We kick off the first round of changes coming with the Commander Revamp by looking at the British Forces. As with all December Balance Preview changes, the changes proposed below are NOT FINAL and will be put through weeks of iteration as we listen to your feedback and continue to test the changes in action. We encourage the community to test and play these changes as much as possible and give any feedback they may have in the Commander Revamp Feedback thread located in the Balance Feedback section of these forums.
If you would like to test these and all upcoming Commander Revamp changes, make sure to SUBSCRIBE to the December Balance Preview on the Steam Workshop.
Please note that you can only test the DBP changes via Custom Games by selecting the mod in the lobby's Options menu under
"Tuning Pack".
The major limiting factors of the Commandos Regiment commander is that, most of the abilities are extremely map-dependent. At the same time, we feel that the low accessibility of the Commandos, as well as Commando’s poor synergy with the faction hurts the commanders versatility.
While Mortar Cover and Air Supremacy are extremely strong abilities by themselves, we feel this commander fails to provide any long-term sustainable abilities. The commander has been reworked to support aggressive infantry-oriented play. Since the commander is extremely munitions based, most of the abilities have been reworked to provide a smaller, but more concentrated effect for an affordable cost.
Commando Glider
We feel that one of the issue of infantry-oriented British builds is the lack of field presence that stems from lack of on-map reinforcement options.
Commandos (affects all variants)
Commandos’ most powerful ability is throwing gammon bombs. We find that the Commando SMGs suffer from poor moving performance and tends to typically under perform. At the same time, Commandos’ ambush “bonus” which triggers a non-voluntary sprint is extremely powerful vs weapon teams and Grenadiers, but is becomes a liability vs OKW infantry. Finally, Commandos earn little benefit in terms of combat bonuses with their veterancy.
Base stats
Light Gammon Bombs
Smoke Grenade Ability
Ambush
Veterancy
Smoke raid
We are changing this ability to benefit all British squads but, again, keep its scope small, targeted and sustainable. The ability now revolves around ambushing, and making advances over enemy territory using smoke.
Smoke
Decap speed
Assault
We are changing the way the ability works to give it a more offensive nature.
Mortar Cover
Air Supremacy
A recon plane will now fly over the area before being followed by autocannon armed Typhoons that will strafe vehicles and infantry once. Three heavy bombers will follow up afterwards, bombing the area.
We find that the primary downsides of this commander are poor synergy with the faction, as well as highly-situational abilities. To improve its viability and utility, we have made the following changes:
Stand Fast
Vehicle Repair
Command Vehicle
We are readjusting some of the most extreme risk-reward elements of the ability to allow it to be integrated in more strategies.
Command Vehicle Aura
AVRE
Projectile arc changed to match Sturmtiger (will not fly over most obstacles, but will almost always collide with vehicles in front of the AVRE)
Anti-Building Mortar Support
We find that the ability is extremely map dependent and thus limited in use. The building-destroying aspect of the ability is often unneeded, as the ARE can perform similar duties with greater flexibility. To improve the abilities usefulness and effectiveness, the following changes have been made:
Comments
COMMANDER REVAMP PART 2 - EASTERN FRONT COMMANDERS
Part 2 of the Commander Revamp hits the battlefield with some changes coming to the Eastern Front Commanders. As always, we encourage everyone to playtest and give feedback on these changes via the December Balance Preview mod (V1.5 now available) found on the Steam Workshop.
SUBSCRIBE NOW
GENERAL
Eastern Front Commanders
Recon Loiters are being adjusted to be more cost effective given their likelihood of being shot down after their first pass.
SOVIET
GENERAL
Shock Troops (All Commanders)
We are enhancing the utility of Shock Troops to reduce their long-time bleed and make them equally viable against both Axis factions. We are also improving the performance of the Shock Troops’ grenade to be on par with other anti-infantry specialists.
