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Author Topic: Tachidocs  (Read 9031 times)
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Tachibana Offline
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« on: July 12, 2015, 07:25:01 am »

Preliminary disclaimer:
     -I know that this doctrine design does not follow things to the “Tee”, but I figured I could throw out what I have made and let you guys choose what you like from it.


General post layout notes:
     -I will post the designs in sets of 4, each post split into axis and allies. Furthermore, each section will be split into the relevant factions(pe/wm/us/cw).
     -For each faction, I will lay out my design intent and how it differs or adheres to the laid out doctrine design template as well as my reasons for it.
     -This will then move into the explanation and ideas behind the actual doctrine selections.


General Doctrine Design notes.
     -For the idea of working doctrine selections, I initially worked under the premise that a player would be able to choose a max of 5-6 doctrines so long as they had the adequate PP’s and account level. Since starting, this number has come into refute, with some saying you can only pick 2-3 doctrines and others implying you could pick all of the doctrines so long as you are willing to pay for highly elite and expensive units. As such, rather than re-working everything, I decided to stay with my initial design of planning the layout around the ability to select 5-6 doctrines.
     -A big point behind my design is to avoid doctrine repetition. I want all 12 doctrines to have their own unique feel to them. For example, I do not want all the Tank doctrines to just be the same buffs, just to different tanks. I do not want all the mechanized doctrines to be purely hit and run glass cannons. I did everything possible to make sure that all the doctrines did not end up with mirror playstyles. At the same time, I tried to make sure that these doctrines stayed with the spirit of their designs so that your mechanized doctrine will feel fast, and you tank doctrines will revolve around your tanks and so on. The actual specifications of these layouts will be pointed out in the below posts.
     -Reward unit additions. One of the more extreme ideas I added to my doctrine design was adding reward units as doctrinal units. This is generally done to try and fill out themes and doctrinal holes. I tried to make sure that all added reward units adhere to the doctrine in some way or form. I also avoided having highly cost effective or powerful reward units be incorporated into doctrines(crusaders, sturmpanzers, nashorns, scotts etc).
      -Getting rid of the super tanks. In regards to the tiger ace and super pershing, I have fit them into two doctrines where you can basically make your own ace. However, it has been done in a way so that if you do, the rest of your company will suffer due all of your doctrine selections being poured into one unit. Furthermore, it removes ridiculous vet abilities such as snare mines. This way, people may still recreate their super tanks, but they can no longer have a fully upgraded company supporting said tank. I feel this is an excellent solution to the current problem of the Tiger ace/Super Pershing.
     -The doctrines are also based upon the general outline of the new repair system which will remove repair kits and move onto on-field repair units. Also, if I saw call-in timer or +pop abilities that I wished to have remain in the doctrines, I made sure they lined up on the new Doctrine grid(For example, +6 pop for ab is tied to current mid t4 slot, and as such, remains in the same slot for the new doctrines)



The Doctrines:
https://docs.google.com/spreadsheets/d/1yJEhLQ0LBbdWLJh2YzyFjjYm3pe5uLJE6ogTJUWJ3Bc/edit?usp=sharing
« Last Edit: July 23, 2015, 11:30:23 am by Tachibana » Logged

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Tachibana Offline
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« Reply #1 on: July 12, 2015, 07:29:23 am »

Infantry Doctrines

Axis
     -Both axis doctrines rather than specializing in unlocked super soldiers are more about increasing the power of your mainline units. However, there is a difference in playstyle that can seen between the two. The wehrmacht Infantry doctrine(Oberkommando des Heres) is focused on survivable infantry that are excellent in a take and hold style of play. They are a style of doctrine that excels in identifying a point, attritioning it out and then holding it with support weapons and tough infantry. However, their actual offensive power is not tied into the infantry themselves.
     -This differs highly from the more offensive PE infantry doctrine of Scorched earth. Here, you see a plethora of ways for pgrens to take out a position through either artillery, grenades or highly effective mp44’s and rifle firepower. Furthermore, they are an excellent company when fighting other infantry. They do not do this through their survivability, as the wehrmacht infantry division does, but through their fantastic offensive power against infantry. However, there is a inherent weakness and that is that a SE company will not have many effective ways to fight tanks. As such, they will be fairly weak to armoured counter pushes and will have to rely on their team to help against more heavily armoured units.
 
Oberkommando Des Heres
    -There are two things that this company really revolves around, their support weapons and their officers. Pak 40’s, flak 88’s, LeiG  18’s, MG42’s, Mortars. These weapons backing up infantry that has the officer to buff them makes for a highly effective fighting force. However, there is a cost. Nothing in the army is terribly fast and though they can creep up on an immobile army and out attrition them, they will have trouble with any army that can get around their support weapons or render them ineffective.
     -Take and hold is the obvious strength of this company. Though they have little to no firepower that they can lay down on the move, once they have a position, they can hold it from frontal assault very easily. That is not to say that they cannot attack a position, you can create a fairly offensive infantry force through infantry and officer buffs with a good amount of indirect fire, but in doing so, you will be giving up on buffing your potentially potent support weapons. It is a give and take.
     -The flakpanzer 4 is the exemplification of a take and hold style unit. While it is on the move, it is useless in its offensive output, unable to fire and fairly slow. However, once it has found it’s ideal position, it can put out a torrent of withering fire. However, when setup, it is vulnerable to any flanking rush, is slow and has trouble escaping intelligent flanks.
     -Buffing basic infantry. I did not think of Oberkommando des Heres as a doctrine of terminator infantry. So, I avoided giving KCH buffs/Oak leaves. Rather, I have given Grenadiers elite armour and given other infantry units health buffs and extra men (in separate doctrine selections of course).
     -How one can see it playing out: The doctrine is in 3 parts, but it all points to one goal. Softening up a position with indirect fire and long range support weapons, moving in with infantry supported by hammer units such as the officer or flakpanzer, then finally coming in and resetting up your support weapons or even placing a cheeky reduced build time flak 88 to create an anvil of which your next hammer blow may fall.


