Commander Ideas: 2015 Edition (Create Your Own!)

#1
3 years ago
Seeing the two new Western Front Commanders send a real chill in me spine and spleen. So I decided to go back to the Commander Idea Ring once again, But this time: I want YOUR Ideas too!

Why waste a Moderator's Time sifting through copious amounts of Idea Threads when he can check only one to see the good stuff: The Mega Thread of Ideas.

But to make this simple, I need to impose my own set of rules to make reading these potentially great Ideas a rather pleasant experience...

Here is an Template of what I recommend to put if for a Commander Idea:

Title of Commander (Faction Initials [USF, OST, OKW, SOV, UKF]):

(Maximum of 5 Abilities Please)


1CP: Ability [Cost of Ability, Passive or Not if New and Unique Ability]
(Decription of said Ability, if new and unique)

2CP: Ability [Cost of Ability, Passive or Not if New and Unique Ability]
(Decription of said Ability, if new and unique)

3CP: Ability [Cost of Ability, Passive or Not if New and Unique Ability]
(Decription of said Ability, if new and unique)

4CP: Ability [Cost of Ability, Passive or Not if New and Unique Ability]
(Decription of said Ability, if new and unique)

5CP: Ability [Cost of Ability, Passive or Not if New and Unique Ability]
(Decription of said Ability, if new and unique)

HOW TO BE USED: Simple Description of Commander and/or Simple Strategy of Use

Should you like an Idea, Please like it by pressing the like button at the bottom right corner of the post.
Now here are my Ideas. ;)...........................................

Superior Infantry Doctrine (OKW):

2CP: Panzerfusiliers

3CP: Infiltration Tactics

4CP: Veteran Squad Leader [Cost: 60 Munitions, Upgrade]
(Grants the ability to give Volksgrenadiers, Obersodalton, and Panzerfusiliers a veteran MP-44 equipped Panzergrenadier to lead the squad. not only increasing the squad-size by 1 permanently, but also giving them smoke grenades. in the case of the Panzerfusiliers, the Panzergrenadier replaces 1 of the squad-members.)

4CP: Sd.Kfz 251/9 "Stummel" Halftrack Assault Gun [Cost: 220 Manpower, 50 Fuel]
(Grants a Stummel, a Sd.Kfz 251 Halftrack that holds a 75mm low velocity cannon and coaxial MG. Can be used as a Makeshift Stug III and as a reinforcement point for allied infantry)

6CP: Valiant Assault

HOW TO BE USED: Show the Americans that the Fatherland has the Superior Infantry: Panzerfusiliers, Infiltration Tactics. Superior training of Squad Leaders Supported by Valiant Assaults and Stummels.NKVD Assault Tactics (SOV):

2CP: Shock Troops

2CP: Assault Commissar Squad [Cost: 260 Manpower]
(An Assault Commissar Squad, a 5-man squad(Commissar and 4 Conscripts) Equipped with PPSHes and a number of Abilities*to rally the troops, is allocated to your command)

*[Abilities include the following:]
Rally: The Commissar Rallies nearby troops, increasing speed and defense from suppression for a short time [Cost: 15 Munitions]
Rocket Strike: The Target is bombarded with 10 rockets(an Off-map Panzerwerfer barrage) [Cost: 80 Munitions]

5CP: Fuel Blitz
(High Command Dispatches emergency 100 Fuel immediately, but will lose 150 fuel income over 4 minutes time.)

7CP: OT34/76 Upgrade Package [Cost: 60 Munitions, Upgrade]
(Upgrades the T34/76 into a OT34/76, a T-34/76 modified with a hull-mounted flamethrower)

10CP: Sturmovick Attack

HOW TO BE USED: Start off with the already deadly shock troops, made even more deadly with an Assault Commisar's buffs. and jump-start the road to a Deadly OT34/76 with a Fuel Blitz and Sturmovick Attacks.Infantry Hunting Doctrine (OST):

1CP: Ambush Camouflage

2CP: Model-22 Stun Grenades

3CP: Landser Squad [Cost: 350 Manpower]
(Calls in a 5-man Squad of Landsers with 1 MG-42, MP44s, and Anti-Personnel Mines)

6CP: Stug III E

10CP: Fragmentation Bombing

HOW TO BE USED: Support the hunting of pesky infantry with camouflaged Landsers, toting MG42s and an assortment of traps to trap the enemy infantry. Then Continue Infantry hunting efforts with fragmentation bombings and Stug III Es
Bombardment Company (USF):

3CP: M1 81mm Mortar [Cost: 270 Manpower]
(Grants a 81mm mortar to break enemy fortifications)

4CP: Recon Sweep

6CP: White Phosphorus Barrage


9CP: B-25 Sector Bombing [Cost: 220 Munitions]
(A B-25 Mitchell Medium Bombing is called in for an inaccurate bombing of a sector to scatter enemy defenses)

10CP: Sherman Calliope [Cost: 400 Manpower, 150 Fuel]
(Grants a main gun disabled Sherman, toting a 60-rocket-strong long range attack that must be manually loaded after each use)

HOW TO BE USED: Use Recon Sweep to scout enemy fortifications, then bombard them with White Phosphorus, B-25s, and M1 Mortars, and finish with one final present: 60 rockets, with best regards from the Calliope.Canadian Support Regiment (UKF):

2CP: 2 in. Mortar Carrier Support Package [Cost: 70 Munitions]
(Allows the Bren Carrier to be upgraded to house a 2 in. mortar for mobile indirect artillery.)

