SOVIET NEW COMMANDER PROPOSALS

#1
2 months ago
Andy_REAndy_RE Posts: 237 admin
edited January 10 in Commander Feedback

This thread is for proposals only.

Please refer to the master post for instructions and guidelines.

«13

Comments

  • #3
    2 months ago
    Dangminh25Dangminh25 Posts: 57
    edited January 11

    I suggestions 2 call-in
    Assault Guard Rifle Infantry (5 man with 2 PPSH smg and 3 SVT rifle)
    Red Banner T-34-85, call-in 1 veteran T-34-85 with special skin (like the Tiger Ace and Command Panther) can inspire unit nearby and call-in many time (after the last T-34-85 red banner destroy)
    also pls give the Turret Coaxial MG of T-34-76 back

  • #4
    2 months ago
    Naya_TyanNaya_Tyan Russia Posts: 119
    edited January 11

    Hello, dear developers of Relic.
    I have a proposal for a new commander!
    However, you have an old photo from a Soviet commander.
    1) photo
    2) photo

    And my proposal to the Soviet commander was this:
    1) Military Power Soviet Tactics

    • 0CP. Transfer Orders.
    • 6CP (Same option as this ability "Rapid Conscription ") Soviet War Machine. "While active, all medium and heavy vehicles that are lost will be replaced by T-34 Medium Tanks"
      Specifications "Reserve T-34":
      One Veteran - opens the passive ability "All in Place!". All in Place - If there is a Reserve T-34 nearby for a distance of 15 meters, then their accuracy increases by 20% and reduces the Target size by 10%.
      Two Veteran - The reload rate of the weapon increases by 25% and the entire speed characteristic increases by 15%.
      Three veteran - Now Backup T-34s are becoming a normal T-34 in terms of health. + 160HP.

    • 7CP. Vehicle Crew Repain Training.

    • KV-1 or T-34-85
    • Shielded Armor. "Now the tanks SU-85, T-34-76 and T-34-85 get shielded armor. Increases armor by 35%."

    And the second sentence of the commander will be on the photo:

  • #5
    2 months ago

    Doctrine Name: Guard Rifle Elite Tactics

    (2 CP) DP-28 Light Machine Gun Package for Conscripts.
    Allows Conscripts to upgrade to 1 DP-28 LMG for 50 munitions (or 2 for 90 if programming 1 DP is too difficult or buggy). This ability allows Conscripts to scale better into the late game without eliminating the need for more elite squads like Guards and Snipers. Conscripts would not be able to button enemy vehicles like Guards. Even lesser infantry of guard battalions would be equipped with superior weapons to allow them the firepower necessary to break German formations.
    (2 CP) Guard Rifle Infantry squads unlocked for call-in.
    Guard Rifles form the core of the Guards Battalion as a dependable and powerful infantry unit that can defeat both infantry and light vehicles.
    (5 CP) Conscript Repair Tactics. There is little time to stop during the organized pushes of the Guards Battalion. This allows Conscripts to keep vehicles moving for operations.
    (8 CP) Mark Target. Works as the existing Soviet ability. Guards troops mark an enemy vehicle for destruction, displaying their skill, prowess, and organization.
    (17 CP) IS-2 Ace. Allows for the requisition of an IS-2 Ace, displaying the Guard Battalion's elite prowess. Manpower income drained by 25% until the IS-2 Ace is destroyed.

    Flavor Text:
    Guard Rifle battalions relied on equipping their units with top-of-the-line equipment to employ combined arms tactics. Conscripts armed with DP LMGs are capable of suppressing enemy squads, while Guard Rifle Infantry are capable of dealing with armor. The IS-2 Ace acts as a breakthrough tank, while aircraft also marks enemy tanks for improved precision in their destruction.

    Author's Reasoning
    Soviet Commanders are largely homogenized, sharing a relatively small pool of generic abilities. This commander would provide a new experience to Soviet commanders using in-game assets, combining traits from existing units to create a strange Soviet-Wehrmacht hybrid playstyle. The IS-2 Ace would be balanced similarly to the Tiger Ace in that it is incredibly expensive but provides a final push in a desperate situation, and given its CP cost regular Soviet units would also see play with this doctrine, including a scaling Conscript squad that many players have yearned for for years.

    Programming Concerns
    Programming the DP-28 onto Conscripts and the IS-2 Ace both might be difficult, but they are key to the doctrine's unique playstyle and use existing assets, so hopefully should not be all that difficult to implement.

  • #6
    2 months ago
    ComradComrad Posts: 116
    edited January 11

    You can add a few other abilities, but Hero of the Soviet Union is necessary, as such a powerful unit of the USSR is not, you can open the list in Wikipedia a certain article and you will see a lot of people who have committed different acts (both on the tank and with small arms (machine guns, PTRS), including soldiers who fought on lend-lease tank.

  • #7
    2 months ago

    we need su100 TD,relics!though the tank model is not existed but it's not difficult to make su85 into su100,isn't it?

  • #8
    2 months ago
    Aiborne82Aiborne82 Posts: 14

    Soviet Motorized Support Doctrine

    The goal of this commander is to give a bit of a Soviet Edge in the early game but is balanced out by its lack of doctrinal late game options.

    Slot 1: (0 CP) KV-1 Heavy Tank

    Slot 2: (0 CP) ZIS-6 Transport Truck. Available from the Support Weapons Kompaneya. Already have model (probably stats too) from Campaign and Theatre of War. 250 MP, 15 Fuel.

    Slot 3: (2 CP) DSHK 38 Heavy Machine Gun

    Slot 4: (2 CP) Commissar Command Squad

    Slot 5: (3 CP) Conscript Assault Package Upgrade

    Historical Relevancy and Strategic Importance. This commander aims to give the Soviets the initial capabilities the saw at the start of the war. They will be able to fight back fairly well with this commander against the early game infantry without being massively outclassed by better MG's and STG 44's. The ZIS6 allows for the transportation of 2 squads with reinforcing of course. It Is defenseless however a well placed panzer Faust can send the early game investment crashing down quite quickly. The goal is that of the American ambulance without the healing of course but a little bit more survivability. This will help the Soviets a lot in the early and possibly mid game if they play their cards correctly. However with the lack of fire support options players will have to rely on traditional measures for eliminating German Armor once it arrives.

  • #9
    2 months ago
    Zer0Zer0 Posts: 1
    edited January 12

    Soviet Heavy Shock Army

    Theme: Drawing on Soviet experiences during the war, improvements were made to troop equipment, tactics, and armored units. Support your T-34/85s with veteran shock troops and the upgraded KV-1C tank.

