OKW Commander Revamp Discussion

#1
11 months ago
Andy_REAndy_RE Posts: 253 admin

Please use this thread to discuss or submit ideas for the OKW Commander Revamp

If you want to submit a full proposal, here are a few guidelines.

  • Please choose commanders that you feel can realistically become competitive with a few good changes. Some commanders are probably beyond redemption at this point. We are aiming to revamp two commanders per faction.
  • Reminder that all proposed changes, must be preexisting units or abilities currently in the live game.
  • Suggested changes should not detract from the commanders given theme.
  • Please provide the rationale behind your proposed changes, and how they will improve said commander.
  • Where applicable, provide costs, CP values, or other details regarding particular change(s)
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Comments

  • #2
    11 months ago
    chilonic5chilonic5 Posts: 5

    puesto que hay veces que se agrupan 4 OKW en un mismo equipo en 4v4, y desde que se ha bajado el OP. a el OKW esta faccion necesita construir fuel caches o la convercion de municion a conbustible. ustedes quitaron la opcion de convercion porque al inicio la faccion era OP. ahora ya no.

  • #3
    11 months ago
    uakubikuakubik Posts: 1
    edited July 2018

    Hi.
    It would be nice to make some improvements for Special operations:
    1) Replace radio silence with german sniper if it's possible. Because OKW only one fraction without such cool unit.
    2) Add an ambush camouflage to "Infrared StG44 Package"
    3) Replace artillery flares with something like "Tank Hunters assault group" - Panzergrenadiers with 2 shreks and SdKfz 250 with reinforce ability.
    4) Add goliath to Infiltration Tactics.

  • #4
    11 months ago
    DivisionesDivisiones Posts: 1
    edited July 2018

    En la doctrina de fortificaciones deberían de implementar la artillera Hummel o wespe ya que la artillería fija leFH18 es presa facial para la artillera Estado estadounidense y británica, ya que esas 2 facciones tienen artillería autopropulsada, también vendría bien sustituir el pak 43 por el flak 18, ya que el pak 43 es muy facil de destruir con simples andanadas de artillera o artillería incendiaria, a comparación del caño antitanque británico que puede apuntalarse, resiste mas y tiene un angulo de disparo mas ancho y es menos lento.

    El cañón flak 18 debería de tener la forma de apuntalarse.

    Que se tengan los mismos puntos de comandancia e igual en recursos

    O en cambio que la artillería leFH18 tenga la habilidad de moverse por medio de un remolque (camión).

    En la doctrina de avance vendría bien implementar también la artillería lefh18 o un hummel, sustituyéndola por la opción de artillería de asalto, ya que la artillería de asalto no causa daño, ya que si es un sector grande la artillería solo dispara en la parte de la bandera y no daña a las unidades dentro del sector.

    Que se tengan los mismos puntos de comandancia e igual en recursos, en caso de que se aplicara un hummel que sea un 10 o 15 puntos mas de combustible

    En la doctrina de blindados de elite, sustituir "comandantes panzer" por el comando panther, ya que si hablamos de blindados de elite, el comando panther le daría apoyo de fuego a los tanques y por supuesto, los blindado tendrían un líder de elite. El comandante no logra el objetivo deseado, ni siquiera se puede aplicar en el jagdpanzer como lo tiene implementado el su85, dándole una visiona mas amplia y aparte la andanada de artilleria, los proyectiles tardan mucho tiempo en caer.

    Que se tengan los mismos puntos de comandancia e igual en recursos

    Otra cosa, vendría muy bien añadirles a los tanques panther una visión de infrarrojos para mayor alcance en disparo (que no sea unidad de doctrina o habilidad) que sea de base ese tanque, que se pueda obtener desde el camión de blindados, ya que el panther en el juego se tiene como carro de combate para destruir tanques enemigos y no como carro de combate de apoyo, si el panther en el company of heroes 2 va estar en esa modalidad, debe de tener la capacidad de disparar a largas distancias como los m36 jackson y los sherman firefly, ya que esos antitanques tienen torreta y su movilidad es buena a comparación del jagdpanzer es fácil de flanquear y su movilidad es horrible.