2CP: Anti-Building Infantry Section [Cost: 310 Manpower]
(Calls in anti-building specialists, armed with Flamethrowers and Satchels)

4CP: Assault

6CP: Vehicle Crew Repairs

10CP: Priest Kangaroo Personal Carrier [Cost: 330 Manpower, 130 Fuel]
(Calls in a Priest Kangaroo Armored Carrier, a heavily armed carrier holds up to 2 Squads of Infantry and allows up to 6 soldiers to fire out from the safety of the Priest's thick armor. Can be upgraded to allow 2 more soldiers to fire out of the Carrier.)

HOW TO BE USED: Flush enemies out of buildings with flamethrowers, and into the embrace of 2 in. mortars from Bren Carriers. Increase Durability of you Infantry by getting the Universally Feared Weapon of Mass Destruction: The Kangaroo. To punch through enemy fortifications.
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Comments

  • #2
    3 years ago
    ValkyrieValkyrie Posts: 2,132
    Soviets:


    Tank Hunter Tactics (Proper one, and not Light Vehicles Hunter)

    0 CP: Barbed Wire Field (like we had in the alpha)

    3 CP: Conscript PTRS Package

    5 CP: Anti-Tank Gun Ambush Tactics

    9-11 CP: SU-100

    10 CP: IL-2 PTAB Anti-Tank Bombing Run

    Use Barbed Wire Fields to cut off Armour from their Infantry Support, then strike them with hidden Anti-Tank Guns and PTRS Rifles. SU-100 Tank Destroyers can be called into the battle to destroy heavy enemy armour, while IL-2 PTAB Anti-Tank Bombing Runs finishing off any stragglers.

    Soviet Assault Tactics

    Scout out your enemy with Recon Planes, then bring the Hammer down on the enemy using Shock Troops, T34-85 medium tanks and destroy enemy defensive positions using IL-2 Prcision Bombing Strikes.

    0 CP: T34-85 Medium Tank

    2 CP: Shock Troops

    4 CP: Recon Overflight

    6 CP: For Mother Russia

    12 CP: IL-2 Precision Bombing Strike


    USF:


    Ranger Company:

    0 CP: WC51 Military Truck

    3-4 CP: (or whatever Relic has decided): Rangers

    6-9 CP (whatever Relic has decided): Combined Arms

    10 CP: 105mm Bulldozer Sherman

    12 CP: 240mm Howitzer Barrage

    Artillery Company:

    1 CP: Forward Observers

    3 CP: M1919 Light Machine Gun

    4CP - Recon Sweep

    8 CP: 155mm Artillery Barrage

    10 CP: Sherman "Calliope" Rocket Artillery Tank

    Reconnaissance Company:

    1 CP: Pathfinders

    2 CP: USF Marksman Call-in (Basically a sniper. If you want to make him unique, give him stealth only when stationary, but a higher RoF to compensate or something. I dunno)

    4 CP: Recon Sweep

    8 CP: M10 "Wolverine" Tank-Destroyer

    12 CP: P-47 Rocket Strike

    Yeah sorry I don't do great flavour texts for even the Soviets, so I'm not even going to try for the Americans.


    Wehrmacht:

    I actually don't feel like the Wehrmacht need any more commanders. Almost every single one they have is great. I would love to see some more Storm Troopers, but it's really a matter of a luxury at this point.

    OKW & UKF:

    I'll come back to these later. OKW needs Hummel, or at least a Wespe though. Hey, let's bring back the Kettenkrad, because what wouldn't be more funny than your rear lines being assaulted in a capping spree once more.

    UKF is a hornets' nest to touch right now. I'd like to see more tweaks to them before we add more toys. Land-mattress would be nice though.
  • #3
    3 years ago
    y03y03 Posts: 1,075
    Btw, you named the canadian support regiment wrongly as USF not UKF. Btw will the priest kangaroo thingy be able to reinforce and how much armor does it have compared to the current priest?( FYI does it still have its terrible front facing pintle gun?)
  • #4
    3 years ago
    After multiple heavy losses resulting from the success of Operation Bagration and the failure of the Ardennes Offensive, Germany's desperation for war fighters lowered their standards yet again. On orders from high command, the Volkssturm were created, conscripting teenagers and elders to defend the Rhine in the west and hold off Soviets in the east.

    The Volkssturm Doctrine is all about holding the line, Troops in cover, Panzerfausts, Machine Guns, and StuGs keep the enemy at bay, while Submachine Guns and Valiant Assault allow for desperate make-shift counter-offensives.