GUARD RIFLE COMBINED ARMS TACTICS
Hit the Dirt
Hit the Dirt is being adjusted to allow Conscripts to better hold their positions behind cover. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression.
Guards Rifle Infantry
We are giving Guards a slight adjustment to improve their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance.
Guards Hit the Dirt (Veterancy 1 ability)
The purpose of the new Veteran ability is to allow Guards to provide additional firepower when they are being used in their intended role as a ranged support unit.
IL-2 Sturmovik Attack
We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads.
TANK HUNTER TACTICS
In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles.
Conscript Anti-Tank Package
PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.
Tank Detection
Camouflage
RPG-40 Anti-Tank Grenade Assault
Engineer Salvage Kits
We are combining Salvage Kits and PMD-6M Mines into one package and reducing the high cost of the Salvage Kits due to the changes in wreck values.
Anti-Tank Gun Ambush Tactics
AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth.
Tank Ambush Tactics
To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for the animations go to the “Wikinger: European Theater of War” mod team.
WEHRMACHT
OSTTRUPPEN DOCTRINE
The doctrine primarily relies on strong field presence with multiple Osttruppen squads. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate.
Ostruppen (affects all Osttruppen variants)
Ostruppen are a cost-efficient utility-oriented infantry that performs well for their cost. To prevent Ostruppen from becoming too powerful when picking up weapons, we are restricting their accuracy bonus to only apply to their rifles. At the same time, we are giving them access to weapon upgrades at Battle Phase 3 to improve their late game scalability.
Artillery Field Officer
We find that the Artillery Officer has low synergy with the rest of the faction (including all of the doctrines the officer is in). To address this, we are giving the officer a better combat-oriented role, which will allow Wehrmacht players to be slightly more aggressive, even when picking a defensive-oriented doctrine such as the Osttruppen.
Supply Drop (Formerly Supply Drop Zone)
Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons.
Defensive Tactics (Formerly Trench)
We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power later into a match.
JAEGER INFANTRY DOCTRINE
Jaeger Light Infantry Upgrade
G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops.
Ambush Tactics
Camouflage upgrade
Light Artillery Barrage (also affects Mechanized assault and German Infantry)
Panzergrenadier Command Squad (New)
As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks.
Limited to one squad on the battlefield
5-man squad including 4 Panzergrenadiers (MP44) & 1 squad leader (MP40)
Squad has access to smoke grenade (vet0) and flares (vet1)
Cost 360MP to call to the battlefield; 37MP to reinforce; 10 popcap
BRITISH (Tuning)
COMMANDO REGIMENT
Smoke Raid
Commandos
ROYAL ENGINEER REGIMENT
Anti-Building Barrage
AVRE
Command Vehicle
We are giving a separate vehicle-affecting aura to the command vehicle. Vehicles affected by the command aura now get the following bonuses (this doesn’t affect the infantry and team-weapon part of the aura):
V1.5.1 UPDATE
The following changes iterate on the changes released in the Commander Revamp Part 2.
GENERAL
Sprint
Sprint is being removed from team weapons and snipers to ensure flanks are rewarded.
SOVIET
Tank Hunter Tactics
MD-6M Light AT Mine
We are increasing the way the commander enhances the utility of Soviet squads to provide better anti-tank support.
Assault Grenades
To prevent Assault Grenades from being a downgrade to the standard Anti-tank grenade, we are reducing their aim time so that more grenades can hit the intended target.
AT Ambush
The AT Ambush damage bonus is being replaced by a bonus to reload speed, reducing the time to kill approaching vehicles.
Tank Ambush
The damage bonus is being removed due to its potency against infantry. In return, vehicles will be allowed to slowly rotate, allowing assault guns to adjust should units be out of their arc.
Guard Rifle Combined Arms Tactics
IL-2 Strafe
The IL-2 strafe is being adjusted to be more effective in its role as an anti-infantry weapon that causes suppression. Further adjustments have also been made to spread out the damage inflicted more evenly.
