Some thoughts about the current mod version:
Tactical support commander:
Air Resupply Operation should be more expensive. The price is probably okish for 1vs1, but in team games it could be problematic. A soviet player could go his 3 penals +1 guard build and still get (via teammate) a great AT gun and a mortar for a discount price.
German infantry
I really like the new design of the stromtroopers and the SdKfz 250 with MG, although it needs some smaller adjustments (DerbyHat has some good suggestions in his post).
All in all the commander is much better than before but i would like to see "Sprint" gone. Its too weak (at least in this doctrine) to justify a whole commander slot.
Idea:
- Replace "Sprint" with "Valiant assault". There is no commander where valiant assault fits better.
- Replace "incendiary bombs" with "Infiltration Tactics".
Now you would have a true infantry doctrine:
- Veteran squad leader
- SdKfz 250
- Stormtroopers
- Infiltration Tactics
- Valiant assault
Thoughts?
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Afrika setting would be very welcome!
Factions:
- Heeresgruppe Africa (a mix of german and italian units)
- Brits and US
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This sounds interesting as a concept.
The Kampfgruppes that come to my mind are Kampfgruppe Lehr (based on the Panzer Elite from CoH) and Kampfgruppe Peiper, both of which would be mechanized in my eyes, with Kampfgruppe Lehr being fully mechanized while Peiper would be only partially since if we're going by historical account, they lacked fuel during their Ardennes Offensive.
I also had an idea of a Fallschirm-Panzer Division based on the "1st Fallschirm-Panzer Division Hermann Göring" which recently stumbled on and am currently reading about, it's quite interesting as a concept as well.
So for Kampfgruppe Lehr I would imagine:
221/223 Scout Car, like the one introduced in Elite Armor now.
250/1 Infantry Halftrack with Panzergrenadiers who can only repair vehicles.
250/7 Mortar Halftrack, provides mobile indirect fire.
251 Halftrack, can be upgraded to Flammenwerfers, Pioneer repair vehicle and Ammo Carrier/Ambulance, will mostly be used as a utility vehicle to replace the OKW's static HQ trucks.
Command King Tiger, has an officer at all times surveying the battlefield with binoculars (and a map in front of him maybe?), additional radios hampers it's reload speed and accuracy, can call in an Artillery strike (same as the Elite Armor Panzer commander upgrade) and gives out a boosting aura around it similar to other command vehicles.
For Kampfgruppe Peiper:
221/223 again, I just love this vehicle.
Panzerfusiliers.
250 Halftrack with Obersoldaten instead of Panzergrenadiers.
Assault Artillery (from Breakthrough doctrine).
Command Panther? I have no idea really what to put as a late game addition.
Kampfgruppe "Göring":
Fallschirmjagers of course, the poster boys of the doctrine.
221/223, I know it's getting repetitive at this point.
Luftwaffe Supply Drop
Luftwaffe JU-87 Strafing support (Anti-infantry and anti-armor ability basically).
Either Command Panther or Panzer Commander, I really don't know what else to put here, I've basically used up all "Armor" themed units and abilities, unless a Tiger is used somewhere instead or something.
I'm mostly using ideas from Elite Armor, Breakthrough and Special Operations, as well as the Luftwaffe Ground Forces doctrine of course since those seem to have whatever Armor units and abilities the OKW has in terms of commanders.
WOW, thx for your big contribution!
I try to summarize some and combine them with some of my own ideas.
"Kampfgruppen-Commander"
Version a) Combined arms approach
- Kampfgruppe Command Squad (reworked Sturm officer)
- 250/7 Mortar Halftrack
- Defense of the fatherland
- Sector assault (from "old overwatch commander")
- Commando Panzer IV
Version b) Mechanized Spearhead
- Panzerfusiliers
- Stuka Reconnaissance flight
- Combined arms (from US Cavalry commander)
- Stug E
- Commando Panther
Feel free to make other suggestions and changes!
P.S.
I also love the 223, I did not include it... because its the main reason for me to play Elite armor But it would certainly fit.
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Hi guys,
i just want to explain a further idea for a new OKW-commander, the "Kampfgruppen commander"/"Battle group commander".
Some general information:
Kampfgruppen were by definition task-organized for specific missions and consisted of
ad hoc combined arms formations. Kampfgruppen were often referred to by either their commanding officer's name or the parent division.
Please give me some feedback if you would like this theme and how you would design such an commander! EVERY IDEA is welcome, for example a "Kampfgruppen commander unit" (Sturm officer model reworked as combat unit, 3 CP).
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No chance that relic can put Command Panther behind tier 4 and Ostwind back as call in ?
