"Field Marshal Vodka" mentioned the idea of using Army Groups (North, South and Center) instead of doctrines like Defense or so:
"Just throwing in an idea, perhaps each Doctrine could be an army group (North, central and South). Each army group would have had its own equipment and methods for the job at hand, so I see no reason why they cannot be tied to the three doctrines in some way."i think that's a good idea. maybe like in the Battle-of-the-Bulge-mod where you choose an army (=doctrine) and then you can build some basic units and special units depending on the battlegroup you chose.
for example:
BasicbuildingsF1 – HQ
F2 – Infanteriebaracke
F3 – Unterstuetzungsbaracke
F4 – Fahrzeuglager
F5 – Panzerlager
F6 – Heeresstab
infantry*
builder unit – Pioniere (2 men, MP40, upgrade: Minedetector)
*
scout – Aufklaerer (3 men, 3xK98, upgrade: Feldstecher [increase LOS], can deploy a marksman when unlocked)
*
light infantery – Leichte Infanterie (4 men, 4xK98, grenade ability, upgrades: Pzfaust [enables use of pzfaust], MP40)
*
mg-support – MG-38-Trupp (3 men, 2xMP40, 1xlight MG 38 [like Grenadiers])
*
officer – Offizier (doctrine dependend)
vehicles*Opel Blitz (transport truck, unarmed, veryweak armor, 12 spots)
*Flak 30 (moblie flak, needs to be set-up to fire)
*PzKw I (very light tank, 2xMGs, not very effective, weak armor)
building F6 (Heeresstab):upgrades:*Mobilmachung (enables
Unterstuetzungsbaracke)
*Blitzkrieg (enables
Fahrzeuglager and
Panzerlager)
*Frontoffiziere (enables
Offizier)
*Militaerische Aufklaerung (gives
Aufklaerer the "deploy marksman" ability and enables "Feldstecher" upgrade)
Heeresgruppe Nord (Army Group North)-focuses on light and fast assault
-advantages: good and fast medium infantry and vehicles, perfect for offensives
-disadvantages: no heavy tanks, no good AT-infantry, no defenses
call-in units*Fallschirmjaeger (4 men, armed with K98, grenade ability, panzerfaust ability, upgrade: FG42), dropped, via cmd-points
*Raupenschlepper Ost (halftruck via comd-points, serves as mobile barracks)
unitsF1 – HQ:*Pioniere
F2 – Infanteriebaracke:*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Panzergrenadiere (4 men, 3xK98, 1xMP44, grenade ability, upgrades: Pzfaust, light MG38, Repair)
F3 – Unterstuetzungsbaracke:*Offizier (Luger, can call smoke-barrage)
*Opel Blitz
firing for some time])
F4 – Fahrzeuglager:*Flak 30
*Sd.Kfz. 261 (unarmed, can lockdown sectors)
*PzKw I
*StuIG (150mm howitzer gun, like StuH 42)
*Panzerwerfer 42 (150mm rockets, barrage ability)
F5 – Panzerlager:*Panzerjaeger I (47mm gun)
*PzKw 38(t) (37mm gun, fast, light tank)
*PzKw II (2x turret MG)
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*PzKw IV (75mm stubby AT gun, NOT very effective against infantry)
upgrades:F2 – Infanteriebaracke:*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:*
F4 – Fahrzeuglager:*StuIG Support (enables StuIG)
F5 – Panzerlager:*upgrade PzKw II to version E (replaces one turret MG with a 20mm gun)
*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)
*upgrade PzKw IV to version F (better armor), enables version G upgrade
*upgrade PzKw IV to version G (long barrel gun, armored skirts), enables version H upgrade
*upgrade PzKw IV to version H (better armor)
notes:-you can spend you command-points on:
*right side: flares (reveals territory) [1CP], fallschirmjaeger (drop) [3CP], mobile barracks (you can call a „Raupenschlepper Ost“ that can be deployed to serve as mobile barracks) [3CP]
*left side: Panzer IV Massproduction (reduces costs and building-time) [3CP], blitzkrieg assault (like blitzkrieg but only in enemy territory) [3CP], Stuka support [3CP]
-defenses:
*has no defenses and has to use their extra mobility to defend their territory
-securing sectors:
*the most mobile and aggressive doctrine, uses the "Sd.Kfz. 261" to secure territory
Heeresgruppe Mitte (Army Group Center)-focuses on heavy equipment and defense
-advantages: heavy tanks and infantry, strong defenses
-disadvantages: no medium tanks and infantry, no AT-infantry, no fast moving AT
-Pioniere cannot repair vehicles
call-in units*Elefant (heavy, slow tankhunter, very good cannon, effective against tanks, armored piercing ability, via cmd-points)
unitsF1 – HQ:*Pioniere
*Schwere Pioniere (can build heavy defenses when unlocked)
F2 – Infanteriebaracke:*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Schwere Infanterie (heavy infantry, 4 men, armed simple g43 (stronger than k98 but less range), handgrenades, upgrades: panzerfaust (see light inf.), MP44)
F3 – Unterstuetzungsbaracke:*Offizier (Luger, can call mortar-barrage)
*Opel Blitz
*Schwerer Mörsertrupp (4 men, 120mm mortar, barrrage ability, "focused firing" ability [more accurate but slower rate of fire and costs munitions])
*Schwerer MG42-Trupp (4 men, heavy MG42, Sperrfeuer ability [fast supression, but MG stops
firing for some time])
F4 – Fahrzeuglager:*Flak 30
*PzKw I
*Wespe (150mm howitzer, barrage ability, weak armor)
F5 – Panzerlager:*Nashorn (88mm gun, weak armor, needs to be set-up to fire)
*PzKw IV „Panther“ (Panther, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below )
*PzKw VI „Tiger“ (Tiger, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below)
upgradesF2 – Infanteriebaracke:*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:*
F4 – Fahrzeuglager:*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
F5 – Panzerlager:*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
*upgrade PzKw V to version A (faster, treads don't break so easily, greater LOS), enables version G upgrade
*upgrade PzKw V to version G (better armor)
*upgrade PzKw VI to version E (faster, treads don't break so easily, greater LOS, faster)
notes:-they can build Panther and Tiger I (limit of 1 at a time) tanks, but the early versions are prone to getting engine damages or broken treads from shots to the rear armor, slowing them down or even immobilizing them. the fact that their pioniers can't repair vehicles makes those tanks quite vulnerable. the disadvantages can be removed by upgrading the tanks to better versions in the tank yard but the upgrades will take a lot of time and ressources.
