Wikinger: In Depth Doctrine Guides
Foreword
Wikinger is a realism mod that has quickly become my favorite way to play CoH2. If you've never played realism mod like Spearhead or Wikinger than essentially realism makes combat a lot bloodier. Units shoot at each other from farther ranges, infantry will die much faster, and vehicle/tanks are much more vulnerable to AT fire. It can definitely be strange going from regular CoH2 to Wikinger but there is a lot of very interesting things worth playing the mod for.
By far one of my favorite things is the tech trees. Each nation have 4 doctrines that have a tech tree that unlocks units, abilities, and call ins that shape the unique way a doctrine plays. The really interesting part is that you have to actively spend your CP points unlocking the various things within the doctrine. This offers a lot of interesting decisions throughout the game. Should you spend you CP to get upgrades for your infantry now? Maybe save your CP to unlock a powerful tank? Or maybe get some artillery support ready for use? It can have a lot of depth and really change how a single doctrine can be played.
Really the main issue is that understanding what the doctrines is one of the hardest parts of learning Wikinger. The mod gives limited explanation as to what a specific ability or unlock does. So this is where this guide comes in. It will go through each and every doctrine within Wikinger and give detailed explanations of what each unlock does for you. Hopefully this will make playing Wikinger a much easier experience.
As a final note the complexity rating of the various doctrines relates to how difficult the division it to start out with. It does not relate to power level or being meta. It's recommended that starting with the divisions rated easy/normal as they are often well rounded and don't have major gimmicks to learn. Hard/Expert have things going on that often require some experience to learn and handle their gimicks to succeed.
If you are completely new to Wikinger I highly recommend giving this Wikinger Basics guide at least a glance as it explains many of the new/complicated aspects of Wikinger.
https://docs.google.com/document/d/e/2PACX-1vQVfbgVeh16dBRA-lhSuFhTDDtbNkkPs-8dbeRxu6tdI-SqO2r7nGAA9LnUGl2GFDo6yJLThL9MC5qN/pub
By far one of my favorite things is the tech trees. Each nation have 4 doctrines that have a tech tree that unlocks units, abilities, and call ins that shape the unique way a doctrine plays. The really interesting part is that you have to actively spend your CP points unlocking the various things within the doctrine. This offers a lot of interesting decisions throughout the game. Should you spend you CP to get upgrades for your infantry now? Maybe save your CP to unlock a powerful tank? Or maybe get some artillery support ready for use? It can have a lot of depth and really change how a single doctrine can be played.
Really the main issue is that understanding what the doctrines is one of the hardest parts of learning Wikinger. The mod gives limited explanation as to what a specific ability or unlock does. So this is where this guide comes in. It will go through each and every doctrine within Wikinger and give detailed explanations of what each unlock does for you. Hopefully this will make playing Wikinger a much easier experience.
As a final note the complexity rating of the various doctrines relates to how difficult the division it to start out with. It does not relate to power level or being meta. It's recommended that starting with the divisions rated easy/normal as they are often well rounded and don't have major gimmicks to learn. Hard/Expert have things going on that often require some experience to learn and handle their gimicks to succeed.
If you are completely new to Wikinger I highly recommend giving this Wikinger Basics guide at least a glance as it explains many of the new/complicated aspects of Wikinger.
https://docs.google.com/document/d/e/2PACX-1vQVfbgVeh16dBRA-lhSuFhTDDtbNkkPs-8dbeRxu6tdI-SqO2r7nGAA9LnUGl2GFDo6yJLThL9MC5qN/pub
Soviet Doctrines
General Soviet Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSHBRbpImonIyl3p37nW2hJfpTqEhyPxR11L-NoYBKhY7-3ehnsKvgEvtg617f6SdXkTq7gSwrDvowq/pub
Guards Tank Doctrine

https://docs.google.com/document/d/e/2PACX-1vSFvMcClGagtoDYvYRAWlyU29nfklfHOAhIDdJab8Kvjz-lE-la9g5ox8U43hP3roAUcRooS4GC_EeV/pub
Complexity: Easy
Pros: Cheap spammable T34s + Strong Late game armor with IS2 and T-34-85s
Cons: Lacks in direct fire + Infantry mostly mediocre
Guard Rifle Doctrine