    Slot 1: T-34/85

    • 0 CP.
    • As previously described and implemented.

    Slot 2: Veteran Shock Troops

    • 4 CP.
    • Call-in ability.
    • Armed with PPSHs and two DPM (modernized version of the DP-28 adopted in 1943–44), able to fire on the move due to its pistol grip. Cannot button tanks due to it being a more mobile variant of the DP. If this is too difficult then simply giving them the DP-28 would be a good alternative.
    • Has a grenade assault ability similar to Assault Grenadiers, ~30 munitions.
    • Otherwise identical to regular Shock troops, just with improved abilities and equipment.
    • ~390 MP, 9 pop.

    Slot 3: Conscript Assault Tactics

    • 4 CP.
    • As previously described and implemented.

    Slot 4: For Mother Russia!

    • 6 CP.
    • As previously described and implemented.

    Slot 5: KV-1C

    • 10-12 CP.
    • Call-in ability.
    • Otherwise known as the Model 1942. Heavier armor and improved gun.
    • Only possible issue is that it historically had a longer-barreled gun, which the KV-1 model lacks. Whether this is a deal-breaker is up to the developers. Edit: it is still a 76mm, however. The KV-85 on the other hand... Plus, I had another look at the model and it appears long enough as it is. For some reason I remembered it being shorter.
    • ~540MP, ~185F, ~18 pop. But that's really up to the bean counters after stats are ironed out.

    Strategies and Rational:

    As noted in-game, the Soviet army was effectively rebuilt a number of times over the course of the war. The Red Army which took Berlin was an altogether different army from the one that was repeatedly crushed during the opening phases of the war. This doctrine is intended to reflect that transformation.

    The veteran shock troops are given good mid-range firepower with the addition of the DPM, without sacrificing their mobility. They are still vulnerable to armored units as they lack AT armament or abilities, hence Guards retain their exclusive ability to button enemy tanks. The grenade assault ability is intended to reflect that shock troops carried many grenades, not just one.

    The KV-1C is pretty self-explanatory; like the KV-1 only better, as reflecting its improvements from 1942 onward. Neither the KV-2 or the IS-2 were chosen due to historical reasons. The KV-1C was more common historically than the KV-2, as ~1700 KV-1Cs were produced compared to ~200 KV-2s, while the IS-2 appeared later in the war and was generally reserved for more elite (Guard) battalions.

    The deck lacks heavy tube artillery or air support but there are always Katyushas. The end result is a highly mobile doctrine dependent on well-equipped and motivated infantry units buttressed by heavy armor.

    Additional context:

    Soviet players are often dependent on tank destroyers and team weapons, so the combination of improved shock infantry and better tanks is intended to give them more mobile firepower. The lack of call-in air support or artillery emplacements should balance this mobility out and synergize with other doctrines.

  • #10
    2 months ago
    kakenmankakenman Posts: 2

    Soviet Deep Battle Tactics

    Theme
    Deep Battle Tactics is one of the most impactful and symbolic doctrines Soviet Red Army invented and adopted. While German Blitzkrieg makes mobile forces to flank and penetrate the enemy to surprise them, Deep Battle Tactics makes mobile forces to make frontal assaults ignoring all the casualties supported by artillery and airstrike to deeply destroy the enemy.
    Pick this commander to make a huge rush to change the game.

    T-34/85
    Rapid Conscription
    For Mother Russia
    ML-20
    IL-2 Sturmovik

    Strategies and Rational
    This commander gives Soviet a chance of late-game turnarounds.
    While Soviet has all-round armies and has no major weak point throughout the game, it is hard for them to turnaround on the late-game backfoot especially against strong late-game Axis units such as Tiger and Vet 5 OKW units.
    A herd of T-34/85s supported by ML-20, IL-20 airstrike, and disposable infantry assault can destroy the enemy completely to change the game while the player is required to show his/her high skill to perfectly synchronize and orchestrate all the armies and abilities.

    Additional Context
    While Blitzkrieg is widely known and is well represented in this game, the counterpart in the Eastern Front is not. This commander not only makes the late-game more exciting by giving Soviet player to make a dramatic turnaround but also gives players and viewers immersive historic images, clearly showing the difference between Germany and Soviet.

  • #11
    2 months ago
    ThundercrackerThundercr… Posts: 3
    edited January 13

    Faction + Commander Name: Soviet Penal Battalion/Company

    Theme: Penal Battalion oriented commander

    Unit and Ability Roster

    Slot 1: Penal Scouts

    • Call in unit, available from 0CP.
    • Costs 100MP, 10 MP reinforce cost.
    • 6 man Penal Scout Squad.
    • Completely unarmed but can pick up weapons from the field and crew weapons, as well as capture points.
    • Unable to retreat: They will instead move at maximum speed because they are unarmed (so it makes sense they would be able to move faster). If they pick up a weapon like an MG42 LMG they will move at regular speed but still will not be able to retreat.
    • Same durability as regular Penals.
    • If they can attain veterancy 1 you can research blood redemption for 50 munitions and they get their SVT rifles and act as a regular penal battalion with the “to the last man” ability in place (of course they would have needed to use a weapon pick up to do this).
    • They can be used to capture points early, to find enemy locations, crew weapons (though only the crew weapon will be able to fire, this is the kind of tricky part, maybe if they make it back to base with the crew weapon they can get some mosin-nagants automatically) or you can send them to clear minefields.
    • 6 population unless you research the upgrade for “Blood Redemption”, then they will be 8 like regular Penal Battalion squad

    Slot 2: Guard Unit

    • Call in unit, available from 2CP.
    • Costs and pop not sure, what ever makes sense.
    • 6 man Guard squad.
    • We could make it similar to commissar squad, except with no healing, that wouldn’t make sense.
    • Armed with SVT rifles and PPSh but can upgrade to one DP machine gun.
    • I was thinking that at the same time as this upgrade to a DP they gain the ability to execute one soldier in the Penal Squad to activate the equivalent boost to the “to the last man” ability without the veterancy requirement for the targeted squad. If you do get this ability, along with a DP, then it would need to cost more munitions than just what DP requires. The ability would be strange since you would lose one Penal soldier instantly without even absorbing any enemy fire, so, given that negative, instead of the exact same benefit maybe we can slightly improve the benefit or have a longer duration. But I don’t think something like this would be possible since the ability/assets have to already be in game so this is just an idea.
    • So there is no confusion, this isn’t “Guards” as in the revered soviet combat unit, but Guards as in people assigned to watch over the shtrafniks, so I’m not sure what they would look like.
    • It is kind of unfortunate to remove healing from a squad like this since that’s one thing soviets and indeed penal troops would be lacking that they need; healing in the field.