Scorched Earth
    -The first thing that you will notice is that there are no buffs to the survivability of PGrens, your main line infantry. However, what you will see is a plethora of offensive upgrades not only to them, but also the units supporting them. Things like flamethrowers, buffed g43’s, cover ignoring mp44’s, incendiary assault for the infantry. But what happens when the infantry runs into entrenched positions such as a bofors, housed mgs, infantry in trenches and so forth. That is where you have units that excel at removing entrenched positions and support weapons. Units like the P4 ist, Stummel, Hotch stuka and Hummel.
     -Now, the biggest question will be, why is the stummel in an infantry company and not one of mobility. The main reasoning behind this is that the stummel has its best offensive result when is sits and shoots. Though it is a fast moving unit, it needs to sit and fire directly to its front. As such, I saw it fitting into an aggressive infantry based company removing mgs and housed units rather than a flanking force.
     -Assault grens get some serious loving in this doctrine. The first and obvious one is that their mp44s can ignore cover. This does not change the fact that they need to get close to do their damage, but it does mean that they will do damage against any enemy in any position once they are close. Second is that you may get them soldier armour. Though the tradeoff is that you no longer get airborne armour.
     -Flames everywhere. I have moved incendiary barrage and shells to a unlock. This is a major utility buff to a unit that should cost the same as other utility buffs. Furthermore, I have given panzer pioneers the option of getting flamethrowers, as well as assault grenadiers in order to re-create the flammen-assault gren.
     -Now, I understand that not everyone wants to play aggressive style infantry doctrines and as such, may avoid this doctrine all together. Fear not though, as this doctrine can be made to hold ground, but do not expect it to hold against anything other than infantry. Buffs to the g43 and abilities such as stalingrad vets combined with flakveirling access should allow for a more standard infantry style gameplay.


Allies

     -The allied infantry doctrines function in different roles as compared to their axis counterpart. In this case, you have one where you do get seeming super soldiers in the US infantry doctrine. This comes either in the form of rangers, marines or even just upgraded riflemen with some serious officer and utility support. Basically, pound for pound, the US infantry doctrine can go toe to toe with any infantry in the game and put up a proper fight. No, they will not go about trouncing KCH one on one, but grens are no longer as clearly superior as they once were. Of course, the tradeoff here is that you will be paying dearly in manpower costs for your upgraded infantry squads.
     -In counter to this we have the Royal Artillery. This is a doctrine which takes support as its main focus. Rather than having the raw survivability of Oberkommando, the offensive prowess of Scorched Earth or the Super Soldier synergies of US, this doctrine focuses on creating unfair fights. Rather than sending tommies to fight other infantry in straight fights, this doctrine rather prefers to soften up their targets with artillery and indirect fire before mopping up what is left.

US Infantry
    -The doctrine tree makes the role of this company obvious. Infantry, with whatever upgrade you want for it, assuming you are willing to pay the costs. Support weapons do have their role within the company, but your bread and butter are your men on legs. The key here though is going to be your company management. High manpower costs and a plethora of areas to spend your dear munitions means that you must have a clear focus of where and what you want your company to handle. While you may have excellent infantry, excess losses may lead to in-game inflexibility.
     -The rifleman and his officer. People seem to have a real issue about the rifleman as a platform for weapons. My solution for this, rather than outright buffing riflemen with elite armour or tons of health is to make the officer a specialist at getting infantry to live. With a -20% dmg buff included in the officer oversight, and the ability to reduce recharge times, you have the ability to let your riflemen fight in some pretty hairy situations.
     -No more passive. The officer has gained a pretty serious ability, and as counter, the ability is no longer passive and now must be activated in the same way as the defensive officer.
     -Still don't like riflemen? Well, if you are willing to pay the unlocks, get your hands on the Allied Grenadier with Marines. You will not get any doctrine upgrades for marines, but you already have a pretty solid platform to work with but you will need to spend 2 unlocks in order to have fully equipped marines
     -So why even bother with rangers? Well, other than the nice doctrine bonuses that you can find; suppression. The main issue with running expensive infantry is that one mg42 can ruin your day. Rangers and their fire up allow you to get around the biggest bad day machine that this doctrine can deal with. Add in the utility they have with thompsons, lmgs, nades, zooks and their 6 man squad, they are still the solid choice. Not to mention, they only cost 1 unlock and bring along an officer.
     -Just want normal infantry? Can do as well. Forfeit the major buffs and focus on the buffs available to support weapons. With your howitzer, gmc and deadly atg’s, you can focus more on supporting and capping for your teammates rather than leading the charge in the games you play.

