Silverdeath
17th Aug 06, 2:28 PM
Perhaps I'm a lil dim witted but seeing as there are no official doctrine discussions going on I thought maybe we could butt out heads together and talk about you know, what to get, what to avoid all that stuff.
http://www.gamereplays.org/community/index.php?showtopic=123619
Has graciously posted up all the doctrines (pics included!) for both axis and allied, so I'm quoting what they wrote for quick player reference.
Allied Doctrines
Infantry Company
Reinforcements Tree
Rapid Response- Infantry and Heavy Weapons Teams deployment times are reduced.
Cost- 1 Experience point.
Passive ability
-Certainly useful early game, especially if your planning on making early weapons support and getting the MG team
Rangers- Rangers lead the way! Deploy Rangers, heavy anti-tank infantry, to the battlefield.
Cost- 2 Experience points.
400 Manpower.
-Amazing infantry unit
-Bazookas gives rangers a strong anti tank ability (Although personally I find that against panthers and tigers they barely even scratch them unless from the rear, but this is where their special ability comes into play).
-They have an ability to move quickly in a short amount of time, this is useful because this allows rangers to outflank enemy positions and use their zookas or nades on exposed enemy positions
-Armed with thompsons and they shred other enemy infantry in CQB
Off-map Combat Group- Call off-map infantry and vehicle reinforcements to the battle.
Cost- 4 experience points.
edit: 800 Manpower.
Summons an off-map group of a mixture of light armor and infantry. Various reports indicate that you'll receive a few armored cars, infantry reinforcements, and occasionally an M10 Tank Destroyer.
-It's okay, 700 manpower is an easy price to pay for armour and infantry so I suppose it's economically viable
-Although as a final tier ability it is sorta... lacking?
you can get everything from 3 m10s + 1 rifleman to 1 greyhound + 4 MG squads.
Defensive
Defensive Operations- enables riflemen to build field defenses. Speeds up engineer construction of defenses.
Cost- 1 Experience point.
Passive ability
-A pretty useful and often underused ability, riflemen are now basically well armed engineers
-Allows riflemen to fortify their positions where no engineers are at hand during the early game
Off-map Artillery- Call in artillery strike on designated target area.
Cost- 2 Experience points.
200 Munitions.
-Very useful against massed units, especially combined with a camo sniper
-At best, it'll obliterate your opponent's army or at least stall an enemy advance for reinforcements arrive
105mm Howitzer- enable engineers to deploy 105mm Howitzers to the battlefield.
Cost- 2 Experience points.
Made by engineers for edit: 450 Manpower & 75 Fuel
-On small maps it can shell enemy bases from your own base
-Deadly to massed enemy formations
Airborne Company
Air Drops
Paratroopers- Deploy paratroopers on revealed territory.
Cost- 2 Experience point.
375 Manpower.
-Good ability, has a wide variety of uses, from back capping enemy points, quick air reinforcements, and an effective attack force
-A few explosives can cause havoc on axis buildings
-Terrible reinforce cost, you might as well order another para squad
Paradrop AT Gun- Deploy paradropped 57mm anti-tank weapon and crew.
Cost- 2 Experience points.
(320 manpower, thx Firesparks)
-Drops with artillery and crew
-Haven't had much or any experience with it but, like the para trooper squad, it's a quick reinforcement drop to hostile battlefronts, good for supporting para drops (Against vehicles)
-And it's an anti tank weapon
Supply Drops- paradrop munitions, fuel supplies, and some heavy weapons to revealed territory.
Cost- 2 Experience points.
Free, one minute recharge.
-Well free supplies, a free mg and a free mortar as well.
-Helpful for reinforcing a point
-Like almost all allied end game points, it's rather lack lustre
-This late in the game, I question the usefulness of MGs and Mortars when the enemy could potentially have armour out
-But hey, it's free Edit: Gives 40 fuel and 100 munitions too
Air Support
Air Recon- Call in recon plane to scout targeted area of battlefield.
Cost- 1 Experience point.