    Slot 3: Armored Vehicle Detection

    • Same as other commanders but works for Penals if it didn’t already.

    Slot 4: Order No. 227

    • Timed ability, available from 4CP.
    • Costs 125 Munitions.
    • All Penal Battalion squads will get a buff that improves their battlefield effectiveness (in what ever way makes sense compared to other similar buffs), however, they will lose the ability to retreat. This may have some complications with commander and troop abilities that can force squads to retreat. To prevent this complication they can be granted immunity to these kinds of abilities. So for the Fear Propaganda Artillery, they could still get suppressed but not fall back. You can’t have a commissar back at base to kill retreating soldiers, since in skirmish he could be killed. But also the way it works in campaign is different, when you use the off map call in for reinforcements order no. 227 comes in to effect so it’s a trade-off where you get to deploy troops close to the front who can reinforce/merge with squads but you can’t retreat. It’s currently bugged and troops don’t get killed so I never really got punished when I played it.
    • Should probably make it similar to combined arms for US forces, since it could be pretty powerful if you had access to this early and shouldn’t be too cheap otherwise it can tip things in your balance with one or two critical hits on the right troops, vehicles or buildings. I guess it should be more expensive than combined arms, since you don’t need vehicles near you, but then again, those vehicles obtain a buff themselves in return, so maybe give it the same cost. Penals are quite powerful by themselves, they are close to being elite infantry, but certainly premium infantry, so compared to riflemen you are getting a bit better benefit given penal battalions greater base combat effectiveness, and at the same time, they could possibly be immune to forced retreat abilities (if that choice was made for the ability).

    Slot 5: Incendiary Artillery Barrage

    • Same as other commanders
    • Show your disdain for these cowards by firing this on both them and the enemy. Lure the enemy into it with your Penals!
    • I was thinking maybe they could get IL-2s instead of this, since there were some Penal squadrons or maybe adding some stuff to do with tanks in this slot and slot 3 so they are, in essence, supporting infantry for an armoured unit (not sure if that happened historically though). IL-2s have female voices from what I remember, not sure if that would mess with the historicity or theme of Penals.

    Strategies and Rationale

    Penal troops are a legitimate tactic in Company of Heroes 2 for the Soviets, however many of the commanders are more focused on elite troops (which let’s face it, come in too late to make up the bulk of your force), vehicles etc., and conscripts. Players like me fore-go conscripts and build the Special Rifle Command and build up an army of Penal Battalion squads. The AI also does this sometimes but I think they mix it up with conscripts. Penal battalions are not only more durable than conscripts but can be outfitted with anti-tank weaponry in the field without need of retreating (yes there is one commander that lets conscripts do this, of course, and conscripts are really great now but it’s only one commander). This also allows them to fore-go using a field gun and this is one of the strengths of Company of Heroes 2, you can use tactics that don’t require a field gun which is a lot of work/micro to use correctly. Given this ability to use Penal Battalions as your main force, there is no commander that gives them any kind of direct support like that which is available for conscripts. Penal Battalion squads are sort of your elite/premium troops you have available without selecting a special commander, and with all of this said, Penal troops sound very strong already. And they are, but there is the fact that you need to first build the Special Rifle Command, spend the extra manpower and use the munitions to upgrade them. The abilities for this commander are designed to give them a touch of support, considering they can use it, but at they same time they are already quite strong to begin with, so we don’t want to go overboard. The real fun of this is the Penal Scouts, for ability slot 1. If done right, people can have a lot of fun with this commander and really antagonise and disrupt the enemy and easily find out what they are up to without the need of a recon flight or flares and perhaps redeem some blood and gain an extra fighting unit, at the discretion of the commander of course! Additionally, Penal Scouts will supplement regular Penal Battalion squads by being able to pick up weapons. If you are going to use the Penal Battalion squad tactics (using them as your main fighting force i.e. 4 penal squads first up) you will be upgrading them all to PTRS rifles since this package is extremely effective but it means that the Penal Battalion squads will not be able to pick up any weapons dropped in the field. This can be a problem since you can’t destroy something like a dropped Panzerschreck, and if you leave it there, the enemy can get it back at some point and it may turn the tide of the battle. Penal Scouts can be called in for a situation like this to simply consume dropped weapons but at the same time, if they do well enough and gain veterancy 1 you have the option of upgrading them to a Penal Battalion squad.

    Note: somehow I deleted my previous post when I went to edit it and make a change. Sorry, have no idea what happened. I edited points 3 and 4 of "Slot 4: Order No. 227"

    -Edit- 12:12 PM AEDT – Added details about Penal Scout movement and fixed their population cost, added details under “Strategies and Rationale” about Penal Scouts picking up weapons and various minor changes.

  • #12
    2 months ago
    Comrade_SerbComrade_S… Posts: 2
    edited January 16

    Name: heavy weapons battalion/infantry assault corps

    Theme: This doctrine defies the standard soviet combat tactic of using overly cheap units on mass, instead, conscripts and guard units, equipped with semi-automatic rifles and proper grenades can punch through the enemy lines with ease, while veteran engineers can effectively dig in with sandbags, anti-infantry mines and tank traps (maybe trenches as well). use heavy artillery to decimate enemy fortifications.

    Unit and Ability Roster

    Slot 1: infantry equipment shipments

    Conscript upgrade, available from either 0 or 1 CP.
    costs 90 or 100 munitions
    Gives 6 conscript models SVT-40 rifles, as well as grenades (identical to guard nades), due to improved rifle training, they receive slightly better accuracy, note: Molotov has to be researched in order to unlock the grenades.

    Slot 2: battle hardened mechanical support

    Combat engineer upgrade, 2 CP.
    costs 30 (or 40) munitions.
    Similarly to the WEHR pioneers, adds one additional squad member, armed with a mosin.
    allows combat engineers to plant anti-infantry mines (PMD-6), use tank traps, as well as OKW/UK style sandbags. optional: UK Trenches.

    Slot 3: Assault guard rifles.

    call-in ability, 2CP needed, 360 manpower required.
    nearly identical to the lend-lease guards, just without the half-track. (armed with 4 SVT-40s and 2 PPSh-41 SMGs)
    They have access to two upgrades, DP-28s (75 munitions) and PTRS rifles (free), both upgrades will consume the PPSh-41 SMGs

    they have standard guard grenades and vehicle button ability, more accurate than conscripts

    Slot 4: For mother Russia!

    identical to the one within the game

    Slot 5: frontal assault.

