DOCTRINES ---
-1-
Mechanized Doctrine
-Focuses on the early axis advances of Operation Barbarossa, use the advantage of speed to quickly overwelhm and encircle your opponents, use rapid deployment and advanced speed to take control over the battlefield and crush your enemy.
LEFT SIDE: MECHANIZED SUPPORT
1.) Advanced Deployment
Description: Decreases the build time of armoured units
Abilities: Decreases build time of armoured cars and halftracks by 1/3
Command points required: 1
Ability cost: Passive
Recharge time: Passive
2.) Advanced construction equipment
Description: All engineer units are able to construct builings at a faster rate
Abilities: Structure build time decreased by 1/2 (including base buildings, sandbags, tank traps etc)
Command points required: 2
Ability cost: Passive
Recharge time: Passive
3.) Advanced Speed
Description:All units are better trained and thus able to move and capture territory faster
Abilities: All units get a 1.5x movement speed and cap rate
Command points required: 2
Ability cost: Passive
Recharge time: Passive
RIGHT SIDE: MECHANIZED UNITS
1.) Command Halftrack
Description: Call in a halftrack with high ranking officers inside, increases the morale of nearby units
Abilities: All units within the area of effect get +1 in morale (veterancy, will be explained in my veterancy section)
Command points required: 2
Ability cost: 300mp (Only allowed 1 Comm HalfTrack on the field)
Recharge time: 60s
2.) Mechanized Grenadiers
Description: Call in a SdKfz.250 with a Mechanized Grenadier squadron
Abilities: Calls in SdKfz.250 w/ MG42. Mechanized Squadron garrisoned inside (Capable of advanced repair, armed with G43 rifles, can use grenades)
Command points required: 2
Ability cost: 360mp
Recharge time: 40s
3.) Wurfrahmen 40
Description: Call in a SdKfz.251 'Wurfrahmen' to the battlefield
Abilities: Deploys a Stuka/Wurfrahmen 40
Command points required: 3
Ability cost: 460mp (max of 3 on field)
Recharge time: 60s
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-2-
Siege Doctrine
-Focuses on the axis siege tactics of Leningrad and Stalingrad in '42-'43. Assault enemy positions with heavy assault guns and flamethrowers. Bombard enemy positions with the infamous 10.5cm 'Wespe' and let your forces roam forwards after a hail of artillery.
LEFT SIDE: URBAN SIEGE
1.) Bundled Grenades
Description: All combat infantry are equipped with an alternative Bundled grenade to clear infantry out of defensive positions.
Abilities: Equips combat infantry with bundled grenades.
Command points required: 1
Ability cost: Passive (Throw Bundled grenade costs 50 muni)
Recharge time: Passive (Bund Nade throw recharge time is 30 seconds)
2.) Panzer III 'Flammpanzer'
Description: Call in a Panzer III 'Flammpanzer' equipped with a flamethrower
Abilities: A Panzer III which sacrifices it's main 50mm gun for a Flamethrower
Command points required: 3
Ability cost: 575mp (max of 2 on field)
Recharge time: 50s
3.) Sturmpanzer IV 'Brummbar'
Description: Call in a Sturmpanzer IV 'Brummbar' heavy assault gun, ideal for destroying heavy defenses and infantry in buildings.
Abilities: Brummbar has a 'Fire 15cm StuH', costs 30 munitions. (Operated similar to the Church AVRE)
Command points required: 2
Ability cost: 600mp (max of 2 on field)
Recharge time: 60s
RIGHT SIDE: SIEGE SUPPORT
1.) Side skirts
Description: All tanks and assault guns are fitted with side skirts to reduce the effectiveness of infantry held AT weapons.
Abilities: Equips all tanks with side skirts, -40% penetration to sides from infantry at weapons.
Command points required: 1
Ability cost: Passive
Recharge time: Passive
2.) sFH 18 Artillery strike
Description: Call in a 150mm 'sFH 18' artillery strike
Abilities: Bombards area with 4 150mm 'sFH 18' shells
Command points required: 2
Ability cost: 100muni
Recharge time: 65s
3.) Wespe self propelled artillery
Description: Call in a wespe self propelled artillery vehicle, ideal for medium range artillery support
Abilities: Wespe has 'Bombard' ability which will bombard the area with 4 10.5cm artillery shells fired from the wespe.