WEHRMACHT
Osttruppen Doctrine
Artillery Officer
Osttruppen
Osttruppen are receiving adjustments to allow weapons they pick up to scale better. Their LMG's price is also being adjusted to better match its value.
Jaeger Infantry Doctrine
Jaeger Officer (Formerly Panzergrenadier Command Squad)
We are adjusting this unit to be less powerful while making it more accessible. The squad now better fills its intended role as a utility and disruption unit.
Bug Fixes & Quality of Life
COMMANDER REVAMP PART 3 - THE WESTERN FRONT ARMIES
The final segment of the Commander Revamp preview has arrived and is now playable in the December Balance Preview. The changes below focus on the Western Front Commanders of the OKW and USF while expanding and iterating on previous changes of the British, Soviet and Wehrmacht. As always, be sure to test the proposed changes below thoroughly and then give your feedback in the Commander Revamp Feedback thread located in the Balance Feedback section of these forums.
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USF COMMANDERS
Recon Support Company
The changes below intend to address the performance disparities of the commander without altering its feel. Thus, the commander will continue to perform its role of light-armour support while improving on its effectiveness throughout the course of a match.
Raid Tactics (Replaces Forward Observers)
The goal of this ability is to allow players to capitalize on the abundance of light armour available with the commander. The added sight bonus also helps alleviate one of USF’s key late-game weaknesses
I&R Pathfinders
We found that I&R Pathfinders although acted decently as an early game scout, the usefulness of the squad extremely tailed off later into a match. To improve their scalability and reliability throughout a match, the following changes have been made:
Beacons
M8 Greyhound
We are improving the combat capacity of the Greyhound, allowing it to perform as an AI specialist unit that can accompany heavier armour in late-game pushes. The arrival time of the unit has been pushed off to allow opponents to better defend against it.
Canister shot
M83 Cluster Mines (Replaces Recon Sweep)
A collection of cluster bombs will drop over an area detonating on impact.
Air Dropped Combat Group
We are changing the air-dropped combat group ability to allow players greater flexibility when designing their army composition. To add the unit some flavour compared to Airborne commander, Support Paratroopers trade access to the Thompson upgrade for a special bazooka upgrade.
Paratrooper Anti-tank Package
The performance of the special bazookas that paratroopers now get is half-way between vanilla bazookas and panzerschrecks in terms of firepower.
Mechanized Company
The commander has been altered towards heavier vehicle play thanks to improvement to the Dodge’s scalability, M3’s utility and the commander's late game power via more powerful tanks. Furthermore, the commander now includes the benefit of a mortar half track to bring rapid indirect fire to the battlefield and to support mobile advances.
In order to offset the commander's newfound power we are removing access to the off-map ability. We will continue to monitor the commander's performance to evaluate whether the presence of an off-map is necessary or not.
WC51 Military Truck
We are giving the dodge a more scout-oriented harassment role in the early game, allowing it to harass infantry via .50 cal upgrade and mark target vehicles to improve its viability later in a match.
Mark Target
Mortar Half Track (Replaces 155mm Artillery)
We are experimenting with adding light artillery options to the commander. We are adjusting the Mortar HT performance to make it better able to support a mobile army when advancing.
M3 Assault Group
We are turning the M3 assault group from a reinforcement halftrack to a unit that will offer the faction flexibility and viability throughout a match. Healing crates will help USF infantry to heal up at a rate much faster than afforded by the ambulance, and allow them to stay in the fight for longer.
Assault Engineers
Sherman Modifications (Replaces Offmap Barrage)
The new commander ability will help the commander offer some additional offensive options into the late-game.
Allows purchase of 76mm shermans from Tier 4 (Identical to Soviet Lend-Lease Sherman)
Bulldozer upgrade (Available to 75mm Shermans only)
OKW COMMANDERS
Feuersturm Doctrine
We are changing the main focus of the doctrine from fire abilities to also support aggressive close combat engagements. In order to make up for the doctrine’s lack of late-game super-heavy armour, we are experimenting with adding mobile reinforcement options and smoke.