    14 CP, off map artillery call-in. Nearly identical to the OKW sector barrage, but it does not use the smoke at the end of it, will also hit more accurately if enemy units are revealed. (IL-2 attacks is a fine replacement)

    Strategies and Rational

    The Soviets are infamous for using massive amounts of cheap conscript units, who are reliant on having doctrinal upgrades,which only gives them PPSh-41 SMGs or PTRS rifles, mosin rifles cant combat enemy GW-43s or STG-44s, or MG-42 LMGs, making them really only usable against basic enemy units, or heavily outnumbered ones. This doctrine will dramatically increase the damage output of conscript squads, allowing them to be useful well into the middle game, however, unlike typical conscripts, the player cant afford to lose multiple of these, as 100 munitions is a bit high.

    Engineers, In this doctrine, receive equipment to help the Soviet faction to finally have a more useful role in combat, they are now more difficult to kill, while making effective fortifications to properly defend forward positions.

    The assault guard troops are almost identical to their in-game counterpart, however, the only addition is that they receive weapon upgrades that can boost their effectiveness against tanks or infantry.

    This doctrine allows for another combination of units to let the Soviets mount powerful elite infantry offensives, while making the Soviets focus on munitions more than usually, the cost of the infantry upgrades makes them more valuable, therefore skilled tactics would be rewarded, instead of mindless blobbing, the enemy would also be rewarded greatly by killing these elite squads.

    Additional Context

    There were 1,6 million SVT-40 rifles made, which were issued to the best performing units, in comparison, the G-43 had only ~402,000 samples made.
    the typical Soviet doctrine in the base game is usually based around close ranged combat with SMGs and infantry primacy, this doctrine, in short words, is supposed to utilize the 1,6 million semi-automatic rifles, as well as to make engineers more useful in game.

    as for combat engineers, they always felt for me like that one rather weak unit in game, which is rather weird, since, by 1944, they would most likely have shock troop armor, standard PPSh-41's, this doctrine aims to improve their general performance, to make them at least be able to do engineer stuff better

  • #13
    2 months ago
    ComradComrad Posts: 116

    @Comrade_Serb написал:
    Name: heavy weapons battalion/infantry assault corps

    Theme: This doctrine defies the standard soviet combat tactic of using overly cheap units on mass, instead, conscripts and guard units, equipped with semi-automatic rifles and proper grenades can punch through the enemy lines with ease, while veteran engineers can effectively dig in with sandbags, anti-infantry mines and tank traps (maybe trenches as well). use heavy artillery to decimate enemy fortifications.

    Unit and Ability Roster

    Slot 1: infantry equipment shipments

    Conscript upgrade, available from either 0 or 1 CP.
    costs 90 or 100 munitions
    Gives 4 conscript models SVT-40 rifles, as well as grenades (identical to guard nades), due to improved rifle training, they receive slightly better accuracy, note: Molotov has to be researched in order to unlock the grenades.

    Slot 2: battle hardened mechanical support

    Combat engineer upgrade, 2 CP.
    costs 30 (or 40) munitions.
    Similarly to the WEHR pioneers, adds one additional squad member, armed with a mosin.
    allows combat engineers to plant anti-infantry mines (PMD-6), use tank traps, as well as OKW/UK style sandbags. optional: UK Trenches.

    Slot 3: Assault guard rifles.

    call-in ability, 2CP needed, 360 manpower required.
    nearly identical to the lend-lease guards, just without the half-track. (armed with 4 SVT-40s and 2 PPSh-41 SMGs)
    They have access to two upgrades, DP-28s (75 munitions) and PTRS rifles (free), both upgrades will consume the PPSh-41 SMGs

    they have standard guard grenades and vehicle button ability, more accurate than conscripts

    Slot 4: For mother Russia!

    identical to the one within the game

    Slot 5: frontal assault.

    14 CP, off map artillery call-in. Nearly identical to the OKW sector barrage, but it does not use the smoke at the end of it, will also hit more accurately if enemy units are revealed. (IL-2 attacks is a fine replacement)

    Strategies and Rational

    The Soviets are infamous for using massive amounts of cheap conscript units, who are reliant on having doctrinal upgrades,which only gives them PPSh-41 SMGs or PTRS rifles, mosin rifles cant combat enemy GW-43s or STG-44s, or MG-42 LMGs, making them really only usable against basic enemy units, or heavily outnumbered ones. This doctrine will dramatically increase the damage output of conscript squads, allowing them to be useful well into the middle game, however, unlike typical conscripts, the player cant afford to lose multiple of these, as 100 munitions is a bit high.

    Engineers, In this doctrine, receive equipment to help the Soviet faction to finally have a more useful role in combat, they are now more difficult to kill, while making effective fortifications to properly defend forward positions.

    The assault guard troops are almost identical to their in-game counterpart, however, the only addition is that they receive weapon upgrades that can boost their effectiveness against tanks or infantry.

    This doctrine allows for another combination of units to let the Soviets mount powerful elite infantry offensives, while making the Soviets focus on munitions more than usually, the cost of the infantry upgrades makes them more valuable, therefore skilled tactics would be rewarded, instead of mindless blobbing, the enemy would also be rewarded greatly by killing these elite squads.

    Additional Context

    There were 1,6 million SVT-40 rifles made, which were issued to the best performing units, in comparison, the G-43 had only ~402,000 samples made.
    the typical Soviet doctrine in the base game is usually based around close ranged combat with SMGs and infantry primacy, this doctrine, in short words, is supposed to utilize the 1,6 million semi-automatic rifles, as well as to make engineers more useful in game.

    as for combat engineers, they always felt for me like that one rather weak unit in game, which is rather weird, since, by 1944, they would most likely have shock troop armor, standard PPSh-41's, this doctrine aims to improve their general performance, to make them at least be able to do engineer stuff better

    In principle, you can just give them a set of protection, which will increase their chances of fighting with other sappers, especially OKW, the simplest- 4 submachine guns.

  • #14
    2 months ago
    inespieinespie Posts: 32

    Soviet NKVD rifle regiment

    Theme: a infantry oriented commander centered about the the synergy provided by the commissar, between soviet infantery, and make them able to take and hold ground

    Unit and Ability Roster

    Slot 1: PPSH for conscript.

    • The usual stuff, ppsh upgrade for conscript.

    Slot 2: Commissar squad

    • call in a commissar squad.

    Slot 3: half track M5 with guard onboard

    • Call in a M5 crewed with a regular guard unit.

    Slot 4: 120mm, or 45mm canon

    • Call in a 120mm mortar, or if it's deemed too op, a 45mm canon.