50 Munitions.
-Cheap and useful for scouting, solid first or second pick
Strafing Run- Call in P47 Thunderbolt strafing run.
Cost- 2 Experience points.
150 Munitions
-Have never had much luck using it
-But I guess you'd use it against large clumps of infantry
Bomber run- Call in P47 Thunderbolt bombing run.
Cost- 3 Experience points.
250 munitions
-Fighter flies by in a line and drops a bunch of devestating bombs
-I once saw one wreak an entire column of axis tanks in one strafing run
-Very effective against axis tank whores
Armor Company
Armored Support
Raid- Light vehicles can now capture Territory Sectors.
Cost- 2 Experience points.
Passive ability
-Excellant early, mid and even sometimes late game harass
Calliope Rocket Launcher- Deploy an M4 Sherman outfitted with the Calliope T34 Rocket Launcher to the battlefield.
Cost- 3 Experience points.
600 Manpower.
-A regular sherman with a rack of death mounted on top
-A few of these together lauching rockets is the bane of everything that moves (tanks, infantry, buildings)
-Points well spent
M26 Pershing Tank- Deploy an M26 Pershing Heavy Tank to the battlefield.
Cost- 4 Experience points.
900 Manpower.
-Strongest allied tank
-Still cannot compete against German Tigers and Tiger Aces
-Use it as a meatshield so that your more vulnerable shermans and God forbid you made any, M10s can score critcal rear and side hits.
Logistics
Fast Deployment- Vehicle and tank production times decreased.
Cost- 1 Experience point.
Passive ability.
-Faster build times are never wrong, but you should save this one for later when you'll have motor pool or tank depot where you'll really take advantage of this ability
Field Repairs- Vehicle crews repair battle damage while ability is active.
Cost- 2 Experience points.
200 Munitions.
-Useful only if you have alot of damaged vehicles after a major battle
-Often times however for me, a major battle leaves me with like 1 or 2 tanks if I have not been totally crushed
Allied War Machine- Tank losses are immediaetly replaced at the HQ while this ability is active.
Cost- 4 Experience points.
350 Munitions.
-Useful in those epic battles where german tigers and panzers decimate your sherman legion only to have to face a new wave again.
Axis Doctrines
Defensive Doctrine
Artillery Support
For the Fatherland! Zealous patriotism gives all friendly units in controlled territory a defensive bonus.
Cost- 1 Experience point.
75 Munitions
>A Decent ability, your troops fight better on friendly soil. Not much else to say really.
Fortify Perimeter - Upgrades all base buildings with defensive machineguns. Enables Reinforcement around bunkers.
Cost- 2 Experience points.
Passive ability.
>I feel that it’s a rather lackluster ability, certainly on victory point modes your new MG equipped buildings will see barely any combat at all and even on annihilation mode, your pretty much gonna be destroyed by vehicles, MGs don’t do squat against them
88mm Flak AT/AA - Enables pioneers to deploy the 88mm Flak AT/AA to the battlefield.
Cost- 2 experience points.
425 Manpower & 65 Fuel.
>Powerful artillery piece
>Can shoot down air units
>Long range and can easily take out unsuspecting allied armour
>Highlight of the Axis defensive doctrine imo, just always make sure it’s flanks aren’t exposed
Base Defensive
Advanced Warning - Increases the visual range of all captured points, revealing more of the surrounding Territory.
Cost- 1 Experience point.
Passive ability.
>It gets a big meh factor for me, gives you several more seconds to prepare a counter attack but that’s basically it
Registered Artillery - Call in off-map defensive artillery bombardment on one of your threatened structures or secured points.
Cost- 2 Experience points.
125 Munitions.
>Once activated, arty shells land all around the building
>Useful to stall or demolish enemy units try to cap your points I sppose
>Draw back is that it’s purely a defensive tool
Rocket Artillery - Call in off-map barrage of devastating 280mm rockets to target area.
Cost- 4 Experience points.
250 Munitions.
>Complete mayhem and devestation at the ends of a rocket barrage, what’s more to say?
