USF currently has a few doctrines crammed full of so much stuff they can never really use all of it, and a lot of doctrines languishing behind.
The idea of this reshuffle of USF's commander abilities is to spread the love out more evenly across its many doctrines without changing the core idea of the doctrines.
I stuck to three rules: keep the changes as minor as possible, don't edit any abilities, and keep the playstyle of each commander roughly the same.
USF currently has a few doctrines crammed full of so much stuff they can never really use all of it, and a lot of doctrines languishing behind.
The idea of this reshuffle of USF's commander abilities is to spread the love out more evenly across its many doctrines without changing the core idea of the doctrines.
I stuck to three rules: keep the changes as minor as possible, don't edit any abilities, and keep the playstyle of each commander roughly the same.
v2.0
Airborne Company
Unchanged. There's not much you can do with this commander without editing the abilites.
- Pathfinders
- Airborne
- .50 cal Airdrop
- M1 ATG Airdrop
- P47 Loiter
Infantry Company
This commander had three separate indirect abilities, which was a lot of redundancy. I swapped out the MHT for Rangers as a nod to CoH 1 and because they complement the doctrine really nicely. You could probably stick the MHT back in if you bundled Field Defences with the M1919.
You'd probably want to apply the max 1 LMG pickup restriction Riflemen and RETs have to Rangers. Unless you
want triple LMG Rangers.
- M1919 LMG
- Riflemen Field Defences
- Rangers
- Time on Target Artillery Barrage
- Priest
Armor Company
Armor Company is a well-themed and well rounded commander, so I left it alone.
- Assault Engineers
- Elite Crews
- M10 Tank Destroyer
- 105mm Sherman Bulldozer
- 240mm Artillery Barrage
Mechanized Company
Mechanized was an overloaded commander, so I simply moved two abilities out. The 75mm Bulldozer is now exclusive to Urban Assault, and the somewhat redundant M3 went to Rifle Company.
- WC-51
- Cavalry Riflemen
- Mortar Halftrack
- Combined Arms
- 76mm Sherman
Recon Support Company
Recon guzzles munitions like nobody's business, so it could probably swap out Raid Tactics or Cluster Bombs for the M10, which'd synergise nicely with the Greyhound.
- Raid Tactics
- I&R Pathfinders
- Airborne Support Group
- Greyhound
- Cluster Bombs
Rifle Company
Rifle Company gets the M3 to use as support for Riflemen. It also swaps RET Flamers for RET Rifle Grenades: they serve the same role, but Rifle Grenades fit this doctrine's theme better. It's now like a cross between Mechanized Company and Infantry Company.
- Rear Echelon Rifle Grenades
- Rifleman Field Defences, Rifleman Flares, Fire Up
- M3 Halftrack
- White Phosphorous Barrage
- Sherman Easy Eight
Tactical Support Company
This commander was pretty munitions heavy, so I swapped out the ineffectual P47 strafe for the MHT I removed from Infantry Company.
- M1919 LMG
- M5 Halftrack
- Mortar Halftrack
- Recon Overflight
- Sherman Calliope
Heavy Cavalry Company
To stop Rangers being in three commanders, I swapped them out here with Assault Engineers. This smooths out the power curve of this doctrine a little: Assault Engineers don't scale into the late game like Rangers do,
but they can repair the Pershing. I swapped out Combined Arms with 155mm Artillery, the light artillery strike that used to be in Mechanized.
- Assault Engineers
- Riflemen Field Defences
- Light Smoke Barrage
- 155mm Artillery
- M26 Pershing
Urban Assault Company
Apart from swapping the RET Flamers and RET Grenades, I've left this commander alone.
- Rear Echelon Flamethrowers
- Rangers
- Urban Assault Kits
- Cover To Cover
- Sherman Calliope