The Royal Artillery
    -It's in the name, this doctrine is big on its indirect fire. It is certainly not all it is about, but, it is fair to say that their in lies the trademark. With plenty of buffs to units such as the priest, 25 and 95 crom as well as smaller ones to units like the mortar and PIAT, this doctrine can pick and choose its engagements before committing their tommies to mainline combat.
     -No one wants a priest? People have long held an aversion to the priest due to its high cost when compared to the much more cost effective 25lb gun. So, in return, the Priest has gained a few selectable doctrines buffs to help you decide on your way. Other than your standard damage, reload and scatter buffs there is one big bonus that the priest has over the 25lb. It can replace its standard barrage with Airburst. Need I say more?
     -The gameplan. Simple, use artillery to soften your engagement targets and then engage. Simple, right? Rather than fight fair, use artillery to fight an unfair fight with your infantry. Don't forget, there is a definite psychological stress to your opponent with Artillery use (aka. terrapin rage)
     -Scoped enfields. People seem to find it useless, so what buff can we put in that works along with the doctrine theme. Well, with the 15% buff to yellow crits, about 1 in 5 shots will be getting a crit kill against infantry who have already taken some damage and been dropped into yellow health. So, while they still won’t be super effective at going against full health infantry squads, but that is the kind of engagement this doctrine looks to avoid.
     -Don’t want to just sit around? You can still use units like the 95 crom, buffed officers, tommies with grenades and smoke barrages to take a more direct approach to your fighting. Back that up with some AT assets in the 17 lb and you can have a fairly rounded force.
« Last Edit: July 12, 2015, 11:14:44 pm by Tachibana » Logged
Tachibana Offline
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« Reply #2 on: July 12, 2015, 07:29:33 am »

Mechanized Doctrines

Axis

     -Mechanized doctrines created the greatest headache for trying to give each doctrine a unique feel. From a gameplay standpoint, you universally think of hit and run being the hallmark of mechanized doctrines. The problem is, you can only do so many variations of the same thing before they start to feel the same. Then it struck me, after reading up on some famous mobile companies of world war 2 (the 7th panzer and the 101st airborne), is that you could differentiate what the companies did once they maneuvered into contact with their target.
     -With the Wehrmacht blitzkrieg, you have maneuverability, but, once you get into position, you do not simply have a pop and then run away. Rather, once you maneuver to the position you would like to attack from, you then press, and press hard. The basic Idea of the Wehrmacht mechanized is the idea of a pincer attack. A fast moving, hard hitting mobile force that hits your flank hard and then continues to penetrate. These are not flank harassers, they are flank destroyers.
     -Luftwaffe are more your classic hit and run company. You have your quintessential hit and run infantry in falls, with a plethora of equip options to let you decide what you wish to engage in your flanking maneuvers. Mobile anti infantry units like the wirbelwind and IHT’s which give a chunk of synergistic garrison buffs, you have a potent flanking force with high mobility. Mobile AT exists as well with the ever present hotchkiss and 50mm to supplement your flanking force.


Blitzkrieg
    -It should be noted that this is the doctrine that deviates THE MOST from the given doctrine layout by Tank. As such, I understand in full if absolutely none of this doctrine is implemented. Even so, please give it consideration, and see if you can find some redeeming qualities.
     -As mentioned earlier, this doctrine is all about finding a flank/weak point and then exploiting it to the fullest with a devastating and penetrating attack. A full on pincer to try and split your opponents and thrown them into disarray. This is done through high firepower units which have deceptive mobility.
     -Taking a historical twist. In order to map out this doctrine, I read up on possibly the most famous mobile unit of World War Two and that was The 7th Panzer(the ghost division) headed under Rommel during the push into France. I wanted to keep fearsome firepower that was also surprisingly hard to keep track of. One thing I did to add to this was the incentives to take halftracks. With reduced pop, health bonuses and the ability for mobile cloak, halftracks should now have a prominent place in any commander's arsenal for making unsuspected flank attacks.
     -What is the infantry of Blitzkrieg? People seem to underestimate the value of a stormtrooper squad. They are the quintessential shock infantry. As a squad, they have 60 more health than your average gren squad. With some doctrines, that’s pushed up to 80, a whole extra man. For a unit that will spend a large amount of the game in enemy territory and positions, this kinds of unit seems to fit in exactly with the type of infantry you would need for this iteration of blitzkrieg. Add in shock weapons like bundle nades and assault along with the cloak to fit in with the ghost division theme, it seems to fit perfectly.
     -Now, here is the massive deviation. I have kept the tiger within the Blitz doctrine. I know it doesn’t make sense. I know it is not what was asked in the doctrine outlines. I know that it is wanted in Armour. Yet, for me, it just feels so right for the tiger to be in what is basically the “shock and awe” doctrine. As mentioned earlier, if you are willing to sink 4 doctrinal choices into the tiger(+1 to unlock) you have a surprisingly nimble ball of hate. Of course, this will mean the rest of your army will be vanilla for the most part, but with buffs such as 33% accel/deccel/rotation and 20% speed, it is still a surprisingly mobile shock tank, though, you will be paying through the nose to have it.
     -Let’s say you don’t want to pay through the nose but you still want that ability to breakthrough a flank. Well, a stuh with damage bonuses to support weapons should be more than enough to supplement your attack. Combined with your halftrack stealth and stuka strikes with blitzkrieg ability, and hell, throw ‘keep it moving’ on top of that, you will move through a flank and you will tear through it F A S T.
     -Despite all of this, Blitzkrieg is not made for sustained assault. You have to make sure you have an exit strategy. Whether that is by making sure your allies follow up on your flank attack or if you maneuver your assault so it ends out of danger, that is on you. Once you are out, wait for your abilities to recharge and then rinse and repeat.  