>Bare in mind that it’s not a “precision” weapon, more of a saturation/bombardment kinda one
Blitzkrieg Doctrine
Stormtrooper Support
Infantry Assault Team - Call off-map Stormtrooper Reinforcements to the battlefield. Ideal for general battlefield actions.
Cost- 2 Experience points.
400 Manpower.
>Calls in 1 Stormtrooper squad, 4 man
>Can toss nades, use rockets and MGs
>Ability to camo makes them imo the best axis infantry unit available
Urban Assault Team - Call off-map stormtroopers and artillery Stuh 42 reinforcements to the battlefield. Ideal for urban assault conditions.
Cost- 3 Experience points.
>Calls in 1 Stormtrooper squad and a Stuh 42 tank
>The tank is decent against light vehicles and infantry, just try to keep it away from the heavier armour and the stickies
Armor Assault Force - Call off-map Stormtrooper and Tiger Tank reinforcements to the battlefield. Ideal for major assault operations.
Cost- 3 Experience points.
1000 manpower
>The bane of all allied players, the deadly tiger tank
>It’s a rolling fortress with a powerful gun that can turn allied tanks into dust
>Very expensive, so don’t do anything stupid with it since it’s bound to get the most attention of anything you have on the field
Assault
Assault Grenadiers- Enables infantry squads to assault targets with grenades.
Cost- 1 Experience point.
Passive ability.
>Ugh… I’m not exactly sure how it works…
Resource Blitz- Receive a large manpower bonus in exchange for freezing your economy for a short period of time.
Cost- 2 Experience points.
200 Munitions.
>When you need manpower in a jiffy (Like a tiger assault group)
>I’d gladly pay 200 muntions for enough manpower for a tiger tank + Stormtroopers, everytime
Blitzkrieg Assault!- Enables all vehicles and infantry to attack with overwhelming speed while this ability is active.
Cost- 3 Experience points.
150 Munitions.
>All your troops move at frightening speed, capable of outflanking or downright plowing right through enemy positions
Terror Doctrine
Hero Support
Zeal - Patriotism causes infantry squads to fight more fiercely as they take losses.
Cost- 1 Experience points.
Passive ability.
>Since axis infantry is usually inferior to allied infantry, it’s always good to see some sort of advantage, a decent point to spend on
Firestorm- Call off-map artillery bombardment to target an area. All enemy troops will be caught in a firestorm.
Cost- 3 Experience points.
200 Munitions.
>No infantry can survive a firestorm, although most vet players will know when to retreat from an area about to be firestormed.
>Weak vs medium and heavy allied tanks (Heh, “heavy” allied tanks)
Tiger Ace - Deploys a Veteran Tiger Tank to the battlefield.
Cost- 5 Experience points.
1000 Manpower.
>The most powerful tank in the game, I’ve seen direct anti tank shells barely scratch it’s ass paint
>However, never send in your tiger all alone without any other support unless in the direst of situations, a well skilled allied player will be able to outflank and severely disable this monster
Propaganda
Inspired Assault - Propaganda efforts inspire all troops to attack the enemy with renewed intensity with no regard for their personal safety while this ability is active.
Cost- 1 Experience point.
75 Munitions.
>Good early game ability where you have a lot of infantry (Volks, Grenadiers, etc)
Propaganda War - Superior propaganda efforts demoralize enemy troops, forcing a retreat to their HQ area.
Cost- 3 Experience points.
100 Munitions.
>Can turn a the tide of battle in an instant, very effective
>Use it to retreat infantry support from allied armour to leave them severely exposed, or use it to prevent infantry from capping victory points
>You can also try using it in conjunction with artillery and camoed snipers. Prop the infantry and then bombard their HQ to kingdom come
V1 Rocket - Call in the terrifying V1 Rocket down on the targeted area.
Cost- 4 Experience points.