    Slot 5: For mother russia

    • From counter attack tactic, increase speed and rate of fire of your infantry.

    Strategies and Rational

    This doctrine is clearly infantery centric, and build arround the commissar, who would have a great synergy with ppsh conscripts and guards. As the commissar, conscript upgrade and support weapon(120 or 45mm) are pretty low tier, to not have most of the thing unlocked at 2 points, the guard are kept at 5 with the M5 call in. while the last ability is the very infantry centric For mother russia.

    It provide a guard unit, but more late game and hard to obtain than the 2 doctrinal point regular guard ability, and add a M5, that synergise well with the commissar heal and a infantery centric army.

    Those are not super strong ability, as could be a commissar + shock troops combo.

    It will still need something to be of use in the late game, where soviet really need something to keep going.
    Without heavy tank, field artilery or t34-85, the 120mm mortar would be good early and lategame to keep attrition ( a big problem with soviet, and all infantery heavy doctrine) as painfull on your side than their, and provide a good mean to not get your whole army blocked by heavy use of suppression early
    If deemed too powerfull, the 45mm would be a good early AT counter and a mg nest clearer, too.

    Due to being a infantry focused doctrine, it will lack a momentum to push. For mother russia could fix that. Using FMR + commissar ability on one unit may make a unit very angry indeed.
    That's why shock troop should not be in this doctrine.

    Overall, a doctrive that will go from very mobile and agressive early, to defensive oriented with improved infantry more used as shield for the soviet support weapon than a blob of doom like the okw/usf like to do, with renforcement and heal on the field, with your few regular light to medium vehicle more there to keep the opponent from flanking your Zis than try a breakthrough.
    until you get your FMR, and it's back to be mobile and agressive.

    Additional Context

    For mother russia, Conscript package, heavy use of the conscripts 3 ability, and guards upgrade and ability will make it a ammo hungry, and MP costly army, with few use for fuel. Something like a reverse fuel drop could be good.
    Or droping the m5 for a soviet truck that would work like a renforcement point and the supply truck of the werhmarcht, only that is would lower the fuel produced by a point, and turn it into MP or ammo. So it's still a army that want to secure the fuel point, and hold it, with a mobile FHQ in the form of the commissar + the truck.

    Inspiration : 10th NKVD Rifle Division

    In appreciation of the division's defense of the city, the commander of the 62nd Army Vasiliy Chuykov said: "The fighters of Colonel Sarayev's 10th Stalingrad Division VV must have been the first defenders of Stalingrad, and they overcame the difficult challenge with flying colours, courageously and selflessly fighting against superior enemy forces until the arrival of the 62nd Army."

    https://en.wikipedia.org/wiki/10th_NKVD_Rifle_Division, suffered heavy (90% !) casualties during the battle of Stalingrad while holding against German mecanised assault, Heavy use of submachine gun, strengh reduced to a regiment, The remains was awarded the order of Lenin for holding a streched territory against shocks attacks by large-scale infantry and armour formations while having no armor to speak of.

  • #15
    2 months ago

    Soviet Mass Assult Doctrine
    This doctrine focuses on utilising the large quantity of less effective and lesser trained men and equipment to overwhelm your enemies.
    Slot 1: (0CP) Not One Step Back! (Just like in the campaign but instead you cant retreat)
    Slot 2: (1CP) Munition transfer into manpower (some what like that wich of OKW had before but with manpower instead).
    Slot 3: (2CP) For Mother Russia!
    Slot: 4(3CP)Commisar Squad
    Slot 5: (6CP)Soviet Industries (The abillaty that the soviet commander "soviet industries" had before, that it would create tanks more rapidly, but it should ad an smaller increased cost).

    In the Great Patriotic war against the germans, the Soviets used old and outdated strategies like mass assult. They charges up in big waves of men and tanks until they had gained very costly ground. I believe that the abilaty "Not One Step back!" your troops cant retreat but instead they will fight untill their deaths. This will be a detromental to veteransy, but will help in the way of disturbing the Axis on a much larger scale across the battlefield.

    Of course letting your men fight to the death and rebuilding new units so that they can fight to their death wont be so great to the manpower game, therefore you should be able to tarnsfer your munitions into manpower. This will help with the problem of manpower drainage.

    Just like i said before that the russians used wave offensives, you should be able to use the abillaty "For Mother Russia!" to atleast increase their damage and movement speed, because this is an anti veterancy doctrine. And you should be able to have the commisar to improve their patriotism.

    Last but not least when you removed the abillaty to produce tanks more rapidly form the commander "Soviet Industries" it has been were hard to counter the OKW Kingtigers and Jagdtigers. I completely understand why you removed it because it was very OP to spam hordes upon hordes of t-34´s. But with the recent nerfes to the t-34 and the higher cost of it. I believe that the t-34 could be used just like in ww2 to overwhelm the enemies supperior tanks. But! with this abillaty the t-34 tank should have an even smaller cost added ontop of it, so that you cant produce hordes upon hordes of it, this will meake players be more carefull of their massed t-34 tanks.

    I based this commander around the mod "forgotten Commanders" of the russian commander that you hade the same idea with before you released the game but eventiually did not add into the game. I believe that this commander would make the battlefields look alot more like the eastern front and feel more "realistic".

  • #16
    2 months ago
    YappirYappir Posts: 42
    edited January 13

    Hey. I tough of soviet comander focused on use and support of concripts. I feel like soviets could have something around spaming concripts, specialy that there are not that many doctrines fully focused on that and soviet infantry is pathetic compere to OKW one or british. Here it is:

    Conscript frontal assault doctrine

    2 CP DShK heavy machine gun
    3 CP Conscript AT package
    3 CP Conscript Assult package
    4 CP Reacon plane (too few soviet doctrines have it!)
    12 CP IŁ-2 bombing run

    How do I imagine use of this comander?

    You walk off your enginiers, free from building any buildings and start caping. Then you make conscripts.... As many as you want. 5 sounds good for me. It is preferable on wide open maps where mgs won't block us off so much. We try to cut off territory or fload enemy with mass (as soviets should!).
    We can secure our map control with heavy machineguns that we gain at 2 CP. Also AT grenades and molotovs might prove useful. They should be be bought as soon as they get afordable.
    When 3 CP pops up we can start buying equipent for our cons and here when the fun begins. We can get one PTRS set for safety reasons. Then we start massing PPSH.
    We have plenty of choices in buildings since we don't really need anything. Maybe some players will like to mix in a sniper, pental or a mortar.
    Reacon plane might help us out spot mgs.
    Ił-2 at very end can help us out with heavy fortifications like flak 20mm, 37mm and so on.