https://docs.google.com/document/d/e/2PACX-1vQvwHN14UNmevVM4BvNhrobtVrskWKs7R9_WSKaDj5pYyFdNAjVZAu9wtFhQSiwnD_tQ3Cc1DzE2uXi/pub
Complexity: Medium
Pros: Powerful elite infantry + IS-1 offers excellent armor + Katyusha for late game lethality
Cons: Losses can be hard to replace + Can struggle vs superheavies
Breakthrough Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vSmfCwCMiun_qHelTp1hbKl4bBW4jPoE6lSVDhCg2393lII2-MjRpNeoMsz3MUwWSD2KV3ywDVT7tX1/pub
Complexity: Hard
Pros: Some of the heaviest buildable howitzers in great numbers + Has tools to deal with anything it faces
Cons: Mostly average infantry with a notable lack of LMGs or SMGs, One the highest muniition demand of all doctrines
OMBSOM Doctrine

https://docs.google.com/document/d/e/2PACX-1vQ6Pk6b5-mYXrq8U33ZlhCJXjzht49W9bAnF5YWKJNHzhToFRNoXC9GQ0bxzvRRgELFi328fDkOcLuJ/pub
Complexity: Hard
Pros: Excellent economy due to salvaging + Can restore German tanks to steal them + Late game can spam Rocket artillery and T-34-85s
Cons: Weak without vet + Early game is quite rough + Recon can negate camouflage
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSHBRbpImonIyl3p37nW2hJfpTqEhyPxR11L-NoYBKhY7-3ehnsKvgEvtg617f6SdXkTq7gSwrDvowq/pub
Guards Tank Doctrine
https://docs.google.com/document/d/e/2PACX-1vSFvMcClGagtoDYvYRAWlyU29nfklfHOAhIDdJab8Kvjz-lE-la9g5ox8U43hP3roAUcRooS4GC_EeV/pub
Complexity: Easy
Pros: Cheap spammable T34s + Strong Late game armor with IS2 and T-34-85s
Cons: Lacks in direct fire + Infantry mostly mediocre
Guard Rifle Doctrine
https://docs.google.com/document/d/e/2PACX-1vQvwHN14UNmevVM4BvNhrobtVrskWKs7R9_WSKaDj5pYyFdNAjVZAu9wtFhQSiwnD_tQ3Cc1DzE2uXi/pub
Complexity: Medium
Pros: Powerful elite infantry + IS-1 offers excellent armor + Katyusha for late game lethality
Cons: Losses can be hard to replace + Can struggle vs superheavies
Breakthrough Artillery Doctrine
https://docs.google.com/document/d/e/2PACX-1vSmfCwCMiun_qHelTp1hbKl4bBW4jPoE6lSVDhCg2393lII2-MjRpNeoMsz3MUwWSD2KV3ywDVT7tX1/pub
Complexity: Hard
Pros: Some of the heaviest buildable howitzers in great numbers + Has tools to deal with anything it faces
Cons: Mostly average infantry with a notable lack of LMGs or SMGs, One the highest muniition demand of all doctrines
OMBSOM Doctrine
https://docs.google.com/document/d/e/2PACX-1vQ6Pk6b5-mYXrq8U33ZlhCJXjzht49W9bAnF5YWKJNHzhToFRNoXC9GQ0bxzvRRgELFi328fDkOcLuJ/pub
Complexity: Hard
Pros: Excellent economy due to salvaging + Can restore German tanks to steal them + Late game can spam Rocket artillery and T-34-85s
Cons: Weak without vet + Early game is quite rough + Recon can negate camouflage
USA Doctrines
General USA Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSRfwCnlhAFa3UiB2NqtIKxoxqnwPL-WUPu-OM_biQmPwo_phA__J1Qmmj9Zy4-ydnUluNkVDrpzees/pub
US Infantry Doctrine

https://docs.google.com/document/d/e/2PACX-1vRMMiWq9UNITK1V-Su_ExKngFXIZIXkKqv7BfRpIwQK2KkpKapv1Vo2cWEalple8yLm1_K4VhM2ySbP/pub
Complexity: Easy
Pros: Diverse and Elite Infantry options + Solid variety of tanks and artillery to support infantry
Cons: Limited options for heavy armor + Infantry very expensive to reinforce and upkeep
US Armor Doctrine