350 Munitions.
>A straight forward ability
>Call down a rocket
>Watch things get blown the hell up
>There is nothing more terrifying than a V1 explosion…. Well maybe 3 V1 explosions, or 6 Tiger tanks, God forbid that ever happen.
http://www.gamereplays.org/community/index.php?showtopic=123619
Has graciously posted up all the doctrines (pics included!) for both axis and allied, so I'm quoting what they wrote for quick player reference.
Allied Doctrines
Infantry Company
Reinforcements Tree
Rapid Response- Infantry and Heavy Weapons Teams deployment times are reduced.
Cost- 1 Experience point.
Passive ability
-Certainly useful early game, especially if your planning on making early weapons support and getting the MG team
Rangers- Rangers lead the way! Deploy Rangers, heavy anti-tank infantry, to the battlefield.
Cost- 2 Experience points.
400 Manpower.
-Amazing infantry unit
-Bazookas gives rangers a strong anti tank ability (Although personally I find that against panthers and tigers they barely even scratch them unless from the rear, but this is where their special ability comes into play).
-They have an ability to move quickly in a short amount of time, this is useful because this allows rangers to outflank enemy positions and use their zookas or nades on exposed enemy positions
-Armed with thompsons and they shred other enemy infantry in CQB
Off-map Combat Group- Call off-map infantry and vehicle reinforcements to the battle.
Cost- 4 experience points.
edit: 800 Manpower.
Summons an off-map group of a mixture of light armor and infantry. Various reports indicate that you'll receive a few armored cars, infantry reinforcements, and occasionally an M10 Tank Destroyer.
-It's okay, 700 manpower is an easy price to pay for armour and infantry so I suppose it's economically viable
-Although as a final tier ability it is sorta... lacking?
you can get everything from 3 m10s + 1 rifleman to 1 greyhound + 4 MG squads.
Defensive
Defensive Operations- enables riflemen to build field defenses. Speeds up engineer construction of defenses.
Cost- 1 Experience point.
Passive ability
-A pretty useful and often underused ability, riflemen are now basically well armed engineers
-Allows riflemen to fortify their positions where no engineers are at hand during the early game
Off-map Artillery- Call in artillery strike on designated target area.
Cost- 2 Experience points.
200 Munitions.
-Very useful against massed units, especially combined with a camo sniper
-At best, it'll obliterate your opponent's army or at least stall an enemy advance for reinforcements arrive
105mm Howitzer- enable engineers to deploy 105mm Howitzers to the battlefield.
Cost- 2 Experience points.
Made by engineers for edit: 450 Manpower & 75 Fuel
-On small maps it can shell enemy bases from your own base
-Deadly to massed enemy formations
Airborne Company
Air Drops
Paratroopers- Deploy paratroopers on revealed territory.
Cost- 2 Experience point.
375 Manpower.
-Good ability, has a wide variety of uses, from back capping enemy points, quick air reinforcements, and an effective attack force
-A few explosives can cause havoc on axis buildings
-Terrible reinforce cost, you might as well order another para squad
Paradrop AT Gun- Deploy paradropped 57mm anti-tank weapon and crew.
Cost- 2 Experience points.
(320 manpower, thx Firesparks)
-Drops with artillery and crew
-Haven't had much or any experience with it but, like the para trooper squad, it's a quick reinforcement drop to hostile battlefronts, good for supporting para drops (Against vehicles)
-And it's an anti tank weapon
Supply Drops- paradrop munitions, fuel supplies, and some heavy weapons to revealed territory.
Cost- 2 Experience points.
Free, one minute recharge.
-Well free supplies, a free mg and a free mortar as well.
-Helpful for reinforcing a point
-Like almost all allied end game points, it's rather lack lustre
-This late in the game, I question the usefulness of MGs and Mortars when the enemy could potentially have armour out
-But hey, it's free Edit: Gives 40 fuel and 100 munitions too
Air Support
Air Recon- Call in recon plane to scout targeted area of battlefield.
Cost- 1 Experience point.
50 Munitions.
-Cheap and useful for scouting, solid first or second pick
Strafing Run- Call in P47 Thunderbolt strafing run.
