BRITISH NEW COMMANDER PROPOSALS

#1
6 months ago
Andy_REAndy_RE Posts: 257 admin
edited January 10 in Commander Feedback

This thread is for proposals only.

Please refer to the master post for instructions and guidelines.

«1

Comments

  • #2
    6 months ago

    i suggest M10 tank destroyer as a name M10 3inch can product in Company Command Post with cheap price
    (it's good if someone can access to animation mod and replace 75mm gun with 17 pounder gun)

  • #3
    6 months ago
    Aiborne82Aiborne82 Posts: 17
    edited January 11
    British Armored Assault Regiment

    This commander gives the British a dedicated armor commander that will give the British the option of providing a more mobile and offensive role outside of the consistently defensive ones they currently play. They also currently do not have any kind of armor commander either.


    Slot 1: (0 CP) Sherman II" Available from the Company Command Post, this is identical to the M4A3 tank that is available to the Americans without the de-crew ability.

    Slot 2: (2 CP) Designate Command Vehicle

    Slot 3: (4 CP) Observation Detachment Valentine (If not maybe just take the observation portion away from this one? The point is to give the brits a light tank that can compete with German Luchs, Pumas, and Ostwinds without relying on static defense.)

    Slot 4: (6 CP) Vehicle Crew Repairs

    Slot 5: (12 CP) Strafing Support

    Strategic Analysis and importance. Towards the middle of the war the British were very alone in their fight against the Germans. Historically this commander makes sense as American Sherman's were heavily utilized in the British Army towards the end of the war. Germans also knew that detachments such as the 2nd British Armored divisions were incredible adversaries. I think this commander would give the British a bit of a more offensive late game role with the ability to utilize AI and AT through a decent mix of armor. Of course being susceptible to AT guns and TD's of course means that although they will have maneuverability, they still need to use combined arms and intelligent strategic play in order to win the match.
  • #4
    6 months ago

    (A34) Black Prince or (A39) Tortoise is should be good because Black Prince is another Churchill tank with QF 17pdr gun and Tortoise is made to use to hold defensive in Siegfried Line (probably). because right now in the game if we did not count 17pdr emplacement British if have nothing to use against Germany heavy tank like #Kingtiger and Long Range Tank Destroyer Like Jadgtiger or Elefant, so it makes sense to let British have something to counterattack them.

  • #5
    6 months ago

    British Infantry Support Regiment

    This commander focuses on enhancing, protecting, and supporting large groups of British Infantry.

    Unit and Ability Roster:

    Slot 1: Tank Hunters Infantry Sections (2 CP): Infantry sections with Boys AT rifles and AT grenades for use against light vehicles.

    Slot 2: Advanced Cover Combat (2 CP): Infantry sections fight better in cover.

    Slot 3: Assault (4 CP): Infantry move faster and have better attack. Recon planes fly over the front lines.

    **Slot 4: **Air Resupply Operation (4 CP): Weapons and medical supplies are dropped. Better defence and reinforce speed in friendly territory.

    Slot 5: Strafing Support (12 CP): 2 Typhons attack the area with rockets and machine guns.

    Strategies and Rational
    This commander is designed to facilitate strategies with 5+ infantry sections. There are abilities to facilitate both attack and defence. The goal here is to provide a reasonable alternative to the usual British strategy of several Tommys supported by other units. It encourages more aggressive play styles than is typical of the British Forces.
    With more Tommys to equip with weapons and several munitions heavy abilities, players will have to target munitions points more aggressively.
    This commander should be very strong in the mid-game but may struggle later without access to heavy tanks.

  • #6
    6 months ago
    > @Pseudoabdul said:
    > British Infantry Support Regiment
    >
    > This commander focuses on enhancing, protecting, and supporting large groups of British Infantry.
    >
    > Unit and Ability Roster:
    >
    > Slot 1: Tank Hunters Infantry Sections (2 CP): Infantry sections with Boys AT rifles and AT grenades for use against light vehicles.
    >
    > Slot 2: Advanced Cover Combat (2 CP): Infantry sections fight better in cover.
    >
    > Slot 3: Assault (4 CP): Infantry move faster and have better attack. Recon planes fly over the front lines.
    >
    > **Slot 4: **Air Resupply Operation (4 CP): Weapons and medical supplies are dropped. Better defence and reinforce speed in friendly territory.
    >
    > Slot 5: Strafing Support (12 CP): 2 Typhons attack the area with rockets and machine guns.
    >
    > Strategies and Rational
    > This commander is designed to facilitate strategies with 5+ infantry sections. There are abilities to facilitate both attack and defence. The goal here is to provide a reasonable alternative to the usual British strategy of several Tommys supported by other units. It encourages more aggressive play styles than is typical of the British Forces.
    > With more Tommys to equip with weapons and several munitions heavy abilities, players will have to target munitions points more aggressively.
    > This commander should be very strong in the mid-game but may struggle later without access to heavy tanks.