https://docs.google.com/document/d/e/2PACX-1vQdxjiFqGXkGUD4eKiXoV3Y27EbiOgKq5VYWT5ZYC7qFrFjKfrn52eVInb_wyqVCmluYFN6dJa8OJEQ/pub
Complexity: Medium
Pros: Cost Effective Sherman Spam + Access to Heavy Armor like Pershing
Cons: Limited infantry options early on + Lacks strong indirect fire
US Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vRzktCcCn-vJ_CqQRqJ_XjDObICQPbBKeE6R9B635JI7USyyCzyiNTBN-L44lA3ljwcf1sn4ba2hw68/pub
Complexity: Hard
Pros: Plentiful indirect and off map options, Numerous defensive tools such as cheap mines and fake tanks
Cons: Requires careful spending to build indirect while also holding frontline, Munition Intensive
US Airborne Doctrine

https://docs.google.com/document/d/e/2PACX-1vRTwvkVT729MoINg3dQPVRZkptcuVdl8Y03RUTnoN7rhoxgoPfqg7SbiEDsFIMqu9CGigRWU97Oj0X4/pub
Complexity: Hard
Pros: Paratroopers offer Potent Infantry + Numerous ways to quickly bolster frontline forces+ Plentiful and powerful air strikes
Cons: Can run out of munitions limiting airstrike potential, Armor lacks punch against super heavies, Manpower can be an issue due to expensive elite infantry.
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSRfwCnlhAFa3UiB2NqtIKxoxqnwPL-WUPu-OM_biQmPwo_phA__J1Qmmj9Zy4-ydnUluNkVDrpzees/pub
US Infantry Doctrine
https://docs.google.com/document/d/e/2PACX-1vRMMiWq9UNITK1V-Su_ExKngFXIZIXkKqv7BfRpIwQK2KkpKapv1Vo2cWEalple8yLm1_K4VhM2ySbP/pub
Complexity: Easy
Pros: Diverse and Elite Infantry options + Solid variety of tanks and artillery to support infantry
Cons: Limited options for heavy armor + Infantry very expensive to reinforce and upkeep
US Armor Doctrine
https://docs.google.com/document/d/e/2PACX-1vQdxjiFqGXkGUD4eKiXoV3Y27EbiOgKq5VYWT5ZYC7qFrFjKfrn52eVInb_wyqVCmluYFN6dJa8OJEQ/pub
Complexity: Medium
Pros: Cost Effective Sherman Spam + Access to Heavy Armor like Pershing
Cons: Limited infantry options early on + Lacks strong indirect fire
US Artillery Doctrine
https://docs.google.com/document/d/e/2PACX-1vRzktCcCn-vJ_CqQRqJ_XjDObICQPbBKeE6R9B635JI7USyyCzyiNTBN-L44lA3ljwcf1sn4ba2hw68/pub
Complexity: Hard
Pros: Plentiful indirect and off map options, Numerous defensive tools such as cheap mines and fake tanks
Cons: Requires careful spending to build indirect while also holding frontline, Munition Intensive
US Airborne Doctrine
https://docs.google.com/document/d/e/2PACX-1vRTwvkVT729MoINg3dQPVRZkptcuVdl8Y03RUTnoN7rhoxgoPfqg7SbiEDsFIMqu9CGigRWU97Oj0X4/pub
Complexity: Hard
Pros: Paratroopers offer Potent Infantry + Numerous ways to quickly bolster frontline forces+ Plentiful and powerful air strikes
Cons: Can run out of munitions limiting airstrike potential, Armor lacks punch against super heavies, Manpower can be an issue due to expensive elite infantry.
UKF Doctrines
General UKF Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vS2n_qG5JtPR0iRsr6bzutc87k16d0gAwcmI7W_fkBloyuwHiLa4fQG2ZmoxIZ8tN_3IWfEDrP3tWWq/pub
Guards Armored Doctrine

https://docs.google.com/document/d/e/2PACX-1vSprpsFnRCuT6X6H8A1loovVl39TYl9gR-X9Z31_GHmxqNjaONvAXaOKqo7PeNGd_WppUsy7LREJ0Bh/pub
Complexity: Medium
Pros: Long Range Tank Destroyer Fireflies + Cromwell Spam
Cons: Infantry is underwhelming + Reliant on Fireflies to keep up with axis armor
Royal Canadian Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vTYjDEd8gWVaJQ2pM3qQBoqj_TU1YpFLGOc5bLgz1I5FdzV_MyGVyhpBGSMyCHeGoZO8AuQUfDE4FmT/pub
Complexity: Easy
Pros: Potent Artillery options for constant barraging + Strong Infantry
Cons: Relies almost entirely on M10s and Firefly to handle Axis Heavy armor which can be overwhelmed.
Commandos Doctrine