Luftwaffe

     -Here we get back to your classic run and gun mech. Luftwaffe is not about necessarily killing something on each hit, but rather hitting repeatedly while taking minimal casualties. Death by a thousand pricks so to speak. That is not to say though you cannot engage in straight up battle of course.
     -The fallschirmjager. The representative unit of the luftwaffe doctrine, and, to be honest, not much has changed to the core unit and to the doctrine abilities too much. There is one big change though, they can now purchase sprint at a manpower cost. This is due to getting rid of the ridiculous passive sprint and vehicle overdrive that currently exists in the luftwaffe tree. Alternatively, they can be made into skirmishers by unlocking mg34s and g43s for falls.
     -Having mobile repair kits in a meta where repairs are going to be put into external units and become inherently immobile makes this a very flavorful addition for a mechanized doctrine. It will make LV’s such as the AC and scout car along with IHTs a very useful delivery system for quick deployment of infantry. Combined with doctrines like kamfgruppen south, you can have even more firepower coming out from within the halftracks.
     -The wirbelwind has always suffered due to its lack of kill as opposed to suppression. Now, with a lockdown which increases sight, accuracy and reload, it can deploy, lay a burst of fire and then move on to another target at respectable speeds. If combined with a 50mm or a few shreck squads, it makes an effective base off which you can run your infantry incursions
     -That is not to say you cannot have more of a skirmishing force rather than a hit and run force. With buffs to medkits, utility unlocks for falls and luft along with some reasonable buffs to 50mm and hotchkisses, you can stand in a fight for some time, though, don’t expect to win unless you outnumber or outmicro your opponent.


Allies

     -Now, the allied mechanized doctrines will be just as fast as the Axis ones, however, there is a contrast in style. Rather than having a doctrine that specializes in high powered but non sustainable assaults, Airborne will be a doctrine which functions as its own fully functional, independent, ball of hate. As opposed to having a doctrine that focuses on whittling down your opponents units over time, Royal Commandos will specialize in hunting down and destroying specific units before getting away from reprisal.


Airborne

     -Looking historically at Airborne, they certainly had speed and surprise in their repertoire due to their paradropping and light loads. However, what struck me the most about Airborne divisions (especially the 101st) was their ability to function without any support from the main body of the army. As such, Airborne doctrine is all about a self supporting army of specialists, who when put together and synergizing, can handle almost any task thrown at them with little required support. Making for great independent flankers and back-cappers.
     -The basic AB squad. AB have never been about anti infantry prowess. At the best, you can give them garands and turn them into riflemen. What has always been the hallmark of AB is their Recoilless Rifle. Arguably the single best piece of hand held AT in the game. Now, the RR comes with a bonus to strike fear into the hearts of any Axis super heavy. Even if you don’t fancy RR’s, support crates let you decide what you want your AB doing game by game.
     -So whats the deal when dealing with infantry? AB have a plethora of light vehicle buffs which are designed to take out and take care of infantry while your RR’s take on armour. Buffs to the t17/ m8 and quad let you decide if you want pure infantry killing power, mass suppression or a utility unit that can take on infantry and other LV’s as well.
     -A fully deployable doctrine. It has always bothered me that in a company where every single infantry based unit can airdrop, why is there one gaping exclusion; The engineer. Every single support weapon, infantry unit and even snipers can airdrop, but not the engineer. From what I was told, it was due to possible mine shenanigans. Fine, mines have been removed. Now, you get the utility of an engineer dropping with the rest of your force. Either as minesweepers, wire cutters or extra firepower with flamers.
     -So, you may ask, what is the weakness then? If we have created a doctrine that can take all comers independently from support of its team, isn’t that too powerful? Not quite. Certainly, it is flexible enough to take on any composition thrown at it, but it still has two major weaknesses; 1.) Though flexible, it does not have the ability to deal with being outnumbered. If an AB player is independently attacking your flanks or backcapping you, it is best to as a team focus down on them while they are separated and alone. Most likely wiping out a plethora of munitions heavy units. 2.) They are very reliant on their LV’s. If you can remove them, you have removed most of the self-sufficient synergy existing within airborne.