    I like your idea but i suggest 1 CP change to Thompson smg for infamy section. May be with some kind of sprint ability.
  • #7
    6 months ago

    @chusana2539 said:
    (A34) Black Prince or (A39) Tortoise is should be good because Black Prince is another Churchill tank with QF 17pdr gun and Tortoise is made to use to hold defensive in Siegfried Line (probably). because right now in the game if we did not count 17pdr emplacement British if have nothing to use against Germany heavy tank like #Kingtiger and Long Range Tank Destroyer Like Jadgtiger or Elefant, so it makes sense to let British have something to counterattack them.

    non-existing tank model is not allowed,so it's impossible to add A39.but as for A34,it's just a matter of the barrel,maybe relics could take a adjust on it to make it more like 17 pr

  • #8
    6 months ago
    > @mustangbrony said:
    > @chusana2539 said:
    > (A34) Black Prince or (A39) Tortoise is should be good because Black Prince is another Churchill tank with QF 17pdr gun and Tortoise is made to use to hold defensive in Siegfried Line (probably). because right now in the game if we did not count 17pdr emplacement British if have nothing to use against Germany heavy tank like #Kingtiger and Long Range Tank Destroyer Like Jadgtiger or Elefant, so it makes sense to let British have something to counterattack them.
    >
    >
    >
    >
    >
    > non-existing tank model is not allowed,so it's impossible to add A39.but as for A34,it's just a matter of the barrel,maybe relics could take a adjust on it to make it more like 17 pr

    A34 Black price have bigger body than a normal Churchill so it has to be another model.
  • #9
    6 months ago

    @mustangbrony said:

    @chusana2539 said:
    (A34) Black Prince or (A39) Tortoise is should be good because Black Prince is another Churchill tank with QF 17pdr gun and Tortoise is made to use to hold defensive in Siegfried Line (probably). because right now in the game if we did not count 17pdr emplacement British if have nothing to use against Germany heavy tank like #Kingtiger and Long Range Tank Destroyer Like Jadgtiger or Elefant, so it makes sense to let British have something to counterattack them.

    non-existing tank model is not allowed,so it's impossible to add A39.but as for A34,it's just a matter of the barrel,maybe relics could take a adjust on it to make it more like 17 pr

    how about achilles tank destroyer ?
    just replace the gun on M10 with the 17 pounder and hide the manlet with with some stuff

  • #10
    6 months ago

    @DarjeelingMK7 said:

    I like your idea but i suggest 1 CP change to Thompson smg for infamy section. May be with some kind of sprint ability.

    I like this idea for an ability, but not really for this commander. I don't think short range really fits the theme. Are we allowed to put in weapons from other factions in? I thought we just had to stick to the abilities already available.

  • #11
    6 months ago
    > @Pseudoabdul said:
    > @DarjeelingMK7 said:
    >
    > I like your idea but i suggest 1 CP change to Thompson smg for infamy section. May be with some kind of sprint ability.
    >
    >
    >
    >
    >
    > I like this idea for an ability, but not really for this commander. I don't think short range really fits the theme. Are we allowed to put in weapons from other factions in? I thought we just had to stick to the abilities already available.

    We are allowed to use weapons from others faction so this is possible.
  • #12
    6 months ago

    British Colonial Regiment

    Theme: During the Second World War British Troups relied heavily on the support of the various members and allies of the the British Empire

    Slot 1: Canadian Sherman Grizzly

    Cost: 0CP, 300 Manpower, 90 Fuel
    Unit available from the Company Command Post
    Canadian Version of an early Sherman. Slower, less armored and dealing less damage then the american standart Sherman.
    Can be upgraded with a MG like it’s american counterpart

    Slot 2: Colonial Troops

    Cost: 0CP, 200 Manpower, 20 Manpower to fill up again at HQ
    Unit available for call in.
    6 Soldiers from British Colonies, armed like normal british infantry sections. Able to build sandbag cover, can be upgraded with weapons from weapon rack and with grenades. Comparable to Osttruppen.

    Slot 3: Colonial Fuel Supply

    Similar to the soviet Allied Supply Drop.

    Slot 4: French Resistance

    Similar to soviet partisans, armed with silenced Sten Guns.

