One option:
Doctrine = Panzer Support Style-----------------------------------
Left Side:
FIRST
1CP: Motorized Medic
cost = 75 manpower
description: unit rides onto the field as a controllable unit. it has a special ability that costs 25 munitions each time with very short cool down. The ability is called "retrieve wounded" and when activated your bike goes on a mad dash for wounded infantry and picks them up very quickly once it gets there (the guy in the sidecar jumps out, grabs em, gets back in). The bike then rushes back to base and drops off that man into a new squad of grenadiers. Each time the bike returns he will return the wounded to that unit. Bike will be auto- targeted by enemy as would any other vehicle.
balance: cheap, but very weak in terms of armour. will retrieve wounded from areas where there is no longer much action taking place.
SECOND
3 CP: Panzer Pak38
cost = 375 manpower
description: Pak38 mounted onto halftrack. useful if shortage of early fuel and muni as a vehicle counter. M8's hate them.
balance: when shrecks cost too much and you cant tech to kriegs barracks
FINAL
5 CP Jadgtiger
cost = 2000 manpower
description: god damn, its a Jagdtiger!!! AHHH RUNNN!!!!!!!
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Right Side
FIRST
3 CP: ADGZ Armoured personel carrier
cost = 450 manpower
description: stat wise is a halftrack with better armour. better inf protection from mortars/flames/etc, and much greater speed on roads and packed dirt, although slower in serious off-roading than HT's. Vet3 ADGZ's are tough to kill as they are so quick.
SECOND:
2CP = Sturmtiger
cost = 600 manpower
description: the german AVRE. works the same. only more german.
FINAL:
5CP = Panzer Support Call-in
cost = 900 manpower
description: similar to the american off-map combat group. reinforced with 4 vehicles. vehicles will be an assortment of panzer III's (infantry support tank), brummbar's (anti-tank as well as anti-inf.....but you have to choose which ammo you want to load into the gun...each will cost muni per volley tho less than the avre), and panzer pak38's. you get 2 of one and 1 of the two others. It is randomized.
Post Merge: January 13, 2010, 04:54:34 AM
another option:
Doctrine Concepts:
Luftwaffe Style:
Left side:
------------------------------------------FIRST: 1 CP
-aerial recon squadron (3 x Focke Wulf Fw189)
-cost 100 muni
-description: 3 recon planes fly somewhat randomly and erraticly but reveal a considerable portion of the map over which they fly.
-balance: can get this ability early and reveal enemy tactics early. but 100 early muni is tough to give up. mid-late game with abundant muni is offset with the fact that planes are very lightly armoured and fairly slow. They can be shot down fairly easily (though not guaranteed to go down).
SECOND: 3 CP
- junkers 87 Stuka divebomber
- cost = 150 muni
-description: single stuka divebomber makes single bombing run directly on enemy vehicle indicated. It is possible to dodge the bomb, but the stuka will adjust its attack vector slightly to compensate.
-balance: area of effect is fairly small, but AP is great. cost is reasonable.
FINAL: 6 CP
- Junkers 89 squadron
- cost = 325 muni. average respawn (unlike the V1)
-description: medium altitude bombing. 4 junkers each drop a fair sized payload over an area the size of the terror firestorm. The damage done is GREAT to buildings, inf, arty, vehicles, tanks.
-balance: @ 325 muni you cant do this very often. With scouting from aerial recon, base bombing is very effective but tough @ 325 muni. ouch.
Right Side:
FIRST: 2 CP
-Veteran Falshirmjaeger
-YES!! I love these guys. German paratroopers FTW!. dont change a damn thing about em.
- cost = 375 manpower
-FG42 upgrade cost = 75 muni
-hit the ground with single offensive and single defensive veterancy.
SECOND: 3CP
-Close Air support
-time and area of effect ability
-description: Messerschmitt Bf 109 strafes with canons and small ordnance (rockets/small bombs). the small ordnance is a bit inaccurate, but decently effective vs tanks, and vehicles. infantry get clobberknocked tho if they feel the full brunt of it (although damage is usually spread fairly evenly throughout the sector as the aircraft makes repeated runs of the area). the aircraft will aid in a given sector. this sector can be held by the enemy or friendlies. line of sight is necessary.
-cost = 200 muni
-balance: similar to allied strafing and bombing run put into one. not so quick to pin as the strafing run. not so quick to kill as the bombing run.
FINAL: 4 CP
-ME262 interceptor
-description: enemy aircraft will be hunted and shot down by super-quick jet plane ME262. the ability will see an ME262 making occassional runs over the map for an extended period of time. enemy aircraft will be hunted and shotdown. If they do survive, their accuracy will be greatly reduced.
-cost = 100 muni
-balance: this is a cheap ability. it is fairly effective. it has a long time frame in which it is active. it is used during an extended offensive that is infantry based most often to ward off enemy strafing runs. Why so many CP? because it is so god damned awesome!!! death to the strafing run!! vet 3 grenadier + vet 3 Falshirmjaeger FTW!!!!!!!
Post Merge: January 13, 2010, 05:04:40 AM
P.S. my understanding of most these units is that they were used often enough to see action in CoH.