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New Commander concepts.

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12 Nov 2018, 08:47 AM
#181
avatar of Tiger Baron

Posts: 3143 | Subs: 2

USF

Ranger Company



-M5 Half-track

-Rangers

-Time On Target Artillery

-Man the Defenses

-M4A3E8

Man, I did not mean to post this after all, but hit that button so oh well. USF needs a commander more offense oriented than Heavy Cav, and I thought this would do.

The M5 would better support an advance than the Ambulance, and can double as AA/suppression if one goes down the CPT tech.

Rangers are really good assault troops, and ToT arty is reliable but not OP.

Man the Defenses wouldn't work exactly as in the AA campaign, more like a cover and reinforcement bonus while in territory. Useful for a sector that's being contested, assuming you keep it blue while the ability is active.

Easy Eights would help in the late game, and unlike a Pershing you can get more of them.


You said that this is an offensively orientated commander, right? Well man the defenses is a defenses, so perhaps taking the passive from Baker company and making it into an active ability would be a better choice, you know, the one with the adjacent sector description. I am not to sure but I think it's name was "Frontline Combat" or something along those lines.
13 Nov 2018, 11:14 AM
#182
avatar of blancat

Posts: 810

Breakthrough frontline Company


0cp Assault engineer

0cp Ez8 tank

3cp Air supply - 200mp, can be use in fuel or muni territory(150muni, 50fuel)

4cp Command vehicle - 75muni, give radio net buff(1) to nearby my tanks

give accuracy +10%, max speed +20%, acceleration +10% to nearby friendly and my tanks

command vehicle can use Emergency war speed

12cp P47 rocket strike

13 Nov 2018, 11:59 AM
#183
avatar of Thamor

Posts: 290

jump backJump back to quoted post13 Nov 2018, 11:14 AMblancat
Breakthrough frontline Company


0cp Assault engineer

0cp Ez8 tank

3cp Air supply - 200mp, can be use in fuel or muni territory(150muni, 50fuel)

4cp Command vehicle - 75muni, give radio net buff(1) to nearby my tanks

give accuracy +10%, max speed +20%, acceleration +10% to nearby friendly and my tanks

command vehicle can use Emergency war speed

12cp P47 rocket strike



Do you want jam with the cheese too?
13 Nov 2018, 12:17 PM
#184
avatar of Vipper

Posts: 13476 | Subs: 1

Ostheer "Army reserves Doctrine" or "Valkyrie Doctrine".

Concept: army made of second line troops and night fighting troops.

1) CP 0 PzIV D available to be built from t3 at a similar cost of the T-34 or called in at CP 9 for higher cost. 2 fire modes direct and direct. Indirect mode similar to STUG-E , Direct fire mode normal shells with low penetration but 40 damage deflection damage.

2) CP 2 Volksstrumm 5-6 to men squad armed with K98 total DPS around that of grenadiers. Able to use 2 panzerfaust AT weapons (not snare, about bazooka level) these weapons can be put away similar to SP minesweeper. Can also lay shue mines. (Can be used to merge ?)

3) CP 2 PaK 36 158 weapon similar to soviet M-42 able to fire the
Stielgranate 41 (if possible) single shot for high penetration.

4) 2CP Panzer Tactician

5)CP 3 Night fighting training.

251 can now be upgrade to Sdkfz 251/20 Half-track w/Infrared Searchligh. A timed ability that stop the rotation of the search light and works similar to "hammer Vehicle Tracking" for units being hit while under the searchlight's beam.

PGs can not upgrade their ST44 to vamp weapon gain 5% accuracy but do more damage to units in cover/garrison when "painted" by 251.

Panther can now upgrade to nightfinging gaining accuracy vs "painted" targets.


13 Nov 2018, 12:48 PM
#185
avatar of blancat

Posts: 810

jump backJump back to quoted post13 Nov 2018, 11:59 AMThamor


Do you want jam with the cheese too?



What do u mean
13 Nov 2018, 15:20 PM
#186
avatar of Tiger Baron

Posts: 3143 | Subs: 2

jump backJump back to quoted post13 Nov 2018, 12:17 PMVipper
Ostheer "Army reserves Doctrine" or "Valkyrie Doctrine".

Concept: army made of second line troops and night fighting troops.

1) CP 0 PzIV D available to be built from t3 at a similar cost of the T-34 or called in at CP 9 for higher cost. 2 fire modes direct and direct. Indirect mode similar to STUG-E , Direct fire mode normal shells with low penetration but 40 damage deflection damage.

