General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Edit: I was not sure what should be a good doctrine to adjust for Ostheer but here is what I think
German Mechanized
1. The 250 Grenadier Halftrack (perhaps the panzergrenadier as well)
It can be quite potent but in the current state is expensive.
-Change it to a lone 250 Halftrack call in.
-Cost 150 manpowerish and 10 fuel
-CP to 0-1
-armor should be brought down to M3/WC 51 levels
-able to garrison mortars?
2. Lefh 18
I notice the manpower and fuel adjustment was not brought back from the FBP
This way the Lefh 18 can be adjusted for all doctrines.
3. Command Panzer 4
Let me throw this idea out. Why not make it into a OKW variant instead of a short barreled variant?
Encirclement
I have ideas and implemented in my mod but primary I would say the Stormtroopers need some price adjustments.
Additionally, perhaps removing the light mortar barrages to frontline sectors in Close the Pocket to prevent players on wasting their munitions when nothing is cut off.
OKW
A lot of these doctrine needs one or two abilities changed.
Special Operations
1. Radio Silent
-Renamed to Silent Operations
-30 second duration
-Minimap Icons Removed
-Infantry Units will move at an increased pace and will be clocked for the duration.
2. Infiltration grenades price increased to 30
Firestorm Doctrine
1. Replace the Thorough Salvage with an Opel Blitz Call in
-Thorough Salvage is a double edge sword ability because it takes longer, and with the lack of cashes, an opel blitz call in could be good alternative.
2. Replace the Recoup Losses with a GrW 34 call in with access to incendiary barrages
3. Hetzer needs a damage buff to equal the KV-8
4. Change the Rocket Barrage to a JU Incendiary Bombing
BURN BURN BURN
USF:
Recon Support
1. Forward Observers and Riflemen Flares should be merged
2. IR Pathfinders
-2 man sniper equal to the Soviets Scout Sniper
-Calls in Major Arty
-Major Arty has a Global Cooldown
-400 Manpower
3. Greyhound
-Damage increased from 60 to 80
-Comes upgraded with armored skirts
-Vet one ability replaced with a scan Observation mode
4. Recon Strafe, becomes a Loiter Variant
5. Paradrop Air Combat Group to regular paratroopers
Mechanized
1. WC 51
-reduce the fuel cost from 20 to 10
-make it start on cooldown
-60 to 90 second cooldown
2. Change the M3 Halftrack to a Greyhound Call in
3. Change the Recon sweep to Combine Arms
(with the half-track being changed to Greyhound it could be renamed to Motorized Company)
UKF
Advance Emplacement
1. Repair Engineers can no longer repair in combat
2. Replace the Precision Barrage with a 25 pounder artillery pit. If they are going to have an artillery ability to counter the counter might as well let them play the same game as everyone
Tactical Support Regiment
1. Command Vehicle is right now a gimmicky ability. Minimized its affects but do not gimp the vehicle itself.
2. Salvage Engineers
-One engineer call in
-250ish manpower
-does not automatically come with minesweeper so people can choose it they want it for combat or make in unique and able to put the sweeper away like the OKW Sturmpio.
-2 cp
3. Air Resupply
-change from a sector target ability to a free target ability
-no longer must target the front line sector.
4. Forward Observation post
Needs changed or reworked it is expensive and has a lack of targets. By the time someone uses this ability, the field already has garrisons destroyed, garrison destroying units and want to use the fuel to field tanks.
Well, time for me to try to push for parts of my mod to come live.
*I have been preaching about commander change a recently, and hopefully some of my basic suggestions will be heard.
I think I said of good way to rework the Close Air Support Commander and Luftwaffe Supply Doctrine.
