*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 29, 2024, 09:40:27 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Full Doctrine List [OUTDATED]  (Read 4122 times)
0 Members and 3 Guests are viewing this topic.
Unkn0wn Offline
No longer retired
*
Posts: 18379


« on: June 01, 2009, 12:34:28 pm »

EIR:R Doctrines

Tentative list of all doctrine abilities that will be integrated into Europe in Ruins from patch 006 onward.

Each doctrine has 20 abilities available for unlock.
Players will progress their companies by fighting games, gaining experience. The more experience you accumulate, the higher your rank will be. Each rank increase will allow you to unlock additional doctrine abilities.

In total you will be able to unlock:
4 T1s
3 T2s
2 T3s
1 T4

Players are free to make any combination of abilities, following the above restrictions.

You will not be able to deselect chosen doctrine abilities (for now), so choose wisely!


Mind you, this is a brand new system and a fairly new doctrine system that we will be trying out. All abilities found in this list are subject to alteration during the doctrine testing phase, some changes may have already occurred from when the doctrine list you are viewing was composed. Ergo this is all in no way a final representation of our doctrine system.

Feedback is much appreciated throughout the 'testing period'.
« Last Edit: June 10, 2010, 01:21:07 pm by Unkn0wn » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #1 on: June 01, 2009, 12:41:27 pm »

Americans

Quote
Infantry Division
Unlocks Ranger

Smoke Screen (Smoke grenades available on riflemen)
Bravery (Riflemen are 10% suppression resistant)
Offensive Operations (Deploy in half standard time)
Defensive Operations (Riflemen can build sandbag, wire & TTs)
On-map howitzer (105mm Howitzer available for purchase)

Short Fuse (Sticky bomb have half the usual cooldown and gain one extra use)
Concussion Grenades (Mk IIA1 Grenade Available for purchase on Rangers)
American Command (American Officer available for purchase)
Locked & Loaded (10% sight & range on support weapons)
Support Barrage (1 use off-map artillery)

Allied Grit (Riflemen gain 15% health)
Heavy Weapons (Riflemen can purchase single bazooka)
Supply Efficiency (Ranger min & max availability +4)
Bi Pods (Riflemen gain 5% more accuracy in light cover, 15% in heavy & 25% in garrison cover)
Artillery Fortification (On-map artillery fires 30% more shots, 15% less cooldown)

Cohesion (Allied infantry & support teams gain 2% health per man (max 50%)
Eagle Eyes (Snipers, mortars & mg now have infantry awareness)
Tank Reapers (ATGs, Bazookas, stickies gain 33% penetration, 25% more accurate, 20% more damage)
Mobile Cover (Shermans & Halftracks provide heavy cover to infantry in large surrounding area)
Artillery Expertise (Grants two additional uses of off-map artillery)


Quote
Airbourne Division
Unlocks Airbourne

Raid Fortification (Airbourne troops can build wire and sandbags)
Airbourne AT (Airbourne 57mm available for purchase)
Supply Drop (MGs & Mortar airdrop into combat, 1 use)
Combat Landings (In-flight AB have 50% reduced incoming accuracy)
Recon Flight (Gain two uses of the ability)

Aerial Advantage (Airbourne troops can be deployed 90 seconds in to the game regardless of arrival time)
AT Eagles (RRs & Airbourne 57mm gain 20% more penetration)
Tank Busters (Airbourne 57mms come with a use of AP rounds)
Pathfinders (Airbourne drops trigger red smoke)
Strafing Run (Gain one use of the ability)

Raid (population cap increased by 6)
Buddy System (one use, increases team population by 9/6/3 for 3 minutes)
Aerial Support Teams (MG & Mortar teams become paradroppable, new skin)
Already Overhead (Airborne deployment takes ten seconds)
Bombing Run (Gain a use of the ability)