    [OKW] Volkssturm Doctrine:

    0CP: Volkssturm Troops [200MP call in unit]
    The bread and butter of the doctrine, Volkssturm Troops are a 6 man defensive squad armed with a mix of Kar98's and captured Mosin-Nagants. They may use the Panzerfaust ability and build Trenches, at Vet 1 they may plant individual S-Mines. They gain a bonus from fighting in cover, but are a poor choice to attack with. Appearance-wise, they contain a mish-mash of models containing mostly male Partisans, with other random German models including Artillery Crewman, Tank Crewman, Volksgrenadier, etc.

    1CP: Volkssturm MG 34 [240MP call in unit]
    A 5 man team of Volkssturm armed with an MG 34, the weapon is identical to the OKW MG 34. At Vet 1, the MG may fire a continuous burst until it's ammunition supply is exhausted, at which point the gun needs to cool down and reload.

    4CP: Assault Package [80MU unit upgrade]
    Volkssturm may upgrade to a mix of MP 40 and captured PPSh Submachine Guns for a total of 6 SMG's. Upgraded units lose their cover bonus, but may be more effective up close or on the move.

    6CP - Valiant Assault [100MU commander ability]
    In addition to the regular stats, Volkssturm Troops will also fire a Panzerfaust (less damage, no criticals) at nearby vehicles while the ability is active, at a rate of 1 per 5 seconds globally (you cannot alpha-strike with multiple squads).

    7CP: StuG III Ausf. G [280MP/90FL call in unit]
    Identical to the Ostheer StuG, this cheap Assault Gun was made in large numbers and often used as a replacement for lost Panzers. At Vet 1 it gains HE Shot (30MU), firing a single HE Shell at the designated target.
  • #5
    3 years ago
    GrittleGrittle Posts: 993
    y03 wrote: »
    Btw, you named the canadian support regiment wrongly as USF not UKF. Btw will the priest kangaroo thingy be able to reinforce and how much armor does it have compared to the current priest?( FYI does it still have its terrible front facing pintle gun?)
    Thanks for the error

    The Kangaroo will not be able to reinforce. its just a 200 front armor, 800 health with up to 6 soldiers firing out of it

    It has a 50 Munitions upgrade to have +50 Armor and able to have 2 more soldiers fire out of the carrier.

    And yes, the Mg pintle it has will still be terrible most likely.
  • #6
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Since you want people to like specific commander ideas I think the rule is that they be separated by their individual posts so people don't "Like" several ideas when they only like one.
    Grittle wrote: »

    Superior Infantry Doctrine (OKW):

    2CP: Panzerfusiliers

    3CP: Infiltration Tactics

    4CP: Veteran Squad Leader [Cost: 60 Munitions, Upgrade]
    (Grants the ability to give Volksgrenadiers, Obersodalton, and Panzerfusiliers a veteran MP-44 equipped Panzergrenadier to lead the squad. not only increasing the squad-size by 1 permanently, but also giving them smoke grenades. in the case of the Panzerfusiliers, the Panzergrenadier replaces 1 of the squad-members.)

    4CP: Sd.Kfz 251/9 "Stummel" Halftrack Assault Gun [Cost: 220 Manpower, 50 Fuel]
    (Grants a Stummel, a Sd.Kfz 251 Halftrack that holds a 75mm low velocity cannon and coaxial MG. Can be used as a Makeshift Stug III and as a reinforcement point for allied infantry)

    6CP: Valiant Assault

    Name is a bit wierd, surely a more universal one like "Mechanized Infantry Doctrine" would sound a bit more technical and neutral?

    I dislike the idea of adding a new soldier model to each infantry squad, it's inflexible and also not really what the average OKW player needs. Valiant Assault already boosts their fighting capability and movement speed, so perhaps one alternative is Assault Artillery? It might make this a bit too similar to Breakthrough, but you're already recycling numerous ideas anyways.

    The Stummel won't be popular since it is a halftrack and isn't durable beyond the first parts of a match, maybe it should just be the Panzer 4 Ausf. F1, it would have the same weapon but more durability closer to medium tanks.
    Grittle wrote: »
    NKVD Assault Tactics (SOV):

    2CP: Shock Troops

    2CP: Assault Commissar Squad [Cost: 260 Manpower]
    (An Assault Commissar Squad, a 5-man squad(Commissar and 4 Conscripts) Equipped with PPSHes and a number of Abilities*to rally the troops, is allocated to your command)

    *[Abilities include the following:]
    Rally: The Commissar Rallies nearby troops, increasing speed and defense from suppression for a short time [Cost: 15 Munitions]
    Rocket Strike: The Target is bombarded with 10 rockets(an Off-map Panzerwerfer barrage) [Cost: 80 Munitions]

    5CP: Fuel Blitz
    (High Command Dispatches emergency 100 Fuel immediately, but will lose 150 fuel income over 4 minutes time.)