    Al camión de médicos deberían de quitarle la opcion de resguardar unidades en retirada, ya que el camión al ser destruido y para volver a remplazarlo gasta muchos puntos efectivos y combustible, debería de haber algo relacionado a un punto de retirada como los estadounidenses o a una pequeña estructura como la de los británicos, por ejemplo los estadounidenses pueden cambiar de lugar el punto de retirada fácilmente.

    O dar una opción al camión de médicos, que puedan cambiar de lugar y otra cosa, que el camión cure en general a todos los soldados, sustituyan los médicos por un aura de curación, ya que las facciones aliadas tienen la opcion de aura de curación y esa habilidad cura mas rápido a las unidades y por ende las unidades pueden regresar mas rápido a la batalla.

    Tanques con la misma capacidad de daño que los t 34/85 y los tanques sherman aliados y que se puedan obtener en masa, detener tanques aliados y rusos en masa es casi imposible, aparte de que tambien causan mucho daño a la infantería. Por que a la facción Alemana no se le puede obtener tanques en masa debido a su alto espacio de población por tanque y aparte tienen un bajo daño a infantería los sherman y los T34/85 es como si disparara un tiger a un pelotón, causan mucho daño a la infantería.

  • #5
    10 months ago

    Since we are doing two commanders: I suggest changing Elite Armor and Scavenge.
    For Elite Armor, most of its abilities aren't that great. Signal Relay is meh with a high muni cost and also you got a kubelwagen to scout. Emergency repair only repairing critical damage isn't that useful mostly because the panzer is in intense combat. Panzer commander isn't that useful in the sense of having a very expensive mortar barrage and thats it.

    What I would change:
    1: Replace the signal relay with a Sdkfz 250 or the Sdkfz 251 with panzergrenadiers with shreks
    2: To make the Panzer commander more useful let him have that emergency repair ability and more sight
    3: Add in a spearhead ability like the King Tiger has for the Panzer IVs and Panthers. Let the mgs suppress for a certain amount of time and let the turret be locked in place but with extended sight

    For Scavenge here are the changes I would make:
    1: Replace Infiltration tactics with: captured smg upgrades like the ppsh41s
    2: Replace Ostwind with captured tanks: shermans or t34s with german markings

    Either way its great you guys are allowing the player to voice our ideas.

  • #6
    10 months ago
    mariomario Posts: 7

    I think that the flamenpanzer commander Hetzer should also serve as an anti-tank agent that triggers normal

  • #8
    10 months ago

    Completly agree the last post for overwatch doctrine, For me this commander cost too much ammo and must be buffed. Strumtiger should be rebuff because he is useless now... (Why have you removed the ability of shells to cross obstacles?, pls "readd" at least that).

  • #9
    10 months ago

    Elite armor

    Emergency repair same usf
    Sturmtiger switch with Command panther

  • #10
    10 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 345

    @VonManteuffel If we got to vote on these, you'd have my vote. Very sound ideas on how to fix these commanders.

  • #11
    10 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 345

    The Sturmoffizier needs a major re-work.

    • Remove the combat bonuses for enemy units from his abilities. No other officer unit has them. Why should he? What good is an ability that is designed to hurt a player as much as his opponent?

    • Give him veterancy levels. Again, no other officer unit is like this. Make him like the Command Panther - Level 1 gives a veteran ability; all other levels affect units in his command aura but not him.

    • Give him more abilities. With only 2 abilities, he's unusually inept for a senior front-line officer.

    • Give him a weapons upgrade. Again, he's a front-line officer, expected to be in the thick of the fighting, yet he can only get better weapons by scavenging them.

    I would like to see this unit become more like the Wehrmacht Artillery Officer (in a word, useful).

  • #12
    10 months ago
    BlackEragonBlackErag… New YorkPosts: 1

    @VonManteuffel I also agree with him, those two commanders need it, Overwatch and Elite amour

  • #13
    10 months ago
    MSAF_Unbekannt_15MSAF_Unbe… Posts: 64
    edited July 2018

    Overwatch Doctrine 2.0

    Concept: Complementing an aggressive defensive strategy, Command Halftracks supported by Infantry can effectively establish independent forward overwatch perimeters utilizing advance warning systems and defensive countermeasures to deter enemy counter-attacks on forward HQs and supply lines. Sturmpioneers can deploy Goliath Tracked Mines in key defensive positions while Infantry coordinate with Command Halftrack Elements and Artillery to defend forward sectors and critical cut-offs.

