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New Commander Submission - SOVIETS

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16 Jan 2019, 10:45 AM
#41
avatar of Kirrik

Posts: 573

Conscript Combined Arms

CP0 - T-34-85 can be built from T4

CP0 - Zis-6 truck, functions like USF ambulance

CP3 - DP-28 upgrade for Conscripts for 40 munitions. Upgraded squad unit size is reduced from 6>5 and reinforcement cost inreased by 10%

CP5 - Conscript Repair Kit

CP12 - IL-2 Strafe (Loiter)

Doctrine meant to give faction more scaling into late game by giving it a proper T4 medium and a weapon upgrade for mainline infantry as well as more field presence with amblulance unit.
16 Jan 2019, 17:36 PM
#42
avatar of WilhelmIX

Posts: 4

Hello, I hope you have a good day :)

I've posted my commander suggestion on the official coh 2 forums, but I thought it may be a good idea if I'm also gonna post it here, I hope you will like it :D

Soviet Alternative Combat Tactics

Theme:

Build strategies around the upgraded conscripts and other various units and abilities. Upgraded conscripts can fight more effectively, when they are supported by the M42 AT guns. Zis 6 transport trucks can support fighting units near the frontline or help to generate more resources while IS-2 can engage fortified enemy positions.

Unit and Ability Roster:

Slot 1: Zis 6 Transport truck

  • Available in the main HQ after tankoviy batattalion command post is built.

  • Costs 260 MP and 20 Fuel.

  • Takes 5 popcap

  • Can reinforce units in the field (like M5), transport up to 2 squads, and has ability to set up on the capture point to generate more resources (identical to Opel Blitz).

  • Units CAN'T shoot out of it.

  • If Zis is in the setup mode, it can't reinforce infantry.

  • Low health and armor (similiar to the m3a1).

    Slot 2: Conscript Combat Package

  • Available from 2CP.

  • Costs 60 ammo

  • Gives conscripts 1 DP-28 LMG and 2 SVT rifles

    Slot 3: M42 45mm AT gun

  • 2 CP

    Slot 4: Recon Overflight

  • 4 CP

    Slot 5: IS-2 Heavy Tank

  • 13 CP

    Strategies and Rational

    New upgrade for the conscripts will give new ways to use them, it'll be an altenartive to the PPsH commanders. It would help them to scale into late game. Zis 6 will be a "new" unit for the Soviets which gives new ways to play them. Zis 6 is basically mix of the M5 and Opel Blitz. Revamped M42 AT gun would be able to support conscripts. Recon Overflight is self explanatory. IS-2 with the support of the conscripts would be able to engage enemy armor and fortified positions.

    Conscripts are rarely used, mostly becouse of the penals and maxim spam. This commander would be an altenartive to the other conscript support commanders.

    Disadvantages:
  • Lack of the off map artillery, "skill" planes and plane strafes.
  • Lack of the other conscript support abilities, like repair kit, rapid conscription or "hit the ground" ability.
  • Lack of the elite infantry like guards or shocktroopers.

    Additional content:

    Some historical basis:

  • Soviet conscripts were usually equipped with the mosin nagant rifles, mostly because conscripts weren't paying much attention to their weapons, so weapons they were using jammed a lot. On the other hand, Mosin Nagant had good durability and reliability. But that doesn't mean mosin's and PPsH's were the only weapons conscripts were using! Soviet Union produced ~ 1,600,000 of the SVT-40 Rifles and over 700,000 of the DP light machine guns! They both were often assigned to the conscript squads. Because of that it would be nice if conscripts could be upgraded with the dp 28 lmg's and SVT-40 rifles.

  • Zis 6 Truck was made by Soviet Union during WWII, they were mostly used for the "Katyusha" rocket launchers, but they were also used in wide numbers (20,000 models produced) as the general purpose army truck. So adding them to the game (well they already are, but only in the files) would also be very nice.

    Additional Suggestions:

  • Conscript Combat Package would also give field first aid ability, same as grenadiers, with same cost.

    I'm also gonna post photos of the Zis 6 truck in game without, and with the set up ability:





    EDIT: "If you have already submitted an idea elsewhere, please repost to the official threads."
    I'm really sorry for that, I haven't read it, I hope you don't mind this mistake ;/
16 Jan 2019, 23:57 PM
#43
avatar of Jackiebrown

Posts: 657

jump backJump back to quoted post13 Jan 2019, 22:30 PMCoward
Soviet British Support Tactics
Use British lend-lease to strengthen your armored forces, while equipping your infantry with close-combat SMGs to drive the invaders back to Berlin.


