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russian armor

New Commander concepts.

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26 Mar 2020, 04:07 AM
#261
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Mar 2020, 02:55 AMJilet


And how we are supposed to counter that :D


No ideas yet, but That's why it need feedbacks, isn't it ?
26 Mar 2020, 04:30 AM
#262
avatar of Support Sapper

Posts: 1220 | Subs: 1

jump backJump back to quoted post26 Mar 2020, 02:55 AMJilet


And how we are supposed to counter that :D


This Commander is late game focus, so fist thing you can do is gaining advantage in early to mid game, make use of UKF early game weakness.

If the game come to later stage, assuming ukf player can built up an idea formation of a churchill cs, a firefly and an aec command vehicle. With the same amount of resources, you can afford 2 panther and focus down the firefly, or simply go ele/jagtiger to hard counter all of his armor. As okw, you also have the option of spamming jagpanzer and focus the firefly.

If he go for more than 1 churchill or firefly, the remain pop wont allow a large infantry force so you can gain more map control by spread out and avoid fighting head on with his main force.
30 Mar 2020, 11:10 AM
#263
avatar of Smartie

Posts: 856 | Subs: 2

Wehrmacht Recon doctrine:

- 221

- Jaeger Command unit

- Vehicle Crew repairs

- Recon Plane

- Puma
31 Mar 2020, 05:40 AM
#264
avatar of Jilet

Posts: 556

jump backJump back to quoted post30 Mar 2020, 11:10 AMSmartie
Wehrmacht Recon doctrine:

- 221

- Jaeger Command unit

- Vehicle Crew repairs

- Recon Plane

- Puma


This will be insta meta. :thumbsup:
1 Apr 2020, 19:58 PM
#265
avatar of KiwiBirb

Posts: 789

Ost
Mechanized support doctrine
Use Assault guns and rocket artillery to provide rapid fire support for elite mechanized infantry, while half tracks are equipped with specialized equipment to allow for rapid re-engagement of enemy forces.
0cp - JagdPanzer IV/70
0cp - Half track support equipment
~ Upgrades: Munition carrier: decreases reload and increases move speed of support weapons, Command equipment: Can set up as a FRP (30s set/pack up)
1cp - BegleitPioneers
~ 5man, G43s, can be upgraded with x4 stg44s or x2 mg34 after BP2
5cp - StuG E
8cp - Incendiary rocket barrage

The StuG E is Currently very underwhelming compared to the Scott or Ostwind. Give it a he and smoke barrage with the same stats as the Scott to help differentiate it from the Ostwind, allowing it to function as a support unit compared to the more frontline Ostwind


OKW
Eastern reserves doctrine
0cp - Ostwind
1cp - Shützen
~ 5 man, k98s, panzerfausts, Upgrade: mg42
3cp - PaK 40
4cp - Opel blitz
12cp - railway artillery


Sov
Combined arms frontline tactics
0cp - T34/85s
0cp - Infantry support equipment
~ tanks can fire smoke shells and half tracks can be upgraded as FRPs (30s set/pack up)
2cp - Tankodesantniki
~ 6 man, PPsh 41s, Combined arms ability, Upgrades: x2 Bazookas
5cp - Conscript repair tactics
12cp - AT overwatch


USF
Vanguard company
m8 greyhounds can scout out the enemy, allowing you to then use combat engineers, heavy Pershing tanks and p47s to blast your way through the front lines, and then consolidate your gains with an airdropped support group.
0cp - Combat engineers
2cp - airdropped support group
~ Medical supplies + Paratrooper Command squad: 5man, m1 carbines, medical supply drop / paratrooper drop, plant beacons
4cp - m8 greyhound
12cp - Pershing
12cp - P47 bombing run
~ A P47 will drop 3 50kg bombs on the target location


UKF
Use elite cavalry sections supported by infantry tanks and rocket strikes from land and air to deal a swift and devastating blow.
1cp - Cavalry sections
~ 5 man, Lee enfield carbines, x1 sten(like USF officers) Bren experts, light gammon
3cp - m5 support half track
5cp - Valentine command tank
8cp - Land mattress
12cp - Typhoon rocket support
~ AT rocket loiter
16 Apr 2020, 17:57 PM
#266
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Grand Offensive
0CP MP40s for Volks and Flamers for Spios
0CP Panzerfusiliers
4CP Tactical movement
5CP Stuka smoke drop
9CP Stuka AT strafe
16 Apr 2020, 18:00 PM
#267
avatar of Grim

Posts: 1093

Would be a good time to replace spec ops artillery flare with recon loiter and Royal artillery flares with recon loiter or overpass from commandos.