    7CP: OT34/76 Upgrade Package [Cost: 60 Munitions, Upgrade]
    (Upgrades the T34/76 into a OT34/76, a T-34/76 modified with a hull-mounted flamethrower)

    10CP: Sturmovick Attack

    Commissar squad is basically Shocks 2.0 is overpowered, if not also redundant. Surely a "regular" Commissar squad would be a better idea?
    Instant Fuel now for reduced fuel later doesn't sound like a good idea, there isn't really any cost to it, as you can simply wait out the fuel penalty.
    Flamethrower T-34 would come out too late to help with infantry since T-34 is now T4; if you really wanted a mobile flamethrower option you can simply go T1 and get clown car plus penals upgraded, for far less resources and much earlier. Even if this was an actual unit call-in, 7CP is too late for an anti-infantry medium tank.
    If you want suggestions to improve, I say replace the fuel ability with a supporting power like Hit the Dirt! or Hold the Line from the dropped Not a Step Back commander. The flamethrower tank could instead be a halftrack with Shocktroopers (which means you can also drop Shocks and have another idea for the first unlock). Halftrack with Shocks also means eaerlier CP access which means the player can start deploying powers earlier and to greater effect to secure the map.
    Grittle wrote: »
    Infantry Hunting Doctrine (OST):

    1CP: Ambush Camouflage

    2CP: Model-22 Stun Grenades

    3CP: Landser Squad [Cost: 350 Manpower]
    (Calls in a 5-man Squad of Landsers with 1 MG-42, MP44s, and Anti-Personnel Mines)

    6CP: Stug III E

    10CP: Fragmentation Bombing
    [/QUOTE]

    There's already a doctrine called Jaeger Infantry Doctrine, which means the same thing. It even has Ambush Camouflage as it's first ability, which while nice when you get it, costs 30 munitions per squad, a hefty investment that also demands a heavy lean to defensive gameplay.
    I don't know what you want out of a 5-man squad that is basically both Grenadiers and Panzergrenadiers combined, plus Pioniers' AP mines to round it up...especially when they cost only ten more MP than Panzergrenadiers.
    They probably won't put in DLC units n a community idea, and in any case a Panzer4 F1 or just the P4 Command Tank would probably be more versatile.
    If you want "Infantry Hunting", maybe there should be some reconnaisance based abilities like recon flight or even flares, which can be used beyond looking for infantry.
    Grittle wrote: »
    Bombardment Company (USF):

    3CP: M1 81mm Mortar [Cost: 270 Manpower]
    (Grants a 81mm mortar to break enemy fortifications)

    4CP: Recon Sweep

    6CP: White Phosphorus Barrage


    9CP: B-25 Sector Bombing [Cost: 220 Munitions]
    (A B-25 Mitchell Medium Bombing is called in for an inaccurate bombing of a sector to scatter enemy defenses)

    10CP: Sherman Calliope [Cost: 400 Manpower, 150 Fuel]
    (Grants a main gun disabled Sherman, toting a 60-rocket-strong long range attack that must be manually loaded after each use)

    "Artillery Company" or something along those lines probably sounds like a better name.
    USF doesn't need a third artillery unit.
    Recon Sweep is meh, Major already has one, I think something closer to Victor Target might be useful for a artillery-themed commander
    two off-map bombing abilities plys an artillery tank, plus a mortar honestly sounds uninspired.
    Grittle wrote: »
    Canadian Support Regiment (UKF):

    2CP: 2 in. Mortar Carrier Support Package [Cost: 70 Munitions]
    (Allows the Bren Carrier to be upgraded to house a 2 in. mortar for mobile indirect artillery.)

    2CP: Anti-Building Infantry Section [Cost: 310 Manpower]
    (Calls in anti-building specialists, armed with Flamethrowers and Satchels)

    4CP: Assault

    6CP: Vehicle Crew Repairs

    10CP: Priest Kangaroo Personal Carrier [Cost: 330 Manpower, 130 Fuel]
    (Calls in a Priest Kangaroo Armored Carrier, a heavily armed carrier holds up to 2 Squads of Infantry and allows up to 6 soldiers to fire out from the safety of the Priest's thick armor. Can be upgraded to allow 2 more soldiers to fire out of the Carrier.)

    UKF doesn't need another artillery unit, especially not one that allows T1 units to en masse bombard to replace mortar pits.
    Kangaroo sounds OK, but I don't think it needs that upgrade, it might need something like smoke barrage, though.
  • #7
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Luftwaffe Glider Doctrine (OKW)
    Emphasis: Glider-based commander, elite infantry plus glider abilities to sustain forward strongholds.

