*Commander Name: Deterrence tactics *
Commander Design Rationale: Represent the attrition, suffered by Germans on the eastern front and give Soviets more defensive capabilities, making them more reliant on long range firepower rather than aggressive push tactics. Multiple defense abilities allow to hold back the enemy, cover the flanks and make aggressive pushes less effective, making the opponent play more cautiously.
* Ability1: Veteran sniper (Has the appearance of Anya from COH2 campaign)
**** CP: 1
**** Cost: 400 mp
**** Effect: An elite sniper has +20 more hp than Wehrmacht sniper, faster fire-rate, can plant invisible democharge and flares. Veteran sniper can be dispatched only once a game.
*Ability1: Conscript long range package (Passive)
**** CP: 2
**** Cost: 45
**** Effect: Conscripts can now receive an advanced weapons, designed for a long range combat (1 Dp-28 for a squad, Molotov changed to guards frag grenade, removes ''Oorah!'' ability)
* Ability3: Advanced defenses(Passive)
**** CP: 2
**** Cost: 150 mp 60 muni for mg nest, 5 muni for light mines.
**** Effect: Combat engineers and conscripts(?) can now construct tank traps, light A/P mines and mg nests.
* Ability4: Scorched earth policy(passive)
**** CP: 3
**** Cost: 35 muni
**** Effect: same as in NKVD commander.
*Ability5: Last stand(Active)
**** CP: 6
**** Cost: 70 munitions (duration - 40 seconds)
**** Effect: Squads gain additional accuracy and rate of fire for every friendly unit nearby (up to 4 squads), however vulnerability of this squads also increases. Covers can reduce penalty.
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