Assault Packages (Formerly Flammenwerfer 35)
Unlocks a dual upgrade; Flamethrowers for Sturmpioneers and a Assault Package for Volksgrenadiers
Volksgrenadier Assault Package
Volksgrenadier infantry can buy the upgrade to change their role and support the aggressive orientation of the doctrine.
Incendiary Munitions (Replaces Thorough Salvage)
Opel Blitz Reinforce Truck (New ability - Replaces Recoup Losses)
In order to assist the doctrine’s aggressive role, we are adding a mobile reinforcement option
Flame Hetzer
Largely due to the unit's fixed turret, we find that the unit is under performing for its price.
Rocket Barrage
We find that the ability has a high likelihood of failing to destroy stationary targets, for its cost.
Luftwaffe Air Support
We find that Luftwaffe Air Support is overly focused on Fallschirmjagers to the detriment of providing strong unit synergy. We are making modifications to the doctrine to allow for a combination of defensive play (fortifications) and abilities that assist in taking and controlling territories. Higher accessibility of smoke and an off-map strike will now improve scalability of the commander.
Fallschirmjagers (does not affect air dropped Fallschirmjager squads)
To prevent infiltration Fallschirmjager squads from being overly efficient at wiping squads when spawning out of ambient buildings, we are lowering the initial squad member-count on spawn. This change will allow the target a better chance to flee and also make poorly-planned infiltration missions riskier.
Luftwaffe Recon Run
Heavy Fortifications (does not affect base Flak Emplacements)
We are improving the performance of field fortifications to allow greater flexibility to the doctrine. In order to avoid needless experimentation, we are giving the emplacement’s weapon strength to match that of the Flak HT.
Valiant Assault
A cost decrease with a small duration decrease will allow the ability to be used more more often,but more tactically when it is needed.
Air Assault Operation
The ability, while useful for providing the doctrine with enough infantry presence fails at supporting assaults. The fact that the attack can only occur at territory points make this extremely map-dependent.
BRITISH COMMANDERS
General
Vanguard Officer
To bring the Heroic Charge ability's value better in-line with its intended performance and cost, we've made the following changes:
Infiltration Commandos
To prevent infiltration commando squads from being overly efficient at wiping squads when spawning out of ambient buildings, we are lowering the initial squad member-count on spawn. This change will allow the target a better chance to flee and also make poorly-planned infiltration missions riskier.
Tank Hunters Infantry Section
We find the passive tank detection ability available to this squad over performs for an already powerful squads.
Royal Engineer Regiment
Vehicle Repair & Stand Fast
Command Vehicle
SOVIET COMMANDERS
General
For Mother Russia
To offset the reduction in performance we are reducing the cost of the ability to match similar abilities.
Hit the dirt
Hit the Dirt is being adjusted to provide minor defense against explosive weapons due to the lack of mobility
Now bundled with Conscript Assault Package
Now grants 0.9 damage reduction
Received accuracy changed from 0.75 to 0.833
Conscript PPSh
Accuracy changes reverted
Rapid Conscription
The reduced duration on Rapid Conscription will make the ability more of a tactical choice. In addition, due to the performance changes to Conscripts, we felt this ability over performs.
Vehicle Crew Repair
Tank Hunter Tactics
Our initial testing has found that while the commander lacks strong measures to draw opponents in to take advantage of the commanders ambush capabilities. In order to resolve this we are adding the ML-20 howitzer to the commander.
Tank Ambush
Conscript Anti-Tank package
Cost reduced from 80MU to 75MU
Guard Rifle Combined Arms Tactics
To improve the commander's competitiveness and to provide a unit that can absorb hits for both their infantry and armor, we have added the KV-1 tank.
