Before I will go threw with this I will just post my army:
6 Panzergrenadiers (Vet 3, 6 G43, 4 Assault)
2 Panzergrenadiers (Vet 2, 2 G43, 2 Assault)
4 Panzergreandiers (as lineup when one vet dies)
1 Support Scout Car
1 Kettenkrad
2 Clowncars (Schreck, Flammen-Assault)
1 Clowncar (Schreck, Assault)
1 Infantry HT
1 Panther (Vet 3, fully upgraded)
1 Marder (Repair)
2 50mm ATHT (2 Repair)
2 Mortar HT (2 Flameshot)
2 Munitions HT (2 Mines 2 Goliaths)
1 Hummel (Vet 2)
Now this company has an obvious inbuilt weakness against armour because I tried to make it themed so no need about commenting about it
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To the main topic: SE Doctrines and how usefull I deem them.
T1
Roadblocks: Worth the investment but takes time to build and is only helpfull when you have set yourself up well and good and are not under constant harresment and artillery bombardment
Booby-Trap: Not worth it, the devs have made two priece reductions already and also reduced the set off time. I used them in 006 and got quite some. It is too map dependant to be usefull and does not work good in big buildings. The whole time I used them I was able to actually win a game once because of their help. Getting a Goliath is far better then even 6 Booby Traps.
Mechanised Grief: I can not realy comment on that mine but deem it okish.
Slow Going: I have it and love it. Helps to get that infantry in the neutral sector just in time or slow the enemies advance a little. (THough I do not realy notice the 33% advantage it should give).
Smoke Rounds: Never used them but they might be worth getting.
T2:
Scorched Earth: Very Situational but ok for a T2 (better then prec. strike but worse then firestorm).
Mechanized Aid: It is not even in but not worth it. You get rushed most of the time by tanks or elite inf from the allied and risking an already expensive and fragile unit?
Heavy Artillery: Worth it. Only real axis onmap heavy arty. Can be used to hunt anything but is rather unprecise.
Explosive Experts: Not worth it, has been pointed out often enough.
Incendiary Assault: Worth it as long as it is normal assault
. Helps to sway that single infantry battle in your favour, stops allied blobbing dead in the tracks and with G43s makes it a good but expensive option (110 mun on a already fragile squad).
T3:
Sector Artillery: Worth it. The one free use can be extremly helpfull to completly stop a heavy enemy push plastering their infantry to hell and lets you fortify it while it lasts.
Inflammable: Okish. A T3 for an expensive unit.
Ostfront Veterans: Not worth it. I used it and even after the boost I do not deem it that good because it is an incentive to blob and will only help in small engagements.
Incendiary Barrage: I do not want to comment on this until I used it.
T4:
No-Mans Land Minefield: Okish and can be used in different ways. It still needs some tweaking so that you can not see the mines and they need to be laid far enough away from each other so that a single riflemen squad doesnīt make it a fireworks of the day moment.
Chemical Fire: Not worth it, even if it would boost the hummel T3.
Shell Loading: Whenever I see this I want to start smashing things and hurt people. It is usefull against two things!
1) 25pd Emplacement where you probably still need two salvos
2) 105mm Howitzer so that it might kill it in one barrage
(Yes, there are people that try to counterbatteryfire)
Opening Barrage: Worth it. Nothing better then frying some Vet3 Airborne.
Generally SE is anti infantry oriantated which is a lot of fun to play with but has only one unlock which makes its main unit (Hummel) only better at killing infantry which does not realy help because you should have a lot of killing potential there anyway.
And it is even worse when I compare it with unlocks the Calliope and Priest can get (Faster firing or creeping barrage which is a complete killer).
It lacks completly in the department of boosting units(like infantry/terror buff Buff BUFF doctrines) compared to other doctrines and thus they will stay more fragile or less powerfull so the need to rely on offmaps grows here which is sad.
Quite some doctrine unlocks should either be removed or completly changed so that people have it more difficult to choose which one they want to unlock (you have 3 choices in the T3 area and 2 in the T4).
These would be: Booby traps, smoke rounds, Mechanized Aid, Explosive Experts, Ostfront Veterans, Chemical Fire, Shell Loading.
Disclaimer (^.^): this is completly based on my own experiance with PE SE and other peoples experiance might differ from mine.
I do know that major changes are coming but I realy needed to get this out
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