-you can spend you command-points on:*right side: Eingraben (allows tanks to dig-in) [2CP], Nashorn ambush (nashorn cloaked when in firing mode) [2CP], call Elefant [4CP]
*left side: defensive operations (lowers the build costs of defenses) [2CP], heavy defenses [3CP], artillery support [3CP]
-defenses:*most infantry can build trenches, tank traps etc.
*their emplacement of choice is a concrete MG-bunker
-securing sectors:
*slowest, most defensive doctrine, locks down by building observation posts on the point
Heeresgruppe Sued (Army Group South)-focuses on urban combat
-advantages: perfect for urban combat, specialized infantry, AT-infantry, Tiger II
-disadvantages: no heavy tanks
call-in units*Panzerknacker (3 men, 2xMP40, 1xPanzerschreck, elite AT-infantry via cmd-points, "Haftladung" ability like stickybomb but needs to be closer to be used and is more powerful)
*PzKw VIB „Tiger II“ (Henschel-version Tiger II)
*Sturmpz VI "Sturmtiger" (heavy, slow, fires a single shot, long reload time, mobile artillery, via cmd-points)
unitsF1 – HQ:*Pioniere
*Sturmpioniere (3 men, 3xMP40, constructs defenses, satchel charge ability)
F2 – Infanteriebaracke:*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Scharfschuetze (scoped K98, camo, counter-snipe [via cmd points, sniper remains cloaked, only shots at snipers])
*Gebirgsjaeger (elite infantry, 4 men, armed with unscoped G43, upgrades: scoped G43 like with PE, light MG42 or PPSh, Geballte Ladung ability)
F3 – Unterstuetzungsbaracke:*Offizier (Luger, can call incindiary-barrage, upgrade: MP40)
*Opel Blitz
*Panzerabwehrtrupp (3 men, 2xK98, 1xPanzerbuechse, upgrades: AT-grenades, panzerfaust ability)
*Flammenwerfertrupp (3 men, 2xMP40, 1xFlamethrower, upgrades: incidiary grenades ability)
F4 – Fahrzeuglager:*Flak 30
*PzKw I
*StuG III (weaker than Stug IV)
*Sd.Kfz. 251/9 "Stummel" (75mm short barrel gun, effective vs. infantry and buildings)
F5 – Panzerlager:*Sturmpanzer IV „Brummbaer“ (150mm mortar, barrage ability)
*PzKw II „Flamingo“ (flametank effective vs. infantry and buildings, dual flamethrower, 1x turret MG )
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*Jgdpz IV/70 (75mm gun, tankhunter, slow but good vs. tanks)
upgrades:F2 – Infanteriebaracke:*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
*Scharfschuetzenausbildung (enables Scharfschuetze)
F3 – Unterstuetzungsbaracke:*Panzerbekaempfung (enables Panzerabwehrtrupp)
F4 – Fahrzeuglager:*upgrade StuG III to version F (better gun), enables version G upgrade
*upgrade StuG III to version G (armored skirts)
*upgrade Sd.Kfz. 251/9 to long barrel gun(longer gun, higher range)
*StuG-Unterstuetzung (enables StuG III)
F5 – Panzerlager:*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)
-you can spend you command-points on:*right side: panzerknacker (well-trained tankhunter infantry) [2CP], sniper war (gives snipers the "counter-snipe" ability and gebirgsjaeger infantry the sniper-shot ability) [1CP], call a Tiger II (hope we finally see the henschel-version that was used on the eastern front) [5CP]
*left side: fortify buildings (adds extra HP to occupied building) [2CP], urban warfare (enables roadblocks and booby traps) [1CP], call a Sturmtiger [5CP]
-defenses:*only Sturmpioniere can build defenses, and they are limited to sandbags and barbed wire etc.
-securing sectors:
*can build a "Kommunications Emplacement" anywhere in the captured territory which secures the territory and serves a defensive function too
Special thanks to everyone who posted here, especially to luz777 and SpezialForce!!!
changes are in red (for removed) or green (for added)Latest changesAdded upgradable tanksexample:
you can build a panther version D (1. version) that is prone to getting immobilized or motor damage when getting rear armor hits and drives slower than the wehrmacht version.
but in the tank yard you have the option of upgrading your panthers to version A (2. version) and later version G (final version). version A would mean the panther is no longer prone to that (see above) and is a bit faster. version G would add some armor and side skirts.
You have to research verison A to unlock the upgrade to version G and so on.
the first versions would be buildable sooner and be cheaper (the upgrades take a lot of time and ressources), but also weaker.
so you can choose to either rush into battle with damage-prone tanks or spend more ressources and time to get the better versions.
of couse their has to be a flak vehicle, maybe kugelblitz (but they were very rare) but i had another idea: how about a mobile light flak on wheels like "2cm flak 30" http://en.wikipedia.org/wiki/2_cm_FlaK_30 that is moved like a nebelwerfer or pak and has to be set-up to fire. would be effective against air crafts, light vehicles and infantry.