    I think that replacing reacon plane with commisar, 120mm mortar, shock troops or "for the motherland" is vaiable. I am not sure will it not be an overkill. I would like to see comissar isnetd of this plane.

    I feel that this doctrine uses perks that are in game, are somewhat rare in soviet meta and revolves around played tactics that could benefit from this.

  • #17
    2 months ago
    JoppyJoppy Posts: 6
    edited January 22

    New commander
    +Elite troops supported by cost effective abilities that helps to compensates for their weaknesses, which is man-bleed
    -Lacks indirect fire and off map artillery
    -No extra defensive abilities

    Doctrinal Ability #1
    2CP – Shock Troopers
    They are slightly too expensive to reinforce at the moment. Maybe make them cheaper with veterancy. I think that the damage buff they got was a bit much. Buff them by splitting their accuracy buff gained from vet 3 into 15% each level and partly revert the current damage buff. Also give them a “in-cover sprint” at vet 2, it function very similar to the snipers camouflage only that they gain increased movement speed for a while after leaving cover, instead of camouflage. This would help them close the distance against long range units. At vet 3 they should drop a smoke grenade every time they retreat – this is a fitting skill for them since it would make sure they don’t often lose anymore of those expensive models, which is already more likely without it since their short effective ranges often forces them get into “the thick of it”. Good against infantry and on flanks either way.

    Doctrinal Ability #2
    2CP – M42 45mm light AT gun
    The switch between canister and AP rounds is painfully slow. There’re currently too few instances were you can risk not having the AP rounds activated. The time needs to be at least halved. It still need more damage, remove the first shot bonus to make it more reliable. Make the camouflage passive when standing still since it provides utility that holds it back from being balanced in its intended roll.
    or

    6CP – AT-Gun Ambush Tactics

    Doctrinal Ability #3
    6CP – Rapid Conscription
    Could need a buff since it often to get any value out of it you have to play aggressive in a way that is excessive, wasteful, often mindless, often resulting in “free” veterancy to your enemy rather. A reasonable buff to it would be to give all troops a small resistance to suppression, some extra speed (not sprint level) as well as removing or reducing the veterancy to enemy gain from the units under the effect of the ability. Maybe buff it indirectly by making merged conscripts inherit the better stats of any troop they merge with.

    Doctrinal Ability #4
    8CP – Mark Vehicle

    or
    2CP – PMD-6 Anti Personnel and Light Anti-Vehicle Mine

    Doctrinal Ability #5
    13CP – IS-2 Heavy Tank

    For full commander discussion visit: https://drive.google.com/open?id=12hi6_7ce-0JEp9F2woQ2vkR_Nyr5VWmsGzVblMkWlCI

  • #18
    2 months ago
    HyperBlancatHyperBlan… Posts: 24
    edited January 15

    Guard rifle advancing Tactics

    Theme : Advance with heavy support, collapes the line with heavy armor&guard rifles

    2cp) guard rifle infantry

    4cp) smoke bombs = ostheer skill

    7cp) Incendiary Artillery Barrage

    7cp) Soviet March - 110 muni, buff soviet units, 50second

    infantry - speed 1->2, accuracy +20%
    vehicle - max speed 20%, accel speed 30%,, accuracy +30%, reload time -20%

    13cp) IS-2 heavy tank

    Strategies and Rational

    smoke bomb will conceal allies advancing force or cover enemy heavy range weapon

    Incendiary Artillery Barrage is good for neutralize enemy fortification

    Guard rifle and IS-2 will lead soviet advance and breakthrough enemy defense

    "Soviet march" will help soviet advancing troops

  • #19
    2 months ago

    Guerillia Fighting Doctrine

    Theme: A combination of sneaky units/tactics to harass the enemy.

    Unit and Ability Roster:

    Slot 1: Irregulars

    A 5 man squad (Partisan models) equipped with Mosin Nagant rifles and a DP-28 LMG. They camouflage in cover, can construct sandbags and PMD-6 APmines and throw Molotov cocktails. Molotovs have to be unlocked via the conscrpit upgrade in the Field Headquartes. Unit can be produced at the Field Headquartes.

    Slot 2: DP-28 Weapon Rack

    A weapon rack supplying DP-28 LMGs for 70 munitions.

    Slot 3: Ania

    A hero sniper of the Polish forces in exile. Unit from the campaign.

    Slot 4: Tank Ambush Tactics

    Light tanks and vehicles (halftracks, M3 and Katyusha) can now camouflage themselves. Function similar to the OKW cautious movement veteran ability.

    Slot 5: KV-8

    No changes.

    Strategies and Rational:

    The roster aims to utilize units to harass the enemy by improving early game options via Irregulars, Ania and the DP-28s. Ambush tactics and KV-8 are supposed to help in the mid/late game.

  • #20
    2 months ago

    Soviet Wetwork Tactics

    Theme: This commander is focused on making enemy advances harder than they should be.

    Slot 1: Radio Intercept - 0 CP

    Intercepts radio transmissions providing valuable intel on enemy actions.

    Slot 2: PMD-6 Anti-personnel Mines - 2 CP

    Small anti-infantry minefields can be constructed by Combat Engineers. These mines are cheap and effective against infantry but will rarely penetrate vehicles.

    Slot 3: Spy Network - 4 CP

    Using underground infiltration units, temporarily reveal all enemy units on the minimap.

    Slot 4: Booby Trap Territory - CP

    A trap can be placed on a capture point that will automatically attack enemy units who try to capture that territory.

    Slot 5: IL-2 Precision Bombing Strike - 12 CP

    The IL-2 will make a high-speed bombing run, clustering four FAB-50 50kg bombs into the target area.

    Strategies and Rational

    This Tactic is for knowing where the enemy is before he or she is attacking and letting you destroy them or at the very least delay their advance to give you time to relocate infantry and tanks or build up new ones.

    The reason I chose the IL-2 Precision Bombing Strike for the last Tactic is for not only bombing the area where the main fighting is happening but also for anyone who wants to do something similar to this scenario: Sends sniper team around the main area(s) of fighting with 'Hold Fire' active. Gets into a camouflaged position sends up rifle flare(s) to locate enemy units behind enemy lines. Call in airstrike to destroy enemy reinforcements and/or fortifications.