KV-1
We find that the KV-1 is under performing for its cost. By locking the unit to the Soviet T4 building, we are preventing the unit from being overused as a call-in, while making it available earlier for those who fast tech.
WEHRMACHT COMMANDERS
General
Relief Infantry
The ability is adjusted due to the performance of the Ostruppen squad.
Light Artillery Barrage
Given its adjusted cost, we find that the likelihood of the light artillery barrage destroying howitzers is still too high
Close Air Support Anti-Tank Strafe
We find that the commander ability is over performing vs buildings and stationary non-vehicle targets.
Jaeger Infantry Doctrine
Jaeger Officer
Ambush Camouflage
We find that the ambush camouflage bonus (+50% accuracy) is now too easy to trigger, especially in the late game where craters are abundant. Nevertheless, we believe that the changes to stealth and the addition of sprint already make this commander ability highly worthwhile.
Osttruppen Doctrine
Artillery Officer
We are making the officer less reliant on his abilities to perform their intended combat role. To prevent the officer from become too powerful, we are preventing them from benefiting from the Coordinated Fire aura.
Osttruppen
We find that the early game of the Osttruppen doctrine is generally too overbearing for most players, especially in light of the other changes to the doctrine. To reduce this early game pressure and scaling of Osttruppen squads with picked up weapons, we are implementing the following changes:
Supply Drop
DECEMBER UPDATE COMMANDER REVAMP - FINAL
For all core faction changes released in the December Update, check out the Company of Heroes 2 Changelog.
GENERAL
Infiltration Units
Infiltration is being adjusted to be less potent by forcing all abilities to be on cooldown. This will prevent players from spawning a unit and throw a grenade before the other player can respond.
All abilities now start on cooldown
This affects:
Call-In Units
A number of units have been changed from call-ins to requiring appropriate tech to be built. This will make the following units less dominant in 1 vs 1 scenarios where the punishment for the lack of teching is not as severe. Equally, these units will now arrive to the field earlier in larger game modes, making them more accessible.
Airplane Loiters
Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.
SOVIET COMMANDERS
General
Shock Troops
Shock Troops have been adjusted to have lower bleed effects on a player’s manpower due to their short-range while their grenade has been improved to assist with flanks and dislodging team weapons.
ISU-152
The ISU is being made more reliable against both infantry and armor, while lowering its potential to wipe out squads in a single shot.
IS-2 Heavy Tank
We are adjusting the IS-2 to be more reliable against infantry due to its slow rate of fire.
ML-20 152mm Howitzer
The ML-20’s high manpower cost is being offset by moving a portion of it into fuel. Damage has been adjusted to be more reliable with lower wiping potential.
B4 203mm Howitzer
Recon Loiter
Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass.
Repair Stations (Soviet Industry Tactics)
With the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production.
Rapid Conscription
The reduced duration on Rapid Conscription will make the ability more of a tactical choice. The adjustment was necessary due to the altered performance of the Conscript squad.
Soviet Vehicle Crew Repair
For Mother Russia
The ‘For Mother Russia’ ability is having its potency reduced due to how powerful it was compared to similar abilities.
Soviet Forward HQ
We are making the Forward HQ provide fewer bonuses to units fighting around them and requiring these structures to be converted in friendly territory. Cost has been slightly to compensate.
KV-8
Due to KV-8 now requiring tech, the tank's armour is being increased to improve its role as a breakthrough unit.
Lend Lease Tactics
DShK 38 HMG
The DShK is being adjusted to be less potent in terms of raw suppression and damage to match its appropriate cost.
M4C 76mm Sherman
Guard Rifle Combined Arms Tactics
We are reinforcing some of the pre-existing abilities of the commander to also revitalize numerous other overlapping Soviet Commanders. In addition to this, we are introducing the KV-1 tank as an armor option to increase the viability of certain commanders.