(PASSIVE) Thompson Assault Packages
- 0 CP
- Combat Engineers and Conscripts can be equipped with 2x Thompson SMGs for 50 munitions


(PASSIVE) Lend-Lease Assault Group
- 0 CP
- Allows production of Soviet Universal Carrier at T2 building, production of Soviet Valentine Mk. IX at T3 building, and production of Soviet Churchill Mk. IV at T4 building
- Soviet Universal Carrier costs 220 manpower and 10 fuel, cannot be upgraded, otherwise identical to British Universal Carrier
- Soviet Valentine Mk. IX costs 290 manpower and 80 fuel, equipped with the QF 57mm 6-pdr instead of QF 75mm of the British Valentine, giving it slightly less firepower against heavier vehicles.
- Soviet Churchill Mk. IV costs 410 manpower and 140 fuel, equipped with the QF 57mm 6-pdr instead of QF 75mm of the British Churchill, giving it slightly less firepower against heavier vehicles.


ZiS-6 Supply Truck
- 3 CP
- Deploys a special ZiS to the battlefield for 250 manpower
- Can drop a Bren gun for 45 munitions, drop a PIAT launcher for 40 munitions, and drop OKW-style medical crates for 30 munitions
- Cannot carry infantry


Conscript Repair Package
- 5 CP

Allied Supply Operation
- 5 CP
- Identical to Allied Supply Drop, and costs an extra 100 munitions
- Also drops a QF 6-pdr AT gun and an M2 Browning MG


American and British support to the Soviet Union consisted of many non-combat supplies, but also various vehicles and equipment the Western powers had no use for, including outdated tanks and weapons. The Soviet Union was happy to take them regardless, as production towards T-34 and SU-76s meant a severe shortage of heavy and light tanks in the later stages of the war. British Churchill and Valentine tanks performed admirably in Soviet service, and Thompson SMGs that were issued to vehicle crews were often traded away to frontline troops due to their unpopularity (hard to handle in a vehicle due to size and weight).


Awesome idea! I’m digging these Lend-Lease doctrines with British Equipment.
17 Jan 2019, 03:59 AM
#44
avatar of Qeit

Posts: 61

    Soviet Supply Tactics
    Focused on conscripts with moderately strong late-game (yes, IS-2 again).

    2 CP. Conscript PTRS Package.
    - Same as in Tank Hunters. Mutually exclusive with PPSh Package.

    3 CP. PPSh SMG Package.
    - Mutually exclusive with PTRS Package.

    4 CP. Recon Overflight.

    6 CP. Combined Arms.
    - Same as USF one, but with different bonuses and cost. Accuracy bonus to tanks, infantry moves faster and reload their weapon faster. This one is subject to discuss.

    13 CP. IS-2 Heavy Tank.

    Pros:
    - Allows cons heavy play.
    - Provides recon capabilities.
    - Provides additional synergy between infantry and vehicles.
    - Heavy tank for late-game.

    Cons:
    - Can provoke infamous "I will build tier 2 and wait for heavy tank".
    - No elite infantry.
    - Bad for Penals heavy build.
    - No artillery or air strike abilities.
    18 Jan 2019, 00:13 AM
    #45
    avatar of Luciano

    Posts: 712

    Guard motor heavy tactic

    The theme of this commanders is heavy tanks, i like heavy tanks

    1st slot

    KV1/KV8 allowed to be constructed from t4 (0 cp, passive)

    2nd slot

    Guards (2cp, call in)

    3rd slot

    ml20 or b4 (8 cp)

    4th slot

    Sturmovik IL2 (loiter, 12 cp)

    5th slot

    IS2 (call in 13 cp)

    20 Jan 2019, 20:00 PM
    #46
    21 Jan 2019, 08:06 AM
    #47
    avatar of Aarotron

    Posts: 563

    jump backJump back to quoted post18 Jan 2019, 00:13 AMLuciano
    Guard motor heavy tactic

    The theme of this commanders is heavy tanks, i like heavy tanks

    1st slot

    KV1/KV8 allowed to be constructed from t4 (0 cp, passive)

    2nd slot

    Guards (2cp, call in)