    1- Luftwaffe Support Infantry: 5-6 man squad of rifle-armed engineers. Use for engineer purposes, can repair faster and perform thorough salvage. Unsuitable for combat but useful in capturing vehicles and weapons. Abilities include Advanced Repair, Thorough Salvage, and Glider Beacons: similar to Pathfinders' beacons, they allow Gliders to arrive faster.
    2- MG34
    3- Glider Fallschirmjaegar Drop: a glider lands in target location, spawns a squad of FJ. Glider can train more FJ squads. Without Glider Beacons, they loiter for several seconds first before making landfall; when landing within beacon radius, they land immediately.
    4- Supply Glider: a glider lands in target friendly sector, increases sector income, and limited to one per sector. Does not stack with Opel Blitz trucks
    OR
    This ability may allow isolated sectors to remain in supply
    OR
    This ability allows nearby infantry units to fight more effectively
    5-Stuka Assault: Two Stuka planes strafe a target capture point, one of them suppresses with MGs, the other with 37mm AT rounds. A third Stuka will drop three fragmentation bombs on the flag if it is still in enemy hands at the end of the ability duration.
  • #8
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Reserve Troop Doctrine (OKW)

    1- MG34
    2-Volksgrenadiers Assault Package: Volksgrenadiers can upgrade to two G43s. Unlocks Button Vehicle. Locks out Panzerschreck upgrade.
    OR
    Volksgrenadier AT Rifle Package: Volksgrenadiers can upgrade to carry two Panzerbuchse AT rifles. Improved anti-infantry, light vehicle damage. Locks out Panzerschreck upgrade.
    3- Valiant Assault
    4-
    Artillery Flares
    5- Char B1 bis Howtizer Tank: Slow but heavily armoured, has hull-mounted howitzer of Brummbar, and 47mm gun in turret effective against infantry, light vehicles. Howitzer is effective against infantry and buildings, but can stun tanks if hit. Speed and armour similar to Churchill's.
  • #9
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Mechanized Offensive Doctrine (OKW)

    1- Thorough Salvage
    2- Luftwaffe Support Infantry
    3- Mechanized Reserves: Volksgrenadiers with AT Rifles in a 250 halftrack.
    4- Valiant Assault
    5- Artillery Flares
  • #10
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Light Anti-Tank Doctrine (OKW):
    Emphasis: improved defenses against vehicles and the ability to wield faster, deadlier tank destroyers.

    1- Teller Mines (Passive): Sturmpioners and/or Volksgrenadiers can lay heavy AT mines.
    2-Infiltration Tactics
    3- Volksgrenadier AT Rifle Package
    4- HEAT Rounds
    5- Hetzer: 50 range tank destroyer, excellent frontal armour but very poor side armour. Can toggle camouflage when immobile. Fast movement speed but slow traverse.
  • #11
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Mobile Operations Doctrine (OKW)

    1- Signal Relay
    2- sWs Hull-down: Sturmpioniers and Volksgrenadiers can use Hull-down on the HQ trucks, greatly increases durability. Can only be used after the truck has finished deploying.
    OR
    The ability is an individual upgrade for the trucks, available once deployed. Cost 200-300 manpower.
    3- Volksgrenadiers Assault Package
    4- Panzer Commander
    5- Command Panther
  • #12
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Infantry Reserve Doctrine (OKW)

    1- Breakthrough Tactics
    2- Kampfkraft Centre (Passive): Select any deployed sWs headquarters truck: the HQ vehicle will project a buff aura similar to Soviets' Forward HQ. Only one truck can be toggled at any time. Cooldown is 180 seconds before you can select another truck; cooldown is not reduced if selected truck is destroyed by cancelling, detonating or by enemy fire.
    3- Volksgrenadier AT Rifle Package
    OR
    Volksgrenadiers Assault Package
    4- Valiant Assault
    5- Panzer 4 Ausf. F1: Short-barreled 75mm gun effective against infantry and light vehicles, and has identical veterancy to regular OKW Panzer4.
  • #13
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Panzer Jaeger Doctrine (OKW)

    1- Signal Relay
    2- Thorough Salvage
    3- Emergency Repairs
    4- Nebelwerfer Bombardment: Six large off-map rockets bombard target location. Fires in two volleys: first three rocket salvo are high explosive, second salvo are incendiary rockets.
    5-Jagdpanther: Heavy tank destroyer with 80 range. Fast and excellent front armour; but slow traverse speed and high cost.
  • #14
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948

    Nebelwerfer Doctrine (OKW)

    1- Jaegers
    2- Nebelwerfer Smokescreen: leIG and Walkin Stuka can fire smoke rounds.
    OR
    This is an off-map barrage
    3- Emergency Repairs
    4- Nebelwerfer Overwatch: Select ability and select any friendly deployed HQ truck; while active, high explosive rounds will fire on any enemy units within sight range of that truck.
    5- Command Panther
  • #15
    3 years ago
    GrittleGrittle Posts: 993
    Air Support Company (USF):

    2CP: Riflemen Flares

    5CP: P-47 Anti-Infantry Strafe [70 Munitions]
    (A P-47 Quickly tears the targeted area apart with its 8 .50 Cal Machine Guns)

    6CP: Air Supply Drop [Cost: 80 Fuel]
    (A B-25 will drop 100-120 Munitions over the targeted sector)

    9CP: B-25 Sector Bombing [Cost: 220 Munitions]
    (A B-25 Mitchell Medium Bombing is called in for an inaccurate bombing of a sector to scatter enemy defenses)

    12CP: P-47 Rocket Strike

    HOW TO BE USED: Use Riflemen to scout out enemy fortifications for the Airforce to quickly take out with MGs, Rockets, and Bombs.
  • #16
    3 years ago
    GrittleGrittle Posts: 993
    Since you want people to like specific commander ideas I think the rule is that they be separated by their individual posts so people don't "Like" several ideas when they only like one.

