The commander, besides RE rifle nades, offers very little in terms of innovation or unique features and mostly relies on reusing units from other commanders.
There are a couple of ideas that might make the commander more interesting.
- Make the bulldozer sherman its own unit (credit goes to A. Solder for the suggestion)
Idea: Make the sherman a pseudo jumbo (similar to a churchill/KV1).
Thoughts: The unit becomes easier to balance since it is no longer tied to the sherman. For example HE shells and more armour and health was seen problematic by some. If it is a separate unit, it can be more easily changed and balanced. It also avoids wp rounds on the sherman, which some have raised concerns over.
- Give rifles an urban assault upgrade (suggestion)
Idea: Rifles can be upgraded with airborne M1A1 carbines (lose a weapon slot), gain the ability to throw molotovs (locks out normal nades) and gain the "dig in" ability. "dig in" only works in heavy cover and garrisons. It is a toggled ability similar to "hit the dirt" meaning that once it is activated, it takes a bit until it can be turned off. The ability immobilises the squad but provides bonuses to received accuracy / fire rate / accuracy / received damage (or a combination).
Implications: It's a unique new upgrade for the commander. It provides a potentially interesting alternative to double bar rifles all the time. The stationary and heavy cover requirement, plus the inability to immediately cancel the ability provide strong and meaningful trade-offs and avoid flat out bonuses everywhere in the late game, like we see for brit infantry and yellow cover.
- Remove "cover to cover" and replace it (with "fire up") (credit goes to Lago for the suggestion)
Thoughts: The ability seems undesirable whether you face it (blobbed infantry running at you) or use it (overpaying for the smoke or overpaying for sprint, rarely you want both). The idea some have expressed is that by replacing it with "fire up" this might be an opportunity to make that ability more usable. Personally, I'm a bit torn. I would love to see "fire up" finally addressed and made viable, but that should happen without it having to be in this commander. Some have expressed that sprint + molotovs would also be problematic. However, if the rifle upgrade suggestion is adopted, it could be implemented such that it locks out sprint thereby sidestepping the concern.
- Replace the calliope with the mortar HT
Thoughts: A mortar seems a good fit for the commander. Having both call-in rocket artillery and a premium medium tank might be too strong.
There are several possibilities how these suggestions could be implemented:
Option 1:
The
urban assault upgrade for rifles
replaces cover to cover
The
standalone sherman bulldozer replaces the
dozer blade upgrade
fire up doesn't make it into the commander and is hopefully fixed regardless
Resulting Commander: [RE rifle nades, urban assault upgrade, rangers, urban support sherman, calliope]
Option 2:
The
urban assault upgrade for rifles
replaces rangers
The
standalone sherman bulldozer replaces the
dozer blade upgrade
fire up replaces cover to cover (urban assault package locks out
fire up).
Resulting Commander: [RE rifle nades, urban assault upgrade, fire up, urban support sherman, calliope]
Option 3:
The
urban assault upgrade for rifles
replaces rangers
The
standalone sherman bulldozer replaces the
dozer blade upgrade
cover to cover is
replaced by something else.
Resulting Commander: [RE rifle nades, urban assault upgrade, replacement for ccover to cover, urban support sherman, calliope]
Option 4:
One of the above implementations and replacing the calliope.
Resulting Commander: [RE rifle nades, urban assault upgrade, Option 1/2/3, urban support sherman, mortar halftrack]