Unique Doctrine Units

Well, the title is pretty self-explanatory. Recently, a new thread was made on the forum that asked for an aircraft carrier submarine, which was a real thing developed by Japan in WW2(It never played a significant role in the war, but I'll address that in a moment). From that post, a new idea arose; what if you made each doctrine have some unique unit in the secret tech tree? The unit for Pan Asian could be the carrier sub.

For Comintern - T-42. This massive "super-heavy" tank will be the most powerful unit in the doctrine - but at a pretty high price. It would be a mid-late-game unit which would be expensive and time-consuming to produce, but would make up for it with excellent heavy and light armour defense and offence stats. Its primary vulnerability would be artillery/fast-moving units and air. Think of the T-42 as a heavy tank on steroids capability-wise, including very slow speed and lack of air defence.

For Axis - P. 1000 Ratte. Yes, the one with a BATTLESHIP CANNON. (how is this not in the game yet). It will basically be a land-battleship. A combination of a railroad gun, heavy tank, and battleship, this unit would be the most powerful ranged unit in the game, and maybe overall too, if it weren't for its flaws, being slower than an RRG while having an even worse air defence then the T-42. It is also a very expensive and time-consuming late-game unit.

For Allies - M22 Locust. Something like paratroopers but instead of infantry, light tank. Basically a para-tank. It would use the same mechanics as the current paratrooper unit, meaning that it wouldn't be too difficult to implement. Once deployed, it would operate in the same way as a normal LT, but it would be able to turn back into its air version once on a province with an airfield.

I think that doctrine-specific units could really spice up the game a bit. I know none of them were ever used in any meaningful capacity, but that's kinda the point. These are units that, IRL, were proven to be possible, but never built for various reasons. In CoW, you get to rewrite history, making decisions that were never made, or electing to not make decisions that did happen IRL. Therefore, it would be reasonable to have the ability to make such units, and after all, all of them were real, at least conceptually. The potential units mentioned here are just an idea, and units that others may come up with could be better options for some of them. Please put your ideas below.

Anyway, thank you for your attention, and as always, I hope you have a great day.

Kind regards,
Donk
Bytro game addict and avid CoW player.
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57 Replies

Exactly, since gameplay is rarely historically accurate it cannot be represented. Most of the time, there's some 3rd world nationalist that chooses a random country to solo and roleplay.

"Hitler and Mussolini become allies to defeat Fascism and Nazism."

CIA units deployed to lower morale by 85% on any province they travel through even if they are not at war. Negative would be that everyone (ai) despises you.

The CIA did not exist in ww2.


CarKing the 6th of the Abrahamic Caliphate

Helicopters don't sound like a bad idea compared to that now do they?

well this is a ww2 game

there's ww3 conflict of nations

made by bytro

although there's a wunderwaffe that resembles a helicopter but still

"Hate, union, freedom, justice, equality, war, peace, violence, blood. It is but a perfect mixture on destiny and our lives. It is for the mass we trust and for the mass we contribute, or to selfishly to personal greed we follow, it is up to your choices on what mixture you want. My mixture is a bit of everything with madness and humility in it, the virtues will black and sinful, just like I per say." - Kaiser Luther Ernst Willienburg.

Commander Schleicher wrote:

Helicopters don't sound like a bad idea compared to that now do they?
It is hardly a good reason to implement a suggestion because there are worse suggestions in the world.

Cheer up, it was a joke.

You were probably actually just joking but I can’t help but quote “it’s just a joke bro”


CarKing the 6th of the Abrahamic Caliphate

I think extra doctrine buffs.

Allied becomes American and Commonwealth

American (minus 20% production time , +10% construction)

Commonwealth (minus 25% research, +10% research cost)

Pan-Asian ( +10% defense buff, - 5% speed)

Axis (+10% speed, +5% view range, +7% production price)

Comintern (10% attack buff, +20% defense buff, -10% regular unit power)

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

Unit power?


CarKing the 6th of the Abrahamic Caliphate

Donk2.0 wrote:

Well, the title is pretty self-explanatory. Recently, a new thread was made on the forum that asked for an aircraft carrier submarine, which was a real thing developed by Japan in WW2(It never played a significant role in the war, but I'll address that in a moment). From that post, a new idea arose; what if you made each doctrine have some unique unit in the secret tech tree? The unit for Pan Asian could be the carrier sub.

For Comintern - T-42. This massive "super-heavy" tank will be the most powerful unit in the doctrine - but at a pretty high price. It would be a mid-late-game unit which would be expensive and time-consuming to produce, but would make up for it with excellent heavy and light armour defense and offence stats. Its primary vulnerability would be artillery/fast-moving units and air. Think of the T-42 as a heavy tank on steroids capability-wise, including very slow speed and lack of air defence.

For Axis - P. 1000 Ratte. Yes, the one with a BATTLESHIP CANNON. (how is this not in the game yet). It will basically be a land-battleship. A combination of a railroad gun, heavy tank, and battleship, this unit would be the most powerful ranged unit in the game, and maybe overall too, if it weren't for its flaws, being slower than an RRG while having an even worse air defence then the T-42. It is also a very expensive and time-consuming late-game unit.

For Allies - M22 Locust. Something like paratroopers but instead of infantry, light tank. Basically a para-tank. It would use the same mechanics as the current paratrooper unit, meaning that it wouldn't be too difficult to implement. Once deployed, it would operate in the same way as a normal LT, but it would be able to turn back into its air version once on a province with an airfield.

I think that doctrine-specific units could really spice up the game a bit. I know none of them were ever used in any meaningful capacity, but that's kinda the point. These are units that, IRL, were proven to be possible, but never built for various reasons. In CoW, you get to rewrite history, making decisions that were never made, or electing to not make decisions that did happen IRL. Therefore, it would be reasonable to have the ability to make such units, and after all, all of them were real, at least conceptually. The potential units mentioned here are just an idea, and units that others may come up with could be better options for some of them. Please put your ideas below.