    Yeah, They were just examples. But I should have known better


    Name is a bit wierd, surely a more universal one like "Mechanized Infantry Doctrine" would sound a bit more technical and neutral?

    I dislike the idea of adding a new soldier model to each infantry squad, it's inflexible and also not really what the average OKW player needs. Valiant Assault already boosts their fighting capability and movement speed, so perhaps one alternative is Assault Artillery? It might make this a bit too similar to Breakthrough, but you're already recycling numerous ideas anyways.

    The Stummel won't be popular since it is a halftrack and isn't durable beyond the first parts of a match, maybe it should just be the Panzer 4 Ausf. F1, it would have the same weapon but more durability closer to medium tanks.

    Man, its like you saw the past. I originally had Artillery Assualt instead of Valiant. But I thought the Doctrine would be too good because it covered everything.

    Also, Stummel isnt for being you main tank. its like the Assualt Grenadiers for HTs. It has the ability to reinforce infantry and pack a punch.

    Commissar squad is basically Shocks 2.0 is overpowered, if not also redundant. Surely a "regular" Commissar squad would be a better idea?
    Instant Fuel now for reduced fuel later doesn't sound like a good idea, there isn't really any cost to it, as you can simply wait out the fuel penalty.
    Flamethrower T-34 would come out too late to help with infantry since T-34 is now T4; if you really wanted a mobile flamethrower option you can simply go T1 and get clown car plus penals upgraded, for far less resources and much earlier. Even if this was an actual unit call-in, 7CP is too late for an anti-infantry medium tank.
    If you want suggestions to improve, I say replace the fuel ability with a supporting power like Hit the Dirt! or Hold the Line from the dropped Not a Step Back commander. The flamethrower tank could instead be a halftrack with Shocktroopers (which means you can also drop Shocks and have another idea for the first unlock). Halftrack with Shocks also means eaerlier CP access which means the player can start deploying powers earlier and to greater effect to secure the map.

    Get 100 Fuel. but lose 40 forever over 4 minutes? its like you want your money now or later with interest.

    UKF doesn't need another artillery unit, especially not one that allows T1 units to en masse bombard to replace mortar pits.

    Ost Mortar HTs says hello.

    Also, 400 manpower or paying 20 fuel + 70 Munitons and 130 Manpower. Its a choice
  • #17
    3 years ago
    PanzerFaustPanzerFau… NoPosts: 284
    (Sorry, Im on a phone, so shitty post) Relic P2W Doctrine(ALL): Use the awesome power of pay-to-win technology for only 99,99€!: 0CP Soap supplies; paradroped OCF soap bars make units fight 500% better. Anything works for Relic if it = cash. FOR SOAP! 2CP Relic decals; Relic decals painted on tanks inprove all stats by 500%. 5 CP Relic Shock-Fall-Commando-Ober-super infantry; these super soldiers can delete enemy units. 7CP Overkill barrage: all enemies are targeted by pinpoint arty and aircraft, suppressing, critting and killing all units with every call-in arty and aircraft strike. 10CP Command panel: grants access to the command panel and all commands, such as spawn any unit or kill enemy.
  • #18
    3 years ago
    PanzerFaustPanzerFau… NoPosts: 284
    ps. This is a joke, dont take it too seriously :D
  • #19
    3 years ago
    GrittleGrittle Posts: 993
    ps. This is a joke, dont take it too seriously :D
    Such a sad display boy

    Unlike the Balance Feedback Forums. Commander Suggestions are srs bsnss
  • #20
    3 years ago
    PanzerFaustPanzerFau… NoPosts: 284
    Grittle wrote: »
    Such a sad display boy Unlike the Balance Feedback Forums. Commander Suggestions are srs bsnss
    Well I do have actual suggestions, but why use the effort when Relic wont add them anyway?
  • #21
    3 years ago
    GrittleGrittle Posts: 993
    Well I do have actual suggestions, but why use the effort when Relic wont add them anyway?
    So that one can only dream.