2) CP 2 Volksstrumm 5-6 to men squad armed with K98 total DPS around that of grenadiers. Able to use 2 panzerfaust AT weapons (not snare, about bazooka level) these weapons can be put away similar to SP minesweeper. Can also lay shue mines. (Can be used to merge ?)

3) CP 2 PaK 36 158 weapon similar to soviet M-42 able to fire the
Stielgranate 41 (if possible) single shot for high penetration.

4) 2CP Panzer Tactician

5)CP 3 Night fighting training.

251 can now be upgrade to Sdkfz 251/20 Half-track w/Infrared Searchligh. A timed ability that stop the rotation of the search light and works similar to "hammer Vehicle Tracking" for units being hit while under the searchlight's beam.

PGs can not upgrade their ST44 to vamp weapon gain 5% accuracy but do more damage to units in cover/garrison when "painted" by 251.

Panther can now upgrade to nightfinging gaining accuracy vs "painted" targets.




I wouldn't really call the Volkssturmm "reserve infantry", they were basically civilians with military arm bands pressed into service without any training or anything, just given weapons and pointed towards the Soviets.

If you want real reserve infantry then the Osttruppen are your guys.

Everything else sounds good tho.
13 Nov 2018, 15:26 PM
#187
avatar of Vipper

Posts: 13476 | Subs: 1



I wouldn't really call the Volkssturmm "reserve infantry", they were basically civilians with military arm bands pressed into service without any training or anything, just given weapons and pointed towards the Soviets.

If you want real reserve infantry then the Osttruppen are your guys.

Everything else sounds good tho.

Ok they where closer to militia, they would be a nice addition thou.
14 Nov 2018, 00:49 AM
#188
avatar of CobaltX105

Posts: 87



You said that this is an offensively orientated commander, right? Well man the defenses is a defenses, so perhaps taking the passive from Baker company and making it into an active ability would be a better choice, you know, the one with the adjacent sector description. I am not to sure but I think it's name was "Frontline Combat" or something along those lines.


Yeah, I flubbed on that one, but that's what I get for posting in a rush. The 'Frontline Combat' passive ability from the campaign consists of a 10% damage increase and -20% damage reduction for infantry on frontline sectors.

That would be pretty OP in the multiplayer, so some revisions are needed. Maybe a timed accuracy and weapon cool-down buff instead? So essentially the spiritual opposite of the British 'Hold the Line' ability. Though it would be a very wide spread ability, it'd be limited to infantry, so a cost of 125 muni seems reasonable.
14 Nov 2018, 14:19 PM
#189
avatar of Tiger Baron

Posts: 3143 | Subs: 2



Yeah, I flubbed on that one, but that's what I get for posting in a rush. The 'Frontline Combat' passive ability from the campaign consists of a 10% damage increase and -20% damage reduction for infantry on frontline sectors.

That would be pretty OP in the multiplayer, so some revisions are needed. Maybe a timed accuracy and weapon cool-down buff instead? So essentially the spiritual opposite of the British 'Hold the Line' ability. Though it would be a very wide spread ability, it'd be limited to infantry, so a cost of 125 muni seems reasonable.


Yeah, something along those lines would probably work. I can wholeheartedly say that I really enjoyed Baker Company and if I was stuck with them in the multiplayer I wouldn't mind it at all. They had mobility and firepower both early and late game which pretty much nobody else had. Fox Company was pretty cheesey in my opinion and was all about just spamming OP Rangers and OP abilities and that's about it, but I liked the commander's dialogue more than Edward's.
15 Nov 2018, 17:22 PM
#190
avatar of adamírcz

Posts: 955

US Unit Preservation Company:

2CP: A scout Counter-Sniper hits the field. A sniper who cant kill anything else than the wehr sniper, but insta-hits him and has double the LoS of his prey
(not sure if makin him able to only kill/attack a single type of unit would be possible/easy enough to implement, if not would only gonna be a dedicated scout)

2CP: Rifles can be upgraded witk UKF healing kits :gimpy: and/or with the smoke on retreat pop

3CP: Rear Echelons can be equipped with Springfield bolt actions, to become good support at long range (Or perhaps rifles to change their playstyle into a more safe and defensive one)
(Im not sure if there even is a scope-less Springfield in the game. They´d either have to give them scoped ones, or just give them Lee-Enfields but write Springfield in the upgrade description and pray that no one notices :blush:

4CP: Recon plane equipped with a mine-sweeper will loiter above an area and reveal enemy units and mines

9CP: Additional armor upgrades for Shermans and Jacksons
15 Nov 2018, 18:23 PM
#191
avatar of Vipper