Luftwaffe Officer
-Abilities change from Close Air Support Commander and Luftwaffe Supply Doctrine
-Abilities share cooldown with their counterpart
-Doctrinal abilities recon ability replace the officer call in
Officer Variations
-Recon Pass
Improves with veterancy
can be come a loiter
-Supply Drop Zone
Not Tailored to a strategic point
-Anti infantry strafe
one aircraft loiter
-Anti Tank Strafe
one aircraft loiter, will need to be careful on preformace
-Stuka Dive bomb
Strategic bombing? like the commandos doctrine
or to like a bombing loiter like Overwatch
-Incendiary bombing run
Loiter like overwatch
This is just a brief idea, I have to leave soon so I can make replies once I come back.
It good idea but most of the abilities what did not make it into the game where problematic.
Actually there are many soviet/wer abilities that can be found only in one or 2 doctrines (other than the trade mark abilities) that could become more common.
There are even "easy" "new" abilities:
For instance Ostheer could get 4 different types of officer like a artillery officer, a Luftwaffe officer (exist already), a panzer officer and infantry officer each with different abilities.
Or maybe soviet industry allowing to build "green t34" from t3.
Sorry for the late response I was working some possible idea, can be read above.
To me, some of the officers abilities just are either lack luster or a way to increase the number of slot on the commander roster. The Artillery Officer works with on field assets while the Luftwaffe Officer just calls in airstrikes basically adding more abilities to the officer. If they were an improved version of a commander ability while sharing the same cooldown. Then it could be useful... I think I said of good way to rework the Close Air Support Commander and Luftwaffe Supply Doctrine.
Balancing T34s that early maybe hard but possible.
Here are some alternative ideas for some various doctrines.
Soviet Industry
Replace Allied Air Drop to Engineer Salvage Kits
Replace Vehicle Crew Repair Training with Soviet War Machine
Soviet war Machine
-120 second time ability
- up to two/three lost tanks/assault guns will be replaced with Green T34/76s (similar to rapid conscription)
-200 munition cost
Green T34/76
-Max health 400 making it either a 3 shot kill or a 2 shot and snare kill.
-increased target size by 2
-unable to vet
-skin locked to default green skin.
-still have access to ramming
(in order of the Green T34 to look different then regular, the regular T34s should have the Hulls extras on.)
NKVD Rifle Disruption Tactics
I know have been talking about this doctrine a lot, in which we all agree it needs reworked. It should be around harassing or Disrupting the opponent. Additionlly having a third doctrine with partisans would make the bulletins more appealing.
-0 CP: Radio Intercept
-2 CP: Hit the Dirt
-2 CP: Partisans (the Disruption unit)
-6 CP: Fear Propaganda
-9? CP: Scorched Earth
60 Second Overwatch action that calls in Mortar Barrages (Incendiary?) in friendly territory
Soviet Shock Army
As stated before, too many overlapping abilities.
-2 CP: Shock Troops
-2 CP: 120mm Mortar
-6 CP: Fire and Manuver
-time ability
-vehicle increase accuracy and perhaps able to cap?
-12 CP: IL-2 Loiter
-14 CP: KV2
The Doctrines Terror Tactics, Anti-Infantry Tactics, and Shock Rifle Frontline Tactics has Three overlapping abilities making them too similar so a small rework should be in order.
Terror Tactics -Shocks -fear propganda
-Ml-20 -KV8
-IL-2 Bombing Strike
Here is how I would change the doctrines so their would be less overlapping abilites
Anti-Infantry Tactics
2 CP: Machine Gun Nests
-100 Munitions? With a Dshk in the doctrine making this cost munitions would not deplete the manpower for unit call ins
2 CP: Dshk 38 HMG
4 CP: Recon Overflight
7 CP: Incendiary Barrage
8 CP: KV-1
This doctrine would be transformed from a support-ish to a more defensive doctrine. Since this doctrine was in the middle of the other two in likeness, changing it would be Ideal. While the other two do have two same ability and one like ability, this should be fine. Though we can always change Terror Tactic's Shocks into Assault Guards?