    That one day, relic would use a community commander

    They already tested the waters by letting us name them. Relic also already got 2 commanders from the community already (The Defense Commanders for SOV and OST) even if they are under used.
  • #22
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Light Infantry Company

    1- Riflemen M1A1 Carbines: Riflemen can upgrade to replace 3x M1s with carbines; slightly improves movement speed and medium-short ranged firepower. This upgrade does not fill the heavy weapon slots, allowing you to still invest in weapon racks. This upgrade allows Riflemen to behave more like assault infantry.
    2- Officer Fieldcraft Specialization (Passive): Officer squads allow nearby friendly infantry to have stealth when they are in cover. When stealthed, units gain first-strike bonus against enemy units.
    3- Rangers Recon Squad: Deploy to target location: 4 man squad armed with M1s. This Ranger variant has passive camouflage and sprint, and can toggle the "Survey" ability, immobilizing them but becoming cloaked and greatly increases sight and detection range. Excellent supporting unit, but lacking firepower. This unit can swap one model's M1 for a minesweeper. Vet1 ability allows the squad to lay light mines.
    4- Designate Platoon Sergeants: similar to UKF Designate Command Vehicle, you can select any Riflemen squad to gain a new member, and also acquires a slight boost in combat effectiveness. You can select an unlimited number of Riflemen squads, but they must be within range of a reinforcement source (HQ, halftrack, ambulance etc.) to be designated. Cost little manpower and fuel, but long cooldown time.
    5- Pinpoint Artillery (No Warning): 3-5 75mm shells fires on small target area. No flares thrown on target area, but takes five seconds to impact. Small scatter radius, so deadly against groups of infantry, but inflicts little to moderate damage to vehicles and structures.
    OR
    Pinpoint Artillery (Quick Barrage): 3-5 75mm shells fires on small target area. Shells are fired 1-2 seconds after flares thrown down. Small scatter radius, so deadly against groups of infantry, but inflicts little to moderate damage to vehicles and structures.
  • #23
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Artillery Company

    1- Riflemen Flares
    2- Officer Artillery Specialization (Passive): Officer squads can use the "Danger Close!" ability; small range radius but allows all your artillery unis to fire a the target area, regardless of range. If no artillery units are present, the I&R Pathfinder's 155mm howitzer barrage is used instead. Powerful, but expensive; costs 150 munitions.
    3- Artillery Camouflage: Pack Howitzer and M8 HMC can upgrade to be camouflaged. Units cannot move when cloaked, but an still fire weapons. Firing their weapons will momentarily disable camouflage, the longer they are firing, the longer they are de-cloaked. Units re-cloak faster when in cover. Camouflage costs 30-45 munitions.
    4- Airburst Shells (Passive): the Pack Howitzer, M8 HMC, and Major's artillery strike will fire half of their barrage shells as Airburst shells. Airburst will stun enemy vehicles and suppress infantry. Does not apply to non-barrage attacks. Shares cooldown with regular abilities
    5- Calliope Rocket Barrage: Off-map rockets barrage target area. About 12 rockets fire at high scatter radius; inflicts HE damage, but with modest splash radius and armour penetration.
  • #24
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Specialist Troop Company

    1- Officer Infantry Specialization (Passive): Officer squads gain the "Focus Fire"! ability; while active, nearby infantry units' fighting ability is slightly boosted.
    2- Riflemen Demolitions Package: Riflemen can throw Satchel Charges for 50 munitions.
    3- Rangers Support Squad: 4-man Ranger squad armed with M1A1 Carbines and one LMG1919s, can upgrade to another LMG1919. This Ranger variant can toggle Defensive Stance even in combat, which offers suppressive fire and reduced suppression and become harder to hit. Abilities are Sprint, Button Vehicle, and Defensive Stance.
    OR
    Rangers Marksman Squad: 4-man Ranger squad armed with M1s and two scoped rifles; this unit fights like Jaegers, sniping enemy targetsbelow 50% health, can sprint, and toggle cloaking. Vet1 unlocks Deploy Marksman ability, a munitions-cost ability that snipes a targeted enemy squad.
    4- Weapons Supply Drop: For 150 munitions, BAR and Bazooka dropped at target location. More expensive than buying from racks, but faster delivery. High CP unlock, preventing players from skipping weapon rack research.
    5- Calliope Rocket Barrage
  • #25
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Logistics Company

    1- M15 White Phosphorous Grenades: Riflemen and RETs can throw grenades, effects are similar to WP barrage.
    OR
    Assault Engineers
    2- Officer Supply Specialization (Toggled Ability): Officer squads gain the "Priority Supplies" ability toggle- while active, the squad cannot move, but the friendly sector grants larger resource income. Cannot be stacked by using multiple officers from different players or types on a single flag. Standard points grant increased to manpower; fuel and munitions points grant increase to fuel and munitions. Cannot be used on VP points.
    4- Frontline Combat: While active, all infantry fight more effectively in sectors adjacent to enemy territory.
    5- 240mm Artillery Barrage
  • #26
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Cavalry Company

    1- Officer Cavalry Specialization (Passive): Officer squads grant Radio Net I aura to all friendly vehicles in their aura; Stacks with Sherman Radio Net auras, but not other officers' auras.
    2- M3 Halftrack with Cavalry Riflemen: Deployed to target location, Cavalry Riflemen are armed with Thompson SMGs and can throw grenades. M3 halftrack can upgrade to deploy mechanics, rendering it immobile but repairing nearby damaged vehicles and weapon teams, including abandoned assets. Upgrading prevents reinforcement and transport capabilities.
    3- Smoke Barrage
    OR