https://docs.google.com/document/d/e/2PACX-1vQlztKPyvytq8VUc_i0RP9r0IzVb966OknCw-1UoVTKKx82MnQukZnJWEMcY7HkBIeBVVzuuifHESA9/pub
Complexity: Medium
Pros: Potent elite infantry across the board + Strong anti infantry tanks
Cons: Lacks tanks that can directly kill other heavy tanks + Munitions stretched thin between abilities and expensive airstrikes + CP intensive
52nd Lowland Infantry Division Doctrine

https://docs.google.com/document/d/e/2PACX-1vTDUYkECQC30607b58Znex0xAQhMw-XuA-Nbc2l1lwy5hWGN4uQsD_B_39py0HafQ-uQ9SmiBZnW8dc/pub
Complexity: Easy
Pros: Well rounded infantry + Numerous potent call ins + Solid tools for most other needs
Cons: Lacks solutions to superheavies + Armor is tough but struggles to kill other tanks until late game
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vS2n_qG5JtPR0iRsr6bzutc87k16d0gAwcmI7W_fkBloyuwHiLa4fQG2ZmoxIZ8tN_3IWfEDrP3tWWq/pub
Guards Armored Doctrine
https://docs.google.com/document/d/e/2PACX-1vSprpsFnRCuT6X6H8A1loovVl39TYl9gR-X9Z31_GHmxqNjaONvAXaOKqo7PeNGd_WppUsy7LREJ0Bh/pub
Complexity: Medium
Pros: Long Range Tank Destroyer Fireflies + Cromwell Spam
Cons: Infantry is underwhelming + Reliant on Fireflies to keep up with axis armor
Royal Canadian Artillery Doctrine
https://docs.google.com/document/d/e/2PACX-1vTYjDEd8gWVaJQ2pM3qQBoqj_TU1YpFLGOc5bLgz1I5FdzV_MyGVyhpBGSMyCHeGoZO8AuQUfDE4FmT/pub
Complexity: Easy
Pros: Potent Artillery options for constant barraging + Strong Infantry
Cons: Relies almost entirely on M10s and Firefly to handle Axis Heavy armor which can be overwhelmed.
Commandos Doctrine
https://docs.google.com/document/d/e/2PACX-1vQlztKPyvytq8VUc_i0RP9r0IzVb966OknCw-1UoVTKKx82MnQukZnJWEMcY7HkBIeBVVzuuifHESA9/pub
Complexity: Medium
Pros: Potent elite infantry across the board + Strong anti infantry tanks
Cons: Lacks tanks that can directly kill other heavy tanks + Munitions stretched thin between abilities and expensive airstrikes + CP intensive
52nd Lowland Infantry Division Doctrine
https://docs.google.com/document/d/e/2PACX-1vTDUYkECQC30607b58Znex0xAQhMw-XuA-Nbc2l1lwy5hWGN4uQsD_B_39py0HafQ-uQ9SmiBZnW8dc/pub
Complexity: Easy
Pros: Well rounded infantry + Numerous potent call ins + Solid tools for most other needs
Cons: Lacks solutions to superheavies + Armor is tough but struggles to kill other tanks until late game
Wehrmacht Doctrines (Ostheer)
General Wehrmacht Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSzO3zRobNSs1VcW9aCAtu8gltLnsTNbE4AEciubryRyiKP_GpA3AvfCXqvMShf_YgVekdeqWLpVVXB/pub
Panzerjager Doctrine

https://docs.google.com/document/d/e/2PACX-1vSWcHZ3l1Ytlm75i0JhSYd6SaOzD-j1Oiyt-PZvcsX7OsB0Ycf3XBsOfZHvXasGZf8bkU8YCCCWxSO6/pub
Complexity: Hard
Pros: Wide variety of Tank Destroyers + Cheap and spammable infantry with volksstrum + Jagdtiger Ace
Cons: No off map support + Armor lacks Anti Infantry options
Panzergrenadier Doctrine

https://docs.google.com/document/d/e/2PACX-1vTijxzPCUiMZ316BzqXPr0OyBb0rWOnZsXrypWT0MYpMaEVVJFi_WjTL2AgIDHYNJEZaNZ4hrAthKcw/pub
Complexity: Easy
Pros: Cheap and upgraded Panzer IVs + Well Rounded Infantry + Strong tank Call ins
Cons: Limited off map support + Lacks any super heavy tank unlike most German doctrines
Volksgrenadier Doctrine