Raid Assault (Airbourne gain 35% damage & accuracy in enemy territory)
Airbourne Elite (Airbourne start at vet 1, 18% more health, sight, range and 50% less drift)
Aerial Intelligence (Recon planes perform periodic reconnaissance flights throughout the game)
Equipment Surplus (Airbourne come with 3 BARs and medkits, availability +2, green TOV skin, no SF)
Aerial Superiority (Two additional bombing runs, one additional strafe & bombing run, increases max purchasable)


Quote
Armour Division

Engine Overdrive (Shermans can purchase flank speed, 50% faster, 20s duration)
Battlefield Improvements (Half tracks, Quads Jeeps and M8s/T17s Armour Rating Increased)
Scouting (Jeeps have 40% more stealth detection, 15% more range)[/color]
Mechanised Columns (Platoons with a vehicle, other than a jeep, arrive in battle 50% faster)
Mobility (M8s, Halftracks & T17s can capture territory)

Field Repair (Grants one use of the ability)
Allied War Machine (Minimum availability on vehicles increased by 2)
Scoot and Shoot (M10s, Shermans & M18s reload 15% faster)
Hunker Down (Shermans and Pershing receive increased vehicle cover)
Mark Target (available for purchase on jeeps, M10 & M18)

Artillery Support (Calliope available for purchase)
Tank Command (Every tank on the field increases your population by 3)
Assault Tanks (Pershing available for purchase)[/color]
Tungsten Tipping (Penetration of all vehicles increased by 20%)
Crew Repairs (Repair kit upgrade now grants 2 uses)

Dual Rocket Racks (Calliope fires 50% more rockets)
M26A1E2 Pershing (Pershing gains 30% damage and penetration and a different skin)  
On-board mechanics (All tanks come with a free use of 'Crew Repairs' ingame and can move while using it)
Next-Gen Vehicles (All vehicles have 50% faster turret rotation, 20% less reload)
Armor Piercing (Upgunned Shermans receive AP rounds on a cooldown, Pershing now gets HVAP upgrade)
« Last Edit: June 02, 2009, 05:48:58 am by Unkn0wn » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #2 on: June 01, 2009, 01:00:47 pm »

Wehrmacht

Quote
Defensive Division
Superior Soldiers (All units gain experience 20% faster)
Basic Fortifications (MG bunkers reduced to 1 pop)
Advanced Warning (All units gain 10% sight)
Officer Training (Officer available for purchase)
Flak AA/AT (Flak 88mm available)

Extra Training (All infantry start at vet 1)
Fatherland Fortification (When defending, attackers receive 1 more minute of deployment time)
Rommel's Asparagus (Temporary sight into any AB drops or Glider deployments)
Military Intelligence (Grants 3 uses, drops flare and lights up large area, max 6)
Pak Ambush (Pak 38s are now movable when cloaked)

Rocket Arty (Grants one use, max 3)
For the Fatherland (Grants two uses of the ability)
Senior Officers (Officer Supervision now works as a passive ability in a small radius)
Scopes (Grens & Volks have 15% range, 8% more accuracy)
Large Rockets (50% increased damage on stuka)

Suspended Aftershock (A second barrage is automatically fired at same location 120 seconds after the first, half amount of shells, additional free use)
Fatherland Defense (All units gain 20% HP)
Duck and Cover (Infantry units treat negative cover as open cover, open cover as light cover and light cover as heavy cover)
Omniscience (All units have 40% increased sight and stealth detection)
Camouflage Equipment (All non-heroic units in friendly territory remain camouflaged until they move or open fire, 1 use, max 2)


Quote
Blitzkrieg Division
Unlocks stormtroopers

Mobile Howitzer (StuH available for purchase)
Blitzkrieg (Grants a single use)
Code Loyalty (Infantry are 10% harder to suppress)
Keep it moving (Infantry are 10% harder to hit near tanks)
Overpower (Your team deploys 60/40/20/10s faster)

Improved Barrels (Tanks have 10% longer weapon range)
Territorial Blitzkrieg (Territory captures twice as fast)
Smoke Cannisters (Available for purchase on all tanks)
Precision Strike (Grants a single use)
Overwhelm (Triples potency of overpower)