    Slot 5: American Daylight Bombing

    Similar to Air Supremacy Operation

  • #13
    6 months ago

    @General_Fakenews said:
    British Colonial Regiment

    Theme: During the Second World War British Troups relied heavily on the support of the various members and allies of the the British Empire

    Slot 1: Canadian Sherman Grizzly

    Cost: 0CP, 300 Manpower, 90 Fuel
    Unit available from the Company Command Post
    Canadian Version of an early Sherman. Slower, less armored and dealing less damage then the american standart Sherman.
    Can be upgraded with a MG like it’s american counterpart

    Slot 2: Colonial Troops

    Cost: 0CP, 200 Manpower, 20 Manpower to fill up again at HQ
    Unit available for call in.
    6 Soldiers from British Colonies, armed like normal british infantry sections. Able to build sandbag cover, can be upgraded with weapons from weapon rack and with grenades. Comparable to Osttruppen.

    Slot 3: Colonial Fuel Supply

    Similar to the soviet Allied Supply Drop.

    Slot 4: French Resistance

    Similar to soviet partisans, armed with silenced Sten Guns.

    Slot 5: American Daylight Bombing

    Similar to Air Supremacy Operation

    Probably not doable because of the voices. Not a bad concept though.

  • #14
    6 months ago

    Sorry! I'm new around the forums!

    "Exiled command regiment"
    The theme of this regiment is to have troops from nations with Government in exile, who, with the help of British equipments, will retake their home land.

    0 CP- can upgrade Infantry Sections to recon infantry Section. It has increased sight radius, and can go stealth even without cover while also moving fast. But won't be able to upgrade the Medic-kits or pyrotechnics.
    Explanation: This fits the theme of a "partisan" and "hit and run" theme, on top of being an useful scouting tool.

    2 CP- A designated commander vehicle
    Explanation: This fits well with the idea that very often, Foreign Troops would be commander closely by their own officers. However, I think this is the weakest part of this suggestion.

    2 CP- An infantry made up for exiled soldiers from other countries, like Czechs, Polish, Yugoslavian, French, etc. The 'Elite' infantry would be equipped with american equipments (M1 Garands), so it'd be extremely similar to a rifleman, but with AT nades. and they can be upgraded with Stens. 240 MP with 30 to replace. (Cheap recruitment, expensive to replace.)
    Explanation: The combat capability would be superior to the those of the Rifleman, coming in earlier than both Rangers and Paratroopers, being slightly weaker, but cheaper.

    4 CP- Concentration barrage similar to the one on Royal Artillery Regiment.
    Explanation: Fits well with the theme of "British equipment, Czech/Polish/French/Yugoslavian spirit.

    12 CP- An airstrike similar to the one that the USF Airborne have.
    Explanation: Same as the Concentrated barrage.

    The strengths would be a good "elite" infantry that can compete with PGrens with no ugprades, Grenadiers after elite upgrade, OKW with Stumgewehrs, alongside having a capable recon infantry, while still retaining capability to deal with turtle situations with the concentration barrage. With the weakenss being the lack of an unicorn vehicle, no skills to buff IS in combat like the Mobile assault's "Advanced Cover Bonus" that makes IS fight as if they were under cover, lack of the Vehicle crew repair, another important skill that UKF usually have.

  • #15
    6 months ago
    DarjeelingMK7Darjeelin… Posts: 244
    edited January 13
    Commander: Royal tank regiment.
    1CP: Raid operation.
    - Vehicles and infantry can now quickly capture points, so a frontline breakthrough is possible.
    - Cost: 50 munitions.
    2CP: Designate command vehicle.
    Vehicle is now a command post, air recon incoming. Nearby units's capabilities are improved.
    - Cost: 75 munitions.

    4CP: Mobile recovery engineering detachment.
    - Deploy a royal engineer section inside a M3 halftrack.
    - This engineer section is a recovery engineer section from tactical support regiment that has ben upgraded to heavy engineer of anvil tech, be able to salvage wreck for resources.
    - The M3 halftrack' model is from special weapons regiment but it cant dispatch gun, instead, it can be upgrade to act as a repair station while immobile, like the halftrack of mechanized company in campaign.
    - Cost: 350 MP; 30 fuels.

    5CP: Armoured vehicle pyrotechnics supplies.
    - Tank with commander upgrades can now call in artillery support from base, same as infantry sections's flare.
    - Command vehicle can call in strafing support.

    10CP: Precision barrage.
    - Take from advance emplacement regiment.

    The royal tank regiment is the oldest tank units in the world and had participated in countless battles of ww2. I think this can be a very historical reference Commander like royal artillery and royal engineer regiment.