https://docs.google.com/document/d/e/2PACX-1vT_8RXx4Xs2jJfvK0JbobtcW8wGfKe1xBwxHf8Nd-ip92antLZg_Cp475_ROwZoL--vfXAsm4xkyHaK/pub
Complexity: Medium
Pros: Infantry is cheap and upgraded for free results in a good economy, Hetzer Spam + Sturmtiger and Volks artillery gives late game potency
Cons: Lack of generalist medium tanks + Many important upgrades are spread in various CP trees + Reliant on Panther Ace/Strumtiger for heavy killing power
Static Infantry Doctrine

https://docs.google.com/document/d/e/2PACX-1vR0FyZJ-IAaw3bmlwKqFOZsZweFusY-UAHZUqQYdCSGZqJOyzpC91Jayiemwxby9gcMg_H3TI4sQ3vF/pub
A second link with the buildables
https://docs.google.com/document/d/e/2PACX-1vRfulTPoUmX9EKT86HE5-Zv3Vb_iQW9rE8MsQ1yB6wXCPNskBk8P_B6yuzgshk4Hz02wgTqNWggldSb/pub
Complexity: Hard
Pros: Numerous artillery options + Large amount of MGs + Buildables are incredibly potent at defending
Cons: Buildables are expensive + Lacks offensive power
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vSzO3zRobNSs1VcW9aCAtu8gltLnsTNbE4AEciubryRyiKP_GpA3AvfCXqvMShf_YgVekdeqWLpVVXB/pub
Panzerjager Doctrine
https://docs.google.com/document/d/e/2PACX-1vSWcHZ3l1Ytlm75i0JhSYd6SaOzD-j1Oiyt-PZvcsX7OsB0Ycf3XBsOfZHvXasGZf8bkU8YCCCWxSO6/pub
Complexity: Hard
Pros: Wide variety of Tank Destroyers + Cheap and spammable infantry with volksstrum + Jagdtiger Ace
Cons: No off map support + Armor lacks Anti Infantry options
Panzergrenadier Doctrine
https://docs.google.com/document/d/e/2PACX-1vTijxzPCUiMZ316BzqXPr0OyBb0rWOnZsXrypWT0MYpMaEVVJFi_WjTL2AgIDHYNJEZaNZ4hrAthKcw/pub
Complexity: Easy
Pros: Cheap and upgraded Panzer IVs + Well Rounded Infantry + Strong tank Call ins
Cons: Limited off map support + Lacks any super heavy tank unlike most German doctrines
Volksgrenadier Doctrine
https://docs.google.com/document/d/e/2PACX-1vT_8RXx4Xs2jJfvK0JbobtcW8wGfKe1xBwxHf8Nd-ip92antLZg_Cp475_ROwZoL--vfXAsm4xkyHaK/pub
Complexity: Medium
Pros: Infantry is cheap and upgraded for free results in a good economy, Hetzer Spam + Sturmtiger and Volks artillery gives late game potency
Cons: Lack of generalist medium tanks + Many important upgrades are spread in various CP trees + Reliant on Panther Ace/Strumtiger for heavy killing power
Static Infantry Doctrine
https://docs.google.com/document/d/e/2PACX-1vR0FyZJ-IAaw3bmlwKqFOZsZweFusY-UAHZUqQYdCSGZqJOyzpC91Jayiemwxby9gcMg_H3TI4sQ3vF/pub
A second link with the buildables
https://docs.google.com/document/d/e/2PACX-1vRfulTPoUmX9EKT86HE5-Zv3Vb_iQW9rE8MsQ1yB6wXCPNskBk8P_B6yuzgshk4Hz02wgTqNWggldSb/pub
Complexity: Hard
Pros: Numerous artillery options + Large amount of MGs + Buildables are incredibly potent at defending
Cons: Buildables are expensive + Lacks offensive power
SS Doctrines (OKW)
General SS Unit Guide
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vQ9Iyl_VgXVf2F0c47l8NBJsfKibOFYXoFBq6eXPguKRjMxBDUS7GceRAwJKD-mQoTtvlE3rTi4rpyl/pub
Wunderwaffe Doctrine