Cost- 2 Experience points.
150 Munitions
-Have never had much luck using it
-But I guess you'd use it against large clumps of infantry
Bomber run- Call in P47 Thunderbolt bombing run.
Cost- 3 Experience points.
250 munitions
-Fighter flies by in a line and drops a bunch of devestating bombs
-I once saw one wreak an entire column of axis tanks in one strafing run
-Very effective against axis tank whores
Armor Company
Armored Support
Raid- Light vehicles can now capture Territory Sectors.
Cost- 2 Experience points.
Passive ability
-Excellant early, mid and even sometimes late game harass
Calliope Rocket Launcher- Deploy an M4 Sherman outfitted with the Calliope T34 Rocket Launcher to the battlefield.
Cost- 3 Experience points.
600 Manpower.
-A regular sherman with a rack of death mounted on top
-A few of these together lauching rockets is the bane of everything that moves (tanks, infantry, buildings)
-Points well spent
M26 Pershing Tank- Deploy an M26 Pershing Heavy Tank to the battlefield.
Cost- 4 Experience points.
900 Manpower.
-Strongest allied tank
-Still cannot compete against German Tigers and Tiger Aces
-Use it as a meatshield so that your more vulnerable shermans and God forbid you made any, M10s can score critcal rear and side hits.
Logistics
Fast Deployment- Vehicle and tank production times decreased.
Cost- 1 Experience point.
Passive ability.
-Faster build times are never wrong, but you should save this one for later when you'll have motor pool or tank depot where you'll really take advantage of this ability
Field Repairs- Vehicle crews repair battle damage while ability is active.
Cost- 2 Experience points.
200 Munitions.
-Useful only if you have alot of damaged vehicles after a major battle
-Often times however for me, a major battle leaves me with like 1 or 2 tanks if I have not been totally crushed
Allied War Machine- Tank losses are immediaetly replaced at the HQ while this ability is active.
Cost- 4 Experience points.
350 Munitions.
-Useful in those epic battles where german tigers and panzers decimate your sherman legion only to have to face a new wave again.
Axis Doctrines
Defensive Doctrine
Artillery Support
For the Fatherland! Zealous patriotism gives all friendly units in controlled territory a defensive bonus.
Cost- 1 Experience point.
75 Munitions
>A Decent ability, your troops fight better on friendly soil. Not much else to say really.
Fortify Perimeter - Upgrades all base buildings with defensive machineguns. Enables Reinforcement around bunkers.
Cost- 2 Experience points.
Passive ability.
>I feel that it’s a rather lackluster ability, certainly on victory point modes your new MG equipped buildings will see barely any combat at all and even on annihilation mode, your pretty much gonna be destroyed by vehicles, MGs don’t do squat against them
88mm Flak AT/AA - Enables pioneers to deploy the 88mm Flak AT/AA to the battlefield.
Cost- 2 experience points.
425 Manpower & 65 Fuel.
>Powerful artillery piece
>Can shoot down air units
>Long range and can easily take out unsuspecting allied armour
>Highlight of the Axis defensive doctrine imo, just always make sure it’s flanks aren’t exposed
Base Defensive
Advanced Warning - Increases the visual range of all captured points, revealing more of the surrounding Territory.
Cost- 1 Experience point.
Passive ability.
>It gets a big meh factor for me, gives you several more seconds to prepare a counter attack but that’s basically it
Registered Artillery - Call in off-map defensive artillery bombardment on one of your threatened structures or secured points.
Cost- 2 Experience points.
125 Munitions.
>Once activated, arty shells land all around the building
>Useful to stall or demolish enemy units try to cap your points I sppose
>Draw back is that it’s purely a defensive tool
Rocket Artillery - Call in off-map barrage of devastating 280mm rockets to target area.
Cost- 4 Experience points.
250 Munitions.
>Complete mayhem and devestation at the ends of a rocket barrage, what’s more to say?
