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- German Mechanized Doctrine
- 0CP: Sd.Kfz. 250/1
- Comes without a squad of Grenadiers. Now has an MG42 with the stats from the larger Sd.Kfz. 251/1 halftrack. Cost, health, armor, movement and veterancy copied from the Soviet M3A1. (Also available in Mechanized Assault Doctrine!)
- 1CP: Sd.Kfz. 223 Command Car
- Costs 250MP/20Fu. This is a 222 with an MG42 instead of the 20mm gun; DPS is similar to the USF M20. It can throw smoke grenades as well as capture and lock down territory. The lockdown is improved with each rank of veterancy; the unit itself does not get better.
- 2CP: Withdraw and Refit
- Copied from USF. Vehicles can be retreated from the battlefield to get some resources back.
- 5CP: Spotting Scopes
- These are also available on the new vehicles in this commander.
- 9CP: StuH 42
- This is basically a leFH 18 howitzer strapped to a StuG III. It has 60 range and a large AoE radius, making it very good against infantry blobs. On the other side, it can't fire while moving, has a one-second aim time and only works with scatter, so no homing shots. Can be upgraded with a Spotting Scope and gets a long-range artillery barrage at Vet 1.
- __________
- Elite Troops Doctrine
- 1CP: Jaeger Light Infantry
- Gewehr 43 + Interrogation for 45 munitions. Unchanged.
- 2CP: Panzer Tactician
- 3CP: Knight's Cross Holders
- 400MP: Three soldiers with infrared StG44 assault rifles. Very durable. Stick grenade, smoke grenade, Panzerfaust. Passive self-heal at Vet 1, passive sprint at Vet 3.
- 8CP: Hollow Charge Barrage
- Like Light Artillery Barrage, but more accurate and with better penetration and less AoE damage.
- 14CP: King Tiger
- It's exactly the same unit OKW has access to - only three levels of veterancy, though. Smoke dischargers also available!
- __________
- German Defensive Doctrine
- 0CP: Concrete Bunkers
- Bunkers now cost 200MP and take twice as long to build, but have double HP and can hold two squads. Upgrades: Retreat Point (200MP) and either MG42 (60Mun), Repair Station (60Mun) or Healing+Reinforcement (90Mun).
- 1CP: Defensive Fortifications
- All infantry can build sandbags. Pioneers can also build tank traps and trenches. You can garrison mortars in trenches with full functionality.
- 8CP: Pak 43
- 9CP: Panzer IV Command Tank
- 12CP: Sector Artillery
- Rate of fire ramps up faster and there is less initial delay.
- __________
- German Infantry Doctrine
- 0CP: Opel Blitz Ambulance
- Functions just like the USF ambulance. Same cost, ability, movement speed, armor. Slightly more HP, but easier to hit.
- 1CP: Defensive Fortifications
- All infantry (except for the officer) can build sandbags. Pioneers can also build tank traps and trenches. You can garrison mortars in trenches with full functionality.
- 2CP: Panzerbüchse 39
- Available on Grenadiers. One AT rifle for 30 Munitions, can be used together with the MG42. DPS against infantry is similar to the standard Kar98K.
- 3CP: Terror Officer
- 360MP. Strong close-range combat unit: Four bodyguards with MP40s. Smoke grenade, timed accuracy buff for infantry, enemy execution at Vet 1.
- 8CP: Light Artillery Barrage
- __________
- Jaeger Infantry Doctrine
- 0CP: Pioneer Field Training
- Pioneers can use single anti-personnel S-mines and salvage munitions from wrecks and abandoned equipment: 36 munitions from abandoned vehicles, 15 from everything else.
- 1CP: Ambush Camouflage
- Automatically granted at Vet 1 to all infantry squads and the MG42. Does not need to be upgraded.
- 1CP: Jaeger Light Infantry
- Gewehr 43 + Interrogation for 45 munitions. Unchanged.
- 3CP: Terror Officer
- 360MP. Strong close-range combat unit: Four bodyguards with MP40s. Smoke grenade, timed accuracy buff for infantry, enemy execution at Vet 1.
- 8CP: 82mm Mortar Bombardment
- Four times six GrW 34 mortar rounds every 2,5 seconds in a radius of 12,5, then six smoke rounds. 120 munitions.
- __________
- Recon Support Company
- 0CP: Forward Observers
- 2CP: Marksman
- 320MP. Fairly survivable, but no camouflage. Good rate of fire, but doesn't get faster with Vet. Recon Flares at Vet 1, lower received accuracy at Vet 2 and 3.