  • #21
    2 months ago

    @Joppy said:
    New commander #1
    +Elite troops supported by cost effective abilities that helps to compensates for their weaknesses, which is man-bleed
    -Lacks indirect fire and off map artillery
    -No extra defensive abilities
    bla bla bla

    they said 1 commander, not 6, dammit

  • #22
    2 months ago
    YappirYappir Posts: 42

  • #23
    2 months ago
    WilhelmIXWilhelmIX Posts: 14
    edited January 22

    Hello, I hope you have a good day :)
    Here's my suggestion for the new soviet commander, I hope you will like it ;)

    Soviet Alternative Combat Tactics

    Theme:
    Build strategies around the upgraded conscripts and other various units and abilities. Upgraded conscripts can fight more effectively, when they are supported by the M42 AT guns. Zis 6 transport trucks can support fighting units near the frontline or help to generate more resources while IS-2 can engage fortified enemy positions.

    Unit and Ability Roster:

    Slot 1: Zis 6 Transport truck

    • Available in the main HQ after tankoviy batattalion command post is built.
    • Costs 260 MP and 20 Fuel.
    • Takes 5 popcap
    • Can reinforce units in the field (like M5), transport up to 2 squads, and has ability to set up on the capture point to
      generate more resources (identical to Opel Blitz).

    • Units CAN'T shoot out of it.

    • If Zis is in the setup mode, it can't reinforce infantry.
    • Low health and armor (similiar to the m3a1).

    Slot 2: Conscript Combat Package

    • Available from 2CP.
    • Costs 60 ammo
    • Gives conscripts 1 DP-28 LMG and 2 SVT rifles

    Slot 3: M42 45mm AT gun
    - 2 CP

    Slot 4: Recon Overflight
    - 4 CP

    Slot 5: IS-2 Heavy Tank
    - 13 CP

    Strategies and Rational
    New upgrade for the conscripts will give you new ways to use them, it'll be an altenartive to the PPsH commanders. It would help them to scale into late game. Zis 6 will be a "new" unit for the Soviets which gives new ways to play them. Zis 6 is basically mix of the M5 and Opel Blitz. Revamped M42 AT gun would be able to support conscripts. Recon Overflight is self explanatory. IS-2 with the support of the conscripts would be able to engage enemy armor and fortified positions.

    Conscripts are rarely used, mostly becouse of the penals and maxim spam. This commander would be an altenartive to the other conscript support commanders.

    Disadvantages:

    • Lack of the off map artillery, "skill" planes and plane strafes.
    • Lack of the other conscript support abilities, like repair kit, rapid conscription or "hit the ground" ability.
    • Lack of the elite infantry like guards or shocktroopers.

    Additional content:

    Some historical basis:

    • Soviet conscripts were usually equipped with the mosin nagant rifles, mostly because conscripts weren't paying much attention to their weapons, so weapons they were using jammed a lot. On the other hand, Mosin Nagant had good durability and reliability. But that doesn't mean mosin's and PPsH's were the only weapons conscripts were using! Soviet Union produced ~ 1,600,000 of the SVT-40 Rifles and over 700,000 of the DP light machine guns! They both were often assigned to the conscript squads. Because of that it would be nice if conscripts could be upgraded with the dp 28 lmg's and SVT-40 rifles.

    • Zis 6 Truck was made by Soviet Union during WWII, they were mostly used for the "Katyusha" rocket launchers, but they were also used in wide numbers (20,000 models produced) as the general purpose army truck. So adding them to the game (well they already are, but only in the files) would also be very nice.

    Additional Suggestions:

    • Conscript Combat Package would also give field first aid ability, same as grenadiers, with same cost.

    Just a photos of the Zis 6 truck without, and with the set up ability:

  • #24
    2 months ago
    YappirYappir Posts: 42

    @WilhelmIX
    I love the idea for Zis Truck. Maybe it could be a field hospital. Soviets are only faction with out any option to heal in the middle of the map what tends to be annoying. I also like idea of alterative package for concripts.

    have you seen my doctrine idea? They are very similar.

  • #25
    2 months ago

    I hope new commander will bring new to this game, i have played this game for more than 2000 hours.This is my suggestion, i hope you guys will enjoy it.

    Soviet Late War Tactic

    • 2cp): old abilities guard rifle infantry or black coast infantry(360 mp 4 svt + 2dp 28)
    • 3 cp : old abilities 3 PPSH for conscript or 1 dp 28 and grenade for conscript
    • 6 cp : for mother russia
    • 0 cp : old abilities t34-85 or su100(260 amor,240 damage,8s reload,70 range,500 mp + 200 fuel ,12 cp)
    • 13 cp : mass assault suport, a mix of ml 20, bm13,b4 will support you,action like assualt artillery or sector artillery,delay 15 sec work in 45 sec, end time il 2 will strafing with 23mm,boom or rocket. cost 300 mun.

      Stalin Defensive Line

    • (1cp) : forward HQ

    • (2cp) : improve defensive line,Combat Engineer can now build bunker,tank trap,sandbag.
    • (2cp) : HM-38 120 mortar squad.
    • (4cp) : zis 6 coming, work like cargo trucks and can transport unit with 250 mp
    • (12cp): Il 2 bombing strike
  • #26
    2 months ago
    WilhelmIXWilhelmIX Posts: 14

    @Yappir said:
    @WilhelmIX
    I love the idea for Zis Truck. Maybe it could be a field hospital. Soviets are only faction with out any option to heal in the middle of the map what tends to be annoying. I also like idea of alterative package for concripts.

    have you seen my doctrine idea? They are very similar.

    Thanks for your kind words :smile:

    Yeah I saw your commander suggestion, I also like commander of yours, I agree that recon overflight should be more common, but to be fair, I think there are too many commanders with the PPsH.

    About the healing, well, soviets have FHQ and commissar squad, they both can heal units on the field, and to be fair I'm not sure if Zis 6 should become next ambulance. I was thinking more about the combat package giving passive (or activated with ammo cost) "heal" ability, similiar to the ostheer grenadiers one.

  • #27
    2 months ago
    ComradComrad Posts: 116

    @WilhelmIX написал:

    @Yappir said:
    @WilhelmIX
    I love the idea for Zis Truck. Maybe it could be a field hospital. Soviets are only faction with out any option to heal in the middle of the map what tends to be annoying. I also like idea of alterative package for concripts.

    have you seen my doctrine idea? They are very similar.

    Thanks for your kind words :smile:

    Yeah I saw your commander suggestion, I also like commander of yours, I agree that recon overflight should be more common, but to be fair, I think there are too many commanders with the PPsH.

    About the healing, well, soviets have FHQ and commissar squad, they both can heal units on the field, and to be fair I'm not sure if Zis 6 should become next ambulance. I was thinking more about the combat package giving passive (or activated with ammo cost) "heal" ability, similiar to the ostheer grenadiers one.