The Royal Commandos

     -The royal commandos are a doctrine which focuses on hunting down and destroying particular targets of interest for their team. The ability to suddenly deploy en masse in a single location is the greatest asset to a commando player and allows the company an advantage few others have. Obviously the bonus provided with -75% call in timer/sprint aura gliders.
     -The basic unit of note is the commando squad itself. With Red devils and the use of smoke cloak, they become a highly effective anti infantry platform. Best used, of course, for hunting down unsupported infantry. Un-upgraded grens, support weapons, or more high value targets such as snipers and officers. They can also do this deep behind enemy lines as the sprint available in enemy territory combines with the Heroic charge of the officer allows them to often escape any situation after the hunt is complete.
     -To complement the Commando, you have the tetrarch. Their function stays basically the same. However, cannister shot has been added as an option for the non-upgun to try and promote some use as a mobile suppression assist platform for infantry.
     -Let’s say you don’t want to play elite infantry, you can play a more conventional mech force with a combination of bren carrier loaded infantry, solid light vehicles and cromwells with reduced recharge time on flank speed. Despite not having any associated buffs with the doctrine, Fireflies still remain an effective form of mobile heavy AT to help support your infantry.
     -Flexibility. With the addition of mandos being able to equip boys-at, rifle nades and piats, they have a new found flexibility that was not there before. If you are looking to hunt that repairing jagdtiger, you no longer are stuck with just tets. Now, some backline piats are in the cards as well. Finally, with ‘God save the King’ you have the ultimate get out of a sticky situation button for your mandos to hopefully let them fight another day.
     -Kings of information. With radio triangulation, the radioman binocs and the detection aura on the CCT, you can create a doctrine combo where you can keep yourself well supplied on information to act upon at all times.
« Last Edit: July 13, 2015, 12:58:40 pm by Tachibana » Logged
Tachibana Offline
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« Reply #3 on: July 12, 2015, 07:29:43 am »

Armor Doctrines

Axis

     -Again, when trying to make armour doctrines, it is difficult you create flavour to doctrines without making them seem to similar to each other. However, I feel with axis especially, I have succeeded in creating interesting and unique doctrines which should attract plenty of interest.
     -With The axis German Steel, I of course wanted to make the tanks the focal point, as with all the other armour doctrines. However, I took a different vision towards it. Rather than the tanks being the absolute offensive core, I wanted to make tanks almost into Officers. A company that has great tanks, but is reluctant to waste them in frivolous offensives due to their core function in the company. As such, the new Wehrmacht Armor doctrine takes a methodical approach to combat. A slowly advancing, inexorable wall of steel and death.
     -The Panzer Brigade for PE also has great tanks. However, it focuses more on the idea that a well micro’d tank will never have to leave the field. Unlike the slow and methodical German steel, Panzer Brigade wants kills and those kills come almost exclusively through their vehicles. Everything about vehicles in Panzer Brigade is geared towards 2 things; 1.) The survivability of their tanks and 2.) Their ability to kill armour and as such, self sustain.


German Steel
    -The core concept is simple. A slowly advancing, highly survivable force headed by highly resilient tanks that not only buff their own troops through things like inspirational steel, armoured triage and german superiority, but also by debuffing enemy troops through abilities such as tank shock and the krieg.
     -The Real King of Tanks. The King Tiger takes on an almost overlord kind of role in this company with certain doctrines. It can become the absolute core of your army, both defensively and offensively. It can function as your triage, your officer, your defensive ‘no go zone’ and, of course, your breakthrough spearhead. Now, you may be saying, with all these resources poured into one unit, is it worth it? Well, it should be pretty hard to lose your KT with doctrine bonuses such as German Steel and Engineering.
     -Still want durable tanks to head you company without the extra cost of the KT? This is where the PIV CT comes in. A durable tank to help you get those armour linked bonuses for your troops, but without the offensive quality you would get from a KT.
     -More combined arms than just armour. While you can certainly run your basic armour company with doctrines such as German Engineering, HEAT and Hull down, the greatest ability of this doctrine lies in using your tanks as an important lynchpin to your infantry corps.
     -Keeping things at one pace. There is nothing extremely explosive about this doctrine. You do have a sort of failsafe button in the form of the V1 in case things really hit the fan for you. However, when attacking, you will be taking things slow.  Mortars, creeping mgs and snipers with potshots from tanks. Even so, despite the speed, this is not an inherently defensive doctrine. You will always be applying the pressure, and, when ready, you can pop a final attack with things such as 'Tanks of steel, men of steel', 'focus fire', 'fire and advance' and 'inspirational steel'.

Panzer Brigade

     -A tank doctrine is always hard with PE due to the amount of light armour associated with the faction. So, lets focus on making that armour more survivable. Unlike German steel, almost all of your attacking power will be coming from vehicles in Panzer Brigade. The question then is, what puts this doctrine apart from others? Well, its the ability to constantly repair. With some careful micro, you can have tanks stay on the field forever, assuming you keep the kill count racking up.
     -Munitions everywhere. A doctrine with the bergtiger and salvaging kettenkrads and panzer grenadiers, you should be able to keep a constant flow of munitions coming in so that you can keep repairing your vehicles at will. Of course, its up to you if you want to spread those repairs out or just keep them on a single unit, such as your Jagdpanther.
     -Self sustenance. In order to keep your munitions going, you are going to need to find wrecks. To find wreck, you’ll need to make them. An if there is one thing that this doctrine excels at, it is killing vehicles. Whether you go for APCR on your own tanks, or use you infantry to supplement you AT with shrecks and tellers, you should be able to self fund your repairs through many means.
     -What does this mean for playstyle? Well, it means that Panzer Brigade is probably going to be your most proactive armour doctrine of the four. It fuels itself through persistent aggression to get kills and salvage wrecks which is supplemented by abilities such as tank intel, RX-7 and panzer command. Of course, this kind of play fits the focal point of this doctrine in the Jagdpanther.