Speaking of similar doctrines, Guard Rifle Combined Arms Tactics and Soviet Combined Arms Army. Even half of their name is the same. They two same ability and one like ability in the form of the airstrike. With Guard Rifle, they do have synergies, Guards with long range and Conscripts with PPSHs is close range. So I will focus on the other doctrine.
Soviet Combined Arms Army
-1 CP: Forward Observation Post
An Alternative "Cashe" to be built on a point to provide more vision like an observation post point.
75 munitions
-3 CP: Assault Guards
-5 CP: Anti Tank Gun Ambush Tactics
-8 CP: ML-20
-12 CP: Il-2 Bomb Strike
Some of these abilities have actually made it in the game in mission packs.
I knew some abilities were used somewhere, like Soviet War Machine and Scorched Earth were used in the original the Soviet Campaign. What I would like to do is to bring in new and unique abilities to the doctrines instead of mashing a pool of abilities together like Relic did.
I think we are going about the Soviet Doctrine all wrong. There are simply a lack of unique and powerful abilities. Here is a video of unused doctrinal abilities. I will give a quick summery what it could be in the game.
Soviets start at 2:09
1. Scorched Earth
-Frontline Overwatch ability that drops 120mm mortars on advancing enemies.
2. Hold the Line
-Infantry will gain combat bonuses in friendly territory for a time.
3. No Retreat, no surrender
-too similar to hold the line and too gimmicky.
4. Manpowerblitz
-would promote too much blobing, not a good idea
5. Red Banner t34/85s
I have actually done something with this in the past
-One time call in of two T34/85s
-Skin locked to the Red Banner colors.
-Since it is a one time call in, they could revive a small discount in comparison to building t34/85s
6. Sector Air Cover
would be too similar to the IL2 loiter. (it maybe it because I can not remember the voice line to it.)
7. Machine gun nests
-do I need to explain this one?
8. Fire and Manuver
-time ability
-vehicle increase accuracy and perhaps able to cap?
9. Forward Observation posts
-Either a free standing watch tower (owned)
-Or a alternative Cashe for vision instead of a munition or fuel
10. Green T34/76, Soviet war Machine
I have a unique idea that combines theses voices lines
-Time ability
- up to two/three lost tanks/assault guns will be replaced with Green T34/76s (similar to rapid conscription)
Green T34/76
Max health 400 making it either a 3 shot kill or a 2 shot and snare kill.
increased target size by 2
unable to vet
skin locked to default green skin.
still have access to ramming
11. Evasion tactics
infantry unit may Oorah sprint for 5 seconds (like the Ostheer sprint)
With these doctrines being underutilized, I decided to rework them.
German Infantry
In comparison, Jaeger Infantry is camouflage while German Infantry should be focused on open combat.
-0 CP: Assault Pioneers
-0 CP: Sprint
-1 CP: Artillery Officer
-2 CP: Model 24 Stun Grenades (Assault Pioneers can use this)
-4 CP: Smoke Bombs (Airstrike)
Idea behind this is an alternate T1. Assault Grens/Pios can fill the role of standard Grens. The Officer can increase their damage, call in smoke, and later coordinate fire for Pwefers. The smoke bombs airstrike will allow a global smoke option so the player is not limited to the Officer. Assault Grens and my Assault Pio are still on the weaker side of thing but the Stun Grenade ability should help them level that out.
Blitzkrieg Gotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles so this should be focused on fast and aggressive vehicles.
-0 CP: Panzer 4 F1 (Buildable Short Barrel P4s in T3)
-4 CP: Fast March
-7 CP: Tungsten Rounds (90 seconds of increased weapon penetration for all vehicles. 120 Munitions)
-9 CP: Vehicle Breakthrough
-10 CP: Command Panther (Equal to the OKW, up to 3 stars of veterancy)
Ambush Camouflage
Now Pioneers, Pak 40s, and GrW 43 Mortars can be upgraded with Ambush Camouflage
250 Half-track
To bring it in line with the Universal carrier, the frontal armor is being reduced to 7 from 11. Fuel cost is increased to 10 from 0
Quality of Life Change
When units are garrisoned in a vehicle, the vehicle can now cap, resulting in better queuing for mass capping.
