Anything that the UKF has with indirect fire is already a standard choice for them, for example Royal Artillery and Mobile Assault (due to the Land Mattress), Royal Artillery will be chosen even more now with the beefed up Sexton and if they hopefully add a mortar to the Air supply operations for Tactical Support, it will probably become part of the "meta" once again since it was a long time ago when Sector Cover or whatever it was called was overpowered.
It's my firm belief that the only 2 things kicking the UKF down right now are the lack of snares, the reason why they're being added by default in the preview and also the reason why the Tank Hunter IS from Special Weapons are so used as well which I forgot to mention, and mobile indirect fire like I already said, I would add doctrinal Tank Traps to that too but that's just my opinion, I just like the "buggers" so to speak. |
Alright so I tested out the German Infantry Doctrine now as well.
Stormtroopers are nice but a bit too CQC for my taste, I think they are a bit better in the Elite Troops doctrine where they can upgrade to both Schrecks and G43s and be effective at a longer range, since they're basically in the same spot as the Panzergrenadiers right now where they're a close combat unit with an AT weapon that isn't particularly effective against infantry, especially at close range.
The Assault officer is a bit overlapping with the STs in my opinion as well as others have already wrote down.
5 man squads are nice I suppose but I haven't tested out the 5 man Grenadier squad yet, Pioneers are good tho, especially together with the Flamethrower, I think they also repair and build just a tiny bit faster. I only think that Panzergrenadiers should also get a 5th man for all intents and purposes since they are a pseudo "elite" assault squad for the Wehrmacht after all.
Nothing much to speak about the Frag bombs and Sprint abilities, I only used sprint to get my guys faster to the front when I had to retreat them, Frag Bombs I almost couldn't use at all because of the amount of other ammunition abilities at my disposal.
My suggestion is replacing the Stormtrooper squad with the Urban Assault Panzergrenadiers from the Urban Assault doctrine, MP40s armed 4 man squad initially, has the 5th man upgrade, and can also upgrade to a single flamethrower and StG 44s, they also have the bundled grenade (I really hate satchel charges), and the German magnetic HEAT grenade (Hafthohlladung) and med kits. They will also be able to only repair vehicles (I'll come to why this would be useful in a bit).
The reason for this is because as others have pointed out, the MP40s on STs are a bit weird, plus the Soviets got the commissar as a new unique unit, I think this would be the perfect opportunity to give the Wehrmacht something new as well while keeping it practical.
Another suggestion I have is the inclusion of the Forward Supply Station to replace the global Sprint ability, again from the Urban Assault Doctrine, I think it's better to have a manpower and fuel based ability to sort of provides the same effect as Sprint, and that being the shortening of walking to reinforce basically.
My last suggestion for the doctrine is the replacement of the Artillery Officer with the Tiger, another manpower and fuel based call in. Together with the Urban Assault Panzergrenadiers they will synarges well, plus many other Infantry themed commanders are present for the Soviets that have either KV1s, KV8s or T-34/85s in them as well, along with the USF Rifle Company which has the E8s. It will basically be there to support your guys on the ground and be as I said, another thing that doesn't cost ammo because I think that the 5th man upgrade costing ammo, plus the "US" PGs have a lot of ammo costing abilities, plus the Frag Rounds is enough and balances it out.
I also had the idea of an "Advanced Bunkers" ability instead of the Forward Supply Station that basically gave the Bunkers a 4th upgrade with repair pioneers to sort of act like the Soviet repair shop from Sov Industry, and a forward retreat point ability to the command bunker, effectively just splitting up Forward Supply Station, the problem with this is that I didn't plan for "US" PGs to be able to build, they give up their building capabilities in order to be able to repair vehicles and synergise with the Tiger. It's also something that will again cost munitions and in general, I think it just fits in more with the Defensive doctrine, making it more unique and using the Osttruppen to build bunkers around.
Maybe either the Pak 43 or Sector Artillery can be replaced there with this, seeing as the Pak is nuked before it can even fire a few rounds off and Sector Arty seems a bit broken right now anyhow, if it's not possible to salvage it that is, perhaps it would break the mentality of people that this is just "Osttruppen 2.0" when it gives bunkers a little bit more utility. |
Can someone explain to me why OKW still doesn't have the ability to build caches?
I get why the didn't have them at release due to truck abilities... but that was removed a long time ago. So... why?
The reasons are a few, first off is original design, the OKW are meant to portray the 1944 German Army pushing through Ardennes, altho nobody can still explain why exactly they're lacking some better support weapons.
So that would mean low resources, they had to salvage a lot and so forth, hence the salvage ability for OKW Infantry.
Then we have their design choices, which were those "truck abilities" you mention, after which they were removed the OKW resource gathering was standardized to that of the other Armies.
