For Ostheer i have idea of Aufklärer doctrine, focused entirely on recon. 1 or 2 cp would be aufklärers, they are 4 man infantry unit that are equipped with mp 40s. They would have ability to camouflage in cover and get first strike bonus, but their main function would be recon. They would get increased sightline to fog of war when in cover, allowing them to work as bit more durable sniper and close range ambush unit.
4 cp Would be Tank Scopes and recon flight.
as next would be luchs that allows bit more durable 222 that can be upgraded with tank scopes, so it can also function as spotter when in camo. I am not sure what would be practical cp ammount for it so ill let you decide.
for Last ability could be some sort of light off map strike, like 7.5 barrage of fragmentation bombing. |
I think HEAT ammo can stay as they are, as increased effectiveness versus heavy armor, making it also able to wipe infantry more effectively would be just ridiculous. Repairs should be just like soviet counterpart. I Personally think most needed changes would be making panzer commander more practical to make it worth to take over mg at the times and some kind of call in infantry, such as panzerfussiliers or panzergrenadiers with equipment alternation to make it diffirent from their ostheer counterparts. |
There are lots of things going on id like to change but i try to put shortly what commanders i think could use some rework
German Infantry Doctrine: this one has been always lackluster, relying on your munition dumps bit too much. Id personally think it would work best as aggression commander. Id swap officer/ relief and 7.5 arty/frag flight for assault grenadiers and stug e/short barreled pnz4 (not command) They could make it more focused on infantry play. panzer 4 or stug e giving earlier anti infantry choice. Id love to have assault grenadiers too, but they need some changes to be worth it, for example make them come later but more powerful.
Usf: while i can see why people want armor company back on its feet, i think airborne needs some improvements. Its currently overly mp heavy and that could be changed by turning airdrop weapon teams to cost munitions instead and turning hated skill planes into actual rocket strafe. As it comes to armor company, i want assault engineers bit more utility outside flamethrower + occasional mine unit, as a substitute close range combat unit, with for example damage buff or adding extra man to squad
OKW: Elite armor for sure. Its quite underwhelming as only thing people went for it was sturmtiger and all other abilites are just... forgottable. I personally would remove sturm entirely, but as thats unlikely, id add stug to this doctrine. I see stug as good choice as it would work for commander focusing on improving vehicles, as cheaper at vehicle that can take basic tank duties would be decent addition, but i know how people argue of adding other faction things to each others, so i want to know your opinion.
Soviets: I do not play soviets that much, but id say nkvd would be the most likely one to get reworked. Its weird combonation of anti infantry and recon, but is too munitions expensive and there is anti infantry commander for anti inf. Id like to keep its recon elements, but change anti infantry offmaps to something that would help ambushing, for example, partisans, commissar as infantry bolstering officer or my idea, 4 man infiltration shock troop unit. Second change worthy id say is urban defense and community defence, both are very early game heavy and often hinder you later game drags. to urban defence id take off armor spotting ability and booby traps to kv 8 and conscript ppsh. Those would give this commander some late game stay. Also id like to see m42 to be changed from light vehicle at to actual infantry support weapon as this gun was used in streets of stalingrad as building breaching weapon and this could be illustrated ingame by giving it anti building and infantry properties.
Brittish: They have in my opinion 3 commanders that require rework to make them viable, but i will have to decide between advanced emplacement and artillery regiments. Artillery regiment is just too niche to be effective in 1v1s, to change this i would change this regiment from being entirely artillery based to artillery/infantry support simular to usf Infantry company. One as one idea id give them Canadian infantry squad. This squad would be Osttruppen Kind of replacement unit for brittish. They would be a lot cheaper than basic tommies and they would come in 5 man squad from the start and bolster squad upgrade would bring them to 6. However they would be only effective in cover. as other changes, id change valentine from expensive recon vehicle to aec sidegrade, with focus more on anti infantry side and with bit inferior anti armour properties. It needs aec Upgrade from second building and it would be bit more expensive than aec. Sexton needs some stat buffs to make it able to rival priest and slight popcap decrease. And what it comes to advanced emplacements, i have hard time thinking what can be done to make it practical as emplacements have been nerfed a lot and more casual community hates them. Only i can think of is giving emplacements more support focused properties, for example giving foward post more supportive abilities.
these are my opinions but id like to hear what you think of them. |
I personally like to see ranger company for usf. For brittish, my idea would be infantry regiment that focuses on giving more infantry support.
It could have recon package simular to coh 1 and for example canadian reserve infantry that would be basically osttruppen for brits.
With okw, id like to see commander with stug.
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