Mehanized support compan
0cp: armor reserves, allow you to get sherman 76s and bulldozer blades
0cp rifleman defenses
2cp: parachute flares for riflemen
9cp: p47 rocket strafe run, simular to normal strafing run but uses rockets instead of mgs
10cp: Sherman Calliope
Doctrine somewhat loosely based around third armoured division with armoured units supported by enchanced infantry. My other idea would have included m3 halftrack carrying mechanized rifle squad equipped with m1919 lmg and bazooka at 3 cp, for allowing bit extra firepower, replacing rifle defenses or flares |
Advanced Infantry Regiment
0cp: defensive operatios, same as in emplacement regiment, allowing sections to build emplacements.
0cp: assault kits: Royal engineers can be equipped with flamethrowers and no 69 impact grenades, while infantry sections can be equipped with thompson submachine guns
2cp: infantry officer: This officer is equipped with sten submachine guns with stats of airlanding officer. has Heroic charge, offmap heavy mortar barrage and Smoke barrage an light gammon bomb
9cp: Sexton
12 cp: Assault artillery: same kind as with okw one: off map 25 pounder howizers will saturate targeted area with he shells, followed up by smoke shells to cover infantrys advance.
Rationale: Brits have access to many doctrines but none of them feel like they give you proper focus on your infatry play. I personally love commanders such as conscript support and infantry company because they give new tools for your mainline infantry, allowing them to ve centered in your strategy. Infantry upgrades and officer would allows new ways and tactics while sexton allows you to crack defensive enemies and assault artillery as begining for your assaults.
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Ive seen many wanting tank hunter doctrine dor okw but i really disagree with it. i understand people want something else than rakketten and more functional than sturmpio shreck, but i cant help it to think it would be waste of commander to try to fix functions of the faction that could be fixed otherwise. I also kinda doubt its use as we saw what it was with soviet tank hinter commander. Its not bad, but not something people use. |
Panzer breaktrough doctrine.
0cp: Assault grenadiers. I really like them as they give german early game intresting twist of being more aggressive. Fits theme of commander
0cp: short barreled panzer f1, would work great as supporting vehicle for aggressive play. Could be replaced by stug e as well. Must be bought from same tech as pnz 4 or callin
2cp panzer tactician
4cp: stuka smoke drop or 8cp legfh field howizer
12cp: railway artillery. This is meant to be tool for the breaktroughs for smashing heavy defensive lines,modelled after siege of sevastopol |
Sorry but I think commanders like that would be too overpowered and just over-shadow all other docs due to insane versatility
Edit: on a second thought, there already exist commanders with such crazy versatility so I guess it would be ok if this doc gets added.
My point still stands tho
I understand your concern, but i personally think its atleast a bit modest when it coems to combining abilities. There was other one with for mother russia, smokecover and il 2 loitter i think, it would be certainly fun but i can see it being laughably strong as well. I originally thinked about il 2 bmbing run and ppsh package for cons, but i thinked that would have made it too strong. Also when we look shock and guards rifle commanders, shocks are usually focused on heavy frontline combat, while guards ones have supportive abilities. Also i personally think recon flights and howizers are easy to counter.
but thank you for feedback |
Cladestine operations doctrine
0cp radio silence
0cp captured m4a3 sherman
1cp jaeger light infantry
7-9cp breaktrough/break supply lines (same as in encirclement doctrine, only either one)
12cp close the pocket
Doctrine is styled after german operation greif during ardennes assault and panzer brigade 150, relying on stealth and trickery
I considered greif commandos with us riflemen skin but it would have been probably too corny, jäegers or fallschrims would fit better. Also captured m10 possibility instead of sherman. |
Guard heavy motor tactics
2cp guard rifles
4cp recon flight
7cp Crew repairs
8cp 152mm howizer
13cp is 2 heavy tank
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What game mode do you play? 1v1 or team games?
I don't know if this is exactly better per se, but if you want to try and mix things up you could potentially skip t1 entirely and rush for t2 with scout cars and flamer ht, before your opponent realistically has any good counters.
I've both used this and had it used against me to good effect
I mostly play 4v4 and 3v3 buit i have moved towards 2v2s |
I have been using mechanized assault doctrine for extended period of time now and i have tried few variations on same build using it. I wondered if anyone had something to change or better build order overall
i will ignore in what part i tech because it comes down mostly when i have resources for it.
first when i have my pios i build barracks while purhaching mg 42, after if i call of assault grenadiers and then get 2 grenadiers and from there i get either mortar if i map has many buildings or campy enemy or second mg 42 if enemy has more infantry than expected. after it i generally tech up and get at gun. Sometimes i got 222 if my enemy had annoying scout car or panzergren 250 call in if i floated resources. Then depending on my resources, i get stug e if i had cps close to tiger and start to save for it. Otherwise i went with double panzer 4s and tiger later on if resources allowed.
so in short
mg 42
assault grens
2 grens
mortar/mg42
tech 1
at/scoutcar/ mech assault group
stug e (situational)
tech
x2 pnz 4
is there something that could be improved?
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its 380 mp wasn't it?
and yeah if you field that many infantry units it can be hard, but volks spam is so cheap and effective that you can afford elite squad here and there.
Best way to use them is to sit the behind volks, because falls do good damage no matter where they are located |