    [0CP]
    Defense Grid
    Forward Command Trucks (Medic HQ/Mechanized HQ/Flak HQ) can be upgraded with forward receivers and Logistic Counter-measures, decreasing vulnerability to cut-offs.

    These are both exclusive upgrades and only 1 can be chosen from the two per Command Halftrack. They do not interfere with HQ-related upgrades (Medics, Forward Retreat Point, Pionieres) Logistics Counter-measure is limited to only 1 Halftrack.

    • Forward Receivers (No Change: All enemy units within 70 range of the Halftrack is revealed on the minimap) – Costs: 10 munitions

    • Logistics Counter-measure: Forward Command Truck becomes an independent Supply zone and players can get resources connected to the sector the Command Halftrack has set up in even when cut off from the main HQ sector. (Similar to CoH1's British HQ Command Truck) - Costs: 200 manpower, 20 fuel

    Note:

    • Logistics Counter-measure does NOT lock/secure capture zone from the enemy.
    • Logistics Counter-measure upgrade can allow Medic HQs to reinforce infantry squads if it is still connected to the secondary independent supply chain.

    [1CP]
    Early Warning Counter-Measure
    All captured sectors are now equipped with warning flares. Infantry squads (Volksgrenadiers, Sturmpioniers/Obersoldaten) can now lay Tripwire Flares in Friendly Territory. (Soviet version – 10 munitions)

    • All Flare counter-measures can be disabled and detected by Minesweepers.

    [2CP]
    Goliath Tracked Mine
    Sturmpionieres can now assemble and deploy Goliath Tracked mines on the field. (100 munitions, 20 seconds assembly)

    • Goliath Tracked Mines might be capable of movement camouflage (Raketenwerfer 43 variant)

    • Goliaths can be detected by Minesweepers mine detection range but cannot be disabled. [No Change from current patch]

    [2CP]
    Overwatch - 30 seconds
    Essentially an enhanced "For the Fatherland" Ability with added traits to sight and movement speed.
    All Infantry squads and weapon teams gain the following traits in Friendly Sectors. – (70 munitions)

    • ( -35% Received Accuracy in Friendly Territory) - No Change
    • (+15% Increased Sight in Friendly Territory)
    • (+15% Increased Movement Speed in Friendly Territory) - No Change

    All Armour gain the following traits

    • (+20% Speed in Friendly Territory)

    Additionally, Infantry squads and Armour within 70 range of Command Halftracks gain additional bonuses

    • (Infantry within 70 range of Command Halftracks sprint for the duration of the ability, overrides +15% Increased Movement Speed)
    • (Armour within 70 range of Command Halftracks receive +5% sight)

    Note: 70 range is the same range as Forward Receivers as a guideline.

    [8CP]
    LeFH-18 Artillery Platform
    LeFH-18 Field Howitzer Platforms can be constructed by Sturmpionieres.

    1. Defense Grid
      Forward Receivers are a pretty excellent tool that allows you to take the initiative of enemy movement near your command elements and also promote forward HQ placement.

    The additional exclusive option of allowing you to forgo Forward Receivers with a secondary supply point can allow you to firmly establish a forward supply line of nearby adjacent sectors that become vulnerable to cut-offs. If this is impossible, an alternative would be to provide Command Halftracks with the british "Improved Fortifications" upgrade that provides + 20% Health, + 10% armour.