Allies
     -US armour has always been about its utility. As such, the US armour doctrine has a wide range of buffs for different styles of tanks. Using TDs as hypermobile AT guns. Using low pop shermans to supplement a main line infantry force. Using things like Jumbos and Calliopes to break through fortified areas. Lastly, you can just go all out and get yourself a Super Pershing.
     -RE was a bit more of a problem. Really, these is only so much you can do with Churchills since their roles are for the most part already defined. So, once again, I took inspiration from another source. I decided to try and model Royal Engineers around the Tyranids of 40k. Churchills can be seen as massive, lumbering damage soaks. The infantry basis of the company is basically sappers and tommies. As such, you have these massive tanks surrounded by a plethora of basic infantry which can break through the lines due to the sheer amount of damage it can absorb.


Armoured Cav
    -There are a few ways to go about armoured cav. Mainly though, you have plenty of utility in what you want to do with the company. Out of all the Armour companies, Cav is easily the most flexible in what it can do with point buffs to many different units focused on expanding their current role.
     -TD’s can basically replace AT guns in this doctrine. With reduced Pop and HVAP along with sight and damage bonuses, you can have pretty handy, if somewhat flimsy, TD’s. They wont have AT gun range ofc, so atgs still have a place in your company, but, they will smack any medium armour in game and give heavier units a serious thought.
    -You can of course go for the Medium armour route with Reduced pop shermans. Furthermore, you may use them as capping units(though, Would not recommend them for solo back cap flanks) and can help provide some suppression resistance for your rifles.
     -The jumbo and the Calliope offer two different styles of breakthrough units. The jumbo the classic battering ram, which provides some offensive flexibility as well. It can be made fairly survivable as well with Linebreakers, and become a decent offensive threat with HVAP and Crew efficiency. The calliope is the calliope, what can you say. Dual racks comes back as well.
     -That Super Pershing. Basically, everything I said about the Tiger Ace in blitz can apply to the pershing here. With 5 doctrine buffs that can be applied to the pershing, it can become an extreme piece of hardware. Expensive, yes, but in the right hands, highly worthwhile. Though its direct bonuses may not be as prevalent as the ace, HVAP and Urban survival are amazing bonuses that will make most tanks eat their heart.


Royal Engineers
    -Shoot the big ones first. Churchills are slow bricks of armour than happen to have guns planted on top of them. With high health and reasonable armour, they require a decent amount of AT to bring down. As such, we keep that theme going with Doctrine such as Ablative and combat engineering.
     -However, that shoot at the churchill first mentality can be exploited with this doctrine as well. With doctrines such as offensive maneuvers and steel wall, those seemingly unbuffed tommies and sappers can suddenly become a big problem. Especially when escorted by units such as the AVRE and Crocodile.
     -The Black Prince. Of course, you can forgo infantry synergy and just go for the Black prince and have a semi-heavy tank. A 900 HP comet for all intensive purposes. Though you probably won’t be wrecking Jagdpanthers or panthers, you will easily smack away any form of axis medium armour and give a proper go to Tigers.
     -Don’t fancy Churchills? HESH, fragmentation munitions and desert rats gives plenty of buffs to Cromwells and Fireflies. Not to mention that hull down now extends beyond just churchills.
     -Sappers within the Royal Engineers doctrine can rather easily take the place of tommies as your mainstay infantry force. With a bonus to health and an extra man, their survivability is easily comparable. Not to mention you can unlock flamers for them and copious smoke through Armoured cover.
     -Finally, we have some nice offmaps for RSE. Intel is a given. Converging fire is basically a stuka strike, with everything hitting, any unit, especially support weapons, should go down pretty quick once this is used on them. Originally, there was a damage bonus involved, but I figured that would lead to abuse by using the ability against vehicles. Second is King and country, which essentially makes your tank near indestructible for a short period. Although, you give up most mobility as a result.
« Last Edit: July 16, 2015, 03:10:59 pm by Tachibana » Logged
tank130 Offline
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« Reply #4 on: July 12, 2015, 07:52:56 am »

Just a note about reward units & the launcher

We have no way of coding the launcher or manipulating it much. That means we can't do anything with the warmap or reward units. In other words, if you put reward units as stock units, you will still be receiving them as reward units.
Doesn't matter game play wise as you still have to purchase them. I am only bringing it up because someone will QQ about getting reward units that are not reward units any more.

And before someone asks the silly question : No, there is no way to disable the warmap or reward units - it is hard coded.
I believe the only thing we can do from the SQL side is change the rarity of units.
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tank130 Offline
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« Reply #5 on: July 12, 2015, 07:58:00 am »

Quote
-Flames everywhere. I have moved incendiary barrage and shells to a t3 unlock.

There are no tiers anymore.

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Hicks58 Offline
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« Reply #6 on: July 12, 2015, 08:22:41 am »

I originally decided that I was just gonna let the doctrines roll as they will and for the most part, stay out of it.

And then Dire decides he's gonna go and make all 12 of them with some strong background on every fucking one.

It'd be rude not to give all that a glance over tbh.

 - Tank:

Actually... Wouldn't you be able to disable reward units by simply fucking up the rarity SQL code? If the card has no rarity assigned, it shouldn't drop, right?

EDIT:

Also, leaving them as reward cards wouldn't be such a bad thing. After all, Marines may be an unlock in Dire's Infantry company, but having the card available means you can still get Marines in Armoured or Mechanised.