    Combined Operations (Timed Ability): For 100 munitions, infantry have a slightly increased movement speed and vehicles have slightly improved accuracy. These bonuses are stack when infantry, team weapons and vehicles are fighting close to each other. For maximum effect, use a force that comprises at least one of any unit type together. Allied players' units can also contribute and benefit from this ability.
    4- M10
    5- Anti-Tank Overwatch
    : Select a target area: while active, off-map artillery will attack enemy vehicles within sight range. Low damage, but has moderate-high chance to stun vehicles and infantry when hit.
  • #27
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Engineer Company

    1- Riflemen Field Defenses
    2- Man the Defenses (Timed Ability): While active, infantry in enemy sectors while in cover or garrisoned will gain attack bonuses; in friendly sectors they gain defensive bonuses; in neutral sectors they gain a bit of both.
    OR
    M45 Quadmount Upgrade: the Fighting Position can upgrade to use the Quadmount- costs more, takes longer, and takes up population, but 360 degree traverse, faster suppression and greater damage, including light vehicles.
    3- Salvage Engineers: Assault Engineers deploy to target location; comes equipped with the Soviets' Salvage ability; collects resources from wrecked objects on the map. Can repair but cannot perform Critical Repair or build defensive structures.
    4- Improvised Armour: RETs and Engineers can "Over Repair" all owned vehicles to improve their health and armour protection by 10-25%. Vehicles that are Over-repaired may have a movement speed penalty.
    5- Stuart Flame Tank (Passive): Stuarts can upgrade to replace main gun with flamethrower. Abilities include Saturate Area, which attacks the target ground area, damaging any infantry/ structures; and Saturate Vehicle (timed ability), where the Stuart will Button an enemy vehicle; unlike Soviet Button, the Stuart will continue to chase the target until the ability as finished.
  • #28
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Motorized Support Company

    1- Reinforced Defenses: Rear Echelon Troops' wire is replaced with Reinforced Barbed Wire, and Tank Traps become Road Blocks; both are far more durable than usual defensive structures, but take longer to build;
    2- Cavalry Riflemen
    3- M3A1 Halftrack w/ M45 Quadmount: Armed with M45 quad mount and can deploy to increases recharge abilities of nearby infantry and suppress enemies; while deployed, cannot move.
    4- Vehicle Overdrive (Passive): Vehicle Crews can "repair" USF vehicles with the Overdrive ability- similar to UKF Emergency Speed, the vehicle can move faster for a short time.
    5- WP Barrage
  • #29
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Mechanized Infantry Company

    1- Rifle Grenade Assault (Passive): Allows Riflemen to use this ability; select and target enemy infantry, the squad will sprint into range and fire a total of five rifle grenades, light damage but effective against enemy in cover. While sprinting, the Riflemen are more vulnerable to enemy fire and still susceptible to suppression. Picking up heavy weapons reduce the number of rifle grenades launched.
    OR
    Rifle Grenade Upgrade: Riflemen and RETs can upgrade one of their members to carry Rifle Grenades- similar to the rifle grenades when used from Fighting Positions, these have time delays but are effective against infantry in cover. Takes up one weapon slot.
    OR
    Riflemen Grenadiers: Riflemen armed with two rifle grenades deploy to target location; cannot pick up weapons, but can use the Rifle Grenade Assault ability.
    2- M3 Halftrack with Cavalry Riflemen
    3- Anti-Tank Rangers: 4-man Ranger squad armed with two M1A1s and two bazookas. Abilities include Target Treads; the squad will carefully aim at a target vehicle, with high chance of inflict critical hit against a target vehicle, and low-moderate chance to immobilize. At vet1, unlocks Sprint; vet2 increases reload speed of bazookas, at vet3 the Target Treads ability is fired instantly.
    4-105mm Bulldozer Sherman
    5- Coordinated WP Barrage: Select target area: while active, off-map White Phosphorous shells will strike the area; in addition, any artillery units in range will join in the attack with HE shells.
  • #30
    3 years ago
    comrade_daelincomrade_d… Posts: 2,948
    Spearhead Company

    1- Withdraw and Refit
    2- Assault Engineers with M3 Halftrack
    3- Vehicle Overdrive (Passive)
    4- Pershing
    5- Calliope Rocket Barrage
  • #31
    3 years ago
    Luftwaffe Support Doctrine (Ostheer)

    1- 250/4 Halftrack "Luftschutzwagen": Halftrack with ability to call in recon overflight to its current location (similar to UKF Command Vehicles), and can mark a nearby enemy unit to recieve increased damage. Can upgrade to toggle camouflage.Only one can be deployed at any time.
    2- Luftwaffe Radio Network (Passive): All vehicles gain a shared airstrike ability to designate a target vehicle to be strafed by 37mm Stuka fire. Costs munitions and long cooldown time, but effective close support. Requires the enemy unit to be within range to be targeted.
    3- Osttruppen Reserves
    4- Tactical Movement
    5- Panzer 4 Command Tank
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