https://docs.google.com/document/d/e/2PACX-1vSDn6pv6c1IcwdWWd5a6L9yi64MVzN5qEZ8b18sLV9Oi4TKlWFWkJxUkF0ALnptv5VN6kxXfNTAH5hK/pub
Complexity: Expert
Pros: Buildable Tiger Is + King Tiger + Incredible scaling on many units + Can get a very fast Tiger Ace
Cons: Tech is incredibly expensive + Weak starting infantry + Many moments of weakness before late game
SS Artillery Doctrine

https://docs.google.com/document/d/e/2PACX-1vRhUBLAo0_oYbEpy7Xc53WmXo1vElQMuJzrx_Mm3Z2NQtwOwWKPsQ60roV_pjwxH_DkoQIrP2vZ89YV/pub
Complexity: Easy
Pros: Off map artillery provides strong in direct fire without being vulnerable themselves + Infantry is powerful and scales well into the late game + Buildable Pak 40s.
Cons: Limited armor options and no heavy tanks + Artillery sucks up muntions and manpower for upkeep
Luftwaffe Doctrine

https://docs.google.com/document/d/e/2PACX-1vQJLQWIvRIsCZJW7DPM1VoXZ2FsVm71yIgxp2aoagbAJEp_SQGt3xddj3lTkvFZap0K5DDhBSWv4B7n/pub
Complexity: Medium
Pros: Fallschrimjager elite infantry + Numerous air strikes + Buildable Panthers
Cons: Expensive munition requirements + Expensive manpower due to high reinforcement costs
Iron Will Doctrine

https://docs.google.com/document/d/e/2PACX-1vQEO_F6I-7bTXMnOJGRpMGlZUvvYIHNjjx_pt3mkaGh1prM4iYYFXbemVaGmdUp1xu_B0JA0mFKrOEo/pub
Complexity: Hard
Pros: Excellent Manpower economy + Strong defensive options such as free panzerfausts + Versatile options late game
Cons: Higher micro needed due to constant merging + RNG forces adaptation + CP intensive and can cause timing delays
The following guide mainly covers the various units that exist in various doctrines.
https://docs.google.com/document/d/e/2PACX-1vQ9Iyl_VgXVf2F0c47l8NBJsfKibOFYXoFBq6eXPguKRjMxBDUS7GceRAwJKD-mQoTtvlE3rTi4rpyl/pub
Wunderwaffe Doctrine
https://docs.google.com/document/d/e/2PACX-1vSDn6pv6c1IcwdWWd5a6L9yi64MVzN5qEZ8b18sLV9Oi4TKlWFWkJxUkF0ALnptv5VN6kxXfNTAH5hK/pub
Complexity: Expert
Pros: Buildable Tiger Is + King Tiger + Incredible scaling on many units + Can get a very fast Tiger Ace
Cons: Tech is incredibly expensive + Weak starting infantry + Many moments of weakness before late game
SS Artillery Doctrine
https://docs.google.com/document/d/e/2PACX-1vRhUBLAo0_oYbEpy7Xc53WmXo1vElQMuJzrx_Mm3Z2NQtwOwWKPsQ60roV_pjwxH_DkoQIrP2vZ89YV/pub
Complexity: Easy
Pros: Off map artillery provides strong in direct fire without being vulnerable themselves + Infantry is powerful and scales well into the late game + Buildable Pak 40s.
Cons: Limited armor options and no heavy tanks + Artillery sucks up muntions and manpower for upkeep
Luftwaffe Doctrine
https://docs.google.com/document/d/e/2PACX-1vQJLQWIvRIsCZJW7DPM1VoXZ2FsVm71yIgxp2aoagbAJEp_SQGt3xddj3lTkvFZap0K5DDhBSWv4B7n/pub
Complexity: Medium
Pros: Fallschrimjager elite infantry + Numerous air strikes + Buildable Panthers
Cons: Expensive munition requirements + Expensive manpower due to high reinforcement costs
Iron Will Doctrine
https://docs.google.com/document/d/e/2PACX-1vQEO_F6I-7bTXMnOJGRpMGlZUvvYIHNjjx_pt3mkaGh1prM4iYYFXbemVaGmdUp1xu_B0JA0mFKrOEo/pub
Complexity: Hard
Pros: Excellent Manpower economy + Strong defensive options such as free panzerfausts + Versatile options late game
Cons: Higher micro needed due to constant merging + RNG forces adaptation + CP intensive and can cause timing delays
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