    3rd slot

    ml20 or b4 (8 cp)

    4th slot

    Sturmovik IL2 (loiter, 12 cp)

    5th slot

    IS2 (call in 13 cp)



    I already added commander idea with same name earlier, maybe switch up name to avoid confusion?
    21 Jan 2019, 08:08 AM
    #48
    avatar of capiqua
    Senior Mapmaker Badge

    Posts: 985 | Subs: 2

    Adding new units requires a lot of testing, so it's best to use old units/abilities:

    SOV+Defensive Wall Tactics

    THEME
    With this commander it will be easier for you to win the battles of the mother Russian; Attacking with your troops of conscripts and weapons with ppsh41 to the battlefield, where you can deploy to the powerfull IS-2 and defend yourself with the steel walls Tank Traps.



    UNIT AND ABILITY ROSTER
    Tank Traps
    PPSh-41
    Vehicle Crew Repair Training
    IL2 Strafing Run
    IS2 Heavy Tank

    ADDITIONAL CONTEXT
    Tank traps are very useful, but it is a forgotten ability, due to that are not together with elite units, because the majority of people choose the commander due to elite units.
    The IS2 appears in a few commander, it is a super demanded unit.
    The PPSh-41, there is no commander ppsh and IS2 together.
    21 Jan 2019, 18:56 PM
    #49
    avatar of Pinguim

    Posts: 1

    I’m new here but I play COH2 with my friends a lot and this is our idea, also I think this will have more traction than the official forum, anyhow thanks for this opportunity.

    Faction + Commander Name: SOV Deep Operations Doctrine

    Theme: The objective of this commander is to represent the soviet army at 44+ and their deep battle tactics.

    Unit and Ability Roster

    Slot 1: Guards Assault Troops

    - 2CP and 340-360 MP
    - Fits the commander and we can adjust it
    - Try to copy/paste the shocks ppsh profile and tweak it's vet to reflect their mixed weaponry
    - Switch their grenades to be similar to infiltration grenades

    Slot 2: Concripts PTRS Package

    - Maybe add a similar cover multiplier like the Infrared STG so they can help dislodge units in houses, only do this if not too op or confusing to understand

    Slot 3: Maskirovka/Deception Barrage

    - 8/9 CP and 100? mun
    - Light and propaganda artillery while spawning extra flares to mislead the center, it's more of a pressure ability to force a reposition/retreat than a wipe ability
    - Alternative is the Advanced Wars IL-2 Strafe with it’s offset fixed

    Slot 4: Deep Tactics

    - 6CP and 90? mun
    - 60 seconds duration
    - Small speed buff for infantry and tanks, small pen buff.
    - Alternative is For Mother Russia!

    Slot 5: Hero T-34/85

    - Available at 10/11 CP and costs 350 manpower and 185 fuel and capped to 1
    - Better stats than a normal T-34/85 or it comes already at vet 3
    - Ability to fire ap rounds like the Jackson or a reload buff
    - Be able to engage in a one vs one the Panther(not the call in) and the OKW panzer IV effectively


    Strategies and Rational

    SOV is currently a very rigid faction for build orders at the moment basically penal waves or maxim spam, the main aim is to make conscripts viable late came becoming a soft long range building/house counter and light at at the end game while Assault Guards do the heavy lifting being a elite medium range infantry.

    Maskirovka Barrage is idea is to annoy and disrupt the enemy by forcing him to reposition his units frequently while still punishing them in case they stay in the area.

    Deep Tactics is to be a mirror of For Mother Russia aimed for tanks, while the infantry still gain a speed buff.

    Hero T-34/85 aim is to be a good push tank that isn’t a slow AF tank and that can actually handle itself in a 1x1 battle with high armor/premium medium tanks.
    22 Jan 2019, 19:57 PM
    #50
    avatar of Vipper

    Posts: 13476 | Subs: 1

    Name:
    Soviet Advance Infantry Tactics or Shtrafbat Tactics or Great Patriotic war tactics

    Theme: A commander design for heavy infantry usage but not with very strong call-in unit.

    Unit and Ability Roster

    Slot 1: Shtrafbat
    - Unit built in HQ or Call in available at CP 0
    - Cost 180MP can not reinforce
    - 8-6 men armed with PPsh total DPS about the same with ostheer pionneer
    - Has the following abilities:
    Merge

    Ourah requires SMERSH aura, ourah has target size and suppression penalties (1.2,1.2 to 0.9,0.9 at vet 3)that are lowered with each vet level achieved and become bonus at vet 3.