    Yep! Good idea! It is true that I suggested is difficult to implement, but really. You're really cool.

  • #28
    2 months ago

    Based on historical events the USSR massively utilizes artillery and infantry this tactics points out that the Russians utilizes their combat engineers (which are actually shock troops in the game) and tanks to crash the enemy line, and at where they crash the line the Russians will use over 70% artillery (rockets and medium caliber cannon, probably the 122mm M1939 which do not exist in the game) of theirs to shock and to breakthrough it is not that obvious in the game so I have the idea of this commander

    Soviet combined artillery and infantry tactic

    Utilizes the brave infantry and artillery of mother Russia, this commander will allows to use the elite soviet infantry to assault enemy lines when the battle is becoming fiercer, call in artillery to shock the enemy and finally break the enemy line with heavy assault gun

    2cp call in assault guards infantry(without M5), which only belongs to and lend-lease commander currently, giving it to other commanders will make them more popular I think can use smoke and normal grenade

    4cp assault engineers which will take 380MP to call in this is a four man squad equipped with ppsh can be the same model as shock troops, but their smg damage can be a little higher since they are a four man squad enters the battle field at 4cp(pretty late, actually the latest infantry except for Ober) and are expensive can be upgraded with flame can cut wires, places mines TNT wires and tank traps more like an elite engineer unit

    8cp soviet artillery allowing the build of 152mm artillery allows recharge of su76 zis3 82mmmortar to become faster and give isu152 a barrage option

    14cp call in isu152 assault gun, but adding a barrage option, 50 munitions, launch 4 shells

    17cp combined artillery I suppose this should be a similar skill to the tiger ace , which can turn the battlefield in a flash

    causing 350 munitions all frontline sectors will be under heavy artillery attack, which will firstly be a rocket barrage and then a lot of rockets , 152mm and 203mm (6 B4 shells maybe) all troops will get for the mother land effect tank will reload faster and move faster (15% and 25%) points can be captured quicker, what is fun about this is that if you cut a point all the sectors around it will be under artillery attack I do not suppose this skill will be like the british artillery skill which just got removed, it gives time for the german team to retreat and to react
    AND IT WILL BECOME THE LARGEST FIREWORK IN THE GAME

    this commander does needs a lot of improvement, it is hard to say whether it suits 1v1 or 4v4, but from my perspective, we really need a commander to show the rea love of Russians in WWII. Too many people believe that what Russians love is a lot lot lot of T-34, but actually it is a lot lot lot of artillery.

  • #29
    2 months ago
    YappirYappir Posts: 42
    edited January 15

    @WilhelmIX
    Well comander of my sugestion gotta include ppshes, This is MOST useful perk in soviet doctrines. Othwerwise concript are worthless in the late game. other improvments would be nice for varation but the rules states that we have to use pre-exisiting abilities so....

  • #30
    2 months ago
    ComradComrad Posts: 116

    @152mmBL20 написал:
    Based on historical events the USSR massively utilizes artillery and infantry this tactics points out that the Russians utilizes their combat engineers (which are actually shock troops in the game) and tanks to crash the enemy line, and at where they crash the line the Russians will use over 70% artillery (rockets and medium caliber cannon, probably the 122mm M1939 which do not exist in the game) of theirs to shock and to breakthrough it is not that obvious in the game so I have the idea of this commander

    Soviet combined artillery and infantry tactic

    Utilizes the brave infantry and artillery of mother Russia, this commander will allows to use the elite soviet infantry to assault enemy lines when the battle is becoming fiercer, call in artillery to shock the enemy and finally break the enemy line with heavy assault gun

    2cp call in assault guards infantry(without M5), which only belongs to and lend-lease commander currently, giving it to other commanders will make them more popular I think can use smoke and normal grenade

    4cp assault engineers which will take 380MP to call in this is a four man squad equipped with ppsh can be the same model as shock troops, but their smg damage can be a little higher since they are a four man squad enters the battle field at 4cp(pretty late, actually the latest infantry except for Ober) and are expensive can be upgraded with flame can cut wires, places mines TNT wires and tank traps more like an elite engineer unit

    8cp soviet artillery allowing the build of 152mm artillery allows recharge of su76 zis3 82mmmortar to become faster and give isu152 a barrage option

    14cp call in isu152 assault gun, but adding a barrage option, 50 munitions, launch 4 shells

    17cp combined artillery I suppose this should be a similar skill to the tiger ace , which can turn the battlefield in a flash

    causing 350 munitions all frontline sectors will be under heavy artillery attack, which will firstly be a rocket barrage and then a lot of rockets , 152mm and 203mm (6 B4 shells maybe) all troops will get for the mother land effect tank will reload faster and move faster (15% and 25%) points can be captured quicker, what is fun about this is that if you cut a point all the sectors around it will be under artillery attack I do not suppose this skill will be like the british artillery skill which just got removed, it gives time for the german team to retreat and to react
    AND IT WILL BECOME THE LARGEST FIREWORK IN THE GAME

    this commander does needs a lot of improvement, it is hard to say whether it suits 1v1 or 4v4, but from my perspective, we really need a commander to show the rea love of Russians in WWII. Too many people believe that what Russians love is a lot lot lot of T-34, but actually it is a lot lot lot of artillery.

    No more T-34, yes, artillery - B-4! And Fire Area.

  • #31
    2 months ago

    Soviet Air Support Tactics

    Theme: The Soviet Union was the first army in the world to establish paratrooper battalions. Although in the beginning of the german attack on russia, due to the german air superiority most paratroopers had to fight as ordinary rifleman. In the year 1943 the soviet army reestablished paratrooper units. Even though they weren’t as heavily used as by the western allies they played a key role in some major attacks.

    Slot 1: Air Dropped medical supplies

    Copy of the German Ostheer ability, found in the Luftwaffe Supply Doctrine. Just with a soviet plane.

    Slot 2: Reconnaissance Flight

    Copy of the German Ostheer ability, found in the Luftwaffe Supply Doctrine. Just with a soviet plane.

    Slot 3: Soviet Paratroopers

    Similar to american Paratroopers, armed with PPsH MP’s, upgradeable with anti tank rifles or a DDP machine gun.

    Slot 4: Il-2 precision Bombing

    Similar to the ability already in game.

    Slot 5: Il-2 Schturmowik Aerial Surveillance

    Call in ability 12 CP, 200 Ammo

    Il 2 Schturmowik are patrolling the skies in a tight formation firing at firing enemy artillery, preventing enemy airstrikes, and artillery call-ins for 45 seconds.

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