16 Apr 2020, 18:56 PM
#268
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

Grand Offensive
0CP MP40s for Volks and Flamers for Spios
0CP Panzerfusiliers
4CP Tactical movement
5CP Stuka smoke drop
9CP Stuka AT strafe

Too munitions intensive. 4 of those abilities are muni abilities, and one of them is a muni hungry squad. Should probably break that up by replacing one of the abilities with a passive.
16 Apr 2020, 19:24 PM
#269
avatar of Aarotron

Posts: 563

Spearhead company

0cp: easy eight.

0cp: Assault engineers

1cp. Rifleman satchel charges

2/3cp. Mechanized rifle squad. Riflemen that arrive in m3 halftrack and are armed with 2 m1919s

10cp: 155 mm artillery barrage




Ranger company.

0cp: rifleman breach package: flamethrower with other members getting rear echelon carbines or satchels with ranger carbines

2cp: smoke screen

2cp: fire up

3cp: rangers


6cp: white phosphorous barrage



16 Apr 2020, 20:04 PM
#270
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3


Too munitions intensive. 4 of those abilities are muni abilities, and one of them is a muni hungry squad. Should probably break that up by replacing one of the abilities with a passive.


Maybe a 10% passive decap rate at 0CP?
16 Apr 2020, 21:38 PM
#271
avatar of Spielführer

Posts: 318

https://frontline44.willherzog.net
Most of the reworked commanders are just bullseye

Edit:
Also the mod with the reworked commanders from CoH1 are just awesome.
16 Apr 2020, 21:41 PM
#272
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Here is my idea for German Mechanized doctrine. I think as an early game light vehicle doc with a lategame vision and exploitation of vision focus it could be viable as well as function a lot different to most doctrines.

German Mechanized
0CP 250 (buildable at HQ)
2CP 250/8 mortar HT (call in)
2CP Steel bunker repair station
2CP Panzer Tactician
5CP Spotting scopes
16 Apr 2020, 22:06 PM
#273
avatar of WAAAGH2000

Posts: 730

Soviet
Siege tactics
0CP T34/85
2CP Assault Guards squad
2CP Consript AT package
4CP off map Smoke barrage
8CP B4


Ost
Panzer Counterattack Doc
1CP Entrenching tools
2CP Breakthrough Equipment
5CP Hull down
5CP Spotting scopes
7CP Commander P4
16 Apr 2020, 23:15 PM
#274
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Here is my idea for German Mechanized doctrine. I think as an early game light vehicle doc with a lategame vision and exploitation of vision focus it could be viable as well as function a lot different to most doctrines.

German Mechanized
0CP 250 (buildable at HQ)
2CP 250/8 mortar HT (call in)
2CP Steel bunker repair station
2CP Panzer Tactician
5CP Spotting scopes


I like it. Commanders should be like this, really strong at a specific thing, not just generally good at everything (Heavy Cav, grand offensive, etc.)
17 Apr 2020, 10:05 AM
#275
avatar of OrangePest

Posts: 568 | Subs: 1

Okw tank hunters

O-CP Ostruppen AT rifle call in with a rifle nade snare (longer range than normal, think fussilers vet 2 pre nerf)

0 CP 250 halftrack sidetech to get same timing as wehr

2 CP pak40 Call in

3 CP Opel blitz AMBO call in



9 CP Cmd panther
17 Apr 2020, 14:26 PM
#276
avatar of Kpen97

Posts: 375

Grand Offensive
0CP MP40s for Volks and Flamers for Spios
0CP Panzerfusiliers
4CP Tactical movement
5CP Stuka smoke drop
9CP Stuka AT strafe