    1. Early Warning Counter-Measure
      The addition of allowing infantry to build trip-wire flares in friendly sectors allow increased map awareness in conjunction with sector flares and also allow you to respond to flanking maneuvers the enemy might use. The handicap of only allowing trip-wire flares to be built in friendly territory (Not Neutral/Enemy Territory) is to maintain the thematic style of the Doctrine and its ability to oversee friendly sectors.
    • Like the soviet variant of the Tripwire, it can be disabled and detected by minesweepers as a counter.
    1. Goliath Tracked Mine
      I am impartial in allowing sWs Halftracks to build their own Goliath tracked mines and I am okay with keeping it as it is. The alternative I am suggesting is to allow Pioneers to build Goliath Tracked mines of their own instead of Halftracks so that these Goliaths can be deployed anywhere on the map quickly and discreetly.
    • Like the original Goliath in the current patch, it can be detected by minesweepers as a counter (Even if the Goliath was behind a building and camouflaged, it will decloak and appear on the minimap if detected by a minesweeper)
    1. Overwatch

    Overwatch is a defensive ability that holds its roots with "For the Fatherland" with a few modifications. It now allows Infantry to see further in friendly territory and allows armour to respond to attacks in friendly territory at a faster pace. Additionally, it also projects an exclusive defensive circular 70 range sight and movement buff to all allied units near command tracks, regardless of territorial claim or player. (Not blocked by enemy territory)

    1. LeFH-18 Field Artillery
      The LeFH-18 Field Howitzer serves as a potent late-game option to aid in offensive operations and push out of your defensive perimeters with armour and infantry. Counter-battery fire can also indirectly defend your halftracks from enemy artillery.

    I am also impartial about the original Overwatch Stuka Strafing Run since it does two things, cluster bombing x2 and Infantry strafe run for 250 munitions. In a Commander that is already very munitions-intensive, I believe LeFH Artillery can serve that role just as well using fuel and manpower instead of munitions.

  • #14
    10 months ago
    MSAF_Unbekannt_15MSAF_Unbe… Posts: 64
    edited July 2018

    Elite Armoured Doctrine 2.0

    Concept: Tank crews are an essential component to the Oberkommando. Battle-hardened Panzer Divisions equipped with the latest radio technology and armaments are now capable of increased fieldcraft and situational awareness. Signal Decryption allows armour to effectively detect and avoid enemy infantry formations while specialized ammunition can enhance the effectiveness of German armour against a multitude of situations. Scouting elements from Light armour units can provide advanced field reconnaissance to scan for enemy weakpoints. When an enemy weakpoint is identified, Sturmtiger artillery saturation can be called in to make an opening for Armoured Infantry and Panzers to breakthrough enemy lines.

    [2CP]
    Signal Decryption
    All armoured units now possess advanced radio decryption. Unlocks “Infantry Awareness” ability on all Oberkommando West T2/T3/T4/T5 offensive vehicles [Kubelwagen, Flak-Halftrack, Lynx II, Puma, Panzer IV, Jagdpanzer IV, Panther, King Tiger]. [10 munitions – 20 seconds]

    • All Infantry and weapon crews are revealed within 70 range of the vehicle on the minimap.
    • Activation Ability [Identical to Ostheer variant]
    • Available at Vet 1

    [2CP]
    Elite Vehicle Crews
    All Oberkommando West vehicles are now capable of decrewing into Vehicle Crews which can repair and veteran Vehicle Crews can perform critical repairs on their own armour. [Identical to USF Vehicle Crews]. Replaces Emergency Repairs.

    • Not available on Super-heavies (Tiger II, Jagdtiger II, Sturmtiger)

    [4CP]
    Specialized Ammunition [HE/HEAT Rounds]
    Panzer IVs, Jagdpanzer IVs, Pumas and Panther Tanks are now issued Tungsten-core HE and HEAT ammunition to better combat infantry and armour in different situations.

    • HE rounds – [20 seconds, 45 munitions]
    • Adds increased HE splash damage to tank shell
    • HEAT rounds – [20 seconds, 45 munitions]
    • 30% Penetration, + 30% Damage (No change from current patch)

    [5CP]
    Spotting Scopes
    Kubelwagens and Lynx II Tanks can now be retrofitted with Spotting Scopes. [Ostheer variant] – 30 munitions.

    • +100% Sight Range on Kubelwagens and Lynx Panzer IIs while stationary.

    [11CP]
    Sturmtiger
    The Sturmmörserwagen 606/4 mit 380mm RW61 can now be called-in.

    As with the original Elite Armoured Doctrine, the commander has a very focused ability pool that facilitates armour deployment and survivability.

