CP4 would be fine if it had no CP requirement, so it could become a decent alternative to the Ostwind. Less AI for better AT, armor, veterancy (arguably) and an aura on top of that.
But suggested improvements like aura improving with veterancy / stronger bonus for player, smaller bonus for allies / rework to a stronger timed ability / supportive abilities like smoke shell or small barrage could also work as more complicated measures to make the CP4 attractive again.
This is why I'm against buffs to the command P4 itself.
If the unit only has a token or limited aura and has great base DPS and performance on the tank people most likely will just use it as any other tank rather than in the command role.
The concept of a command tiger itself is kind of ridiculous to balance, because surely most people agree the design of a weak unit that provides buffs and can be targeted first is more balanced than a heavy tank that outguns anything it faces.
The balance team correctly realised this and it has a DPS trade off like you say... But obviously the tank is being ignored in its intended role. Because you know it's a frickin tiger tank
Maybe create a unique 221 at 60 fuel but aura with accuracy and pen buffs? Maybe throw in a timed extra damage mark target ability too. Then it will synergize well with other doctrinal abilities like shrek pfuzzies if you micro.
This +1
Like maybe replace Panzer Commander with an actual command vehicle and make the Tiger a normal Tiger. This could make the doctrine even stronger though, unless some adjustment is done like giving the Tiger the same tech requirements as the KT.
It's scary how dominant of a player Refero is despite all the losses he suffered, you did really well by beating him. I don't usually play Defensive doctrine against UKF, cause I get bored if I can't bully their infantry with Assault Grenadiers or Stormtroopers, but here are some humble observations:
- I agree 222 was a good choice, it forces UKF into getting an AEC, which sets back their tech allot. Against Soviets I don't bother with early T2 unless I lost momentum and need a pak and against USF I'm not yet sure if I should get a 222 or if all the soft AT presence makes it not worth it.
- Stug E could've been a bit more active I feel. They have 50 range so can be almost constantly shooting without getting themselves into big danger. Even if damaged you can often go to a less hazardous area and keep shooting from a distance. I don't ever feel the need for a Brummbar with 2-3 Stug E's personally.
- The Stug G can actually do quite well against infantry if vehicle prioritization is off. The fast fire rate and pintle gives them about the same damage output as a 222. Especially a Stug G supporting a Stug E is powerful, because the pintle can finish off low health models.
- I don't generally use stun round with the Stug G. It not only halves the damage, but also interrupts the reload cycle, so you're closer to wasting 240 damage instead of 80. The stun round on the Stug E is much more responsive and allows your Stug G's to keep firing at their best firerate.
- The late double pak guns were a good idea. I feel any army composition needs AT guns at some point, because they're so popcap efficient and because your repair capabilities can hit a limit. Also TWP is just absurdly good.
- Keep a late repair bunker in mind as an option. Yes, it's overpriced, but it can slowly pay itself back because it doesn't take up pop (Pio's cost 7.5 mp per minute in pop), repairs about 25% faster than unvetted sweeper pio's and frees up micro. There's not really a pressing need for extra fuel or munitions from caches with this build, so it's a decent investment.
- You had a defensive trench in the middle which was great, but you could utilize them even more. You should use trenches on the enemy side in such a way that you can severely punish your opponent if he ever looks away from them, while making it pointless for him to occupy it himself, cause it would simply allow you to concentrate your forces somewhere else. This can be done as such:
Purple is an example of a strongpoint trench. It's generally not a problem if it's taken by the enemy, cause most of your force is concentrated there to easily flush it out.
Blue is an example of a trench with limited firing angle. It's build behind the middle building, so an enemy squad can't fire back at you if it's taken from you.
Green is an offensive trench. It's pointless for the enemy to keep occupying it because he would lose momentum by doing so, while making your harassing troops a true pain in the ass to deal with.
Yellow is an example of a risky trench. It's on the enemy side, but it's not necessarily a bad idea for the enemy to always keep occupying it. Make sure the trench is placed in such a way that an enemy HMG can't watch over your approach.
Someone forgot to tell Hans that brummbar is super up and needs buffs and he, being unaware, got it to vet3 by wrecking everything that has legs with it.
Well HelpingHans would reck me with Pioneer spam, so I'm not surprised.
Man, this thread is solidified gold, I haven't laughed my ass off as hard in a long time. I hope OP is just a high IQ troll and he doesn't have depression and a twisted worldview.
I find the idea interesting, but think Battlegroup actually needs some more AT to be a viable alternative to Mechanized (in 1v1). I think a way to do this is either:
- Allow Sturms to upgrade double Schrecks if battlegroup is deployed.
OR
- Allow Sturms to upgrade a Schreck alongside the sweeper if battlegroup is deployed.
This would allow additional AT support for the AAHT.
IMO Churchill shouldn't cost more pop than a Panther, it has allot of health sure, but it also feeds veterancy to AT units and tanks like no other. 19 pop made it very hard to keep a competitive army composition to support it (note: you already need to have allot of pop for repair units to keep it on the field).