infiltration tactics missing from special operations doctrine
As for my desired changes:
Fortifications and Overwatch doctrine: allow OKW Lefh and Pak43 to reinforce and perhaps even heal their crew themselves, unlocked at around vet 1 ~ 3, while the rest of the veterancy bonuses (identical to Ostheer vet bonuses) are pushed back. OKW alone, unless deployed next to a Battlegroup HQ, has absolutely no way to reinforce lost models on these static weapons.
Fortifications and Luftwaffe doctrine: flak emplacement should no longer be decrewable. Similar reason as above.
Luftwaffe: make Fallschirmjaeger rely more on their stealth by lowering their effective range, slightly increasing received accuracy, but giving them sniper camoflage (lasts for a short time out of cover) instead of ambush camo (works strictly only in cover), similar to commandos, stormtroopers, partisans. Right now Falls are too similar to Obers in role.
Scavenge doctrine: lower the munition requirements of howitzer barrage to fire more shells, or more precisely make these steps shorter. Right now iirc it needs about 500 spare muni to fire more shells, that's unlikely to happen in a competitive match, unless the player has a bad case of stockpiling. Or just remove this feature alltogether. |
I don't know. It's a global sprint for 3X the cost of an individual sprint in Ambush Training. As long as you have 3 squads sprinting the cost is fair enough. I guess you could add some kind of smoke if you want it to be more "tactical" but it's largely fine (if just underused) because it requires some planning to use instead of "click and kill stuff"
Also lasts 3x longer iirc (15 sec vs 5 sec).
Most of the times I just used this ability to get back to the frontline after a mass retreat. |
Special Weapons Regiment
Resupply Halftrack since vickers-k is a clone of the bren make it the same cost 60 mun --> 45 or give it some unique statistics to justify its higer cost
Afaik vickers k is about 15% better than bren.
Tactical Support Regiment
lower the cp requirements for the re recovery squad from 1 to 0 cp since engineers can be built now direct from the start
Good one.
Mobile Assault Regiment
Infiltration Commandos start with 5 men but with the same gun as tommys and needs to be upgraded for stens like the storm trooper squad. This lower its ambush capability right when the spawn, for example next to a enemy sniper and also allow it, to make them a proper long range squad with bren from the weapon rack.
Just no, 5x tommy enfields are far stronger than stormtrooper's 4x grenadier k98s (~14 vs 9 dps at long range, if https://coh2.serealia.ca/ is right) so there is still a lot of ambush potential, especially against snipers. |
At this point zook drop wouldn't even be that far fetched, considering soviets could already equip other soviets with SVTs and brits drop vickers and piats for everyone.
And I agree that the bundle should be separated. I mean sure, considering that you get an M5 and an assault guard squad equipped with tommies without any munition investment it is a good price for 1-2 call-ins, I mean you can turn one M5 into AA and keep an another for reinforcing, but then the rest becomes a burden. And even if the M5 was replaced with some other HT unavailable to soviets it would be still a burden when you just want more assault guards.
Separate them, make the thompsons a munition upgrade, it will be more expensive this way but not many will miss the discounted bundle, I'm certain. |
As much as i like the 25ib emplacement, it is very not likely to happen as the team say no to new units. And as the 25ib dont make it, the valentine dont have anything to work with so it isn't very good.
Bunker and tank trap are very solid, tho.
Ya, I saw Sander's comment and it's a shame they might not add any new units. Tbh I would just copy the weapon stats of the Sexton with slightly shorter range. After all the 25 pdr would be an emplacement too, thus a bit more durable than other howitzers, therefore it would make sense to force the players to put it closer to the frontline. No brace, that might be op. |
The results on the UKF strafing support surpises me, it definitely felt stronger in-game. Gonna test it myself too. I wonder how much damage a single strafe does in comparison (for example when the enemy reacts quickly to get out of sight/range of more strafes).
One thing I'm sure about tho is that it adds a lot to the chaos factor, planes buzzing + rockets flying around while tanks advancing left and right is just pure madness, such attacks usually push back the germans succesfully. |
Advanced Emplacement Regiment
CP 0 Defensive Operations
CP 3 Advanced Assembly
CP 3 Improved Fortification
-> Valentine tank (for coordinated barrage with 25 pdr)
or collection of defensive items (bunkers, tanktraps, at mines, hull down for tanks, etc)
CP 4 Counter Battery
-> 25 pounder howitzer emplacement
CP 10 Precision Barrage 200 MU |
Quality suggestion, if its possible to remove the MG from the 223 (Which I believe it is, fairly easily... I think this is one of the sorts of "model edits" that can be done with the modtools)and replace it with a Panzer(spahwagen) commander, then this would be an interesting addition to one or two doctrines. I wonder if it might be good in Mobile Defence, as well as your suggestion of Festung Armour? A mobile FRP would be thematically fitting in the former, but it's not exactly very synergistic with the rest of the doc.
Would such an unit have ANY means to defend itself, or offensive/utility abilities other than the sight and ability to deploy as an FRP? Admittedly both of those are probably enough, especially if it only costs 2/3 pop.
Anyone else got any comments? Sanders, perhaps?
It would be defenseless and thus wouldn't have vet either, similar to Uhu. Perhaps it can have an arty ability, an interesting one would be arty officer's coordinated barrage, requiring the player to build a panzerwerfer if they want to benefit from that. |
If it JUST provides an FRP, perhaps it could be the ability of an unit, rather than a building or structure? The USF major does this, perhaps a new OST officer squad could be designed with this as an ability? (Or give it to the Artillery Officer, even)
Or perhaps there's some sort of unused Funkerwagen model that could get it. Unfortunately OKW already have the 223, and that has a different ability, or you could otherwise use that.
Actually now you mention it I had a similar idea before, giving the FRP ability to an Sd. Kfz. 260/261. This is basicly a turretless 223 (perhaps replace pintle mg with panzer commander), so it would be possible to make with the modding tools. My idea was that this vehicle would have dual purpose: it would have a very long sight range (70~80), so, if it is indeed put into Festung Armor doctrine, then you can either use it to spot for hulled down panthers (they have longer range than elephant actually) or deploy somewhere safer for FRP.
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Now that Soviet have nondoc forward healing, I don't really see why this couldn't be part of a doctrine. Perhaps a new sort of Concrete Bunker?
The unused ostheer Urban Assault doctrine has an ability that can convert ambient buildings to forward HQs (you can test it in cheat commands mod), tho it can't be built anywhere else like the soviet forward HQ in Urban Defense. Perhaps a concrete bunker could cover that part.
The unique thing about that german forward hq is that instead of medics it spawns mechanics, makes sense considering the abundance of healing options for wehrmacht.
But tbh I would be happy if all it would do is to simply provide a forward retreat point at T4 without any automatrons, perhaps not even reinforcing, forcing the player to put a 251 HT or a command bunker next to it. |