Commander Abilities:
Hit the Dirt (passive; available for all Conscript PPSh commander abilities)
Hit the Dirt is being adjusted to allow Conscripts to trade mobility for survivability. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression.
KV-1 Heavy Tank
To give the KV-1 a more defined role as a breakthrough unit, we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1’s being 25% faster to repair.
**Guards Rifle Infantry **
Guards are gaining slight adjustments to their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance.
IL-2 Sturmovik Attack
We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads.
Tank Hunter Tactics
In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles.
Commander Abilities:
Conscript PTRS Package
PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.
Tank Detection
Camouflage
RPG-40 Anti-Tank Grenade Assault
Replaces RPG-43 Anti-Tank Grenade when Conscript PTRS package is upgraded
PMD-6M Mines
Tank Hunter Ambush Tactics
To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for implementing the bush animations (AKA "Bush Tech") go to the “Wikinger: European Theater of War” mod team.
Anti-Tank Gun Ambush Tactics (affects all relevant Soviet Commanders)
AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth.
WEHRMACHT COMMANDERS
General
Elefant
The Elefant is having its damage adjusted to be less capable of quickly bursting down medium tanks, in turn it is receiving improved accuracy to compensate.
10.5cm leFH
The leFH’s high manpower cost is being offset by moving a portion of it into fuel.
Pak 43 Anti-Tank Gun (Both variants)
The Pak 43 high manpower cost is being offset by moving a portion of it into fuel.
Stuka Dive Bomb
The dive bomb is being made less potent and more costly due to its pinpoint nature and lack of warning flares.
Stuka Close Air Support
Stuka CAS will now punish armor for being in the area, but be less capable of knocking tanks out in a single loiter attack.
Stuka Anti-Tank Strafe
We have adjusted the AT strafe to be less potent against non-vehicle targets to prevent it from wiping out infantry, howitzers, and structures in one pass.
Relief Infantry
We have lowered the duration to make the choice more tactical for the player using this ability. Model death count increased due to the stacking effects of later Osttruppen squads.
Recon Loiter
Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass.
Stuka Smoke Drops
Smoke has been adjusted to be a multi-purpose ability and strengthen the doctrines it is in.
Osttruppen Doctrine
The doctrine primarily relies on strong field presence with Osttruppen. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate.
Osttruppen (affects all Osttruppen variants)
Osttruppen have been adjusted to limit their ability to swarm the field in the early game and be less potent with fallen weapons. In return they can be upgraded to allow them to scale into the late game.
Artillery Field Officer
The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range.
Supply Drop (Replaces Supply Drop Zone for this commander only)
Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons. Credits to Wilderstreit for the animator set up.
Trench
We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power as Osttruppen start to become obsolete.
Jaeger Infantry Doctrine
The newly-introduced Jaeger Infantry Command Squad will allow players to overcome the traditional munitions-heavy bottleneck the commander has been traditionally suffering from while additional changes have increased this doctrine’s focus on heavy infantry play.
Jaeger Light Infantry Upgrade (G43)
G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops.
Ambush Camouflage (Affects Storm, Jaeger Infantry and Encirclement)
Light Artillery Barrage (also affects Mechanized assault and German Infantry)
Jaeger Infantry Command Squad
As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks.
USF COMMANDERS
General
Airborne Pathfinders
Pathfinder have been adjusted to better reflect their in-game performance.
M7B1 Priest
The Priest has been adjusted to deal more reliable damage outside of direct hit, but can no longer be decrewed, similar to the Calliope.
M10 ‘Wolverine’ Tank Destroyer
M4A3 76mm ‘Easy-Eight’
The Easy-Eight will still have lower moving scatter than most other tanks; previously the E8 had no scatter penalties for moving.
P47 Rockets
The following change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane.
Recon Support Company
Our changes aim to allow Recon the ability to have potent scouting units on the field with the advantage of light armor and combat groups that can provide rapid reinforcement, particularly in the late game when squads need to be replaced and/or additional Anti-tank is needed.