Assault Tanks (Tiger available for purchase)
Assault (available for purchase)
Battle Hardened (Infantry have 15% reduced accuracy)
Repair Specialisation (All vehicles gain a free use of the Repair Kit upgrade)
Joint Operations (Team population increased by 15/12/10/8 %)

Panzer Lehr (Tiger is replaced by Tiger Ace, available for purchase at 'slightly' increased cost)
HEAT Rounds (All tanks deal 25% more damage, 15% more penetration)
Conviction (Blitzkrieg lasts twice as long, no negative modifiers, grants 2 extra uses)
Lightning War (All platoons deploy immediately, all units sprint after deploying, vehicles move 25% faster)
German Engineering (All tanks gain a free use of the Repair Kit and can move & fire at 50% of normal effectiveness)


Quote
Terror Division

Inspired Assault (Grants two uses)[/color]
Basic Supplies (Mines & grenades have 1 extra use)
First Aid (Medkit cooldown reduced by 25%)
Intensity (All units cause 20% more suppression)
Fitness (All infantry gain 10% less received incoming accuracy)

Zeal (Grants the ability)
Patch and Run (Medkits slow for half normal time, 50% more potent)
Firestorm (Grants one use of the ability)
Advanced munitions (Hmgs & Mortars deal 20% more damage and suppression)
V1 (Grants a uses of the ability)

Oakleaves and Swords (KCH are now purchased as a four man squad for a marginal cost increase)
Fear the Fire (Nebelwerfer fires 3 extra rounds and DOT lasts 25% longer)
Subversion (Prevents opposition from deploying platoons, lasts 180/90/60/50s, grants 1 use, max 3, with notification)
Assault Tanks (King Tiger available for purchase)
Propaganda (Units in selected area will have drastically lowered combat effectiveness for 90 seconds, grants 2 uses.)

Ferocity (Inspired assault has increased potency, half negative effects, 2 extra uses)
Falling Fear (Additional Two uses of Firestorm and additional V1 use, increased max)
German Steel (Tanks, KT excluded, have 25% more health, 15% less received penetration)
Beast of Burden (King Tiger increases teammate population by 25/20/15 %)
Heavy Support (HMGs, mortars, snipers, ATGs have 25% more range, health & sight)
« Last Edit: June 01, 2009, 01:06:21 pm by Unkn0wn » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #3 on: June 01, 2009, 01:02:58 pm »

British

Quote
Royal Commando Division
Unlocks Commandos

Decoy Glider (Grants 2 uses)
Commando Jeep (Available for purchase)
Behind Enemy Lines (All commandos gain 15% sight)
Emergency Exit (Commandos gain an extra use of smoke)
Weapon Teams (MG, mortar & piat commandos unlocked)

Smoke Support (Drops red flares then lays down a short smoke barrage)
Hit it Running (Commandos run at a speed of 4 after deploying for 10 seconds)
Who Dares Wins (Zeal like bonus for Commando units)
Ultra Decryption (You are notified when a vehicle over 12 pop enters the field)
Light Armor (Tetrarch available for purchase)

Decoy Artillery (Grants 1 real and 1 fake, max 3 & 4)
RAF Overhead (Grants one use, max 2)
Glider Command (HQ Glider can be purchased and dropped, acts as a triage center, 120 munitions)
Radio Triangulators (Available for purchase)
Commando Sniper (Unlocks the unit, can also purchase smoke and demo charge)

Enigma Decoded (Grants sight into all player's spawn for the first 10 minutes of the game)
Special Training (Commando Heavy Weapons are 25% more accurate, cause 25% more suppression and get a single smoke usage)
Evasive Manoeuvres (Commandos can camouflage and move in prone position)
AT Commandos (Piat commando teams comes as 5 man squads and can camouflage in cover)
*TBA*


Quote
Royal Artillery Division
Tommy infantry squads now become 'canadian infantry'
Unlocks mortar and 25 pounder emplacements