Next up we come to the King Tiger, which is the only default heavy tank available to anyone, one might argue that the British have the Comets and Churchills without a doctrine however, I would consider the Comet more of an upgrade to the Cromwell, so a bit better performance, rather than it being a fully-fledged heavy tank, and the Churchill is more of a meatshield/breakthrough/infantry support tank, slow, heavily armored, has a mediocre gun found on most medium tanks so nothing special there, but I would say that it makes a great meatshield for Fireflies and it farting smoke makes it great for providing support to infantry.
So all in all, right now, they probably don't have caches because of the salvage ability and King Tiger.
One possible way of keeping it unique but still having a way to "secure" a territory in order to get more sources is with the 223 Command Car which I already suggested, just given the ability to capture as well as lock down in territory similarly to the Wehrmacht Opel Blitz supply truck, that's all. |
gdamn, you are right. there was no 105mm jumbo.
still having a 76mm variant of jumbo might be good for the viability of armor company. a desperately needed meatshield for US.
works exactly like the churchill. slow but with superb armor and a fairly okayish gun that gets the job done in the long run.
That's the problem my dude, the game is basically at the end of it's support cycle (Google CoH2 5 year plan if you want even) so Relic are unwilling to even make anything new for the upcoming commanders.
And model importing was disabled back in 2013/2014 when videos started popping up of CoH models in CoH2.
Anyhow, given that the M4 105 Sherman is already present, it was specifically designed to be an infantry support tank so giving it a bit more armor or HP to act as a sort of KV1 or Churchill would not hurt it from a design standpoint from the USF I guess since they really do need a meat shield, problem is making it balanced, but I don't think that's possible given the doctrine it's in, something like Infantry or Rifle Company would suit it more nicely but then again, those doctrines are not in the current revamp list so yeah... Basically, all of the doctrines just need to have their tank call ins reshuffled to make more sense and to make the commanders a bit more useful than now, that's all, even OKW has that problem. |
Correction: a bullet punched 3 pine inch boards at a distance of 200 meters. These weapons are much more powerful than PPSh. Therefore, I wrote that this light carbine can be made close to the STG.
Yeah, and the AK47 can punch through railway tracks... Give me a break from the Soviet propaganda. |
Armor company sherman dozer needs to be a sherman jumbo with a 105mm gun instead.
Basically a churchill with a brumbar gun. current incantation is too flimsy for a late game tank. Even a kv1 has more use and comes earlier.
Visually that's impossible, plus historically inaccurate, there were only ever Jumbos with 75 and 76mm guns.
In-game I guess it can act as a meatshield for the USF. |
More like replaced by Ass Engies if you ask me. |
You should adress relic that question. Why for example soviets even have howitzers when half of Ostheer commander roster can just auto-delete them at will with recon + bomb combo? It's been like this since day one and nothing changed.
It's not like giving Pak brace will help it against priest or (buffed)sexton for example. It will just make soviets unplayable for team games and thats all it will achieve.
I'm not for giving it brace, I'm just wondering what's the purpose of it's existence even if it can be so easily taken out, that's all. |
Pak43 with brace will break game. IL-2 Bombing run was meant to counter that thing, if you cant nuke it with planes Sov wont a single way to remove it at all. Sov howitzers arent answer because they get insta-deleted by dive/fragbomb+recon found in half of ostheer commanders.
So what's the point of these static guns then, including the British emplacements?
Besides historical authenticity, if we could tow them then yes, they would be useful, but right now we can't so we're better off not having/building them at all, or having their mobile variants.
Hell the British don't even need the Bofors, they have the Centaur for AA purposes.
And the 17 pounder I still don't see as often even after the change to it's pop cap.
And I never even see the Mortar pit unless it's some Sim City type dude trolling with it or a newcomer playing. |
I understand the pak43 because 2 shot most allied vehicles, but it gets insta nuked almost everytime. The stug e is a meme, its super inconsistent and dies in 3 atg shots, probably would prefer to tech and get a p4
Agreed, that's why I don't bother with static defenses, they all get nuked rather easily in general, if I want Arty I got either UKF for the Sexton or USF for the Priest, that is, non rocket arty.
The problem here is that as the name suggests it's a "Defensive" doctrine, giving it tank call ins like the StuG E is a bit counter-intuitive, but then again we're really running out of options here, I mean people are bitching about it but in reality Osttruppen really work well with Defensive Tools or whatever it's called now because they're easily spammable and can all build trenches, while if you didn't have them the ability is largely useless because you're confined to less building and manning power basically, as my past experience with the commander proves.
The only real defensive choices as I already noted down in the Wehr command revamp discussion topic were Osttruppen, cheap spammable infantry to build and man the line, the Panzer IV Command Tank since it gives out defensive buffs, the Elefant because if we're honest it's just a mobile Pak 43, the problem is that it's already present in 2 doctrines which is a non-written limit for both of the Armies, the Soviets also only have the ISU-152 in 2 doctrines.
Maybe just replacing the StuG E with Panzer IV Command Tank since it's a bit more defensively oriented and replace the Sector Artillery with either Hull down or a LeFH 19, given that the Osttruppen are present, they can help out with the digging in of tanks, even better if they can dig in friendly tanks. |