Raid Tactics (available to both Recon and Mechanized)
The goal of this ability is to allow players to capitalize on the presence of light armour and allow infantry to better scout out positions before attacks.
I&R Pathfinders
We find that this unit is too valuable for Recon company to only provide utility. Thus, the changes allow the unit to perform basic combat roles and scale better into the mid to late game.
M8 Greyhound
We are improving the combat capacity of the Greyhound, allowing it to perform as a powerful anti-personnel unit. The arrival time of the unit has been pushed off to allow for opponents to defend against it due to its potency.
Canister Shot
M83 Cluster Mines
We’ve given the commander a light form of artillery. While much less potent than Pathfinders and easily dodged, this ability will help the commander shift defensive positions and deny territory.
**Air Dropped Combat Group **
We are changing the air-dropped combat group ability to allow players greater flexibility and add onto their current army composition.
Support Paratrooper Upgrades
Mechanized Company
The commander has been altered towards heavy vehicle play thanks to improvement to the WC51's scalability, M3’s utility and the late game power via more powerful tanks. Furthermore, the commander now includes the benefit of a mortar half track to bring rapid indirect fire to the battlefield and to support mobile advances.
WC51 Military Truck
The WC51 has been modified to be able to fulfill a support / transport role at a low cost by hitting the field with no combat capabilities. Furthermore, The low cost will also allow the WC51 to be repurchased late game to act as a support unit with its MG upgrade and abilities.
WC51 Abilities:
Mark Target
155mm Artillery Barrage
M21 Mortar Half Track
With the M32 Mortar HT, the goal is to give the Mechanized Doctrine the ability to maintain a strong vehicle composition rather than be forced to rely on infantry based support teams.
M3 Halftrack Assault Group
We are making this unit a more attractive purchase by lowering the cost and making the Assault Engineers more of a side addition to the ability. The half-track has also been improved to provide better support capabilities.
Assault Engineers (All variants)
Assault Engineers are being boosted to better reflect their short-range nature and their support role.
Armor Reserves
The addition of this ability will give the commander better late game power through the use of more powerful Shermans and ensure that obstacles cannot stall the commander's mechanized nature in the late game.
OKW COMMANDERS
General
Ostwind
Panzerfusiliers
Panzerfusiliers have been adjusted to better reflect their performance as a six man squad that can deal with a variety of situations when upgraded.
Jagdtiger
The unit's dominance in team games vs allied armour has been toned down while its Supporting Fire capabilities have been improved to assist the unit's viability against infantry heavy builds.
Supporting Fire
Command Panther
Sturmtiger
The Sturmtiger is being adjusted to better match its performance to its cost while making it more consistent.
Pak 43 Anti-Tank Gun
Luftwaffe Ground Forces Doctrine
We find that Luftwaffe Air Support is overly centered around Fallschirmjager squads to the detriment of the rest of the doctrine's abilities. We are making modifications to the doctrine to allow for a combination of defensive play and abilities that assist in taking other territories.
Fallschirmjäger
Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy.
Luftwaffe Recon Run
Recon run is being adjusted to provide more utility.
Heavy Fortifications (does not affect base Flak Emplacements)
We are improving the performance of field fortifications to allow greater flexibility to the doctrine. In order to avoid needless experimentation, we are giving the emplacement an identical weapons used by the 251 variant.
20mm Flak Emplacement
Valiant Assault
A cost decrease with a moderate duration decrease will allow the ability to be used more more often as a core part of the doctrine to support offensives.
Airborne Assault
We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make the ability more accessible.
Feuersturm Doctrine
We are changing the main focus of the doctrine from primarily fire related abilities to allow it to support aggressive close combat engagements. In order to make up for the doctrine’s lack of late-game heavy armour, we are adding mobile reinforcement options and smoke.