Furthermore, I've looked through the doctrines and littered it with comments, mainly for things that may be potentially broken on a fundamental or coding level.

It all looks pretty solid. There's a few bits that raise some eyebrows, but it's overall good. Mostly though, it's all from one source and it's all following a theme... You know, the thing that I've been saying for the better part of 2 years.

If I have one major point though, it's probably RSE. The doctrine you've got laid out works, but CW armour suffers from being a bit bland as a concept. Ya work with what you've got I suppose.
« Last Edit: July 12, 2015, 10:26:20 am by Hicks58 » Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Tachibana Offline
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« Reply #7 on: August 16, 2015, 02:06:49 am »

Running a few sandboxes on doctrines selections that I wanted to see were over the top or not.


1.) Soldier armour assault grens/Cover ignoring mp44
https://youtu.be/zSEiwETsb4s

2.) Airburst Priest(note, base damage(pre buff) set to 80, not 200)
https://youtu.be/yx2wM7muxsQ

3.) Wirbel Lockdown with +10 sight
https://www.youtube.com/watch?v=GnvVqq8u58A
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aeroblade56 Offline
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« Reply #8 on: August 16, 2015, 02:51:37 am »

Running a few sandboxes on doctrines selections that I wanted to see were over the top or not.


1.) Soldier armour assault grens/Cover ignoring mp44
https://youtu.be/zSEiwETsb4s

2.) Airburst Priest(note, base damage(pre buff) set to 80, not 200)
https://youtu.be/yx2wM7muxsQ

3.) Wirbel Lockdown with +10 sight
https://www.youtube.com/watch?v=GnvVqq8u58A

10/10 would watch airburst again.

project flies hits ground.

suddenly changes to airburst 30feet above target
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You are welcome to your opinion.

You are also welcome to be wrong.
Tachibana Offline
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« Reply #9 on: August 16, 2015, 03:33:28 am »

fuuuumeng, i'm not animation expert. :/
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TheVolskinator Offline
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« Reply #10 on: August 16, 2015, 10:29:48 am »

Since assault grenadiers have airborne armor atm--granting -25% rec. dmg. and -25% rec. acc. IF THE UNIT IS MOVING, soldier armor grants only the -25% rec. dmg. vs most targets. It's a downgrade Tongue.

The airburst artillery thing could, iirc, be done with a simple change to the ability that uses it, coupled with applying an 0.66 reload modifier on the Priest that would be part of that unlock (uses that upgrade as a requirement). The ability change would add however many extra shells it is that are fired (iirc that's how it works; I don't have corsix on my laptop).
« Last Edit: August 16, 2015, 10:31:45 am by TheVolskinator » Logged

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Tachibana Offline
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« Reply #11 on: August 16, 2015, 04:41:01 pm »

The basic idea is do you want to take less damage while you are moving into position, or do you want to take less damage once you are in position. Since assault grens have sprint, I thought soldier armour would be considered an upgrade, since you can already reduce damage on the approach with sprint.

Unless you have some supreme micro and just move back and forth once you engage your target matrix style(at the loss of your own weapon accuracy). Then just don't take the doctrine.
« Last Edit: August 17, 2015, 04:03:20 am by Tachibana » Logged
Tachibana Offline
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« Reply #12 on: August 16, 2015, 05:19:31 pm »

True, But bonuses are bonuses. Add in that soldier armour generally has great bonuses against vehicle and artillery based weapons, it is most definitely not a downgrade.

Like I said, you are trading one set of bonuses for another. It depends on what you feel causes your grens more trouble.
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Tachibana Offline
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« Reply #13 on: August 16, 2015, 10:24:26 pm »

All in one video now

1.) HESH + Ablative + Fragmentation crom vs vanilla p4's(no skirts/heat ect)
2.) HESH + Ablative + Fragmentation crom vs Panther
3.) HESH + Ablative + Urban Warfare Black Prince vs Panther(at BP range) and then Vanilla P4 by accident
4.) Terror of the Eastern Front + Infrarot + Zimmerit + APCR Jagdpanther vs Black Prince from above
5.) Assault Prep + Mobile Platform Hummel

Tests Here


I think they all do what they are meant to do. The Hummel might need a rework, as the rate of fire mixed with flame rounds may be too much.
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GrayWolf Offline
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« Reply #14 on: August 17, 2015, 01:56:31 am »

That jagdpanther was like : "You came to the wrong neighbourhood bro". Grin

I like your docs. Keep on working Cheesy
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GrayWolf Offline
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« Reply #15 on: August 17, 2015, 04:14:00 am »

I would rather take less suppression than damage. Suppressed infantry is as good as dead in most situations anyway :p
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Tachibana Offline
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« Reply #16 on: August 17, 2015, 04:25:06 am »

10% seems small, but it can make a difference when you take med/long splash into account.

Yes, you are trading rec. acc bonuses vs inf for rec dmg bonuses vs vehicle. However, there is also a 20% reduction to sprint cooldown to help offset that.

In both cases, you have to stop moving to do your full dps, so it does come down to whether you want less damage from vehicle weapons or not.

As for suppression, I have not run the numbers, but I'm pretty sure 25% would at worst make the difference in suppression a matter of RNJesus.

