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.
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.