Assault Package
Unlocks dual upgrades; Flamethrowers for Sturmpioneers and Assault Package for Volksgrenadiers
Volksgrenadier Assault Package
Volksgrenadier infantry can buy the upgrade to change their role and support the aggressive nature of the doctrine.
Incendiary Munitions
Allows le.IG 18s to fire 5 incendiary rounds into the target area; molotov damage over time, moderate scatter when fired in the FOW. 35 munitions.
Opel Blitz Reinforce Truck
In order to assist the doctrine’s aggressive role, we are adding a mobile reinforcement option.
Flame Hetzer
Due to the unit's fixed turret and low maneuverability, we found it to be highly situational, struggled on close quarters maps and generally under performed for its price.
280mm Rocket Barrage
BRITISH COMMANDERS
General
Churchill Crocodile
Tank Hunter Infantry Section
Infiltration Commandos
To prevent Infiltration Commando squads from being too efficient at killing squads without warning, we are reducing the squad's initial potency. A lower member-count on spawn will both allow the target a better chance to flee, and also make poorly-planned infiltration missions riskier. We are adjusting Infiltration Commando squad performance to match that of other Commando squads.
Vanguard Officer
Vanguard HQ Glider
Artillery Commander Concentration Barrage
The Artillery’s regiment’s Concentration Barrage has been adjusted to be like other artillery abilities that require LOS while also being less reliant on Anvil to be used to its full potential.
Typhoon Rockets
The change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane.
Commandos Regiment
We have adjusted the commander so the abilities are less map dependent to support heavy infantry play with the Commando Glider now playing a key component. Abilities have also been adjusted to be less costly, but also less potent, shifting them from an ‘All or Nothing’ scenario.
Commando Glider
The glider is being made cheaper to deploy and will now allow the player to be aggressive when using Commando Regiment through its ability to reinforce infantry anywhere on the field.
Commandos (affects all variants)
Commandos have been adjusted to be more potent and less reliant on throw their Gammon Bomb to deal damage. They will now scale slightly better with veterancy and be able to blind enemies through their improved smoke grenade.
Smoke Raid
We have adjusted Smoke Raid to allow for the Commando Regiment to launch incursions into hostile territory while keeping their enemy guessing by providing infantry with smoke cover during the duration of this ability. Smoke has been adjusted to provide cover and the stealth mechanic now requires squads to be in cover.
Assault
We are changing the way the ability works to give it a more offensive nature.
Mortar Cover
Mortar Cover has been made less potent in terms on strength, but has also been modified to be less map dependent and can be used in conjunction with an assault to displace enemy forces.
Air Supremacy
We have adjusted Air Supremacy to be less powerful in terms of damage, but now the ability will be more readily available with Typhoons being launched to lead the air raid.
Royal Engineer Regiment
The abilities have been adjusted to now be more readily available to the player; they now have greater control of their repair abilities and now have access to a reliable off-map that will support their command vehicle and AVRE.
Stand Fast
Stand Fast has been adjusted to be more of a support tool that will allow a player to repair their emplacements during a brief lull while their engineers can deal with other tasks
Vehicle Crew Repair
Crew Repair has been adjusted to be more focused on individual vehicles to provide greater control of which vehicles need to be repaired for a considerably lower munitions cost.
Command Vehicle
We have adjusted the Command Vehicle to be more in-line with other aura-based command vehicles. Given that the player must sacrifice a vehicle’s combat potential, we have lowered the direct penalties on the vehicle itself while providing a potent aura to other vehicles to compensate.
Command Vehicle Aura
Churchill AVRE
The AVRE has been modified to be more durable against head-on attacks, but also more vulnerable to flanks, requires the tank to expose itself to fire its mortar, and with more down time between shots.
9.75 Inch Anti-Building Mortar Support
This situational ability has been adjusted to be less map dependent and will act as a tool which can displace infantry and weaken structures prior to an assault.