Oi get a new name m8, that one is taken, im surprised you haven't notice 'THE Grand Offensive' doctrine MVGame
19 Apr 2020, 00:29 AM
#277
avatar of CobaltX105

Posts: 87

Heavy Armor Company

0CP (Passive) Elite Vehicle Crews
0CP (Passive) M4A3E8 Sherman "Easy Eight"
1CP Cavalry Riflemen
12CP M26 Pershing Heavy Tank
12CP P-47 Rocket Strafe

Here's an idea: an aggressive, tank offense oriented commander for the USF that offers virtually no defensive benefit, and can honestly be boiled down to "I have a plan. Attack."

The commander is mostly geared towards the idea of taking control of the battle early on with your normal infantry and Cavalry Riflemen, then eventually start rolling out Easy Eights and other tanks in the late game that will vet faster thanks to Elite Vehicle Crews. The M26 Pershing would be the cherry on top of your armored spearhead, and the P-47 Rocket Strafe could potentially turn the tide of any armored engagement you find yourself in.

However, the commander would obviously lack in some critical aspects, namely with the lack of off-map artillery and lack of unit-enhancing abilities, like 'Combined Arms' or 'For Mother Russia'.
20 Apr 2020, 13:28 PM
#278
avatar of Unit G17

Posts: 498



-Beutepnazer PzKw 747: a T34/76 basicly, vet0 ram replaced with vet1 blitzkrieg, at vet2 it receives armor skirts (unused model exists). Uses panzergrau or some other german skin.
-Pioneer Panzerbüchse 39 Package: costs 60 muni, grants a pair of panzerbüchses for pioneers, locks out other upgrades.
-Supply drop: same as in ostruppen doctrine.
-Hull down: works for the T34 too.
-Sd.KFz. 261: uses 223 model with the pintle mounted machine gun replaced with a panzer commander. Unarmed and doesn't receive veterancy. Has a sight range of 70. Abilities:
--Set forward retreat point.
--Aura: +10% faster cooldown.
--Call in artillery (same as panzer commander upgrade for OKW).


Strategies:

1v1 / 2v2:
The doctrine provides early anti light vehicle measurements via the panzerbüchses and an early generalist tank. The supply drop can always come in handy in emergency. Use the 261's artillery call to force anti tank guns to reposition in the late game.

3v3 / 4v4:
The panzerbüchse and T34 have less impact there. Use the supply drop to aid your allies (typically giving pak 40 to okw). You have two options with the 261: use it as forward retreat point or use it near hulled down tanks, combining their increased range and the scout car's sight to cover a large area.
21 Apr 2020, 08:36 AM
#279
avatar of Aarotron

Posts: 563

Ostheer


Skijäger doctrine

1cp: ambush camouflage

3cp. Skijäger squad. 5 man squad of skijägers (use sniper model) that are armed with kar 98. Can use sprint, m24 stick hand nade, interrogation and flares. Can be upgraded with 3 stgs ( or mp 40s if you find stgs repulsive idea) and double mg 42. Cost 380- 400 mp.
5cp spotting scopes

6cp. For the fatherland or assault and hold

8cp. Light artillery barrage.
21 Apr 2020, 20:31 PM
#280
avatar of Spielführer

Posts: 318

Ostheer

Scorched Earth

2cp: Booby traps (to set a bomb inside a neutral building. The bomb will only detonate if enemy infantry attempt to garrison that building, and will likely kill one or more of them and on strategic point an incendiary bomb on a non-enemy-controlled Strategic Point will only detonate if enemy infantry attempt to grab that point.)

4cp: Scorched Earth (completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it - a long and tedious process.)

6cp: Brandenburger Sabotage Squad (4men, close to Stormtroopers, can lay down single S-Mine field, set up booby traps, disable strategic points via scorched earth tactics)

8cp: lFH18

10cp: Sector Artillery (Allows targeting a non-enemy sector for off-map artillery fire. For the duration of the effect, any enemy unit spotted within that sector's boundaries will be continously bombarded by a slow but accurate artillery volley, until it is destroyed or disappears from sight.)

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