    1. Radio Decryption
    - The changes from Signal Relay to Radio Decryption allows an OKW player the ability to use their veteran vehicles to detect infantry movement and coordinate with ground forces, effectively increasing their usefulness in a more versatile and early manner.

    2. Elite Vehicle Crews
    - Elite Vehicle Crews effectively allow you to repair vehicles by de-crewing the tank just as the USF does. It also allows you to transfer veteran vehicle crews into sequentially larger armour formations (and possibly hand over OKW vehicles to Ostheer players as an added gimmick in team games)

    3. Specialized Ammunition
    - This ability allows your armour formations to switch to HE or HEAT shells for a short period of time to more effectively combat infantry and armour respectively. The munitions cost of 45 is considered to be expensive enough that this cannot be a spammed ability and can facilitate up to 3-4 shots per activation.

    4. Spotting Scopes
    - I am barring this upgrade only to kubelwagens and Lynx IIs because if this upgrade was given universally to all armour units, it would make them too self-sufficient. It also enhances the usefulness of the kubelwagen to the late-game and can synergise well with the Lynx II's camouflage recon ability. (Especially at Vet 3, with the +30% increased sight range) Reconnaissance is a useful tool regardless of whether you use armour or not, so this is a very versatile commander ability.

    5. Sturmtiger
    - I am neutral in allowing the Sturmtiger to remain in this Commander because its the only way any OKW player can get access to this unit. I will not address the issues the Sturmtiger has in the game as it still has use in this Commander revamp design.

  • #15
    10 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 345
    edited August 2018

    @MSAF_Unbekannt_15 Spotting scopes for the two weakest vehicles only in place of Panzer Commander for your best tanks? Really? How does that fit with the Elite Armor doctrine? The rest seems fine but that sounds wrong to me. I'd rather see the normal Spotting Scopes replace Signal Relay but, that's just me.

    [Note: I don't have this commander but, if he had this upgrade, I wouldn't want him.]

  • #16
    10 months ago
    MSAF_Unbekannt_15MSAF_Unbe… Posts: 64
    edited August 2018
    @PanzerFutz The current Panzer Commander ability is kinda lackluster since it only provides +6% sight, removes the option for a coaxial MG and only calls in stock artillery.

    I'm only providing Spotting Scopes to the light vehicles of the game because the heavier vehicles already have the very cheap Radio Decryption "Infantry awareness" ability which is literally a maphack available to the ostheer right now. Giving them spotting scopes nullify this option.

    Kubelwagens on the other hand are powerful scouts that can see further and detect snipers up to 70 range in vet 1 than normal infantry and lynx tanks can camouflage while moving at vet 1. These are some of the best recon units in the game with the longest sightlines and Spotting Scopes allow them to coordinate with both infantry and armour, increasing their core usefulness to the late game. You'd be surprised how far spotting scopes can allow your camouflaged lynx tank to see (especially at vet 3)

    Granting spotting scopes to these two units allow you to see a lot further using some of the cheapest units in the game.

    Remember, commander design has to be versatile while being specialized. It has to accommodate different playstyles, while being viable for both infantry and armour, regardless of what its theme is.

    In this case, Spotting Scopes and Radio Decryption also aid infantry and Artillery but relies on elite armour (literally since vet 1 unlocks a lot of good abilities for every armoured unit) to be of either help.

    Trust me, Panzer Commander is not worth its cost.
  • #17
    10 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 345

    @MSAF_Unbekannt_15 I'm with @VonManteuffel on this one. Make Panzer Commander better, not get rid of it.

    I get where you're coming from though. Giving the Lynx an additional Spotting Scope ability is very appealing; but, I would think it's easier (and makes more sense to me) to incorporate it as an extra veteran ability than to modify Spotting Scopes to apply to only two vehicles. Alternatively, make it so the Lynx's spotting range gets a boost when it's camouflaged but not moving (sort of like the T-70 spotting mode). This would be non-doctrinal so it would improve the Lynx no matter which commander you had. That's a change I would like to see.