    This Commander, like it's name, heavily support armoured warfare, large scale assault with tank.
    Raid allow quickly gained map control in early or regain point in late game with vehicle.
    Command vehicle, provide recon to prepare the assault and joint the fight to improve other units's performance.
    After the assault, damaged vehicles can be quickly repair and come back to the fight with the help of mobile engineering detachment and destroyed vehicle also can be recovered to make up losses.
    *Note: If my idea of this mobile engineering detachment can come to the game, it will be great, if not, this ability can be replaced by advance assembly for less complicated.
    Armoured's pyrotechnics and precision barrage are for dealing with enemy's stronghold meet on the way of advance, like a Pak 43.
  • #16
    6 months ago
    JoppyJoppy Posts: 6

    FRONTLINE RAIDERS
    +Powerful infantry and forward present.
    ~Better in team fights then a 1v1
    -Lacks in added AT and true power units.

    2CP - Designate Command Vehicle

    3CP - Forward Logistics Glider

    4CP - Smoke Raid Operation

    4CP - Assault

    8CP - Land Mattress

  • #17
    6 months ago
    HarpoonHarpoon Posts: 7
    edited January 19

    Example Submission / Template

    British Close Quarter Doctrine

    Theme: Adapt to close quarter and urban combat, Tommies and Sapper gain access to SMGs and Flamethrower. Supported by Mortar cover and Churchill Crocodile, gives them ability to bring shock to enemy. Re-supply Halftrack ensures the Frontline remain supplied.

    Unit and Ability Roster

    Slot 1: Close Quarter Package

    Upgrade weapon package
    cost: 45 munitions 0 CP.

    give 3 Owen/Sten guns to Tommies for close quarter combat
    give access to smoke grenade (blow on impact) (available after Anvil Specialization)
    cannot be used with Flare and medic upgrade
    Uses 1 weapon slot

    Give Flamethrower to Sapper for Urban Assault Combat
    Give Gammon bomb ability to blow fortifications (available after Hammer Specialization)

    Slot 2: Smoke Raid Operation

    Identical

    Slot 3: Re-supply Half-track

    Identical

    Slot 4: Mortar Cover

    Identical

    Slot 5: Churchill Crocodile

    Identical

    Strategies and Rational

    British Riflemen are known for their powerful and defensive long range capability, this forces the enemy to adopt more closer and more aggressive approach to them as a way to counter their strength. For British, their close quarter capability only limited to weak Sapper and expensive and limited comando. By giving them access to SMG upgrade, the tommies and sappers quickly become the powerful and versatile shock troops, able to constantly assault enemy position continously with the help of churchill crocodile and re-supply Half-track.

    Breakthrough no longer limited by using powerful armor such as Churchill or Comet but also by shock infantry attack. supporting artilery ensure the success of the breakthrough

    Additional Context

    TOMMIES = Infantry Sections
    SAPPER = Royal Engginers

  • #18
    6 months ago

    **Royal Cavalry Regiment **

    Theme : This regiment is focusing on "combined arms and mobile attack"
    M3 command vehicle can supply weapon and buff allies unit for "combined arms"
    churchile crocodile tank destroy enemy line while "combined arms" is attacking and Typhoon Rocket strike will protect allies vehicle

    0cp) Cavalry infantry section - 280/26 mp, 4man-squad(can increase the size to bolster upgrade), Equipped 4 sten smg and can upgrade 2 thompson(60 muni)
    cover bonus deleted, can upgrade medic kit or Pyrotechnics Supplies

    Cavalry infantry can attack while they are boarding universal carrier

    ability : mills bomb(need unlock), Smoke grenade(need vet1), gammon bomb(hammer tatic), M6 mine(anvil tactic)

    Vet 0 target size 0.88

    vet 1 : can access smoke grenade, cooldown -20%

    vet 2 : received accuracy -20%, reload time -20%

    vet 3 : accuracy +20%, unit can sprint during command vehicle buff

    4cp) M3 command vehicle - buff allies units(=command vehicle buff), can resupply weapons, 300MP/40fuel

    6cp) Vehicle Crew Repairs

    12cp) Typhoon Rocket strike = USF P-47 Rocket strike

    **13cp) churchile crocodile tank **

    Strategies and Rational

    cavalry IS is good CQC unit and can be enhanced if vehicle is near to him

    In early game, UKF players can play aggresive with cavalry IS&universal carrier

    Resupply M3 command vehicle support mobile attack and drop the weapon for organize attack formation on the field directly

    In late game, Chuchile crocodile will demolish enemy weapon team defense line and Typoon can protect allies vehicles from enemy counter attack

  • #19
    6 months ago

    Supreme Headquartes Regiment

    Theme: This regiment combines early games improvements to support the infantry early on and improve tanks to stand a chance against heavy german tanks in the late game.