Posts: 13476 | Subs: 1

US Unit Preservation Company:
...
2CP: A scout Counter-Sniper hits the field. A sniper who cant kill anything else than the wehr sniper, but insta-hits him and has double the LoS of his prey
(not sure if makin him able to only kill/attack a single type of unit would be possible/easy enough to implement, if not would only gonna be a dedicated scout)
....

that could be a possible utility changes for Pathfinder/JLIR a hold fire option that would make allow to fire back only on snipers.
15 Nov 2018, 19:35 PM
#192
avatar of Tiger Baron

Posts: 3143 | Subs: 2

US Unit Preservation Company:

2CP: A scout Counter-Sniper hits the field. A sniper who cant kill anything else than the wehr sniper, but insta-hits him and has double the LoS of his prey
(not sure if makin him able to only kill/attack a single type of unit would be possible/easy enough to implement, if not would only gonna be a dedicated scout)

2CP: Rifles can be upgraded witk UKF healing kits :gimpy: and/or with the smoke on retreat pop

3CP: Rear Echelons can be equipped with Springfield bolt actions, to become good support at long range (Or perhaps rifles to change their playstyle into a more safe and defensive one)
(Im not sure if there even is a scope-less Springfield in the game. They´d either have to give them scoped ones, or just give them Lee-Enfields but write Springfield in the upgrade description and pray that no one notices :blush:

4CP: Recon plane equipped with a mine-sweeper will loiter above an area and reveal enemy units and mines

9CP: Additional armor upgrades for Shermans and Jacksons


There are sadly no springfield models in the game.
20 Nov 2018, 16:24 PM
#193
avatar of Smartie

Posts: 856 | Subs: 2

Hi guys,
reactions were positive to the theme of a OKW "Kampfgruppe" commander but people suggested that this doctrine should include in every case a call-in AT option. I included this idea, here is my revised version:
OKW Kampfgruppe doctrine
• Counter attack tactics
• Mortar Halftrack
• Defense of the fatherland
• Tank-Hunter Reserve Squad (4 men squad (JLI models) with 2x Kar 98K and 2x Panzershreck
• Commando Panther

I also revised my "Großdeutschland" concept.
There are no doctrines named after divisions and the name itself is problematic so i changed the name to "Strategic Reserve" doctrine. I did not include Panterfüssies as suggested because we still dont know how many units from OKW can be included and because i want to know your opinion about a possible upgrade for Assaullt grenadiers.

Strategic Reserves doctrine (Wehrmacht)
• Radio Intercept (Wehrmacht had excellent radio intelligence and at least 1 commander should have this ability)
• Counter Attack Tactics
• Assaultgrenadiere (can be upgraded with 4&Stg44 for 100 ammo after teching Battlephase 2)
• HEAT munition
• OKW Pz4 (Passiv)

I consider the better P4 the heart and soul of this doctrine:
It gives Wehrmacht the counter to the T-34/85 which overshadows the normal P4 version.
HEAT rounds will improve the Wehrmacht's mediums too and make Support Armor Corps more attractive - right now Wehrmacht players in team games usually go straight for Brummbaer followed by a panther. Stugs were rarely seen in the tournament so far and will be more dangerous now.
Assault grenadiers don't scale well; i think the Stg44 would help them a lot. But the question is if the unit would be op with this upgrade. Same for Stugs with HEAT rounds. What do think? Can this work?
20 Nov 2018, 16:46 PM
#194
avatar of Tiger Baron

Posts: 3143 | Subs: 2

jump backJump back to quoted post20 Nov 2018, 16:24 PMSmartie
Hi guys,
reactions were positive to the theme of a OKW "Kampfgruppe" commander but people suggested that this doctrine should include in every case a call-in AT option. I included this idea, here is my revised version:
OKW Kampfgruppe doctrine
• Counter attack tactics
• Mortar Halftrack
• Defense of the fatherland
• Tank-Hunter Reserve Squad (4 men squad (JLI models) with 2x Kar 98K and 2x Panzershreck
• Commando Panther

I also revised my "Großdeutschland" concept.
There are no doctrines named after divisions and the name itself is problematic so i changed the name to "Strategic Reserve" doctrine. I did not include Panterfüssies as suggested because we still dont know how many units from OKW can be included and because i want to know your opinion about a possible upgrade for Assaullt grenadiers.