  • #18
    10 months ago
    MSAF_Unbekannt_15MSAF_Unbe… Posts: 64
    edited August 2018

    @PanzerFutz

    I did have alternative ideas of having Radio Decryption replaced with an upgradable OKW version of Radio Net as a replacement for Panzer Commander. (+10% Speed, +10% Veterancy Gain and +10% Accuracy). This upgrade will be exclusive with Spotting Scopes, and you can only upgrade one of the two alongside Coaxial MGs.

    This was my secondary ability composition for Elite Armoured Doctrine.

    [2CP]
    Elite Vehicle Crews

    • Armour Units can decrew their tanks to perform repairs and transfer experience by crewing into larger armour units.

    [4CP]
    Panzer Commander

    • Armour Unit unlocks OKW Radio Net (Exclusive with Spotting Scope but not Coaxial MG)
    • +10% Speed, +10% Veterancy Gain, +10% Accuracy [30 munitions]
    • Available to Kubelwagens, Flak-Halftracks, Jagdpanzer IV, Panzer II, Panzer IV, Panzer V, King Tiger, Sdkfz 234 Puma.
    • Radio Net trait stays with the tank, not the crew
    • Trait lost when tank is abandoned or captured by enemy or friendly units.

    [4CP]
    HE/HEAT Rounds

    Panzer IVs, Jagdpanzer IVs, Pumas and Panther Tanks are now issued Tungsten-core HE and HEAT ammunition.

    HE rounds – [20 seconds, 45 munitions]

    • Adds increased HE splash damage to tank shell

    HEAT rounds – [20 seconds, 45 munitions]

    • 30% Penetration, + 30% Damage (No change from current patch)

    [5CP]
    Spotting Scopes

    • Armour Unit unlocks Spotting Scope Upgrade (Ostheer Variant and exclusive with Radio Net but not Coaxial MG)
    • +100% Sight Range when not moving [30 munitions]
    • Available to Kubelwagens, Flak-Halftracks, Sdkfz 234 Pumas, Panzer IVs, Panzer IIs, Panzer Vs, Jagdpanzer IV and King Tiger.
    • Spotting Scope trait stays with the tank, not the crew.
    • Trait lost when tank is abandoned or captured by enemy or friendly units.

    [11CP]
    Sturmtiger
    - The Sturmmörserwagen 606/4 mit 380mm RW61 can now be called-in.

  • #19
    10 months ago

    @PanzerFutz

    2nd Attempt at Replying, Forum ate my reply.

    I did contemplate on removing Radio Decryption and just replacing it with an OKW version of Radio Net. Essentially, a replacement for Panzer Commander that is mutually exclusive with Spotting Scopes.

    This is my alternative build-up.

    [2CP]
    Elite Panzer Crews
    - Panzer Crews can de-crew their vehicles to perform repairs and critical repairs. [Identical to USF variant]
    - Unavailable to Super-heavies.
    - Replaces Emergency Repairs

    [4CP]
    Panzer Radio Net

    • Vehicle Upgrade
    • +10% Accuracy, +10% Speed, +10% Veterancy Gain
    • Cannot be upgraded together with Spotting Scopes
    • 30 munitions
    • Available to all OKW vehicles except Eagle Owl.
    • Replaces Panzer Commander

    [4CP]
    HE/HEAT Ammunition

    Armoured units are now issued Tungsten-core HE and HEAT ammunition.

    HE rounds – [20 seconds, 45 munitions]

    • Adds increased HE splash damage to tank shell

    HEAT rounds – [20 seconds, 45 munitions]

    • 30% Penetration, + 30% Damage (No change from current patch)

    • Enhances original ability

    [5CP]
    Spotting Scopes

    • Vehicle Upgrade
    • +100% Sight range when not moving
    • Cannot be upgraded together with Panzer Radio Net
    • 30 munitions
    • Available on all OKW vehicles except Eagle Owl.
    • Replaces Signal Relay

    [11CP]
    Sturmtiger

    The Sturmmörserwagen 606/4 mit 380mm RW61 can now be called-in.

    This was my alternative build-up for Elite Armoured Doctrine 2.0 should the first one receive negative reception.