    Unit and ability roster:

    Slot 1: Sprint

    Adds a sprint ability to all infantry squads. Similar to Wehrmacht sprint ability granted by Ambush Tactics.

    Slot 2: Smoke 'em and blind 'em

    Some flares are fired in a designated area while smoke pots are dropped in on the edges of the cast area.

    Slot 3: Officer

    A 5 man squad with an officer can be called onto the battlefield (Landing Officer model w. 4 tommy models). Squad is equipped with Thompson SMG's and can be upgraded with pyrotechnical supplies. Ability: British Officers don't duck! When activated the squad receives less supression/ when already suppressed when activated the squad stands up for a short duration and moves at normal speed. During the duration infantry squads in range of command aura are affected by the same bonus named "Lead by example". Could also work as a passive ability.

    Slot 4: Designate Command Vehicle

    No changes.

    Slot 5: APDS-Rounds

    All british tanks gain access to armour piercing discarding sabot (APDS) rounds. These rounds have improved penetration and accuracy similar to OKW HEAT rounds.

    Strategies and rational:

    Sprint, Smoke 'em ability and Officer give advantages in the early to mid game while the command vehicle and APDS rounds should improve the fighting capabilites against the heavy german armour in the late game.

    Additional context:

    British officers were/are regarded for their bravery. They often didn't duck when under fire regarding ducking as "unnecessary because it scares the men". Officers had similar loss rates to regular infantry in the British Army.

    APDS rounds started development in France and then continued in the UK due to the capitulation of France in 1940. In 1944 the first batches of APDS ammo for 6 and 17pdr guns were issued to the troops. These round had improved penetration because they used tungsten carbide for the sabot.

  • #20
    6 months ago
    plskilmeplskilme Posts: 1

    Special Air service

    Theme: The S.A.S would be used to weaken the enemy lines,
    and break their supply chain.
    This well trained unit could be dropped in by air,
    or come in with jeeps,they can take enemy points,
    and the enemy wont even notice. (the notification for enemy capturing a point shows up 5/10 seconds later)
    The infantry gain aditional abilities,to surpress enemy fire,and charge at them with bayonets.

    1. Mad minute (1 command point)
      Infantry units shoot faster (30%), and surpress enemies,but they become more inaccurate (25%)
      cost: 30 ammo

    2. Charge! (3 command points)
      S.A.S and Infantry units put bayonets on their rifles (takes 5 seconds)
      and charge at enemies. (makes them 80% more vulnerable, but deals loads of damage)
      cost:40 ammo

    3. S.A.S unit (3 command points)
      This well-trained unit drops onto enemy points (only)
      they capture points faster (35%),and are good at medium range.
      once deployed they can't return to the HQ,and cant be re-enforced, (they have a healing abilty)
      but when they retreat they will run out of the map and give back some manpower.
      1 model alive = 20 mp
      2 = 40 mp
      3 = 50 mp
      4 = 60 mp

    cost: 300 manpower
    cooldown: 100 sec

    1. S.A.S jeep unit (4 command points)
      this unit comes in with a willys MB jeep,that provides aditional firepower
      but can also lay sticky-bombs and AT mines,the S.A.S unit is armed with tomphson SMG's,and PIAT launchers
      once deployed they can't return to the HQ,and cant be re-enforced, (they have a healing abilty)
      but when they retreat they will run out of the map and give back some manpower.
      1 model alive = 20 mp
      2 = 40 mp
      3 = 50 mp
      4 = 60 mp

    cost: 350 manpower, 30 fuel

    1. Tetrarch tank (5 command points)
      This light tank can be deployed on to the battlefield,
      the tetrarch tank is good against infantry, and lightly armoured vehicles.

    cost: 380 manpower, 70 fuel

  • #21
    6 months ago

    British Apocalypse Regiment

    Theme: This Commander is focused on destruction with no regards to the buildings and environment in the area so that the enemy has nowhere to fortify, take cover, or hide.

    Slot 1: M2 Flamethrower - 0 CP

    Royal Engineers can be upgraded with a flamethrower.

    Slot 2: Field Recovery Operations - 3 CP

    A Royal Engineer Recovery Squad can be deployed to salvage vehicle wrecks for resources.

    Slot 3: Concentration Barrage - 4 CP

    Order all available 25-pounder howitzers in the British Army HQ to quickly fire at the targeted location.

