Name: UKF Strategic Manoeuvre Regiment
Theme: Late-war British flanking units.
Roster:
Slot 1: Radio Intercept
Slot 2: Assault Section
- 2cp call-in; 320mp, 32 per man. An Infantry Section that doesn't have out-of-cover penalites. Equipped with a Tommy gun, Enfields with fewer movement penalties, and No. 77 WP Grenades for both smokescreen and anti-garrison use. Can fire Bren guns while moving.
Slot 3: 4.2 Inch Mortar
- 2cp call-in; 340mp. Mostly copied from the Soviets' HM-38 120mm, but with slightly smaller and faster shells.
Slot 4: Stuart Mk. VI
- 5cp call-in; 270mp, 70fu . Similar to the USF Stuart. Includes the canister shot ability.
Slot 5: Strafing Support
Strategy:
Strategic Manoeuvre Regiment is aggressive. From the beginning of the game, they are able to keep tabs on enemy build orders to stay one step ahead. Assault Sections work best when the initiative is in their favor. 4.2 Inch Mortars give the Assault Sections a form of (somewhat) light indirect fire support. Both give unique access to early-game smoke. The Stuart Mk. VI is available to help against a variety of targets. Strafing Support is a versatile but expensive tool for use in important situations.
Rationale:
Provides the UKF with aggressive mid-range infantry, a mobile mortar, and a versatile light tank, all of which had been absent from their roster. Radio Intercept and the Stuart with Canister Shot are callbacks to CoH1.
Commander is available for testing here: https://steamcommunity.com/sharedfiles/filedetails/?id=1244320542
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Name: OKW Last Ditch Doctrine
Theme: Late-war Germany cutting corners to replenish its army.
Roster:
Slot 1: Early Warning Flares (OR Early Warning Systems)
Slot 2: Emergency Measures
- 1cp, allows volks to build Reinforcement Tunnels, which are camouflaged and work out of supply. 180mp, 20fu. Also unlocks the Last Ditch Volks upgrade, which gives back 40mp, reduces reinforcement cost and time by 20%, decreases pop by 1, takes away weapon 1 slot, and increases received accuracy by .15.
Slot 3: Tankbusters
- 4cp call-in; 480mp, 40 per man. A special version of Obersoldaten armed with 2 panzerschrecks. The suppressive fire ability was also replaced by the penal squad's homing satchel.
Slot 4: Recoup Losses
- 6cp, 60mu. A restored ability that returns 60% of a lost soldier's manpower. Lasts for 30 seconds.
Slot 5: PaK 43
Strategy:
The Last Ditch Doctrine is about trading manpower efficiently. Early Warning Flares and cheap Last Ditch Volksgrenadiers allow you to see and respond to threats more consistently. Clever use of Reinforcement Tunnels can keep your units at full strength in unexpected places. Recoup Losses allows you to trade munitions for manpower, which is vital for training Tankbusters, the best anti-tank infantry the OKW (or any army) have access to. The Pak 43 furthers the unarmored, defensive nature of the doctrine.
Rationale:
Provides OKW with an often-requested AT infantry squad. Camouflaged reinforcement tunnels are also unique in the franchise, and would be interesting for both players- to use stealthily or hunt down.
Commander is available for testing here: https://steamcommunity.com/sharedfiles/filedetails/?id=1244320542
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Name: USF Leading Element Company
Theme: Late-war US materiel and air superiority.
Roster:
Slot 1: WC56 Command Car
- 0cp call-in;125mp, 5fu. An unarmed, slightly faster version of the WC51 that can capture points and pick up Supply Drop boxes. Gains vet from sharing, and by capturing points. Gains kubel Detection at vet 3.
Slot 2: M4A3E8
Slot 3: Supply Drop (OR M3 Logistics Halftrack)
Slot 4: Final Push
- 3cp, 70mu. Units capture points 2x as fast and infantry receive 75% accuracy in friendly territory for 45 seconds.