Anyway, thank you for your attention, and as always, I hope you have a great day.

Decent idea, fyi the M22 Locust is (I believe) an Allies doctrine Level 3 light tank. Maybe they should add the parachute to it though.

TheZhukov wrote:

I think extra doctrine buffs.

Allied becomes American and Commonwealth

American (minus 20% production time , +10% construction)

Commonwealth (minus 25% research, +10% research cost)

Pan-Asian ( +10% defense buff, - 5% speed)

Axis (+10% speed, +5% view range, +7% production price)

Comintern (10% attack buff, +20% defense buff, -10% regular unit power)

Why does Pan-Asian get their speed dropped? Isn't the whole point of that doctrine speed?
"Imma play CoW to calm down" - Literally nobody ever
Talvisota of the Abrahamic Caliphate

TheZhukov wrote:

I think extra doctrine buffs.

Allied becomes American and Commonwealth

American (minus 20% production time , +10% construction)

Commonwealth (minus 25% research, +10% research cost)

Pan-Asian ( +10% defense buff, - 5% speed)

Axis (+10% speed, +5% view range, +7% production price)

Comintern (10% attack buff, +20% defense buff, -10% regular unit power)

Some awful balancing there.

Being commie would be a fun experience


CarKing the 6th of the Abrahamic Caliphate

Yeah, hate to say it zhukov, but those things really wouldn't fit into the doctrines. Comintern would be too strong, its already pretty well balanced.

Kind regards,
Donk
Bytro game addict and avid CoW player.
"Þ" > "th"
Слава
Україні!

TheZhukov wrote:

I think extra doctrine buffs.

Allied becomes American and Commonwealth

American (minus 20% production time , +10% construction)

Commonwealth (minus 25% research, +10% research cost)

Pan-Asian ( +10% defense buff, - 5% speed)

Axis (+10% speed, +5% view range, +7% production price)

Comintern (10% attack buff, +20% defense buff, -10% regular unit power)

I don't approve of this personally, but I get where you are coming from:

America was an industrial powerhouse, so I support faster production and construction for them, although maybe a better idea would be to give them a resource bonus

Britain (focus for commonwealth) had a major research bonus, however, I feel the speed nerf for commonwealth would be a good idea, as the British Army was slow-moving, e.g. as Rokossovski has said before, after finally gaining the advantage, the Americans would be shocked when the Brits decided they wanted a tea break before advancing" this i best evidenced at the battle of Caen, where had Britain been faster, they could have taken the city rather than resulting in a long and gruelling battle as it did.

Pan-Asian is speed-focused, which I feel suits it well, I actually support the defence bonus, thinking about how the Japanese command relied on the unwavering loyalty and discipline of Japanese troops to keep their post and never surrender. for weakness, they lacked adequate resources through most of the war, so that would be my choice or the current debuff on damage, however, I feel the current one puts a lot of people of Pan-Asian

Axis should stay how it is, according to me.

Comintern is also quite good where it is, quantity sums the USSR up well, and therefore I feel that such massive attack and defence buffs wouldn't be a good idea.

Axis could do with additional offensive strength and possibly reduced defensive strenth.

Kind regards,
Donk
Bytro game addict and avid CoW player.
"Þ" > "th"
Слава
Україні!

Zaktty is right. For Pan-Asian, I slightly disagree. Though that is true, Japan's war was an offensive one (in terms of the invasion of China, etc). Yes, they would fight to the last man, but it's slightly innacurate, in my opinion. Your point still stands, however.

"Imma play CoW to calm down" - Literally nobody ever
Talvisota of the Abrahamic Caliphate

To be be honest, I don’t think new drawbacks are needed, just strengths with the same drawbacks.

Pan Asian could definitely be split into the Chinese and Japanese type branches. The main thing I can think of is better land (mainly terrain and defense) bonuses for the land based Chinese branch and maybe… more range so that you can show that air and naval power for the Japanese based sect. Hard to think of names for them though.

The Commie doctrine is probably the hardest to split as the Soviet Union is really the only major country with that doctrine, but perhaps a socialist sect with more industrial bonuses (resource production boost by 5%?) and a Stalinist branch that may have faster unit production (also 5%?).

If you want to split Axis into something like German and Italian, you can have those speed bonuses for German and perhaps some terrain bonuses for Italian. Perhaps Blitzkrieg (actually called Bewegungskrieg during the war) and… got nothing for Italy.

Giving a even bigger research bonus for Commonwealth would be a bit too powerful, the British army was less technologically advanced than the American one during the war anyway… maybe it can be justified if you make it a smaller, 5% bonus? Same same for that American doctrine as well.

Could all be fun, but not sure how it could be balanced. Honestly I’m more in it for the aesthetic… could we just get different skins for each doctrine to give our army? You could have Siberian, Mongol, Yugoslavian counter parts for Commie, French, Commonwealth and maybe an amalgamation of different allied states like Poland, Czechoslovakia, the Netherlands, etc… for Allied. It’s hard to think for the Axis… Italian, Desert and an amalgamation of minors like Romania and Hungary (although their armies looked somewhat similar to the Germans) are ideas. (If you are thinking SS, remember that Bytro is German and Nazi stuff would not be allowed.) Pan Asian… one for the Chinese United front, another one based of the IJA (turn them into ground forces, I’m trying my best here!), and perhaps Jungle forces (didn’t they have different uniforms?) are all ideas.

Fun stuff


CarKing the 6th of the Abrahamic Caliphate

It's new research trees and sprites that are needed, not so much whole doctrines.

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