    Slot 4: Anti-Building Flame Mortar Support - 8 CP

    The target area will be steadily bombarded with 9.75 inch flame mortar rounds that are devastating to structures.

    Slot 5: Air Supremacy Operation - 12 CP

    A recon plane will be sent before being followed up by attack planes. Heavy bombers will then deliver their payload over the target area.
    **
    Strategies and Rational**

    With this commander, there will be nowhere the enemy can hide. Early game abilities are about being able to scavenge resources from vehicle wrecks while the Royal Engineers build and burn the area around them. Mid-game ability can pummel an area with artillery and later on with Flame Mortars. The bombers come in late game to bomb areas into dust which could help with late game tanks.

  • #22
    6 months ago
    PotziPotzi New YorkPosts: 2

    British Anti-Tank Regiment

    Faction + Commander Name: British Forces + Anti-Tank Regiment
    Theme: Combines specially trained infantry and more effective field artillery to pressure and hinder enemy heavy armoured presences.

    Unit and Ability Roster

    Slot 1: Tank Traps

    Vehicle blocking Tank Traps can be constructed by Royal Engineers. These barriers will prevent vehicles from passing through.

    Slot 2: Improved Fortifications

    Emplacements and Forward Assemblies will now have access to the "Improved Fortifications" upgrade.

    Slot 3: Tank Hunters Infantry Section

    Tank Hunter Infantry Sections can be deployed. They are equipped with Boys AT Rifles and can detect nearby vehicles. They also have access to anti-vehicle HEAT grenades.
    (Possible Modification to preexisting Tank Hunter Infantry Section unit: Cost: 60 Munitions, upgrade Tank Hunter Infantry Section by equipping the unit with a PIAT replacing a Lee-Enfield Rifle; Increasing Anti-Tank capabilities but reducing their anti-infantry strength. OR Replacing one of the Boys AT Rifles with a PIAT.)

    Slot 4: Land Mattress

    Deploy a Land Mattress rocket artillery.
    (Possible modification to preexisting Land Mattress unit: Cost: 50 Munitions, Launch an armour-piercing salvo similar to the White Phosphorus Barrage ability.)

    Slot 5: Concentrated Fire Operation

    Heavy supporting artillery will fire at the target location.

    Strategies and Rational

    The British Forces are the only faction without a commander with the means of containing enemy vehicles or slowing them down in a cost effective manner throughout the a game's length, adding tank traps to the royal sappers can allow for a stronger presence against vehicle-oriented comps especially in the early game and more cost effective in the late game. The Tank Hunter Infantry will provide the stronger early and mid game defense and awareness against vehicles while sappers can perform access control. The addition of the Land Mattress will help with both area denial, separating enemy infantry from their armour support, and providing cover for advancing infantry and field artillery to pick off scattered armour units. Improving fortifications allows the British to establish a sturdier static anti-vehicle backline defense in captured territories, as un-upgraded, the QF-17 Pounder AT Gun and Bofors QF 40mm emplacements are fairly underwhelming vs most of the damage-oriented commander abilities of other factions, including various vehicles.

    Additional Context

    The British Anti-Tank Regiments varied very heavily between each other, from the kinds of field artillery infantry divisions would haul to the armaments towed by the armoured Anti-Tank divisions.

  • #23
    6 months ago

    Guards Armoured Division

    Harness the power of His Majesty's Guards Divisions to smash the opposition. Deploy veteran rifle sections riding Lend-Lease M5s to support the armour, improve the repair ability of Combat Engineers, provide additional protection to tanks, and mobilise veteran armoured elements to pierce through the enemy's lines.

    Doctrine Ability 1

    0CP - Expert Engineers

    • Combat engineers can now repair vehicles and buildings faster
    • Infantry sections gain basic repair capabilities, enabling them to fix damaged vehicles in the field

    Doctrine Ability 2

    4CP - Mechanized Veteran Rifle Sections

    • Deploy a lend-lease M5 halftrack carrying a veteran rifle section armed with two Bren guns
    • Costs 300 MP to call in

    Doctrine Ability 3

    7CP - Combined Arms (Passive)

    • Infantry sections fight better when alongside vehicles, gaining a speed and accuracy bonus

    Doctrine Ability 4

    10CP - Improvised Vehicle Armour

    • Allows individual tanks to augment their defense by adding tank treads, logs, and/or sandbags to the sides of their vehicle
    • Gives a slight boost to defense and a slight debuff to speed
    • Costs 90 munitions for each individual upgrade

    Doctrine Ability 5

    15CP - Veteran Armored Command Section

    • Call in a three-vehicle section composed of a veteran Sherman VC Firefly as command tank, supported by either two M4s or two Cromwells
    • Costs 500 MP and 120 Fuel to call in
    • Only one Command vehicle can be called in a time

    Strategies and Rationale

    This doctrine revolves around mixed-brigade attacks, encouraging the usage of mechanised infantry in late-game engagements to keep up with the armour and keep them alive. Close coordination is tantamount to the survival of your forces here.

