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russian armor

Fan Doctrine Suggestion - Sturmbrigade Support Doctrine

9 Mar 2014, 06:44 AM
#1
avatar of buckers

Posts: 230



edit: full size image

g'day guys. I made a doctrine based off the S.S. Kaminski Brigade. They were basically a anti-partisan force who had a very bad rap... because... well this quote sums it up "The capture of a liquor supply was more important for the brigade than the seizure of a position commanding the same street"

credit to ginnungagap. i used his wunderwaffen parody fan doctrine as a template. i hope that's okay.

suggestions? improvements? is it too OP? do you like it? tell me what you think!

Here are the abilities in more depth

Russian Liberation Volunteers - 270 MP - CP0
Squad Size - 5 (4 slightly modified osttruppen models, 1 pg model)
Population cost - 15
Weapons - 5x Kar98k
Armor - Same as conscripts
Health - between ostruppen and grens
Abilities - Loot Building (passive) When garrisoned in a house when not under fire, they will generate 10+mp per squad member alive.
Patch up (requires vet 1, 20mu) When garrisoned in a house the squad can activate this ability to heal. cannot fire out of the house until they reach full HP. can leave the house to cancel it early. must not be under fire to activate it.

Note: maximum of 2 squads to reflect the small brigade size IRL, and for balance reasons.

Vet 1 - Patch Up
Vet 2 - Rifle Accuracy Increased
Vet 3 - Rifle cool-down decreased, armor increased.

Anti-Partisan Techniques
Gives grens, pio,s pg's and Russian Liberation Volunteers one following abilities:
Russian Liberation Volunteers - Scorched Earth Tactics - 20 munis. click ability and click on garrison-able building to set it on fire. ability takes 10 seconds. the squad will encircle each corner of the house and light it on fire.
Panzer-Grenadier - Execute - click ability and click wounded solider, squad-member walks up to point blank range and shoots the wounded once. buffs the squad for damage.
Grenadier - Basic Defenses - allows squad to build wire
Pioneer - Expanded Defenses - Sandbags

Prisoner Quotas
Click Ability. Click on Wounded Soldier, single squad member leaves the squad (disabled when squad only has 1 man) and grabs wounded, gets him on his feet, and leads him to the closest base spawn point. He is very slow moving and can be killed extremely easily. when he dies the prisoner also dies. Escort 4 prisoners off map and it will randomly select one of the lists, and give you one of the following rewards.

30% chance pioneer squad
15% chance gren squad
15% chance uncrewed motar spawns at base
10% chance uncrewed HMG42 spawns at base
10% chance panzershreck spawns at base
10% chance 2x panzerbuche spawns at base
5% chance panzergren squad
3% chance sniper spawns at base
2% chance stug spawns at base

Captured t34/76 medium tank - 320MP 105 Fuel - CP8
Health - Same as t34/76
Armor - Same as t34/76
Rate of fire - Same as command panzer 4
Damage/Penetration - Same as command panzer 4
Abilities - Blitzkrieg - 30 Munis
Increased fire-rate for all units surrounding the command tank.

Note - Maximum of 1 t34 command Tank at any time

Vet 1 - Blitzkrieg
Vet 2 - Same as t34/76
Vet 3 - Same as t34/76

Shoot To Disable!
Togglable on all units with AT capabilities (panzerfausts not included), cooldown is 20 seconds. Decreases fire rate and accuracy of tank(or unit) when activated. but significantly increases chance that tank is abandoned. does not destroy the turret or cause engine damage.
9 Mar 2014, 07:31 AM
#2
avatar of Neph

Posts: 138

Seems interesting... How would you suggest that this doctrine is played?

I could see the liberation volunteers being spammed and abused... Maybe put a squad cap on them of 2/increase their pop cap.

The prisoner ability seems... Interesting. I wouldn't however refund the MP, that should be the cost of having to use the ability.

The shoot to disable would have to be balanced really well as well. It's not often that Soviets actually get some decent armour out of the field. I could see it working because most of the Soviet armour has reasonably good range and doesn't need to go deep behind enemy lines/it would be suicide to do it normally, so I highly doubt that they're going to do it. It could also backfire, and instead of you capturing his tank, he gets it back and managed to repair it... Again, could be subject to abuse so would need some careful balancing.

I think overall this would give the Germans a bit of a different feel, but I'm still interested to hear OP's ideas on how this doctrine would be played.

Cool idea, and good on you for having the initiative to come up with something new and share it with the community!
9 Mar 2014, 08:00 AM
#3
avatar of buckers

Posts: 230

jump backJump back to quoted post9 Mar 2014, 07:31 AMNeph
Seems interesting... How would you suggest that this doctrine is played?

Basically. it's a defensive doctrine that rewards high micro. but i can also be easily countered by using a equal level of high micro. if i had this doctrine, my build order would be:

1 - R.L.V (shift click cap chain to nearest fuel point, and put them in a house protecting it)
2 - T1, make queue up Gren, MG.
3 - send pio to cap points connecting closest munis
4 - R.L.V, send to cap closest munis
5 - Send Gren and MG to the middle of the map, sent up MG covering as much as possible
6 - depending on what i see next (heavy cons, tech t2, panzergrens, if i see snipers, i'll tech to t2. and if i see maxims i'll build a mortar or a sniper)
7 - tech and build t2
8 - 1-2x panzergrens

Start using doctrine abilities. get R.L.V's to scorch annoying buildings that have maxims garrisoned frequently, get my grens to wire off while idling, and build S mines to protect flanks, booby trap base cutoffs.

