A
Another Idea would be, to add concrete bunkers all together to the doctrine. They should cost more, but are also more durable and able to upgrade to hmg, medic or repair bunker.
No model available sadly. Might change the cloak tanks, though if I could I would simply make it so shells can't phase through cloaked units.
Also changes in-bound, mainly more OKW reworks of their vet:
AEF
M8 Greyhound
An unwanted side-effect of allowing the M8 to fire its canister at a target position was how low the unit's actual AOE making it unable to deal damage vs anything that could even move slightly from the center of the blast. The AOE area has been modified to be far more consistent, though the OHK radius was slightly lowered. Penetration also increased to pen soft vehicles for the canister.
-Canister Distance from 1/2/3 to 0.75/2/3
-Cansiter AOE from 1/0.15/0.05 to 1/0.5/0.35
-Canister penetration from 5 to 15.
M3 Assault Group
Prior undocumentated changes for armour and a slight lowering of cost to better reflect its performance.
-Armour from 5.4/4.2 to 14/7.
-Cost from 520/35 to 490/30.
M20
Reduced the M20's requirements in terms of its veterancy due to its lack of raw damage output unless in dangerously close to other units or is fed XP via its crew from AT duty. Accuracy also increased at veterancy 3 to allow it to better combat vetted infantry.
-Veterancy requirement from 880/1760/3520 to 660/1320/2640
-Veterancy 3 also provides 1.25 weapon accuracy.
Riflemen
Slight reduction in survivability to encourage use of other units and more supporting assets for the USF to allow Riflemen to close the distance, but still good enough to allow Riflemen to hold out late game.
-Veterancy 3 Received Accuracy from 20% to 15%.
Centaur
Lowered the strength of the 20mm barrage ability significantly due to its ability to wipe out weapon teams in a single burst due to its high damage, aoe and rate of fire, even if they are in the process of retreating.
-Centaur Barrage damage from 15 to 10.
Ostheer
StuG and Puma TWP
Lowered the duration of the ability to not take units completely out of the fight if they are hit by the ability. It is still enough to prevent 1-2 shots from most vehicles and locks the turret.
-TWP duration from 15 seconds to 8.
Tiger Ace
Added a fuel cost to the unit, but the penalty to income will remove itself after a period of time. This makes it harder to call-in an Ace to simply seal the game with an armada of tanks made prior, but also means a Tiger Ace that is alive long enough isn't a constant handicap after a certain period.
-Fuel cost to 175.
-Resource penalty inactive after 10 minutes or the Tiger Ace is destroyed.
Elite Training
Restored in a new form to Elite Troops doctrine. This ability now forces a player to engage to make use of it, but benefits the army as a whole.
-Reintroduced where all units under the player's control gains 30% increased veterancy gain for the abilities duration. Timed ability with a 45 second duration and a 100 second recharge. 80 munitions.
Ostheer Panther
Increased the damage of the Ostheer Panther to represent its end tier of the Ostheer tech tree and to reinforce its difference from the StuG where the Panther is meant to tackle heavier vehicles and more advanced mediums. The OKW Panther still has the advantage of arriving earlier, better accuracy, superior veterancy and superior machine guns.
-Damage from 160 to 200.
OKW Vehicle Veterancy Rework
The majority of OKW's veterancy 4 abilities have been modified to no longer provide raw stat boosts, but passives and or abilities that give OKW units an edge. Other units that have not yet been changed will undergo changes as new patches come.
General
With the reduction in raw stats at higher levels of veterancy, OKW units will no longer give as much veterancy to the other side when they reach these levels to better reflect what they have gained.
-Veterancy 4 and 5 grants 0.1 to the unit's value rather than 0.2. This only applies to the units that have been changed so far.
OKW Panther
Panther hunt mode was given to allow the Panther some ability to engage tank destroyers at range in environment where there are simply too many AT vehicles and attacking/diving in or flanking would be unideal due to its lower DPS. While the Panther does lose a significant amount of speed, it is able to hold back in fights it would otherwise be unable to participate in.
-Vet 5 sight bonus from 11 to 10.
-Vet 4 modifiers changed to grant 'Hunt' ability. Panther losses 50% speed for 25% increased range. Toggle ability with a 10 second cooldown.
OKW Panzer IV
-Veterancy 5 sight from 16 to 12.
-Veterancy 4 modifiers replaced with 'S-Mine Launchers'. This ability hits all infantry around the tank for a moderate amount of damage for 25 munitions. 3 second delay before it activates. Disables pintle-mg for 3 seconds.
251 Flak Half-Track
-Veterancy 4 movement modifiers, 15% speed, rotation and 30% de/acceleeration moved to veterancy 2.
-Veterancy 4 changed to automatic self-repair when the vehicle is stationary and out of combat.
-Veterancy 5 increases sight by 12 when the unit is stationary.
Panzer 2 'Luchs'
-Veterancy 4 modifiers replaced with 'Light Mortar Barrage' ability. The Luchs can call in a light mortar barrage of twelve shells to the area. Low damage, but can be used in stealth. Range 45 and 40 munitions.
-Veterancy 5 modifiers replaced with 'Suppressive Barrage' ability. The Panzer II will deal 50% less damage, but deal 0.09 suppression per shot to infantry. Toggle ability.
Jagdtiger
-Veterancy 4 modifers replaced with 'Full Power' ability. Increases rotation rate by 30% and de/acceleration by 20%. No cost, but the Jagdtiger will take engine damage after 10 seconds.
Sturmtiger
-Veterancy 4 modifier replaced with the Sturmtiger no longer be vulnerable to decrewing when the tank is reloading.
Pak 43
-Veterancy 4 damage modifier changed to allow the Pak 43 to track targets in the fog of war when they hit a vehicle, similar to British Hammer tactics.
Kubelwagen
Moved its veterancy around and adjusted to be in line with other OKW units. Furthermore, the Kubel has had its veterancy requirements lowered for the later levels to allow it to reach those ranks.
-Veterancy requirements from 530/1060/2120/2650/3525 to 530/900/1600/2250/2650
-Veterancy ranks 3 and 4 swapped around.
-Veterancy 5 modifers changed to 0.75 addition to the units capture and de/rate for a total of 2.
Jagdpanzer IV
The reload modifier of the Jagdpanzer has been boosted to compensate for the lost of Vet 4 to match other TDs. The ability of the Jagdpanzer was designed with the idea of allowing the Jagdpanzer to allow other units to aid in destroying heavier vehicles without completely neuturing the other sides ability to fight back. The sight penalty was included to allow the ability to be useful to an extent against lighter vehicles.
-Veterancy 4 modifiers changed to 'Shatter Defense' ability. This ability causes -20% sight and -33% armour on hit until repaired. 40 munitions
-Veterancy 3 reload modifier from 0.9 to 0.8.