- 4CP: Recon Sweep
- 5CP: M8 Greyhound
- Comes with armored skirts, gun from the Stuart, pintle MG from the M20. Slightly increased armor and health. Increased cost to 280/50 and population to 8.
- 8CP: 155mm Artillery Barrage
- __________
- Mechanized Company
- 0CP: Assault Engineers
- Cost increased to 300. Now has five men. Damage on Grease Guns decreased from 4 to 3,2.
- 1CP: Dodge WC51
- MG has the same stats as on the M20. Slightly increased armor and HP. Population increased from 5 to 6.
- 2CP: Withdraw and Refit
- 4CP: Recon Sweep
- 10CP: M4A3(76)W Sherman Command Tank
- Costs 380/150. Has the same stats as a normal M4A3, but has +20 sight range, can't change ammo and has a larger gun with better armor penetration. All nearby allied vehicles have their accuracy increased by 20%. Can call in a targeted P-47 rocket strafe.
- __________
- Conscript Support Tactics
- 1CP: Conscript Spotters
- Conscript squads are issued spotting equipment and can now see further while in cover or garrisoned. (Copy of USF Forward Observers)
- 2CP: ZiS-6 Transport Truck
- Costs 200MP/10Fu, can reinforce and transport two squads, eight soldiers can fire out. Can drop boxes of medical supplies. Veterancy and overdrive ability exactly as on the M5. Receives shared veterancy from nearby infantry.
- 3CP: Conscript Assault Package
- 6CP: Rapid Conscription
- 8CP: 152mm Artillery Barrage
- Nearby ML-20 152mm howitzers will barrage the target location with heavy HE shells. (Copy of USF 155m artillery)
- __________
- Tank Hunter Tactics
- 0CP: Engineer Field Training
- Combat Engineers can use PMD-6M anti-tank mines (unchanged) and salvage munitions from wrecks and abandoned equipment: 36 munitions from abandoned vehicles, 15 from everything else. No Salvage Kit upgrade needed!
- 3CP: Tank Hunter Package
- Conscripts can receive two PTRS-41 anti-tank rifles and improved RPG-6 anti-tank grenades with higher range and penetration. Costs 50 munitions.
- 5CP: Anti-Tank Gun Ambush Tactics
- 7CP: Improved Ammunition
- The ZiS-3, SU-76M and T-34/76 receive UBP-354M HEAT rounds with 50% increased armor penetration. The SU-85 receives UBR-365P HVAP-T rounds with 50% increased armor penetration and 25% increased accuracy. Timed abilities: 30 munitions, 20 seconds.
- 10CP: IL-2 PTAB Anti-Tank Bombing Run
- __________
- NKVD Rifle Disruption Tactics
- 0CP: Radio Intercept
- 1CP: NKVD Rifle Troops
- 2x SVT-40 and RG-42 frag grenades for Conscript squads. Costs 60 munitions.
- 3CP: NKVD Commissar
- Can buff infantry offense or defense, retreat point at Vet 1. Nearby infantry is suppressed if he dies.
- 6CP: Fear Propaganda Artillery
- 12CP: IL-2 Sturmovik Attacks
- __________
- Urban Defense Tactics
- 1CP: Forward HQ
- Can now be built by Combat Engineers for 150MP/20Fu. Healing and reinforcement, no combat buffs. Retreat Point for 200MP.
- 2CP: M-42 AT gun
- Cost increased to 220MP. Increased damage and penetration, added slight AoE damage against infantry.
- 3CP: Conscript PPSh-41 Package
- 7CP: Incendiary Artillery
- 9CP: KV-8 Flamethrower Tank
- __________
- Defensive Tactics
- 1CP: Advanced Defenses
- Combat Engineers can build tank traps, PMD-6 mines and MG nests. The MG Nest costs 200MP/60Mu and comes with a DShK-38, otherwise it has the same stats as a German bunker.
- 2CP: M-42 Anti-Tank Gun
- Cost increased to 220MP. Increased damage and penetration, added slight AoE damage against infantry.
- 3CP: DP-28 Light Machine Gun
- 1x DP-28 for Conscript squads. Costs 40 munitions.
- 10CP: KV-1 Heavy Tank
- Cost increased to 450/160. Limited to two. Increased gun penetration, slightly increased AoE damage and lowered scatter. Decreased movement speed. Changed veterancy: 1. Secure Mode replaced by Crew Repair, 2. Rotation and reload time, 3. Accuracy, scatter, sight range.
- 12CP: Sector Artillery
- Copy of Ostheer Sector Artillery. Rate of fire ramps up faster and there is less initial delay.
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