  • #20
    10 months ago
    PanzerFutzPanzerFutz Melbourne, OzPosts: 345

    @MSAF_Unbekannt_15 I like it. Elite abilities that a player can customize to suit their playstyle. Making them individual upgrades that lock each other out also distinguishes them from the Ostheer. I would be happy with either version now (yours or VonManteuffel's). Nice.

  • #21
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive) Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad. They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive) Secured Resourcing upgrade.

    • Cost 250 manpower and 20 fuel.
    • Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located. Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive) Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage. A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defensive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more successfully.

  • #22
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive) Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive) Secured Resourcing upgrade.

    Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.

    • Cost 250 manpower and 20 fuel to upgrade.
    • Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive) Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.

    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #23
    10 months ago
    VATSVATS Posts: 15

    Elite Armoured Doctrine

    [2CP]
    (Passive) Panzer Tactician.

    Allow Panzer IV, Panther & King Tiger vehicles get an ability which uses equipped smoke dischargers to prevent themselves from being seen.

    [2CP]
    Signal Relay. Boosting signal range briefly reveals enemy vehicles on the minimap

    • Cost 50 munitions to use.

    [4CP]
    (Passive) Panzer Commander.

    Puma, The Panzer IV, Panther & King Tiger can be upgraded with a Panzer Commander that can survey the battlefield and call in coordinated artillery strikes. This Panzer Commander can order Emergency Repairs and HEAT shells.

    • Cost 75 munitions to upgrade.

    [4CP]
    (Passive) The NahVtdgW Vehicle Mountings.

    Allows OKW vehicles to use mounted NahVtdgW grenade launcher to protect themselves from enemy infantry on short distances

    • Cost 20 munition to use.

    **[11CP] **
    Call-in Sturmtiger.

    A short range heavy assault gun equipped with a 380 mm rocket launcher that can tackle defenses,structures,or even armored vehicle.

    • Cost 560 manpower and 160 fuel.

    Elite Armoured Doctrine implies the maximum use of armored vehicles with an expanded range of abilities. Panzer tactician allows OKW to avoid being focused by enemy AT units and the Panzer commander can further increase the potential of destroying the specific targets. The NahVtdgW grenade launchers can protect your armored vehicles from being "rushed" by enemy infantry with AT weapons or you can use it to clear buildings with any units in it.

  • #24
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive)
    Thorough Salvage.

    • Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    • Cost 300 manpower.
    • They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    [4CP]
    (Passive)
    Secured Resourcing upgrade.

    • Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.
    • Cost 250 manpower and 20 fuel.
    • Mutualy exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive)
    Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.
    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #25
    10 months ago
    MSAF_Unbekannt_15MSAF_Unbe… Posts: 64
    edited August 2018

    I was wondering if it was possible to tune 'Radio Silence' such that it disables the UI of your units when seen through the enemy's screen instead of disabling your units on the minimap for the enemy to see while the ability is active.

    This allows you to effectively..

    • Hides your infantry and tank health
    • Hides their unit composition and squad number
    • Hides their upgrades
    • Hides their veterancy
    • Prevent enemy units from focus-firing on a certain infantry squad or tank because they will be unable to see their health.

    I was also contemplating on just switching Radio Silence to Radio Intercept [Soviet version]

  • #26
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive) Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive)
    Secured Resourcing upgrade.

    Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.

    • Cost 250 manpower and 20 fuel to upgrade.
    • Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive)
    Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.

    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #27
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive)
    Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive)
    Secured Resourcing upgrade.

    Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.

    • Cost 250 manpower and 20 fuel to upgrade.
    • Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive) Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.

    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #28
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive) Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive)
    Secured Resourcing upgrade.

    Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.

    • Cost 250 manpower and 20 fuel to upgrade.
    • Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive)
    Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.

    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #29
    10 months ago
    VATSVATS Posts: 15

    Scavenge Doctrine

    [0CP]
    (Passive)
    Thorough Salvage.
    Salvaging will take more time, but also yields more munitions resource.

    [2CP]
    Call-in Jaeger Light Infantry squad.

    They appear by infiltrates an empty neutral building through the Jaeger Light Infantry call in ability.

    • Cost 300 manpower.

    [4CP]
    (Passive)
    Secured Resourcing upgrade.