    Molotov requires vet 1

    "redeem in blood" requires vet 3 unit can be refit for Guard troops/ Shock troops / an assault Penal battalion (5 men PPsh + flamer)

    Slot 2: Smersh
    - Unit built in HQ or Call in available at CP 0 limited to 1
    - Cost 280 , 25MP reiforce
    - 5 men 1 pistol +4 mosin can be upgrade to DP requires 2 tech buildings
    -Has the following abilities:
    Smoke Grenade

    Inspire aura, passive gives 0.9 target 0.9 suppression only to Shtrafbat

    Slot 3: Advance infantry tactics available CP2

    4 Upgrade available at HQ in linear sequences similar to BP each requiring a building to be built.

    1) Battle training 100/10
    allows Shtrafbat to reinforce and Conscript to upgrade to Frontoviki for 30 MU
    Frontoviki are designed a defensive infantry get target size 1
    Ourah replaced by hit the ground
    Molotov replaced by fragmentation grenade
    Mosin uses new DPS curve similar to V.G. DPS

    2) Paid in blood 100/10
    Soviet infantry gain extra experience for taking damage while they award less to enemy squads.

    3) Human wave 200/10
    Soviet infantry are 1 mp cheaper to reinforce and 1 pop less.

    4)Great patriotic war 200/20
    Soviet infantry now have 0.95 damage reduction

    Slot 4: Field defenses available CP 2

    -C.E. can built trenches.
    Changes to trenches, Cost 100 password protected, only infantry can use them, provide extra protection from all weapons accepts flamer, elite/stun grenades. Can capped by enemy units and can be dismantle for 50% cost return.

    -C.E. can now built mg nest. These are the wooden structure from the campaign called bunker (can be seen in mission 4 in the German outpost), redesign only for mg can garrison in them giving a wider arc but only to one direction.

    -C.E. can now built the observation Tower (available in some mission and maps). The structure can be capped.


    Slot 5: Precision artillery

    - A single accurate artillery round that comes with warning.
    - CP 6 cost 90 Mu.

    Strategies and Rational

    The commander focus on giving soviets access to strong dedicated infantry with clear roles offensive/defensive. The advance infantry training allow the unit to scale while cost resource to reduce spam. The Smersh/Shtrafbat synergy ensures that these unit will not flood the battle field.

    The redesign of trenches makes them useful without being spammable and the new mg nest ensure that they can be countered.

    Finally the Precision artillery ensures that one can force opponent to relocate.

    22 Jan 2019, 23:18 PM
    #51
    avatar of WingZero

    Posts: 1484

    PPSH
    Guards
    Recon
    Mark Target
    IS2
    24 Jan 2019, 18:23 PM
    #52
    avatar of Crecer13

    Posts: 2184 | Subs: 2

    Airborne Tactics

    Theme: Soviets are one of the few armies that doesn't have airborne troops/firepower well represented.Focus on Soviet airpower/troops.

    Slot 1: 0CP-Radio Intercept

    Slot 2: 3CP-Airborne Guards, essentially guards troops with paradrop ability, switch their heads with shock troop helmets so they look more like paratroops, ability to upgrade to PPSH or 2 DP-28s

    Slot 3: 4CP-Recon Overflight

    Slot 4: 6CP-IL-2 MG Strafing Run

    Slot 5: 12CP-IL-2 Precision Bombing Strike




    The Soviets used special paratrooper jumpsuits

    to prevent catching parachute on the uniform elements and for the soldier to take more useful things with them in the sloping pockets. Jump in the cloak of 100% death. The only Soviet skin that can be used for Paratroopers skin is a sniper because the sniper is dressed in a camouflage suit, which the paratroopers also used.

    24 Jan 2019, 20:07 PM
    #53
    avatar of aerafield

    Posts: 2981 | Subs: 3

    Special Ambush tactics

    Anti Infantry Partisans
    - 1 cp
    - same like in Partisan doc
    - reinforce cost from 26 to 20
    - vet 1 tripwire flares replaced by +10% accuracy and -10% received accuracy

    ZiS gun camouflage package
    - 2 cp

    Sniper Hero "Ania" (already exists in the game files)
    - 3 cp callin
    - 400 mp
    - limited to 1 on the field....this also includes standard snipers. Cannot be called in if there is already at least 1 standard soviet sniper on the field.
    ( - if a standard sniper is in production while Ania gets called in, the standard sniper gets cancelled with a full refund of the 360mp )
    - callin ability recharge has a cooldown of 900 seconds.