Sighting Experience (Recon Tommies have 10% increased sight & stealth detection)
Mortar Supercharge (Increases range on mortar team & mortar pit)
Command Post (All friendlies can see cooldowns on artillery pieces, all your artillery triggers red minimap ping)
Gaging Distance (Piats and rifle nades are 10% more accurate)
Binoculars (Officers have 10% improved sight)

Forward Observation (FOO Available for purchase on LT & Captain, Victor Target available on Cpt.)
Improved Rifling (Tommy rifle range increased by 15%)
Creeping Barrage (Available for purchase)
Supercharged Rounds (Increases range on artillery pieces)
Lit up (Lt and Captain can fire flare, lights up medium area and increased incoming accuracy on enemy in radius, on cooldown)

Mobile Howitzer (Priest available for purchase)
Creeping Smoke Barrage (Grants 2 uses, max 4)
Batallion HQ (Team call-in timers reduced by 33%)
Firing Stations (Enables Counter Battery and Overwatch)
Earthshaker Barrage (4 -5 shell barrage, powerful but inaccurate, large delay between shells)

Increased Rounds (Priest fires 4 additional rounds)
Field Domination (When triggered all enemy off maps are disabled for 10 minutes, 1 use, notifies enemy)
25 Pounder AT (25P can switch to 'AT Purpose', for direct-fire defense, superb penetration, only good against tanks)
*TBA*
Experienced Command (All command units start at vet 1, gain 25% faster exp and have a 30% larger aura radius)


Quote
Royal Engineer Division

Holding the line (Infantry in friendly territory receive 10% less incoming accuracy)
Mobile Reinforcements (All tank platoons arrive on the field 50% faster)
Desert Rats (Tanks are 10% more accurate when standing still)
The Basics (Infantry sections can build sandbags and wire)
Infantry Tank (Churchill available for purchase)

Hull Down (Tanks gain the ability)
Petard Rounds (Churchill AVRE available for purchase)
Churchill NA75 (Churchill MK IV now receives 75mm gun)
Covering Fire (Bren Guns deal double suppression)
Boys AT Rifle (Available for purchase on British Infantry)

Flame modifications (Churchill crocodile available for purchase)
Mobile Defence (Infantry directly around hulled down tank receive heavy cover bonus)
Armored Command (When Cromwell CT is on the field, teammate's population is increased by 12/10/8 %, doesn't stack)
Defensive Warfare (17 pounder and Bofors unlocked)
Improved Emplacements (Trenches now provide trench cover)

For King and Country (All units within Friendly Territory will continue to fight beyond the point of exhaustion, lasts for 30s, 2 uses, icon above head )
Cunning Engineering (All tanks and vehicles start out over repaired, Cromwell & firefly gain one free use of the repair kit upgrade)
Hulled Down Command (CCT provides healing radius to infantry and can use main gun when hulled down)
Armored Control (British tanks can capture and hold territory, Churchill MK IV grants captain like bonus to infantry in radius  )
Flanking Manoeuvres (All British tanks move 25% faster, receive 25% more accuracy on the move and receive 2 uses of smoke rounds)
« Last Edit: June 03, 2009, 03:18:40 am by salan » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #4 on: June 01, 2009, 01:06:04 pm »

Panzer Elite

Quote
Luftwaffe Division
Unlocks Luftwaffe Infantry & Fallschirmjaegers

Infiltration (FJs can deploy 60s earlier)
Heavy Weapon supplies (Drops MG 42 & one panzerschreck, 1 use)
Aerial Reconnaissance (Luftwaffe Scout Plane circles over the battlefield, 1 use)
Mechanised Scout (Kettenkrad can cloak)
Death from Above (FJs can paradrop)

Flak Cannons (Flak 88 & Flakvierling available for purchase)
Mobile AA (Wirbelwind Available for purchase)
Defensive Measures (Luftwaffe Inf can purchase and place mines)
SB-2 mines (Grants one use of butterfly mines)
Handing it over (LGI can purchase G43s)