    Veteran rifle sections riding halftracks work like mechanised panzergrenadiers, although they are more oriented towards long-range engagements and have higher survivability when in cover. The combined arms passive ability, however, will be a good encouragement to use rifle sections offensively.

    The basic repair ability for rifle sections was added to augment the expert engineers, much like the conscript repair passive for the Soviets.

    The Veteran armoured section acts as the focal point of any late-game combined-arms pushes. They impart the same bonuses as those with the 'designate command vehicle' ability on. As they are still lighter than most enemy armour, however, the improvised armour kits can prove vital to keeping them alive.

    Historical Context

    The doctrine is based on the Guards Armoured Division, a division amalgamated from various elements of the Guards units at the time: Grenadier Guards, Coldstream Guards, Scots Guards, Irish Guards and Welsh Guards. This unit performed admirably from the Normandy Campaign to the drive through Germany, earning a fearsome reputation during Market Garden.

  • #24
    5 months ago
    NapoqeNapoqe Posts: 47
    edited January 20

    UKF Behind the Lines Regiment

    Theme: This Commander is focused on fighting behind enemy lines and Allied espionage.

    Slot 1: Smoke Raid Operation

    Slot 2: Glider Headquarters

    • 3 CP
    • Allows calling in HQ Gliders to land anywhere on the map.
    • Glider can create Regular Commandos, HMG Commandos, PIAT Commandos (with HEAT granade) and Mortar Commandos.
    • Already coming with a squad of regular commandos.
    • Commandos and Royal Engineer can repair the airplane.
    • Even when it is still in enemy territory! It can reinforce infantry.
    • Mortar Commandos are the only ones that do not have stealth.

    Slot 3: Paratroopers of Commandos

    • 3 CP
    • Sends a squad of commandos paratroopers to the local target.
    • They are the equal as regular commandos.

    Slot 4: Allied Espionage

    • 3 CP
    • Has passive ability of Soviet Intercept Radio.
    • And when active, it gains the effect of the Spy Network ability of the Soviets.

    Slot 5: Barrage Overwatch

    • 7 CP
    • Order all available 25 Pounder Gun Howitzer in the British Army HQ to attack every enemy that appears in the target territory.

    Strategies and Rational

    This commander was inspired from Company of Heroes 1.
    But back to the subject. With this comadante you can make a fortified point fast and advanced, to distract your enemies, while advancing with your regular troops with the help of the Allied Espionage ability, to help you with useful spy information on the enemy, or if they ignore the commandos, you can use them to take territories, etc.

    Glider Headquarters puts good spot, this will give work the enemy. While it can reinforce troops on land and by air with new ability Paratroopers of Commandos. While troops will be supported by the Smoke Raid Operation ability to advance into enemy territory, and with the useful information of the Allied Espionage, you can see the step by step of the enemy and if prepare for combat.

    Historical Context

    I am noob in history but watching a lot about. But I know that the Western Allies have succeeded in breaking the German enigmas, and have benefited from this in combat. The Commandos are elite units, which I know are very trained to deal with behind enemy lines. Maybe they even contributed a lot to allied espionage. They disturbs much the Germans in supplements, etc.

    Post Updated 20/01/2019

  • #25
    5 months ago

    Here my British commander suggestion
    Encirclement Regiment
    Mixed previous commander abilities. Better tank hunters with cover bonus and fast capture rate will encircle enemy
    mortars and artillery will be key to hold position :

  • #26
    5 months ago
    Hower12Hower12 Posts: 35

    British tactical support Regiment
    Destructive actions by means of investigation, infiltration, shelling, and air force support

    slot1: Super decoding (cp0)
    Our army will monitor the enemy radio to obtain enemy construction, deployment and upgrade information

    slot2:Commando gliders are launched.(cp3) manpower:390
    A glider carrying a commando is deployed at a designated location, and the glider can reinforce the squad in the friendly territory.

    slot3: Spy network(cp4) ammo:50
    All enemy units appear on the small map during use.

    slot4: Artillery support team "division"(cp9) manpower:375 fuel:90
    Deploy a small-scale self-propelled gun.