>Bare in mind that it’s not a “precision” weapon, more of a saturation/bombardment kinda one
Blitzkrieg Doctrine
Stormtrooper Support
Infantry Assault Team - Call off-map Stormtrooper Reinforcements to the battlefield. Ideal for general battlefield actions.
Cost- 2 Experience points.
400 Manpower.
>Calls in 1 Stormtrooper squad, 4 man
>Can toss nades, use rockets and MGs
>Ability to camo makes them imo the best axis infantry unit available
Urban Assault Team - Call off-map stormtroopers and artillery Stuh 42 reinforcements to the battlefield. Ideal for urban assault conditions.
Cost- 3 Experience points.
>Calls in 1 Stormtrooper squad and a Stuh 42 tank
>The tank is decent against light vehicles and infantry, just try to keep it away from the heavier armour and the stickies
Armor Assault Force - Call off-map Stormtrooper and Tiger Tank reinforcements to the battlefield. Ideal for major assault operations.
Cost- 3 Experience points.
1000 manpower
>The bane of all allied players, the deadly tiger tank
>It’s a rolling fortress with a powerful gun that can turn allied tanks into dust
>Very expensive, so don’t do anything stupid with it since it’s bound to get the most attention of anything you have on the field
Assault
Assault Grenadiers- Enables infantry squads to assault targets with grenades.
Cost- 1 Experience point.
Passive ability.
>Ugh… I’m not exactly sure how it works…
Resource Blitz- Receive a large manpower bonus in exchange for freezing your economy for a short period of time.
Cost- 2 Experience points.
200 Munitions.
>When you need manpower in a jiffy (Like a tiger assault group)
>I’d gladly pay 200 muntions for enough manpower for a tiger tank + Stormtroopers, everytime
Blitzkrieg Assault!- Enables all vehicles and infantry to attack with overwhelming speed while this ability is active.
Cost- 3 Experience points.
150 Munitions.
>All your troops move at frightening speed, capable of outflanking or downright plowing right through enemy positions
Terror Doctrine
Hero Support
Zeal - Patriotism causes infantry squads to fight more fiercely as they take losses.
Cost- 1 Experience points.
Passive ability.
>Since axis infantry is usually inferior to allied infantry, it’s always good to see some sort of advantage, a decent point to spend on
Firestorm- Call off-map artillery bombardment to target an area. All enemy troops will be caught in a firestorm.
Cost- 3 Experience points.
200 Munitions.
>No infantry can survive a firestorm, although most vet players will know when to retreat from an area about to be firestormed.
>Weak vs medium and heavy allied tanks (Heh, “heavy” allied tanks)
Tiger Ace - Deploys a Veteran Tiger Tank to the battlefield.
Cost- 5 Experience points.
1000 Manpower.
>The most powerful tank in the game, I’ve seen direct anti tank shells barely scratch it’s ass paint
>However, never send in your tiger all alone without any other support unless in the direst of situations, a well skilled allied player will be able to outflank and severely disable this monster
Propaganda
Inspired Assault - Propaganda efforts inspire all troops to attack the enemy with renewed intensity with no regard for their personal safety while this ability is active.
Cost- 1 Experience point.
75 Munitions.
>Good early game ability where you have a lot of infantry (Volks, Grenadiers, etc)
Propaganda War - Superior propaganda efforts demoralize enemy troops, forcing a retreat to their HQ area.
Cost- 3 Experience points.
100 Munitions.
>Can turn a the tide of battle in an instant, very effective
>Use it to retreat infantry support from allied armour to leave them severely exposed, or use it to prevent infantry from capping victory points
>You can also try using it in conjunction with artillery and camoed snipers. Prop the infantry and then bombard their HQ to kingdom come
V1 Rocket - Call in the terrifying V1 Rocket down on the targeted area.
Cost- 4 Experience points.
350 Munitions.
>A straight forward ability
>Call down a rocket
>Watch things get blown the hell up
>There is nothing more terrifying than a V1 explosion…. Well maybe 3 V1 explosions, or 6 Tiger tanks, God forbid that ever happen.