Slot 5: Strafing Run
Strategy:
The Leading Element Company promotes a playstyle of frontline pressure and territory control. The WC56 serves as an inexpensive squad for capping, scouting, and picking up supply drops, freeing up other troops for combat. Final Push makes capturing territory easier, and rewards players for doing so. Supply Drop requires territory control, and allows players to rely more on abilities and upgrades than sheer numbers. The Easy 8 reflects this quality-over-quantity mindset.
Rationale:
This commander is more about improving what the US is already good at, rather than covering for their weaknesses. The abilities aren’t as unique as my other suggestions, but work very well in combination with each other. Another Easy 8 commander is a common request, however.
Commander is available for testing here: https://steamcommunity.com/sharedfiles/filedetails/?id=1244320542 |
+1 Stingy's part in red is correct. |
I think the ability being more expensive but with lower CP requirements would be fair. |
I was going to poke around the mod tools to try and find a fix for this- thanks for the reminder!
This bug is confirmed a while ago. I wonder if it's fixable by enabling shared veterancy on the vehicle crew aswell. (although, that has probably several unwanted consequences)
Hmm. Maybe there's a way to make it so they receive shared vet but only when in a vehicle? |
As if the normal Tommy Bren blobs aren't bad enough you want to give them commando Brens with no out-of-cover penalty? No thanks.
A Thompson armed assault squad with Volksgrenadier-like charactaristics seems good enough. No need to put all sorts of weird weapons on them, the weapon profile can simply fit whatever you want it to be. An assault squad with most of its DPS in the low to mid range.
They're not commando Brens; they can fire on the move, but don't have the much higher DPS. Between the higher cost, 2CP requirement, and lack of normal Tommy upgrades, I think the unit works nicely. It's not just numbers I'm throwing out, I've tested it. |
accually brits lacks of main line infantry that works in mid range mobile unit like penals or gren squad equipt with g43.
Hard to say how to make a new unit, new model with but sort of scotish highlander squad would be highly welcome. Commandos can't fill that role, Infantry section are more long range, static squad and royal enginners are too weak. New unit will fill that role perfectly.
I've been thinking in general that a thompson upgrade for infantry sections could be nice.
2 Assault Section- an Infantry Section that doesn't have out-of-cover penalites. Equipped with a Tommy gun, Enfields with fewer movement penalties, and No. 77 WP Grenades for both smokescreen and anti-garrison use. Can fire Bren guns while moving. 320mp, 32 per man.
M8 scott for brits !!!! Rework team are listen me?! Pls note that we NEED MORE idirect fire for brits
The Sherman IVB (British M4A3(105)) isn't quite indirect fire, but would be more historically accurate. |
New commander for brits should have some AI light v. like grayhound, sniper enfild upgrade similar to wermaht and of course normal mortar and call it recon regiment
Edit: and air strike that can kill lefh
Strategic Manoeuvre Regiment-
0 Radio Intercept
2 Assault Section- an Infantry Section that doesn't have out-of-cover penalites. Equipped with a Tommy gun, Enfields with fewer movement penalties, and No. 77 WP Grenades for both smokescreen and anti-garrison use. Can fire Bren guns while moving. 320mp, 32 per man.
2 ML 4.2 Inch Mortar- mostly copied from the Soviets' HM-38 120mm, but with slightly smaller and faster shells. 340mp.
5 Stuart Mk. VI- similar to the USF Stuart. Includes the canister shot ability. 270mp, 60fu.
12 Strafing Support |
-If the bulletin is about the squad (+10% vet) it does not apply. If it's about the model (+3% accuracy), it does.
-Bazookas do not use cooldown, so those bulletins would be useless. Reload and accuracy helps them instead.
-increased grenade range does not apply
-BARs are a tiny bit worse at close range, and much worse at 10 range. Out to 35 (max) range, BARs are much better (3.9 dps vs 0.15), but do not exactly make the squad competitive at range, so I'd probably steer clear. |