    203 mm B4 howitzer
    - 8 cp
    - rotation- and (de-)setup - speed changed to the level of the ML20 Howitzer. This makes it possible to use the b4 howitzer close to the frontline... pretty much the only place on the map where it is useful. High risk, high reward in some situations.


    IL-2 Schturmowik Loiter planes
    - 12 cp
    24 Jan 2019, 20:38 PM
    #54
    avatar of The_Flying_Flail

    Posts: 53

    Patisan Disruption Tactics

    Purpose: To Bring Another Flavor to an Already Unique Commander

    This commander requires the user to use partisan units actively in order to make the most of the commander. This commander to disrupt the enemy player through the use of partisans, fear propaganda, and the IL-2 loiter. The units in themselves should be unique thus I implemented changes to the units to differentiate one another. AT Partisans should not be able to build the same items as regular partisans as it diminishes its uniqueness of the unit. The ZI-6 Truck provides the army with the ability of a cheap affordable way to maneuver the map. This combined partisans could prove devastating as partisans have an even quicker means of traversing the map to plant mines or barbed wire in raids. Fear propaganda is intended to break large enemy infantry clusters to make way for quick counter attacks. Finally, call in the mighty IL-2 to provide anti-tank & anti-infantry support with their powerful 30mm cannons. No unit would dare enter the red circle of death.

    How is this different from the Original Partisan Commander?
    • This doesn't have mark target a crucial aspect of the doctrine that helped the general army and AT-Partisans pack a punch.
    • ZI-6 Truck not featured in original Partisan Commander
    • Less Recon abilities (Spy Network is featured in this doctrine)
    • Heavyier emphasis on the partisans as a whole
    • Heavier emphasis on disruption whereas the old commander had a more supportive role with spy network and mark target

      • Command Point 0: Partisan Support Package
        • Give Soviet HQ access to ZI-6 Truck for 200 manpower & 15 fuel
        • cheap truck to load units in. partisan drive-bys
        • ZI-6 Truck can reinforce units
        • ZI-6 Truck can drop medical supplies for 30 munitions
        • Partisan Support Package includes Radio Intercept

      • Command Point 1: Partisan Squad (Anti-Infantry Disruption)
        • Cost 210
        • Instead of razor wire partisan squads are given barbwire which slows people down without blocking the path. Meant to slow people down. The potential for ambush trap
        • Partisans can be upgraded with survival training for 40 munitions
        • Gives partisan ambush camo
        • gives partisan squad more health and armor
        • Gives partisan squad sprint ability
        • Vet 1 Increased Accuracy & interrogation tactics
        • Vet 2 Increased survivability
        • Vet 3 Partisan squad gains 5th model (for late game survivability against infantry)

      • Command Point 2: AT Partisan (Anti-Vehicle Disruption)
        • Cost: 270 manpower
        • Instead of razor wire, AT Partisans are allowed to build tank traps or barricade to stop vehicles (not infantry)
        • Instead of the regular mines, partisan irregulars are given light infantry mines.
        • Partisans can be upgraded with survival training for 40 munitions
        • Gives partisan ambush camo
        • Gives partisan squad more health and armor
        • Gives AT partisan squad sprint ability
        • Vet 1 Increased Accuracy & vehicle tracking ability
        • Vet 2 Increased Survivability
        • Vet 3 Partisan squad gains 5th model (for late game survivability against tanks)

      • Command Point 4: Fear Propaganda
        • More Disruption in line with the commander concept
        • prevents blobing and force retreating units

      • Command Point 12: IL-2 Loiter
        • 23mm Cannon Strafing Mission
        • AOE Disruption




      Now I was debating whether or not the partisan squad should change. I initially wanted to replace them with Soviet irregulars. Equipped 2 man 2TG & 2 SVT for 250 manpower at 2 command points. It's too strong for a 1cp appearance thus it got pushed back to 2cp in line with other calling units of the same caliber. Reason being is that they are an excellent unit that has gathered dust for quite some time. This in part was an attempt to bring back units that at one point was in the game singleplayer and multiplayer under the old Soviet reserve commander. Same with the partisan survival training in addition to the barbwire & barricade.
    24 Jan 2019, 21:10 PM
    #55
    avatar of KaptinSpook

    Posts: 4



    Kursk Doctrine
    Utilize infantry tactics and heavy artillery to hold out against the enemy and wait for reinforcements.

