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DoctrineTier 1Tier 2Tier 3Tier 4
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Assault WarfareRRS +10% damage to heavies. +5% damage to everything elseBoth Fireup and slow duration increased.Ok i wanted to lay out a basic sheet for us to all take a look at. basically the formula that i have come up with goes pretty standard and like this. we have 12 doctrine selections we need to balance in a unique and clear way how do we do this so we can standardise this and make it easier for everyone but effective and fun. every doctrine selection will have 1-3 buffs depending on how you guys want to balance the mod more buffs obvously can make it harder to balance the game. we also want to keep a vcoh theme and balance
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Basic improvementsAll Smoke grenades +1 use.Airborne Reduced scatter and drop timeAll Lvs Increased speed 10s upon entering the fieldAp Round Duration HMG +3s durationOk so i split up these into 3 collums assault warfare which will house our more offensive buffs. Basic improvements is more i guess basic for build times and the such. behind enemy lines will kinda aid some goofy stuff you will see it will work out in the end. Great so now we have a basic layout so what is something in vcoh airborne do?. hit and run tactics tackling heavy tanks and just all around a solid platform
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Behind the linesMines give 6.5m Sight when placed.LVS can purchase 1 repair kit. LVS -50% rof while repairingT17 gains Increased sight and moving acc +10%
All Airborne infantry +2.5msight/detection
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Unit UpgradesAirbourne support teams
(ATG, mg, mortar)

unlocked for purchase
Airborne receive purchasable upgrades:
LMG and Vehicle Mines. Airborne paradrop mobile 105 (Liege identical)
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Fires a Volley of grenade at designated target.
50 munitions
Unlocks Smoke volley 30 Munitions

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OffmapsRecon runStrafing runBombing run
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Unit UnlocksAirbourne

Unlocked for purchase
Pathfinders

AB riflemen

unlocked for purchase
AB medic

Unlocked for purchase
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balls