(OKW) Luftwaffe Ground Forces Doctrine
Heavy fortification:
AA gun can not be sniped, can gain veterancy, has a ability similar to Centaur "strafing ability". Has to be turned into AA only mode to fire on planes.
Trenches now cost manpower and are locket to owner only or can be dismantled.
Raketen in trench gains 180+180 fire angle, +5-10 vision, +5-10 range. Response time before firing from trench reduced.
Tank trap now build slower (for all factions and take have more HP)
Fallj now can be built from HQ for normal price (no premium, for all infiltration units)). Bundle grenade now replaced by an incendiary or WP grenade (for all cloaked or infiltration units) or Blendkörper become available at vet 0 work as WP grenade and affect on vehicle remain even if vehicles moves out of smoke.
Airborne assault/reconnaissance overflight replaced by Luftwaffe officer. Officer has a recon plane similar to major and can call in stuka strafes similar to CAS commander. Also has a aura reducing Target size by 95% -3-3-4(with veterancy) |
(OKW) Feuersturm Doctrine
Hezter
Rear armor increased to (120-140) unit has to move in close to fire and has no turret thus it is difficult not to expose rear armor.
Unit now has access to self-defense smoke.
Damage increased, DOT removed. Unit now has access to a targeted ability that creates AOE in a specific area. Tactical usage of the unit goes in fires ability forcing enemy units to move, gets out.
Unit XP value reduce to Luch levels. CP reduced to 6-7.
Mobility increased so that it can run from enemy vehicles.
"Rocket barrage" replaced by "incendiary rocket barrage" CP move to 6-7 (similar to Luftwaffe). Does extra DOT damage to emplacement up to 0 HP but can not kill them.
Recoup losses now offer a 10-20% received accuracy bonus.
"Thorough salvage" replaced by "incendiary munition". Leig/Stuka (stuka vet incendiary barrage reduces cost)get incendiary barrage, all infantry get a incendiary grenade(Vg grenade replaced normal grenade), PZ4, Panther and KT get WP round.
Alternative throughout salvage take the same time a normal selvage.
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(BRITISH) Royal Engineer Regiment
"Stand fast" is a emplacement ability now global. "Stand fast" now available to emplacement "brace" now doctrinal.
"Command vehicle"
Penalties to vehicle only affects damage output.
Recon plane removed or CD increased and now comes at a cost.
Aura bonus to now providing cover status for UKF infantry, reload x105% to vehicles/emplacement scaling by 3+3+4 (total 115)for each vet level of vehicle, vehicle now share XP with infantry.
Vehicles now has a timed ability increasing the reload bonus by x110%.
AVRE now also affected by shot blockers. AOE increased, Kill radius decreased, shot now stuns or suppress infantry in AOE.
"Anti-building flame mortar support" CP lowered to 4 cost reduced to 80 radius reduce to affect 3 building 1 next to other. Ability now work like zeroing artillery with reduced initial impact and gradually ramping up.
Vehicle crew repairs now vehicle ability instead of global. |
Guard Rifle Combined Arm Tactics:
Guards price increased to 350, Guards can now be built in T1 for 320. (PTRS changed as described in TH tactics), trip wire flare replaced by button as vet 1 ability. The ability know does not require unit to be stationary and scales with with veterancy gaining duration and lowering cost.
"Hit the dirty" now offer a 10% damage reduction (maybe 10% accuracy) but it becomes timed (10 secs duration?).
"conscripts assault package upgrade" PPsh either gives 6 PPsh or 3 SVT.
"Ourah" now becomes a vet 1 and/or increase Target size. The ability now scales with veterancy gradually removing Target size penalties. Alternatively "hit the dirty" becomes vet 1 ability for conscripts and "ourah" doctrinal.
Ml20 replaced by either KV-1 or KV-2 or M-42 AT.
KV-1 now requires T4, vet 1 ability now replaced by a time 10% damage reduction. Vet bonus redesign to better fit unit.
KV-2 vet 1 ability become siege mode. Minimum range removed or reduced, sight penalty removed, siege mod fire becomes explosive from ballistic. vet bonuses redesign to better fit unit.
M-42 AT now redesign as a weapon to ideal against fast moving target. Angle of fire increased, rotation speed increased, response times (times before fire) reduced. Accuracy increased. Vet 1 ability replaced by shot that reduces enemy rotation speed. |
Tank hunter Tactics:
AT grenade assault and PMD-6M merged to 1 ability.
AT grenades can be target on ground and are sticky.
PMD-6M work now stun target when 2 are hit and can do engine damage when 4 are hit (mechanism similar to old USF mines.
PTRS (applies to all version) redesigned weapon now has low accuracy and does hit infantry. Conscripts and (Guards) have a timed ability where the weapon now perform AI weapon and not an AT weapon.
Salvage kit cost now to 50 also gives a slight repair speed boost.
Doctrine now has access to either "armored vehicle detection" or "mark target".
"Armored vehicle detection" redesigned to be always on at ranges 35 and activated for an mu cost individually increasing range to 70.
"Mark target" now lowers armor of target instead of increasing damage.
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Mechanized Company:
Reduce far DPS WC51 infantry loaded no longer can fire reduce fuel cost to 5.
Unit now serves as a counter to Kubel, and as transport suitable to drop infantry at the flanks.
M3 HT Assault Group, the m3 and assault engineer can now be built in HQ separately.
Recon plane replaced by m21 mortar HT |
Recon Support Company:
Forward observers/Recon sweep merged into 1 ability, ability also replaced majors sweep with Recon plane.
Forward observers work in during combat.
IR redesign as an ant anti-sniper unit. Now come have 1 scope rifle with range 50, doing little damage (high accuracy low damage) but marking the target hit similar to UKF "vehicle tracking". The unit role is not kill the sniper but to make its life more difficult.
M8 comes with skirts, can lay m20 mines, at vet 1 gain an ability similar to spotting scopes but timed.
Airborne combat group AT removed, CP lowered to 3 Para come with 2 bazooka 2 lmgs.
Commander now has access to P47 strafing run (T.S. Comp.)
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Again the question one has to ask, is the unit doing to much damage in live? If it is it deserves an nerf, if it does not, the DPS of squad should remain relatively unchanged. |
You have done something wrong when you allowed a squishy tanks to close in to your pak wall. A single teller mine or even a well positioned pak (or any tank nearby) + grenadiers to faust the comet is enough to keep comet from nading your at gun.
Once it is fausted, it's a meat for your pak or stug or panther or stuka CAS.
And if you let the comet to nade your cloaked AT rakketens then ...
I would change good DPS via HMGS for a niche nade any day.
Comet can take ATGs with or with out grenades, with WP.
If Comet is in danger or mines so is Panther (and arguably more)that has to close to at leat 35 range so that its MGs can fire.
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New mosin
DPS of 6 conscripts squad:
Old mosin 20.64 19.94 19.27 18.65 18.06 17.50 16.97 16.47 16.00 15.55 15.12 14.71 14.32 13.95 13.59 13.25 12.92 12.61 12.31 12.02 11.75 11.48 11.22 10.98 10.74 10.51 9.78 9.10 8.47 7.89 7.34 6.83 6.35 5.90 5.47 5.07
New mosin 21.67 20.89 20.16 19.47 18.82 18.21 17.63 17.08 16.55 16.06 15.58 15.13 14.70 14.29 13.90 13.53 13.17 12.82 12.49 12.17 11.87 11.58 11.29 11.02 10.76 10.51 9.95 9.43 8.94 8.50 8.08 7.68 7.32 6.97 6.65 6.34
The weapon now overkill doing 84 instead of 80 similar to VG k98. |