I won't suggest a concret commander, just a few lines that the commander should follow in order to maximize the benefits we can get over the faction itself.
1. Should use abilities existent in order to revamp other commanders as well.
2. Should use units existent on other commanders to revamp.
....
I completely disagree.
Imo new commander (and Revamp commander) should focus on providing a new fresh, commander that are of average power level.
This process should not be used to solve balance issue, I ones tryies to joggle too many balls at once an they all fall down, as it has been proven by result of commanders revamps.
If there is a need to solve balance issues that are connected to commanders, there should a separate processes where commander design is look at and op combination removed.
Volksstrum Doctrine or Reserves Doctrine or Valkyrie doctrine Total War Doctrine
Thematically this a doctrine gives access to unit represent the German army in it last day with a number of low cost unit that perform average.
Abilities:
1) Cp 0 Panzer IV Ausf. F1
The sort barrel version of PzIV can be from HQ require BP3 (alternatively built in T4 or maybe T3).
Chances to the units Gun.
The gun now has 2 firing modes direct and indirect.
Indirect fire mode work similar to Stug-E with sorter range (since they use the same gun).
Direct fire mode uses Gr.38 Hl/C HE AT around that have little AOE and low penetration but do deflection damage (80-40)
Vet Ability:
The unit can go on lock down similar to KV-2 gaining increased range to 50(?)
Alternatively:
Cp 0 7.5 cm leichtes Infanteriegeschütz 18
The Okw LeIG unit can be built from HQ.
Changes to the gun
The gun now has 2 firing modes direct and indirect.
Indirect fire mode work similar to OKW version.
Direct fire mode uses Hollow charged arounds that have little AOE and low penetration but do deflection damage (80-40) with a range down to 40-50.
2) Cp 0 Volksstrum
A 5-6 entities unit built from HQ modeled after conscripts.
cost 250 manpower
abilities:
merge
Hit the ground
Panzer faust (requires unlock BP1)
Molotov, with faster animation/range since no access to ourah(requires unlock BP1)
3) Cp 2 Panzerabwehrkanone 36
The german version of M-42 gun.
Cost 200 manpower.
Same characteristics as the Soviet gun.
4) Cp 6 Panzerjäger training
Researched at HQ for 100/50-80.
Volksstrum can now upgrade to Panzerjäger being able to equip 2 Panzer fausts that are modeled after bazookas but can be unequipped. Also have a Panzerwurfmine AT grenade as snare.
Pak 36 gets the ability to fire a single Stielgranate 41 with increased penetration.
5) CP 0-7 Sd.Kfz. 251/1 II - Rocket launcher Stuka zu Fuß
A weaker vesion of the OKW unit ether built able from HQ requiring BP 2 or a call-in.
Changes to the unit:
The unit now fires 2 incendiary rockets with each barrage suite to soft up enemy defenses or it can deliver smoke.
Ability:
Counter fire. The ability is designed to counter enemy self propelled guns so it fires all 6 rockets of HE munition with increased range and flight speed.
Design
The commander greatly increases the versatility of rigid Ostheer tree. V.St. allows to to avoid T1, Pak 36 allows avoiding T2 PzIV F allows T4 strategies.
Stuka zu Fuß on the other hand allows T3 only strategies.
Historically the Commander represents the German army during the last stages of the war where everything available is thrown to battle.
oh theres actually a difference between the mechanized assault group and the grenadier group? i didnt know
The M.A.G comes in pretty late also. on the other hand i wouldnt want to see those raketencars earlier
The MGG is simply over priced and comes way to late.
The PG could be removed or replaced (maybe a 5 men grenadiers squad? or some new unit)if it proves problematic.
Instead of shoehorning all kinds of things into singular commander, id like to see commanders changed way that gives entirely new way of playing that particural faction, mechanized assault and encirclement for example, which both change way to play ostheer from their original roots.
Changing a way a faction works is allot better than giving access to allot of things for a commander. The power level of all commander thou need to about them same. Else only a handful of commander will be used.
With the chances to Infantry commander the 250(described as 250/1) HT can be built from HQ.
It can arrive around min 4-5 around CP 1.5 and cost 210/20.
The Mechanized Assault Group provides a 250+P.gren requires CP 3 and cost 490/20 (210+340/20).
The Mechanized Grenadier Group provides a 250+Gren +lmg requires CP 3 and cost 450/20 (210+240/20+60mu).
The M.G.G. Mechanized Grenadier Group is simply not cost efficient, while the M.A.G. does provide a PG squad the 250 comes a bit late.
Suggestions:
The are a number of options here like:
Replace the call-in ability with passive built from HQ.
Remove the passengers from call-in and move down to CP2.
Provide a different unique unit as a passenger.
btw is this with the recent nerf on E8 moving scatter? And i know panther costs more but E8 pen sometimes fails big time even vs p4 from OST "sometiems" and its infrantry should be at least slitly better than panthers or at least p4 for 140 unit that is a tank of all trades
It is not recent and it is not a real "nerf".
Ez8 did not have any penalty in scatter unlike most other vehicles, it was imply brought in line.
Ez8 has Penetration near 200, Penetration mid 165, Penetration far 155
It has 86% chance to penetrate at Ostheer PzIV max range, the PIV in contrast has 51%.
Their MG are about the same while Ez is firing at weaker squads.
The Ez has more penetration, armor, HP about equal Mg, while the PzIV has better AOE in main gun.
If you perform a similar test where the tanks are moving Ez8 will probably do much better than the Panther or I you test with Panther vs riflemen and Ez8 vs grenadiers.
E8 being doctrinal and actually perform worse than the regural sherman is just sad its shell is so bad vs infrnatry sometiems being worst thatn a panther
That is simply untrue:
Panther scatter more and has far less AOE. Note that Ez8 has around 480% more kill radius...
...
Edit: Seeing Vipper talking about the Polish and Black RE voices, there was a Polish Airborne division during Operation Market Garden, so maybe Polish commandos for the Brits? And I think I saw an RE focused commander for the USF suggestion, maybe they can use the voices for a more combat specialized RE squad? Idk.
Polish troops fought along side UK force in all almost all theaters, from Africa, to Italy to the rest of Europe and paid a very high price for doing so.