- No German building unit. The only builders available are POWs and foreign laborers as every German is needed for the front. Call it a Hilfswilliger, POW, or Forced Laborer. This unit would have about 5 or 6 men and perform poorly in combat. Additionally, the unit will retreat automatically if it looses a set number of squad members, unless they're in the home base of the ostheer player.
- Lord Rommel put forth the idea that stationing units in a sector would secure it. I like that idea, if its possible to implement it. Setting a certain threshold of either men or squads required in a sector would make the player make decisions on where and whether to concentrate their forces.
I am reminded of Command and Conquer Generals."We need shoes!"
If the Scorched Earth PE can plant boobytraps on sectors, and destroy them, why not have an infantry unit that can "lock" itself to the sector flag?
Doctrines Army Group North - Mechanized Infantry and Defensive Support Defensive Half - 2 CP - Defensive Operations - Allows for the building of Flak Cannon Pit - Increases HP on Pillbox and HDFP - 2 CP - Fortified Outposts - Increases HP on outposts and adds a MG34 for Light Infantry Defense - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type) - 3 CP - Increased Fortifications - Allows for the building of the 7.5cm Fixed AT Position - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker. Assault Half - 2 CP - Assault Squads - Gives access to a group of Gebirgsjager Infantry - 550MP - Highly skilled marksmen and mountain men that can traverse ground quickly. - Allows access to Assault Grenades for 50 Munitions - 2 CP - Assault Halftrack - 400MP - A halftrack with a dedicated MG42 gunner, Increased armor and HP with the Ability to carry 3 Unit Types and a max of 15 Troops and a Flank Speed option for 25 Munitions - 4 CP - Panzerwerfer 42 - 450MP - A 15cm 8 rocket barrage max call in of 3. - High damage, long cool down. Army Group Center - Anti Tank and Tank Assault Defensive Half - 2 CP - Hold the Line! - Allows Access to Tank Bunker - Gives a Defensive Bonus to Infantry near HQ, Tank Bunkers and Pillboxes - 1 CP - Advanced Warning - Just like for the Defensive Doctrine - 5 CP - Ferdinand - 500MP - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered) Assault Half - 3 CP - Surprise Attack - 150 Munitions - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area) - 1 CP - Light Artillery Strike - 75 Munitions - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory) - 4 CP - Tiger Battalion - Allows Access to Tiger Production at the 1st SS Panzer Division. Army Group South - Urban Conflict Artillery Command - 1 CP - Booby Trap Building - Just like Panzer Elite - 3 CP - Flak 88 Fixed Artillery Position - Allows Access to the 88 Fixed Artillery Position - 3 CP - Wespe Self Propelled Artillery - 350MP - Max Call in 2 - Range of upgraded Priests - High Damage, long cool down. Street Fighting - 2 CP - Advanced Street Fighting - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings - 3 CP - Firebomb - 150 Munitions - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs - Can not be used in Command Sector - 4 CP - Railway Artillery Shell - 200 Munitions - A single railway shell is launched at the target of your choice causing extremely high damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.