Strategic Reserves doctrine (Wehrmacht)
• Radio Intercept (Wehrmacht had excellent radio intelligence and at least 1 commander should have this ability)
• Counter Attack Tactics
• Assaultgrenadiere (can be upgraded with 4&Stg44 for 100 ammo after teching Battlephase 2)
• HEAT munition
• OKW Pz4 (Passiv)

I consider the better P4 the heart and soul of this doctrine:
It gives Wehrmacht the counter to the T-34/85 which overshadows the normal P4 version.
HEAT rounds will improve the Wehrmacht's mediums too and make Support Armor Corps more attractive - right now Wehrmacht players in team games usually go straight for Brummbaer followed by a panther. Stugs were rarely seen in the tournament so far and will be more dangerous now.
Assault grenadiers don't scale well; i think the Stg44 would help them a lot. But the question is if the unit would be op with this upgrade. Same for Stugs with HEAT rounds. What do think? Can this work?


The only problem I see with Assault Grenadiers with that upgrade is that unless it's a special, separate squad the Mechanized Assault AGs will also have the upgrade, and the StuG III E and 250 Halftrack just got buffed a lot in the commander revamp patch so also buffing the Assault Grenadiers might present a huge balance problem.

My suggestion is that if you don't want to replace them with Panzerfusiliers then go with the Urban Assault Panzergrenadiers from the scrapped Wehrmacht commander, forgot it's name. But it's basically a 5 man squad armed with STG44s and 2 flamethrowers and a survival training upgrade if I remember correctly, just tone them down a bit and they should be perfectly balanced in my opinion.
20 Nov 2018, 17:58 PM
#195
avatar of DerKuhlmann

Posts: 466

Stormtroopers + 250 halftrack is all i ask for.
20 Nov 2018, 19:36 PM
#196
avatar of Tiger Baron

Posts: 3143 | Subs: 2

Stormtroopers + 250 halftrack is all i ask for.


That's a waste of an infiltration specialist squad in my opinion, it's like asking for Partisans, Commandos, Fallschirmjagers or Pathfinders to come in some sort of vehicle on the field, I think you can see why it's just wasted potential of a squad.
20 Nov 2018, 20:36 PM
#197
avatar of Smartie

Posts: 856 | Subs: 2


@American Soldier:
I included your idea of the Urban Assault Panzergrenadiers.

Strategic Reserves doctrine (Wehrmacht)
• Radio Intercept (Wehrmacht had excellent radio intelligence and at least 1 commander should have this ability)
• Counter Attack Tactics
• Assaultgrenadiere (can be upgraded with 4&Stg44 for 100 ammo after teching Battlephase 2)
OR
Urban Assault Panzergrenadiers (5 men squad, cost 400 MP, can be upgraded with 2 flamers)
Only 1 unit can be deployed at the same time on the battlefield
• HEAT munition
• OKW Pz4 (Passiv)
20 Nov 2018, 21:32 PM
#198
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post20 Nov 2018, 20:36 PMSmartie
• Assaultgrenadiere (can be upgraded with 4&Stg44 for 100 ammo after teching Battlephase 2)
OR
Urban Assault Panzergrenadiers (5 men squad, cost 400 MP, can be upgraded with 2 flamers)
Only 1 unit can be deployed at the same time on the battlefield


These units would overlap a lot, especially because you'd usually open with Assgrens and have an abundance of them and there wouldn't be room left for another pure AI squad.
30 Dec 2018, 21:18 PM
#199
avatar of Tiger Baron

Posts: 3143 | Subs: 2

So I've been thinking about a new Ostheer doctrine that has both a Tiger and Osttruppen in it but with a twist.

Frontline Doctrine:

Osttruppen Reserves - Same as Mobile Defense.

Defensive Tools - From the reworked Defensive doctrine.

Panzer Tactician - Favorite ability of any German Panzer commander.

10,5cm LefH Artillery Support barrage - Generic 105mm Arty barrage.

Tiger Tank - Cream of the crop.

Alternatively I've also thought about instead of the Osttruppen Reserve my idea of the weapon crew models being put into a new squad be used.

The idea behind this doctrine is providing the player with a balanced set of abilities for both infantry and tanks, 2 call ins, 2 support abilities so to speak and an Artillery barrage to top it all off.

It's also meant to encourage the use of combined arms while allowing the player to dig in and hold territory with their infantry while waiting for heavy armored support to push through.

In a way it's mimicking the Mechanized Assault doctrine but of course with less emphasis on skipping the tech tree and less mobility so you could say it's a direct counterpart of that instead.
30 Dec 2018, 23:38 PM
#200
avatar of adamírcz

Posts: 955

As for german commanders, both of them must have the vCoH Kettenkarnad

I pretty much dont care for the other four abilities (although another close the pocket would be sweet) as long as the Ketten comes back

It could have abilities such as: Stealth, Healing, Repairs, Capping, and planting mines but no direct combat utility
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