I can't get why a vehicle that provides no AT in a commander with no techless AT can't be left as call in, and why it was even locked beyond its actual tier.
Meanwhile command panther is a call in crutch.
I agree that the Ostwind should be a call-in. It was already behind CP 8 - same as KV-1 - and came out VERY late for a pure AI unit. You barely see players pick scavange doc now, would change if Ostwind would be call-in again. (Especially after Jaeger buff) |
Perhaps add an option for the Stormtroopers to 'put away' their Panzershreck like Sturmpioneers can put away the minesweeper? This would further make Stormtroopers more attractive compared to Panzergrenadiers because they wouldn't have to sacrifice their situational AI to get some light AT.
+1 good idea! |
(Partially off-topic, seeing all the vehicle-heavy playstyles that have grown out of buffing USF Mechanized, I would have liked to see a German Mechanized revamp where they made the Sdkfz. 250 Group something that you would actually want to get. WM playstyle is largely static and focuses heavily on support weapon play, which is why a mobile, vehicle-heavy playstyle would be so refreshing.)
+1
Let's hope the new Wehrmacht commander can give us the vehicle-heavy playstyle you mentioned above.
(That's why I would have preferred a "German Mechanized" revamp over "Defensive doctrine". A reactive faction does not need a commander specialized on defense.)
Offtopic: Wehrmacht has some solid commanders who could be REALLY GOOD with some smaller changes.
Wehrmacht /Soviets already have so many commanders; Instead of getting a new commander i would prefer a revamp of existing ones.
OKW / USF/ Brits = 1 new Commander
Wehrmacht / SU = no new commanders, but 2 more revamps (4 in total)
I know it's unrealistic but a man can dream |
You clearly haven’t gone up against good players who know how to abuse the shit out of the kv2. A really good example is crossing, you can park a kv2 between the two vps on the shotblocker on ur side of the map and literally cover both vps with siege mode. Lobbing shells over hedges and buildings is much more effective than one would think. The only way to kill it is to dive in, but if the soviets are smart they’ll have mines planted and other AT sources to mop them up. A panther with engine damage is food for a kv2. The jt can use its armor piercing rounds, but actually has to come up all the way to the frontline to do so, and leaves itself vulnerable to pokes. As soon as the kv2 gets hit once, it’ll just unseige and go back to the repair bays. How do I know this? Because I’ve been on the receiving end several times and have dealt it several times as well.
+1 |
Some thoughts about "German Infantry doctrine"
Grenades could be one way to improve the attractiveness of the current version of the doctrine. You could replace "Sprint" or the "Afo" with either
- Model 24 Stun Grenades
- Model 24 Grenades of the Assault grenadiers
- 3CP - Infiltration Tactics
Would certainly fit well to a "infanry doctrine".
I also would like to ask the "x and o" guys on this forum if stormtroopers could theoretically get a "veteran squad leader" too and if yes, would such a unit be op with current stats?
If it would still be balanced we would have the option to make this doctrine the only one in which you could get 5-men stormtroopers.
Doctrine could look like:
- 1 CP: Model 24 Stun Grenades
- 2 CP: Veteran squad leader
- 2 CP: Stormtroopers (5 model units OR stormtrooper commando unit (Officer with G43))
- 4 CP: Sprint (shoud be replaced too)
- 10 CP: fragmentaion bombs
Thoughts?
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Made some tests to Urban Defensive doctrine.
Guys, you represent a balance team so can you explain me and others why is that Forward HQ is so dirty cheap from what it does? Why doesn't it has CP requirement?
Can you imagine how deadly it can be in teamgames especially in certain maps.
It costs only 200 mp 25 fuel (buildable version) or 250mp 40 fuel to transform a house. It buffs near infantry, heal squads, you can reinforce (EVEN when terrytory is decapped).
There is no other forward HQ that is so cheap and gives so much in exchange. Any other faction has to upgrade healing, doesn't get any buffs to nearby units. No other faction can implemented such a strat so early on the battlefield where there isn't serious counter yet. Someone may say "but becouse it comes so early you lack of infantry present on the field". Yes but to kill it i have to get not 1 but at least 2 mortars or isg's to destroy it which also put a player behind in infantry present.
All above brings cancerous gameplay in teamgames which shouldn't be implemented. This commander wasn't used becouse other abilities were really weak. But now with better AT gun, insanly good KV (too good but that;s for another topic).
PLZ take it serious and consider giving it at least 2CP when match will be at stage where axis can pull counters to that stratigic build. Also at least test an upgrade for healing and bonuses to nearby units.
+1 |