Command points required: 3
Ability cost: 700mp (max of 2 on battlefield)
Recharge time: 60s (Bombard has recharge time of 60s)
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-3-
DEFENSIVE DOCTRINE
-Focuses on the axis defense '44-'45, turn your areas into impenetrable fortresses, deplete the enemy of his resources and counter-attack with determined troops in order to take what ground was foolishly lost!
LEFT SIDE: HEAVY DEFENSE
1.) Defensive operations
Description: Grants you access to build road blocks, teller mines and trenches
Abilities: Engineer/Pioneer units can now build road blocks, teller mines(40muni each) and trenches
Command points required: 2
Ability cost: Passive
Recharge time: Passive
2.) Improved defenses
Description: All defensive structures are reinforced and thus harder to destroy.
Abilities: All defensive emplacements (including tank traps, mines, barbed wire etc) get 1.5x health.
Command points required: 1
Ability cost: Passive
Recharge time: Passive
3.) Pantherturm
Description: Construct a heavy Anti-Tank 'Pantherturm' emplacement ideal for dealing with enemy armour.
Abilities: Construct Pantherturm (takes 50 seconds)
Command points required: 3
Ability cost: Passive (Pantherturm costs 400mp, 60fuel)
Recharge time: Passive
RIGHT SIDE: INFANTRY PROPOGANDA
1.) Morale boost
Description: Through efforts of propganda, all infantry are motivated and thus recieve morale (Veterancy) easier.
Abilities: Units recieve morale more easily
Command points required: 2
Ability cost: Passive
Recharge time: Passive
2.) Inspired Assault
Description: Infantry will unleash a fearsome assault on their enemies.
Abilities: All infantry get improved accuracy, sight range, speed and recieve less suppression.
Command points required: 2
Ability cost: 45munitions
Recharge time: 80s
3.) Propoganda speech
Description: All infantry units are morally motivated and recieve level 3 morale for a certain amount of time.
Abilities: All infantry recieve level 3 morale for 20 seconds while the ability is active.
Command points required: 3
Ability cost: 100munitions
Recharge time: 90s
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VETERANCY--
Now you've probably been wondering what this 'Morale' thing has been in some doctrines, basically this is my Veterancy-like idea.
If a unit is surrounded by other units, the units in that small group will recieve a morale boost, for example if there is a single grenadier squad on his own, he will be at level 0, however if he is accompanied by another 2 squads, he will raise up to level 1 of morale. This veterancy style is better increased when there is a variety of units around. For example if those 3 grenadier squads were then accompanied by a SdKfz.251 they would get level 2 veterancy.
Note; however the veterancy is not permanent, if those units split up, the morale/veterancy will be canceled until the units are grouped together again.
Level 3 veterancy is a bit different, to achieve level 3 veterancy then you must kill enemy squads. For example if a group of grenaiders on lv2 vet killed a guards squad, they would then advance to lv3 vet giving vastly improved bonuses for a short amount of time. Units can only reach lv3 vet without fighting when a heavy single-call in unit is next to them (e.g KT, Elefant), this encourages infantry support around tanks. Or the player could use the 'Propoganda speech' of the Defensive doctrine.
Note; however other players units do not increase your own units morale.
Another way this veterancy works is that if there are alot of units together on lv2 vet (for example 4 grenadier squads), if 1 grenadier squad was killed then the units would decrease a level in sight of a dead friendly squad, however if that squad simply moved away, there would be no veterancy loss since the squads have not witnessed their comrades die. The presence of tanks will auto vet-2 infantry, however if the tank is destroyed the infantry will be reduced to vet-0 for a short period of time. This yet again points out the need for infantry support around tanks.
Tanks do not recieve morale/veterancy bonuses.
-Level1 Vet: 5% Increased accuracy, -15% Recieved supression.
-Level2 Vet: 10% Increased accuracy, -25% Recieved supression, -10% Cooldown/reload time.
-Level3 Vet: 15% Increased accuracy, -60% Recieved supression, -10% Cooldown/reload time, 20% increased speed.