I generally agree that the unit is underutilised for its performance, but I would not go as far as comparing it to "2640 hp grenadier". That is for a number of reasons:
1. Units shooting out of vehicles have only half the chance to hit.
2. All small arms are going to hit the vehicle with probability of 1, while it is not as easy to hit grenadier, especially in cover.
3. There is also rear armour of 5.5 which is much less and you are going to often show it, especially with pios inside.
4. You cant use all the great abilities grens have, this includes not only nades but also for example retreat.
5. Last but not least, grens are resistant to any type of AT, while the ht is going to get heavy damage from it.
Generally, IMO, it is much easier to lose the HT than to lose a squad of grens.
1. The half accuracy when garrison in a vehicle is not true. If the vehicle is stationary the units inside are still have full accearcy, they still recive moving penalties if the vehicle is moving, yet the LMG can still fire but with its own moving penalties. With the doctrine it in, not moving is fine with its spotting scopes.
2. Since the halftrack are targetable, units are more like going to target it rather than Gren squad itself.
3. It call reverse moving and not showing your rear, anyways 5.5 rear armor is quite high, higher than the frontal armor than the Kubel/WC 51/M3 Scout.
4. Why waste munitions on standard squad if it really can not touch your grens, or why waste munitions on a HMG that can now easily flank? For retreating, you can reverse move out or know your limits. You can always hop your grens out.
5. Spoting scopes will allow you not to drive into at guns, and you can always hop your grens out.
Today I want to talk about the Mechanized Grenadier Group and how it is an underrated ability. Yes, it can be quite good. The main thing is the 250 half track in which every one believes is it a undesired unit. First off lets look at it stats and compare them to the M3 scout car and the 222.
Now if we take the this formula to find effective health. Since we will be talking about small arms, penetration will be one.
Health/(Penetration/Armor)
Effective Health
250: 2640
222: 2880
M3: 1080
This ultimately means the 250 halftrack is a 2640 health Grenadier, that can also kite. This means you can stay at the max range where Grenadiers still do well. Since this ability only comes in one doctrine, German Mechanized Doctrine, it also has access to spotting scopes to help spot threats such as infantry held AT and AT guns. If your opponent is blobbing, hit them hard. They will have trouble in fielding AT guns. Force them to pay for reinforcing.
Now, if we load in a flamer pioneer, it puts the M3 Clown Car to shame for clearing garrisons. Alternatively loading up a minesweeper still works for quick/deep sweeping. When vs MGs, they do have a greater penetration so be careful. Additionally, Allied mines are weaker so they will not one shot the 250 allowing the Pios able to repair. (Quicker than a 222 since it has less health.)
While still having less effective health than a 222 this group posses more anti infantry damage. I found this ability quite effective when your opponent is blobing. If they get PTRS, Bazookas, or Piat blob in retaliation then unload your Grens the 250 can still be a spotter for the Left 18 Howitzer as well in general. Additionally, forcing your opponent to get AT held weapons means your Grenadiers will have a better time fighting against poorly equipped units.
The Mechanized Assault Panzergrenadier variant I would say is weaker. The must be in closer to fight making it harder to fight snares as well enemy rifle rate of fire would increase. Swap them for Flamer Pios and hit the flanks I say.
Cons:
-3 Command points
-Weak to AT
-Cost 500/30 so getting your Pak 40 out will be harder. However, with LMGs already come on your squad then it spares up your valuable early Munitions for Tellermines. Additionally, Grenadiers themselves do not take much damage anyways to you can also stall your Med Bunker for making use of that munitions for more mines.
Also for a quick QoL fix of all garrison-able vehicles. Do you think we could make the 250/251/M3 and etc could enable to capture points when garrisoned? This can allow for better queue moving for a mass capture.