Doctrine

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Doctrine por Mind Map: Doctrine

1. 3 Categories

1.1. only 3 Slots

1.1.1. 9 options

1.1.1.1. Support

1.1.1.2. Tank

1.1.1.3. infantry

2. Mass

2.1. Infantry

2.1.1. upgrades

2.1.1.1. Tanks

2.1.1.2. Support weapons

2.1.1.2.1. HMG

2.1.1.2.2. ATG

2.1.1.2.3. mortar

2.1.1.3. infantry

2.1.1.3.1. Tanks lead the way - Sprint if close to tanks

2.1.1.3.2. military Service - reduces recruiting costs for riflemen

2.1.1.3.3. Grenade long throw - 5 m more range

2.1.1.4. infantry moral

2.1.1.4.1. blobsreceive less suppression

2.1.1.4.2. bravery - alone standing sqauds gain passive heal

2.1.1.4.3. infantry gains bloodlust - after 6 kills heroic crits but also more received accuracy

2.1.1.5. infantry weapons

2.1.2. unit unlocks

2.1.2.1. tankhunter - 3 man 1 zook

2.1.2.2. Mortar emplacement - more range, better reload

2.1.2.3. Rep emplacement

3. hard weapons and arty

3.1. Tank

3.1.1. upgrades

3.1.1.1. Artellery Shells

3.1.1.1.1. HE Shells - more AoE

3.1.1.1.2. Damage

3.1.1.1.3. shrapnell spawn

3.1.1.2. arty spotter

3.1.1.2.1. Pioneers - better buildtime and trenches

3.1.1.2.2. Munitionsdepot +2 shells = 8 shells

3.1.1.2.3. binoculars + 10 sight in 1 direction

3.1.1.2.4. + 1 Guard

3.1.1.3. tanks

3.1.1.3.1. Phosphor shot

3.1.1.3.2. smoke Canister

3.1.1.3.3. Sherman Sandbags - received penetration

3.1.1.4. tankcrew

3.1.1.4.1. crew weaponary

3.1.1.4.2. grenades

3.1.1.4.3. medpacks

3.1.2. unit unlocks

3.1.2.1. HMG emplacement

3.1.2.2. M3 Lee

4. Good Quality

4.1. Marines

4.1.1. upgrades

4.1.1.1. Riflenades

4.1.1.2. BAR

4.1.1.3. mortar smoke

4.1.1.4. Fire up - breaks suppression, but received accuracy and damage will drastically incresead

4.1.2. unit unlocks

4.1.2.1. Marines- 4 man sqaud no heroic crit

4.1.2.2. captain - heroic crits

4.1.2.3. medics

4.1.2.4. camoflage emplacements

5. Airborne

5.1. Airborne squad

5.1.1. 5 man

5.1.2. equipment

5.1.2.1. Stikys

5.1.2.2. Bars

5.1.2.3. Upgraded rifles?

5.1.2.4. Sprint, NOT FIRE-UP

5.1.2.5. Nades, demo-charges

6. brandenburger - 2 man, (instant cloak in cover, heroic armor, bundle nade, radio reveals enemy units in fow, mark target for arty, binoculars) OR (crawl cloak with radio and mark target) OR cloak when close to enemy units, detection 10 m - 30 m with democharge and radio giving blackout

7. Heer

7.1. Upgrades

7.1.1. Panzerimprovements

7.1.1.1. improved Engine - max Speed, accel/deccelaration

7.1.1.2. Scopes - long range accuracy

7.1.1.3. Turret rotation

7.1.2. verbesserte Munition (limited usage)

7.1.2.1. long Range shell

7.1.2.2. HE Shells

7.1.2.3. APCR Shells

7.1.3. infanterie Equipment

7.1.3.1. medkits

7.1.3.2. Pervitin Pills - heroic crits 0,5 Sight. for 2 min - after that DEBUFF walk, accuracy, sight and HP for 2 min

7.1.3.3. MP40s with 2xMagsize

7.2. unit unlock

7.2.1. Sturmtruppen - better inf and with 1 smoke nade

7.2.2. Stug

7.2.3. Munition HT

7.2.4. Tiger

7.3. infanterie Training

7.3.1. Sprint

7.3.2. assault

7.3.3. Marchtraining - Sprint on Roads OR better in urban fights

7.4. Panzerequipment

7.4.1. S minen launcher

7.4.2. Smoke Launcher

7.4.3. Coaxial HMG

8. Luftwaffe

8.1. zusätzliche Panzerplatten

8.1.1. LW

8.1.1.1. 88

8.1.1.2. 4ling

8.2. upgrades

8.2.1. base

8.2.1.1. heal center

8.2.1.2. casualty center

8.2.1.3. munition depot

8.2.2. minefield

8.2.2.1. 1 more mine buyable

8.2.2.2. reduces cost

8.2.2.3. more damage

8.3. unit unlocks

8.3.1. FJs

8.3.1.1. Airdropped supplies

8.3.1.1.1. DX10 - heroic Crits, Sight, less received accuracy, cant get pinned, takes damage per sec and debuff after 2 min

8.3.1.1.2. sticky teller mine

8.3.1.1.3. Riflenade usage

8.4. Gliders?

9. Saboteure/stoßtrupp

9.1. Upgrades

9.1.1. Sniper

9.1.1.1. Scoped terror - sniper gains suppression, when cloaked and if 10m away from next inf unit

9.1.1.2. sneaking death - no tracer

9.1.1.3. build cover

9.1.2. Panzer

9.1.2.1. Camboflage equiptment -cloak in cover -detection range 40 for small tanks

9.1.2.2. Störsender - reducing enemy tank sight

9.1.2.3. Propaganda broadcast - Tankshock

9.1.3. Infanterie

9.1.3.1. Flammenwerfer - Flammer takes maximum 2 shots!!! otherwise too strong on Landser

9.1.3.2. integrated Sharpshooter - single Snipeshot

9.1.3.3. Sprengfallen - mines on inf

9.2. unit unlock

9.2.1. Sniper Ace - 100% chance to hit moving inf

9.2.2. terror Schwimmwagen - LMG, democharge

9.2.3. Marder?

9.2.4. Schützentrupp with Panzerbüchse - like regular infantry, except Rifles can destroy cover and Crit Tanks

10. 4 types

10.1. Upgrades (passives)

10.2. Equitment

10.3. Offmaps (arty)

10.4. Pilot

11. Italian doctorin, or units?

12. Fortress

12.1. Defensive

12.1.1. Emplacments, bunkers, tank traps ,barbed wire, etc

12.1.1.1. repair buker, medi bunker, regularbunker,propaganda/officer bunker?

12.1.1.1.1. trenshes?

12.1.1.1.2. mortarbunker???

12.1.1.2. mines and democharges, explosvis orientated?

12.1.2. maybe hulldown or something for tanks and vechels?

12.1.3. Howitzers?

12.1.4. Buffed spotters to help vs enemy charges?

12.1.4.1. recon vehicle?

12.1.4.2. officier other buff

13. Sturm

13.1. Combat pios

13.1.1. equipment

13.1.1.1. flammer

13.1.1.2. stabminen

13.1.1.3. Democharges, bundeled nades or at nades, smoke nades?

13.1.1.4. Goliath

13.1.1.4.1. ah :-)

13.1.1.5. real mp40

13.1.1.6. k98

13.1.2. maybe not as good as grens, but they are better then volks and they can build stuff

13.1.3. size

13.1.3.1. 4 man

13.2. Abilities

13.2.1. Smoke arty

13.2.2. Precision Strike

13.2.3. Light arty strike (mortar strike ?)

13.2.4. Blitzkrieg