    Increases rate of Fuel or Munitions gains in the sector where the Battlegroup HQ or Mechanized regiment HQ is set up by 50% from any territory where they're located.

    • Cost 250 manpower and 20 fuel to upgrade.
    • Mutually exclusive with Medic or Repair upgrades.

    [7CP]
    (Passive) Scorched Earth.

    • Allows Sturmpioneers to completely disable a strategic point, rendering it unusable. Neither side can capture that point without first sending engineering units in to repair it.
    • Unable to destroy Munitions or Fuel points.

    [9CP]
    105mm Howitzer Barrage.

    A barrage of 105mm artillery shells will be fired at the target location. The number of shells fired depends on your current stored munitions.

    • Cost 180 munitions.

    Scavenge doctrine has a very important idea: Finding resources for yourself and not giving the opportunity to get resources to the enemy. The ability to increase the inflow of resources at the expense of other capabilities will allow OKW to play "more tactically" and place HQ at the important positions, preventing building all 3 HQ's at one point. Jaeger infantry and Destroying the points ability will divert enemy attacks from general directions to the most critical points. Players will begin to thinking about building cahces or placing a defencive measures to control specific points and preventing them to "blob" strategy. Also, thanks to this changes it will allow Ostheer to use Encirclement Doctrine more often and more succsessfully.

  • #30
    10 months ago
    Ace_PanzerwaffeAce_Panze… Posts: 2
    edited August 2018

    Hi, I propose to introduce a new commander of "Fighter Tanks" for OKW.
    [0CP]
    (Passive)
    Engineers can build an 88-mm gun Flak 18 / 37
    [2CP]
    Disguise. Disguises tanks and tank destroyers in the form of camouflage net. Increases the distance that is necessary for the detection of technology, also after a shot, the technician quickly disappears from the enemy's field of vision.
    [3CP]
    Heavy infantry with the "Pantsershrek". A detachment of 5 people, 3 people armed with MP-44, two other "Pantsershrek", the detachment can also arrange tank ambushes, has Panzerfaust and anti-tank grenades.
    [5CP]
    Call of the Half-Track Sd.Kfz 251/22. Armed with a 75-mm gun PaK-40.
    [6CP]
    Call of the Hs-129 B-3 attack aircraft. Armed with a 75-mm gun, capable of fighting enemy armored vehicles.
    [9CP]
    Call of the heavy fighter Jagdpanther G2 tanks. Armed with 88-mm gun Pak-43, able to fight any armored vehicles of the enemy.

  • #31
    10 months ago

    @Ace_Panzerwaffe

    [0CP]
    Developers would need to model a Flak 88 from scratch. Pak 43 AT guns are already powerful and available to the OKW. These guns are already better since they defy all logic and can shoot through world objects as well. The sWs 20mm Flak cannon and AA-Halftrack already fill the niche of Anti-Air.

    [2CP]
    Panzer IIs and Jagdpanzer VIs can already camouflage and can also move while camouflaged. And they are non-doctrinal options. Giving camouflage options for the Panther, King Tiger, Panzer IV, Puma and Halftrack variants is over the top.

    [3CP]
    2x Panzerschrecks and an engine snare and anti-infantry is a big no-no to the Balance Department. This isn't as profound as Bazookas or PIATs simply because they don't have the penetration nor alpha damage. But on the axis, this is too much. This makes the core infantry like the Sturmpioneer, Raketenwerfer and Volksgrenadier even more obsolete because this unit can do the job of all three, with the exception of repairs.

    [5CP]
    Sdkfz. 251/22 does not have much to give to the table considering it is outclassed by the Puma with 360 Degree turret rotation and even Raketenwerfer crews which can go invisible and retreat.

    [6CP]
    This ability can be replaced with JU-87G Stuka Strafing runs from the Ostheer faction because they can already do massive damage to tanks with their twin rapid fire 37mm cannons and can only target tanks anyway.

    [13CP]
    Developers would need to model the Jagdpanther from scratch. Elefants, Jagdpanzers with HEAT shells and Jagdtigers already fill this role. I also notice that this commander has 6 commander abilities instead of the usual 5.

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