    (2)Conscript PTRS-41
    Allows Conscripts to be upgraded with 3x PTRS-41, Vehicle Detection, camouflage and anti-tank grenade assault.
    Same as Tank Hunter commander.

    (2)Shock Rifle Troops
    This unit is basically a durable rifle squad. The Soviets currently have Conscripts or Penal Battalions as options for rifle infantry, although Guard Rifles fill in as well. Shock Rifles should rival the Guard Rifles in overall use and have a different theme. While Guard Rifles provide direct combat enhancement, Shock Rifles should have a support role.
    360 manpower
    6-man squad
    Armed with SVT-40 (penal battalion)
    1.5 armour
    Can use RGD-33 Frag Grenade.
    Can use AT Grenade (requires AT Grenade upgrade).
    Can use Oorah!
    Can use Suppressive Fire (requires veteran 1).
    Can use Vehicle Detection(requires veteran 2).
    Vet 1: Unlocks Suppressive Fire ability and decreases cooldown of grenade abilities.
    Vet 2: Increases rate of fire and survivability. Also unlocks Vehicle Detection ability.
    Vet 3: Increases accuracy and rate of fire.

    (8)B4 203mm
    Allows Combat Engineers to place B4 203mm howitzers.
    Same as Counterattack commander.

    (8)Frontline Vehicle Flares
    Fires flares over all enemy vehicles in frontline sectors, revealing them briefly.
    100 munitions

    (14)Finally Reinforcements!
    Call in a T34/85 and a veteran Shock Trooper squad. If pop cap is below 55 after these units are called in, another T34/85 is called in.
    500 manpower
    150 fuel
    50 munitions
    22 pop



    Soviet Suggestions

    T34/76
    What about that phantom co-axial machine gun; it spews bullets out of its main cannon?

    Guard Rifle Troops
    Guard Rifles are basically not really commander units (9/10 times a Guard Rifle commander is chosen) and are just too good. They can be effective versus infantry and tanks at the same time, something no other infantry unit can really do. I see this can go two ways; change CP requirement from 2 to 3 OR change the unit to not directly gain PTRS anti-tank rifles and change those into an upgrade that is not compatible with the DP-28. This would make the unit more appropriate for a specific mission.
    25 Jan 2019, 05:45 AM
    #56
    avatar of RoastinGhost

    Posts: 416 | Subs: 1

    Name: Deep Battle Tactics
    Theme: Soviet ambushes and armored offensives.

    Roster:
    Slot 1: T-34/85

    Slot 2: Universal Carrier
    • 0cp, 210mp, 10fu call-in. Can be upgraded with Vickers for Suppressing Fire. Vet 2 reduces Suppressing Fire cost, or repair speed if not upgraded. Self-heal removed.

    Slot 3: Tank Hunter Ambush Tactics
    • Maybe raised to 4cp to give it a drawback compared to the regular version. T-34/85 is already supported.

    Slot 4: Bloodlust
    • Name and stats very much WIP. Infantry timed ability, more damage inbound and outbound. Gives a small amount of health back for damage dealt. Not enough to use specifically for healing, but enough to give squads some more staying power/slightly less mp bleed. Rewards/requires one-sided engagements.

    Slot 5: 122mm Airburst Barrage
    • 10cp. A low-damage, wide-area artillery ability. Like UKF Airburst rounds, it has a chance of causing a vehicle Blind critical, and is effective against infantry.

    Strategy:
    Deep Battle Tactics centers on catching your opponent off guard. The Universal Carrier allows for unconventional opening strategies. Tank Hunter Ambush Tactics are not new, but the ability is not usually provided to the powerful T-34/85. Bloodlust allows infantry to capitalize on situations where they are dealing more damage than taking- such as shooting at retreating or suppressed squads. 122mm Airburst Barrages leave enemy forces stunned and vulnerable- the perfect opportunity to use tank ambushes or Bloodlust.

