Possible Armor doctrine design (Could use Markrs Help)
Posted: 24 Jul 2017, 21:51
Hello everyone. Got back home and having some time for suggesting. Thing is i am almost in desperate need for Markrs Help now. Hope he will do.
So here comes a suggestion of how the new Armor doc could look like:
Upper left corner to lower left Corner. The special purpose Sherman Branch: (Allied_armor_00 to 03)
M4A3 76(W) Sherman unlcok-> 105 Sherman->Jumbo->Calli (Calli and Jumbo can be swapped arround as well. Doc would receive both Jumbo Variants, 76 mm and 75. Maybe they could be as a reward for each other. Inf doc would lose theirs) That branch is the sherman line with all its Variants.
Upper left to upper righ. The Heavy Gun (and armor) Branch: (armor_00 to 30)
M4A3 76(W) Sherman->M18->M36->Pershing (SP removed)
Second column third line to bottom third column. Quicker replacment branch: (armor_12 to 13 to 23 )
Quicker vehicle Production->Sherman Mass Production-> Allied War Machine (War Machine unlocks global repair and replacment at once)
Second column third line to second column second line. Quick reaction branch: (armor_12 to 11):
Quicker vehicle Production-> Battle Group call in (The light Mechanized Brigade consists of 1 sherman and two greyhound or 1 sherman, 1 M10 and 1 Greyhound. Possibly also a Mix of Stuarts or chaffe, M10 and scotts 800-1000 MP. Motorpool upgrade or Tank depot required. Reward: Heavy Assault battallion. Consists of two e8 and one m4 sherman. 1100 MP)
Third column second line to third Column third line. Harassment and skirmish branch: (armor_21 to 22)
Vehicle capture->Tellermines
Fourth colum second line to fourth column bottom line. Improved Tank commander and crew Training (armor_31 to 33):
Tank commander Artillery Barrage-> Crew Veterancy-> Crew exp gain rate
Pls, Markr, could you make a picture of such an Tectree as you did with the commander barrage? Would be soo awesome to get a visual of that.
Additionally: The tank commander barrage can be used out of so far every tank or vehicle. Including stuart, chaffe and scott.
Rangers ultimately removed and combat engineers added with satchels but also flamethrower and minesweeper as upgrades.
105 sherman would get a range cut down to approx 150. Therefore cheaper and less scatter (logically due to lower range). Limit can be set to 1.
Positive effects:
1. Doc is much more surprising. Is he going for vehicles and swarm you with light armored brigades? Does he uses sherman masses (go for many 50 mm paks) and he comes with a jumbo. Get fat at guns and he got an 105. Go for tank IV´s and he gets big guns and so on. So playing against the doc would be a lot less predictable.
2. Doc is less mate dependent. However, anti armor doc like TH doc will still be an very good counter just as def doc will be.
3. We did not break "armored principal" of adding no armored stuff.
4. Call in units gives that doc more options even without largely getting fuel. Just as the BK doc can be played with armored support even with very little fuel.
@All others. Can you pls Not give any comment unless Markr created a visiual tectree of this? Except when he totally refuses to make it.
So here comes a suggestion of how the new Armor doc could look like:
Upper left corner to lower left Corner. The special purpose Sherman Branch: (Allied_armor_00 to 03)
M4A3 76(W) Sherman unlcok-> 105 Sherman->Jumbo->Calli (Calli and Jumbo can be swapped arround as well. Doc would receive both Jumbo Variants, 76 mm and 75. Maybe they could be as a reward for each other. Inf doc would lose theirs) That branch is the sherman line with all its Variants.
Upper left to upper righ. The Heavy Gun (and armor) Branch: (armor_00 to 30)
M4A3 76(W) Sherman->M18->M36->Pershing (SP removed)
Second column third line to bottom third column. Quicker replacment branch: (armor_12 to 13 to 23 )
Quicker vehicle Production->Sherman Mass Production-> Allied War Machine (War Machine unlocks global repair and replacment at once)
Second column third line to second column second line. Quick reaction branch: (armor_12 to 11):
Quicker vehicle Production-> Battle Group call in (The light Mechanized Brigade consists of 1 sherman and two greyhound or 1 sherman, 1 M10 and 1 Greyhound. Possibly also a Mix of Stuarts or chaffe, M10 and scotts 800-1000 MP. Motorpool upgrade or Tank depot required. Reward: Heavy Assault battallion. Consists of two e8 and one m4 sherman. 1100 MP)
Third column second line to third Column third line. Harassment and skirmish branch: (armor_21 to 22)
Vehicle capture->Tellermines
Fourth colum second line to fourth column bottom line. Improved Tank commander and crew Training (armor_31 to 33):
Tank commander Artillery Barrage-> Crew Veterancy-> Crew exp gain rate
Pls, Markr, could you make a picture of such an Tectree as you did with the commander barrage? Would be soo awesome to get a visual of that.
Additionally: The tank commander barrage can be used out of so far every tank or vehicle. Including stuart, chaffe and scott.
Rangers ultimately removed and combat engineers added with satchels but also flamethrower and minesweeper as upgrades.
105 sherman would get a range cut down to approx 150. Therefore cheaper and less scatter (logically due to lower range). Limit can be set to 1.
Positive effects:
1. Doc is much more surprising. Is he going for vehicles and swarm you with light armored brigades? Does he uses sherman masses (go for many 50 mm paks) and he comes with a jumbo. Get fat at guns and he got an 105. Go for tank IV´s and he gets big guns and so on. So playing against the doc would be a lot less predictable.
2. Doc is less mate dependent. However, anti armor doc like TH doc will still be an very good counter just as def doc will be.
3. We did not break "armored principal" of adding no armored stuff.
4. Call in units gives that doc more options even without largely getting fuel. Just as the BK doc can be played with armored support even with very little fuel.
@All others. Can you pls Not give any comment unless Markr created a visiual tectree of this? Except when he totally refuses to make it.