Luftwaffe Airbridge (Drops a supply crate with a healing radius, lasts 4 minutes, 2 uses)
Accurate Drop zones (FJ drop time and drift cut in half)
Running Light (FJ gain a free use of sprint)
Hs-129B Panzerknacker (Grants one use of the ability)
Dropping Heavy (FJs can purchase a panzerschreck)

Fortress Europe (Flak88 & Flakvierling receive 20% more damage, 25% faster turn rate and 15% sight increase, flak36 can relocate)
Luftwaffe Ground Support (Flak 88 comes in emplacement structure and can switch to artillery modus on cooldown)
Aerial Domination (Grants one additional butterfly mine and henschel run, increases max)
Crete Veterans (FJs and Luftwaffe infantry gain 25% less received suppression, 20% more accuracy and 15% more damage)
Spirit of the Edelweiss (Grants Lieutenant like bonuses and Heroic Charge to FJ)


Quote
Scorched Earth Division

Roadblocks (Panzergrenadiers can build roadblocks)
Booby Trap Building (Basic Panzergrenadiers gain a single use of the ability)
Mechanised Grief (Kettenkrad can purchase Firecracker mines)
Slow Going (Enemy captures 25% slower)
Smoke Rounds (Mortar HT can use smoke barrage)

Kampfwagen Upgrade (Munitions HT now grants 20% increased accuracy)
Explosive Experts (Kettenkrad can purchase and place demo charges)
Shared Intelligence (Vampire HT shares radar)
Mechanised Aid (Healing car is 30% more potent)
Scorched Earth (Grants one use of the ability)

Sector Artillery (Grants one use of the ability)
Heavy Artillery (Hummel now available for purchase)
Ostfront Veterans (Group zeal and faster Infantry mine detection now in effect)
Incendiary Assault (Available for purchase on regular & assault pzgrens)
Munitions Sabotage (Grants one use of the ability)

Shell loading (Hummel fires double the amount of shells)
No-Mans land (In center of map, 5/8/12/15 mines are automatically lain)
Chemical Fire (Mortar incendiary rounds and incendiary grenades, not incendiary assault, burn three times as long)
Incendiary Barrage (Hummel fires 4 longer lasting incendiary shells)
Opening Barrage (When not defending, at start of game fires extensive barrage into the center of the map with fire effects lasting)


Quote
Tank Hunter Division

Mechanised Observer (Kettenkrad gains tank awareness)
Weapon Supplies (Assault Grenadiers can purchase panzerfausts)
Stabilized Fins (Panzershreck has 15% less scatter)
Armored Infantry (Platoons with an IHT arrive 75% faster)
Teller Mines (Unlocks the upgrade)

Jagdpanzer 38t (Hetzer unlocked)
Tank Awareness (Infantry gain tank awareness)
Double Efforts (Tank Busters can now purchase a second panzerschreck at same price.)
Upgunned Panzers (Panzer 4 IST can purchase long barrel upgrade.)
Panzer Command (Infantry near Pz4 IST gain 20% less received suppression)

APCR Rounds (Grants the ability)
Jagdpanzer V (Jagdpanther available for purchase)
Gas Supplies (All halftracks get a single use of overdrive.)
Tank Buster Ambush (Tank Buster infantry now cloaks in cover)
Magnetic AT Grenades (AT Grenades now stick to targeted tank.)

Telescopic Sights (Increases all AT tanks sight by 10, 5 for hetzer. Panther, jagdpanther & hetzer weapon range increased by 5)
Panzer Zeal (For every vehicle above 5 pop on the field your vehicles receive 15% less received damage and 15% increased accuracy, max 60%)
Determination (When tank health drops below 20%, Speed is increased by 25%, received penetration & damage is reduced by 25% )
Field Expertise (All tanks receive 1 free repair kit and can fire when repairing)
Panzer's Fear (When triggered all tank buster squads sprint, receive 25% less received accuracy and Schrecks/AT grenades deal 33% more damage and penetration, lasts 30 seconds, 2 uses)

Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.085 seconds with 35 queries.