    Rationale:
    Soviet commanders have very few beginning-of-game abilities. The Universal Carrier may be a unit transplanted from another faction, but it adds another dimension to the T1 vs. T2 choice- it can provide either transportation or suppression. Bloodlust is unique in that it can provide (a small and reasonable amount of) healing in combat. Instead of a simple collection of powerful units, this commander encourages and rewards a specific playstyle. Variety is lacking for soviet commanders, and I think this is why. New abilities will also help on that front.

    Commander is available for testing here (just updated!):
    https://steamcommunity.com/sharedfiles/filedetails/?id=1381427264
    25 Jan 2019, 06:52 AM
    #57
    avatar of comm_ash
    Patrion 14

    Posts: 1194 | Subs: 1

    Conscript Assault Tactics:

    2CP: Commisar Command Squad: Same as NKVD

    3CP: Conscript Assault Package Upgrade: Conscript PPSHs + HTD

    6CP: For Mother Russia!: Same as Counterattack

    6CP: Rapid Conscription: Same as Conscript Support Tactics

    15CP: Red Banner T34/85: 1 Red Banner T34/85 is requisitioned to support the advance. Red Banner T34s are regular T34/85s with an aura that increases the suppression resistance and accuracy of all infantry units around them, at the cost of making them easier to hit (units fight zealously, putting themselves in harms way). They can also have the special skin they had in the unreleased commander. Only one Red Banner T34/85 may be on the field at a time (like a command tank).

    I would like this doctrine to give the Soviets a more Enemy at the Gates esque play style. This doctrine would encourage using conscripts for massed assaults, and taking advantage of the soviet manpower advantage. This would hopefully keep conscripts relevant into the late game vs. superior German Infantry.
    25 Jan 2019, 17:29 PM
    #58
    avatar of Fluffi

    Posts: 211

    Trenchline Breakthrough Tactics


    Theme: After the Sudden Strike of the Wehrmacht, the unprepared Red Army has quickly organized a crude yet efficient defensive line that even consists of trenches like in the WW1-era in order to stall the advance of the aggressively attacking enemy forces. As the initial might of the surprising german blow deep into the heart of Mother Russia slowly waters down, the Red Army is reorganizing and preparing to strike back with brute force.

    Disclaimer: I will suggest 7 instead of 5 abilities. Relic will have some creative freedom, should they choose my suggestion. Above anything else I wanted to provide some creative ideas.


    1) Red Army Defensive Line
    Allows Combat Engineers (and Conscripts?) to construct trenches and Bunkers.

    Visuals: The bunkers are the same as the preplaced ones seen in the soviet base sector.
    Rationale: People have been asking for buildable soviet bunkers for a while. Furthermore, the unique soviet bunker model will find more use this way
    Historical Background: Represents the muddy defensive line of the Red Army against Wehrmacht forces


    2) Lend-Lease Vickers Support
    Calls in a Vickers HMG squad manned by soviet soldiers.

    Visuals: My suggestion is that the Soviet Vickers Squad could be manned by a weapon crew that looks like Conscripts in order to mix things up a bit and differentiate it from Maxim and DsKH teams. But of course, it could also look like regular soviet HMG crews.
    Rationale: Soviets finally gain access to an HMG with a normal firing arc.
    Historical Background: Lend-Lease Program.


    3) Conscript Heavy Assault Package
    Allows conscripts to be upgraded with 1 (or 2?) DP-28 Heavy Machine Guns (as seen on Guards).

    Rationale: Giving Conscripts more of a feeling of a regular frontline soldier, rather than that slightly trash-troop theme they have. There has been calls for such a representation of actual soviet regular soldiers, especially from Russian players, so this doctrine could help alliviate these grievances.

    4) Strafniki Assault Package
    Allows Penal Battalions to be upgraded with PPsH-41 Submachine-Guns.

    Rationale: Gives Penal troops a ‘trench raider’ vibe in accordance with the doctrines suggested theme.
    Historical Background: The PPsH-41 was widely used by the Red Army. Since it is not available without doctrine, it should at least be in as many doctrines as possible. :P Furthermore, the aggressive spirit that this weapon package would give Penal Battalions would also fit with the historical role of this troop type, as they were often send on dangerous mission attacking enemy positions.