If i win engagements, start capturing prisoners. no point doing it mid fight as they'll stop shooting, and get focused fire down. hopefully i get some good rolls from getting 4 prisoners to reinforce my defenses of high fuel/munis points

When i hit CP8 i'll start sending out captured T34/76's like crazy, or might supplement them with T3 and ostwinds, p4's or stuges

When enemy tanks are outnumbered in an engagement, or retreat due to low HP, start using 'Shoot to disable!' make sure they're stationary with every reloaded shot so they aren't horrible balls inaccurate

on the flip-side, i'd choose advanced war if i saw if an opponent had this in their lineup. if my suspicions were true, radio intercept would pick this up. immediately start outfitting with molotovs and flamers, with a conscript heavy b.o. i'll go t1 or t2, and not go straight for t34/85's, because i want a way to put pressure on defenses, such as flamecar or mortars.

go around attack moving with my flamer/flamecar to light buildngs on fire, so they can't generate manpower. mine flanks. if putting my troops in a garrison is necessary, make sure i put a demo charge on it (where the demo can't easily be set off by mortar fire, or explosions) and explodey the building when i have to retreat the garrison.

wait for t34/85's and start hunting down the enemy 76's in groups.

see what i mean? pretty cool doctrine with micro heavy dynamics, that reward skilled players

jump backJump back to quoted post9 Mar 2014, 07:31 AMNeph

I could see the liberation volunteers being spammed and abused... Maybe put a squad cap on them of 2/increase their pop cap.


great idea, considering that the maxium manpower this brigade ever had was something like 12,000 troops... it would be realistic to have them capped at 2 squads.

jump backJump back to quoted post9 Mar 2014, 07:31 AMNeph

The prisoner ability seems... Interesting. I wouldn't however refund the MP, that should be the cost of having to use the ability.


also a good idea, i'll probably implement these two, thanks!~
9 Mar 2014, 08:12 AM
#4
avatar of pantherswag

Posts: 231

I feel like this would be too powerful with Grenadier spam.

Suggestions:
Volunteers:
Make them a 4 man squad. 5 men with Kar98s mean that they would beat conscripts in a 1v1 fight. With their additional abilities that is not balanced. Also 5 men is huge for remanning weapons, but it depends on how much reinforce cost is. Which I hope would be around 35 given its strong power.
Anti-Partisan techniques:
Grens with wire, mines and sandbags is a bit much. I can only imagine trying to break a north Langres pin when grens can plant mines and lay wire/green cover.
Also booby trap seems pretty pointless with the new capping system. People would just start capping by moving to the opposite end of the point, like vcoh, but with the circles it'd be much easier.
Prisoner Quotas:
Prisoner Quotas is a cool idea, but with 5 man squads and a halftrack it becomes a no brainer idea. Also it punishes Russians from extending at all, which would be the only way to counter a defensive german player. And with Grens with mines/wire/sandbags and extra mp income for camping building would be very popular with this doctrine. Also a free STUG is absurd at 4 cp. Like absurd absurd. Even the STUG E is 5 cp to call in. This ability would be more acceptable at 6 or 7 cp. Also it would be straight broken in team games where there are larger amount of casualties per fight.
T34:
Captured T34 is ok, but crew repair is a bit much. With Blitzkrieg the captured T34 would be much better than the normal T34, which I think is a bad design choice. The German T34 should cost more than the Russian T34 but be of equal value. This is due to the fact that it provides additional tactical value of having a second main battle tank for the Ostheer army. Maybe 320 mp and 100 fuel and have T70-esque self repair as vanilla ability, where it doesn't repair full, but can repair itself to some extent for 60 muni. Then T34 blitz for vet 1 which is normal blitzkreig, but the engine overheats after the ability is finished.

Not to crush your ideas, but you could literally go T1 all game with this doctrine and just use free paks, shreks, STUGs and T34s all game. It's a very cool doctrine from a flavor perspective, not very good in gameplay.
9 Mar 2014, 08:20 AM
#5
avatar of buckers

Posts: 230

snip


Yeah, i agree with some of this. i'll revise and make changes. edit this post with the results.

health of volunteers - between osttruppen and grens
changed prisoners from cp4 to cp6
removed booby traps, gave pioneers sandbags
removed sandbags and mines from grens
captured t34/76 tank changed to captured t34/76 command tank, removed crew repairs, blitzkrieg at vet 1.
changes rewards for prisoner ability
9 Mar 2014, 11:48 AM
#6
avatar of Mr. Someguy

Posts: 4928

Russian Liberation Volunteers - 270 MP - CP0
Squad Size - 5 (4 slightly modified osttruppen models, 1 pg model)
Population cost - 15
Weapons - 5x Kar98k
Armor - Same as conscripts
Health - between ostruppen and grens
Abilities - Loot Building (passive) When garrisoned in a house when not under fire, they will generate 10+mp per squad member alive.
Patch up (requires vet 1, 20mu) When garrisoned in a house the squad can activate this ability to heal. cannot fire out of the house until they reach full HP. can leave the house to cancel it early. must not be under fire to activate it.


Funny you mention them, considering the Osttruppen Squad actually are Russian Liberation Army volunteers. :P

9 Mar 2014, 12:04 PM
#7
avatar of buckers

Posts: 230



Funny you mention them, considering the Osttruppen Squad actually are Russian Liberation Army volunteers. :P


not exactly...

Osttruppen are more like front line infantry
whereas the liberation volunteers (R.O.N.A) were a anti-partisan formation far removed from the frontlines.

there's even a letter different in their patches!



POHA instead of POA
9 Mar 2014, 19:46 PM
#8
avatar of Mr. Someguy

Posts: 4928

Ah, I didn't know there was a difference between Russian Liberation Army and Russian Liberation (I even searched to make sure, dangit Google). Thanks for the clarification though :P
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