All these abilities and units were once fully implemented and are still in the game.
Edit:
Looked up this commander more and I can agree that the original implementation is overpowered. As such here are my ideas for proper balancing:
2. [2 CP] Urban Assault Panzergrenadiers
-360 manpower
-5x panzergrenadier models
-weaponry upon deployment: 4x assault grenadier mp40s and 1x flamethrower
-can upgrade for 2nd flamethrower for 60 munitions (no more free weapon slots after that)
-has access to satchel charges (identical to penals'), smoke grenades and vet1 medkit
-(no armor upgrade)
5. [12 CP] Strategic Bombing
-He 111 bombers flatten the target area
-300 munitions
About 2)
I would say either double flamer OR 5 men intead of 4 men, but noth both at the same time as it would be cheesy.
About 5)
Not sure, wouldn't it be like the old air supremacy ability from brits then which was extremely annoying?
Why not nerf it in a similar fashion or introduce a slightly changed ability by replacing the HE bombs with incendiary bombs? (tho that would possibly fry and melt weak GPU's, so I dont know about that)
But I definitely would love to see this doc in the game!
-Exclusive infantry upgrade, meaning no weapon upgrades. The design is to promote durability rather than damage. And with some damage bonuses behind cover, blobing would not be very effective.
0 CP: (Passive) Advance Infantry Tactics
- Allows infantry to use Sprint
- Infantry in cover gain increase sight range
1 CP: Opel Blitz Supply Truck
- Same as the Ostheers
2 CP: (Passive) Bolster Squads
-Exclusive infantry upgrade
-Increases squad sizes by one
-Available for Volks, Strumpioneers, and Obers
-Strumpioneers can still upgrade with the minesweeper
-Infantry in cover gain a cool down bonus
4 CP: Recoup Loss
(partial refund on dying infantry)
What purpose does this doctrine have other than allowing a cancerous volksblob strategy and making obers behind cover unstoppable? This is just what it looks like to me on paper. I dont know the details of your plans for "Bolster Squads" but if Obers and Volks can still get their weapon upgrades with it, it would be just ridiculous. This ability is the only issue I see, the rest seems fine and solid to me.
PaK 40
- same like Ostheer one
- 2cp call-in
- vet 4 and 5 maybe +5 range and +20% movement speed (?)
Ambush tactics
- 2 cp
- Sturmpioneers upgraded with a panzerschreck now get camouflage while in cover and a first strike out of cover bonus which grants +20% penetration and +50% panzerschreck damage for 5 seconds
- Unlocks an advanced camouflage package for the P4, JP4, Panther, Puma, and KT :
- Costs 40 munitions
- Once upgraded, sturmpioneers can perform a 10 second action on such an upgraded vehicle which has the same animation like Ostheer hull down
- The vehicle will become immobile and invisible until the camouflage gets cancelled (similar like cancelling hull down) or activated. If the vehicle gets spotted by an enemy unit before it takes a shot, this ability will get nullified until a Sturmpioneer repeats this process
- Ability gets activated once the first shot gets fired: this first shot has guaranteed penetration, stops the immobility and grants a blitzkrieg effect on that vehicle (same like vet 1 ability from p4 or panther). Once the blitzkrieg is over, this ability has a cooldown of 1 minute, then a Sturmpioneer squad can repeat this process. Shares a cooldown with normal Blitzkrieg from vetted P4, Panther and King Tiger if it gets activated
I dont know if this particular ability can get implemented technically, but if yes, the idea is it to give OKW tanks an awesome yet fair ability vs tanks if microed properly. The free blitzkrieg could be used either to quickly drive away or to assault the damaged tank. If the assault fails, you cannot just quickly get out cuz Vet 1 blitzkrieg is on cooldown
If it cannot get implemented I guess it's best to just replace it with Hull Down from Ostheer (but keep the Sturmpio schreck camouflage). Or replace it with a different "small" Hull Down ability, for example: less sandbags in the animation and grants +80 health permanently(but nothing else), vehicle can still move normally and keep it at 2 CP and 40 mun. Rename the slot to "Anti Tank training" or something like that
Anti Tank Panzerfüsiliers
- 2 cp
- 300 mp
- 5 men call-in squad
- spawns with 5 Kar98s
- Same Kar98 performance, health and received acc. like normal pfussies
- Can be upgraded with 2 Panzerschrecks for 120 mun
- Can lay Tellermines
- No snares, no HE grenade , no recon flare, but a concussive stun grenade… similar stats like the one from Sturmpioneers (maybe slightly bigger AoE), stuns any vehicle in its AoE for 4 seconds. (does not follow a vehicle tho like a snare!)
- Same veterancy behavior like normal pfussies apart from: vet 1 decreases stun grenade recharge time by 25%, vet 2 increases concussive grenade throw range by 30% and decreases weapon reload by 10%, no accuracy bonus, vet 4 grants another -10% weapon reload, vet 5 no longer grants passive sprint but +40% accuracy
HEAT ammunition
- 7 cp
- same like in elite armor doctrine
- can also be used by the PaK40 and PaK43
PaK 43
- 8 cp
- Same like in every other doctrine with Pak43
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Idea and further explanation:
If you hop out of an open top vehicle that is targeted by a snare it will switch targets to your infantry, there isn't a known way to fix this. Especially noticeable with the AT satchel sticking to infantry that hop out of the 250 because of how sloooow it is.