Ok, it is not an 100% upgrade, but I would still call it a trade. You call it a downgrade. You win, I won't argue your interpretation. It is certainly not set in stone and the doctrine can change if need be.(now changed)

Any thoughts on other doctrines?


« Last Edit: August 17, 2015, 04:53:32 am by Tachibana » Logged
GrayWolf Offline
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« Reply #17 on: August 17, 2015, 06:14:49 am »

COMMONWEALTH:

I don't like splash bonuses in big numbers, especially for allies. With bonus damage heavies can one-shot everything and axis have less man in squad, which is kinda bad. Splash bonus could be at max. 10%. Cromwell with double splash upgrade has around 21% more splash. Time will tell, but might be kind of overkill.


USA:

Pershing's 100% accuracy is a bad idea too imo. Just simply ignoring RNG. And again overkill to axis infantry due to their need to stay in cover/long-mid range in most case scenarios.

PE:

Ambush experts should give ambush to jgdpanth and marder for example but with half the bonuses. With apcr jagdpanther might hit too hard in ambush. Hetzer should get ambush by default. Giving ambush to marder might be broken too anyway.

WH:

German Steel : the only way to fight KT really is to hit it from the rear. Broken imo.
King of Tanks: Once again, KT should be a breakthrough tank but not a fortress. It shouldn't give buff auras to infantry in my opinion. It should rather debuff enemy infantry/vehs only. Make debuff aura only.

All the upgrades make KT rather a broken unit imo. It's already pretty good as it is. I cannot even imagine HEAT on this thing. Also Panther CT should be a part of blitz  doctrine and give buffs to your infantry instead of KT imo.


Basicly German steel doctrine is spam of KCH with KT support. Also it looks like terror doc on steroids instead of looking rather like armor one. Giving buffs to KCH and sniper and minesweepers? Meh. These should be part of infantry doctrine.
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Tachibana Offline
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« Reply #18 on: August 17, 2015, 06:47:05 am »

Quote
COMMONWEALTH:

I don't like splash bonuses in big numbers, especially for allies. With bonus damage heavies can one-shot everything and axis have less man in squad, which is kinda bad. Splash bonus could be at max. 10%. Cromwell with double splash upgrade has around 21% more splash. Time will tell, but might be kind of overkill.

There should not be any stacking splash buffs anywhere. If there are, that is a big oversight from me. Point out please.


Quote
USA:

Pershing's 100% accuracy is a bad idea too imo. Just simply ignoring RNG. And again overkill to axis infantry due to their need to stay in cover/long-mid range in most case scenarios.

It still has to deal with the general 75% acc vs infantry. This is one of the ideas I think will def need to be playtested. I assume, though, that you will be paying a hefty fuel price for the upgrade. Remember, it is meant to replace the Super Pershing.
 
Quote
PE:

Ambush experts should give ambush to jgdpanth and marder for example but with half the bonuses. With apcr jagdpanther might hit too hard in ambush. Hetzer should get ambush by default. Giving ambush to marder might be broken too anyway.

Point noted. Marder def would be over the top, mainly due to price. Would rather keep the full buff on the hetzer and jagd. Up to dev team if this is used.


Quote
WH:

German Steel : the only way to fight KT really is to hit it from the rear. Broken imo.
King of Tanks: Once again, KT should be a breakthrough tank but not a fortress. It shouldn't give buff auras to infantry in my opinion. It should rather debuff enemy infantry/vehs only. Make debuff aura only.

All the upgrades make KT rather a broken unit imo. It's already pretty good as it is. I cannot even imagine HEAT on this thing. Also Panther CT should be a part of blitz  doctrine and give buffs to your infantry instead of KT imo.

You are probably right on the rear armour. Suggestions for replacement? Also agree, would like to see a buff other than +10 hp KCH.

Disagree with Moving PIVCT to blitz. It is a heavy p4 which buffs tanks, fits in well in a tank doctrine.

As I stated in my overview, I wanted to make a spin on tank doctrines so that they were not all basically the same. Yes, the tanks support infantry, but if those tanks are removed or destroyed, the entire doctrine will fall apart. An armour doctrine that relies on its armour to fully function? Sounds exactly like an armour doctrine to me. Furthermore, the KT is not the only tank which gives aura's to infantry. P4, CT, Ostwind, Panther, Stug are all capable of gaining the supporting buffs, KT just gets a bonus with a doctrine unlock. Using the Kt means you get a better bonus, but you lose overall uses when compared to putting them on cheaper tanks such as p4's and stugs.

The entire bottom tree is dedicated to helping keep your tanks alive. Snipers and mortars to help take out atgs. Pioneers with extra health and mine sweeping range. Bonuses to repair speeds. MG/inf focus fire to deter HHAT rush. The only out of place buff is KCH really, but as I said, even I'm not happy with it being there.
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GrayWolf Offline
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« Reply #19 on: August 17, 2015, 11:14:20 am »

The entire bottom tree is dedicated to helping keep your tanks alive. Snipers and mortars to help take out atgs. Pioneers with extra health and mine sweeping range. Bonuses to repair speeds. MG/inf focus fire to deter HHAT rush. The only out of place buff is KCH really, but as I said, even I'm not happy with it being there.

Look, what's the point of teamwork then? You could make a "armored mechanized infantry" doc then lol. Infantry is infantry and tanks are tanks.
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