    slot5:Strafing Support(cp12) ammo:200
    Call two typhoon attacks to attack enemies in designated areas with rockets and machine guns

  • #27
    5 months ago
    JasiurrrJasiurrr Posts: 4
    edited January 24

    My previous sugggestion had issues, so i menaged to create new one

    Royal Navy Support doctrine

    1. (0cp) Raid Operations
      (cost: 50 munitions) allows your infantry and vehicles to capture points faster
    2. (1cp) Royal Marines Squad
      (cost: 390 manpower) deploys a 5-man squad armed with STENs
    3. (4cp) Light Cruiser Fire Support
      (cost: 70 munitions) the Town-class light cruiser will fire 6 shells on the salected area (something similar to light artillery support)
    4. (5cp) Valentine Tank
      (cost 300 manpower 70 fuel) [the Valentine is light enough to be carried on the landing craft] Deploy a Valentine tank
    5. (7cp) Battleship Fire Support
      (cost: 100 munitions) the Queen Elizabeth-class battleship will fire 3 high caliber shells on the salected area (similar to Ostheer Railway Artillery)
  • #28
    5 months ago
    VegnaVegna Posts: 956

    @Jasiurrr Needs to use existing units, and ones that were used during the war. The Charioteer wasn't produced till the 50s lol.

  • #29
    5 months ago
    JasiurrrJasiurrr Posts: 4

    you're right how to delete post? xd

  • #30
    5 months ago

    Résistance DOCTRINE

    This doctrine wants to give credit to the French Résistance during German occupation of France in WW2.

    Units, Abilities and Changes:

    0 - RADIO INTERCEPT – This ability has been taken from Russian commanders and it suits very well the work made at Bletchley Park by Alan Turing and his team in deciphering the “ENIGMA” code.

    1 - RAID OPERATION – This is already an “English Forces” ability. I think it makes a good synergy with partisan squads, so I add it in my proposal.

    2 - PARTISAN SQUAD – A unit taken from Russian commanders to represent French fighters. I would make no changes to their statistics, while I would replace their grenade and bengala with a good old demolition charge (they blew up many bridges) and give them two “special weapon” options: Bren gun OR Panzershrek. It would be good to leave the Panzershrek to the unit and just change their grenade loadout too. I would give them bolt-on rifles to better differentiate them from British Commandos. I leave the final say to testers and programmers, since I know it’s hard to balance squads without testing them.

    4 - AIR RESUPPLY OPERATION – What to say about this? Weapons and healing kits: perfect for partisan fighting and historically accurate.

    12 - AIR SUPREMACY OPERATION – I was not sure if would fit more this ability or the “Hawker Typhoon strike” one, but considering British politics’ about carpet bombardment and their air superiority after the battle of England I thought that a wave of Lancaster bombers would be more fitting.

    Strategies: this Commander would rely much on information about axis deployments thanks to RADIO INTERCEPT and the line of sight given by infiltrating PARTISAN SQUADS (which would be very useful for AIR SUPREMACY OPERATION too), using it to bombard them in late game. Also, demolition charges and RAID OPERATION would wreck the Axis supply lines, forcing them to move units from the front to retake their capture points. AIR RESUPPLY would allow British forces to fight more on the front-lines and to give them more immediate weapons to counter Axis attacks.

    Historical Basis: French partisans fighting for the liberation of their country were largely aided by the UK with air-drops and air-support. During the days of operation Overlord many partisan groups attacked German positions, destroying valuable bridges and disrupting their communication lines. Also, “ENIGMA” code breakers played a critical role in putting and end to the war, saving years of time and millions of people.

  • #31
    5 months ago
    helljumpersunnyhelljumpe… Posts: 3
    edited January 20

    M3 Supply half track 4 CP 270 MP 30 fuel: provide your men with a rest and gear at this truck after an assault on the hun.Tea anyone?

    Assault 4 CP 100 Munition:Keep our tommies informed and confident with flyovers of the huns positions

    Air Resupply Operation 4 CP 150 Munition: provide our men with a AT gun to give the bastards a bloody nose

    Mortar Cover 8 CP 150 Munitions: Keep jerries Head down and give your men a chance to move up unbothered

    Churchill AVRE 12 CP 560 MP 160 Fuel: A mobile bastion to push the Jerries out.

    Theme: The main goal of this regiment is to provide a strong and mobile assault with your infantry then anchor the point around the resupply operation and half track then in the late game be able to use the AVRE as a anchor point for your assaults and defences
    link to the individual post for any comments replies: https://community.companyofheroes.com/discussion/245641/ukf-commander-proposal#latest

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