the UKF version. This was Soviet Industry before in my mind, but since it was highly debated and now not so much worth it I decided against it and replaced it with this instead, didn't make sense to have "Soviet Industry" in a British Lend-Lease commander anyhow, at least it didn't fit the theme.
Valentine Light Tank - Same as the British Valentine but perhaps comes with a bit more armor or at least earlier.
Supply Drop - A drop of British supplies containing fuel and ammo.
Vehicle Crew Repair - Same as other commanders.
Churchill Heavy Tank - British Armor with a Soviet crew, what could be better to replace that old KV1 with? Perhaps the crew could still use the grenade throw ability but I think that the defending from the sides and engine repair on the move is a tad too much here, rear smoke would be nice for conscripts following the tank tho.
Got inspiration for this commander from Nigo's suggestions like I said.
Tank desant tactics:
Green T-34 Reserves - 2 below average T-34s can be deployed.
Conscript Repair Package - Same as other commanders.
Desant training - Conscripts can now ride on T-34s, this has been tried and tested by community modders and works with few bugs.
Tank Infantry Cooperation - Same as Combined Arms, infantry can also follow tanks for increased protection but tanks can't move faster than infantry then.
Red Banner T-34/85s - Deploy 2 Vet 2 or 3 T-34/85s to the field.
This commander is a combination of both Tank desant, a little known and unreleased commander and Overwhelming Armor. Inspired by the USF and Ostheer Mechanized ideas.
This is about it I think, I really had fun thinking these up and I hope you guys appreciate them, uhh I guess I'll add and edit these as feedback comes in.
P.S.
I would really recommend trying out SnakeEye's "All Units Mod" as he has quite a few unique and entirely new units such as the Flamethrower Sherman which I really like but sadly couldn't really find a place for here, still tho it's really worth a play even for just inspiration for new commanders.
Cheers. |