    5) Lend-Lease Conscript Bazooka Package
    Allows conscripts to be upgraded withor 2 allied Bazookas

    Visuals: Bazookas look rather cool on conscripts, try it out with an appropriate mod!
    Rationale: Same as with “Conscript Heavy Assault Package” (see above). Also, this goes well with the interesting Lend-Lease theme that has already been present in the base faction since release. This also nicely references the iconic game "Battlefield 1942", in which the soviet anti-tank class carried a bazooka.


    6) Incendiary Barrage

    Same as seen in countless soviet doctrines.

    Rationale: Suits the doctrine (and faction) theme of an aggressive brute force counter attack.

    7) KV-2
    Same as seen in the Soviet Industry Doctrine.

    Visuals: The KV-2 is not available in many doctrines. The battlefield will look more interesting when this were uniquely looking tank is seen more frequently. Its very recognizable visuals also make this tank somewhat iconic (for example, it is seen in the Sudden Strike 1 trailer). As such, it can contribute to distinguishing the soviet faction and giving it a unique visual flare and atmosphere.
    Rationale: Additional late game armor option for the doctrine. Also suits the doctrine (and faction) theme of an aggressive brute force counter attack, as it can tear down enemy emplacements.



    Final Disclaimer
    Should Relic actually chose this doctrine suggestion, then they can change details about it, like replacing one of the weapon package upgrades for Conscripts/Strafniki with, say, a Shock Troop call-in. What I care most about is the things I noted under ‘visuals’. Ideally, I would like these visual things to be accepted into the contest the way I though them through, though I will not insist that they would remain unchanged, since that would be rather daring. Finally, I am thankful that Relic offers this creative contest and hereby want to say ‘Thank You’!
    26 Jan 2019, 16:03 PM
    #59
    avatar of Tric
    Master Mapmaker Badge

    Posts: 1466 | Subs: 4

    After some talks with Talisman up late one night, we came up with a few commanders.

    Here is a quick idea for SU:

    Guard Command Reserves


    • 0CP - Radio Intercept
    • 0CP - T70 Command Tank
      • 320MP 90Fuel (only one at a time), built from tier 3
        • Vet1 - Capture
        • Vet2 - Increase Aura Size
        • Vet3 - Rate of Fire Increase & Mark Target (no recon plane)

      • Aura Effects - ONLY EFFECT INFANTRY (no teamweapons)
        • Received Accuracy
        • Rate of Fire
        • Accuracy

      • Other Details
        • Comes with slower movement/rate of fire speed (similar to command vehicle for UKF)
        • Comes with the current increase LoS ability (but unable to fire during) from start to compensate for cost


    • 3CP - Guard Command Squad
      • 430MP Cost (only one at time)
      • Abilities
        • Guard Nade
        • Smoke Nade
        • Hit the Dirt
        • Upgrades (can only research 1)
          • Anti Tank Package - 2x PTRS
            • Ability Unlocked - RPG 40 Anti Tank Assault Nades

          • CQC Package - 3x PPSH
            • Ability Unlocked - Sprint/Oorah (functions same way as USF fire-up)

          • LMG Package
            • Ability Unlocked - Suppressing Fire (same as previously named ability)


        • Flare (unlocked at vet 1)


    • 5CP - Conscript Repair Package
    • 6CP - Rapid Conscription


    Rationale:

    We wanted to try and mitigate overlap as much as possible as Soviets are currently plagued with this across most commanders.

    We also wanted to try and utilize an aura (that only effected infantry) as SU is missing this in its entirety, we wanted to attempt to pre-balance this by making the unit slow tech drastically to tier for in comparison to the standard build. This unit could also make a tier 3 build viable again, depending on whether or not the unit lives long enough to benefit from its veterancy. This along with the movement/fire rate reduction to the non-standard unit would mitigate it to a support role. This aura may also make conscripts see more play than the currently do inside the meta.

    In regards to the "Guard Command Squad" this was again, to introduce a unit similar to the Jaeger Command Squad, as it is not overly strong, but can fill a lot of "support" roles with its upgrades, but requires a larger than normal investment to compensate that.

    The 5 & 6CP options are to lean harder into a conscript opening, while not giving the early to mid game strength of the commander any power in the late game, truly forcing you to keep your units alive to get the most value of the commander.

    We also believe that the this commander could see play due to its versatility in 1v1 or team games, but it won't ALWAYS due so, due to the options that are available for other commanders.
    26 Jan 2019, 21:56 PM
    #60
    avatar of MaxRavenclaw

    Posts: 1

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