Commander Changes (Temporary Article)

This article contains a (mostly) full list of commander ability changes. This isn't formatted in any particular way and will only exist until a proper article can be created.

## Soviets

### Passives/HQ unit unlocks

Advanced Fortifications ----> *Cointet Element Tank Traps*: Allows Combat Engineers to build Belgian Gates (TOTALLY USELESS LMAO)

Airborne Rally Points ----> Allows Engineers to build Airborne Rally Points (functionally unchanged form vCoH)

Tank Hunter Ambush Tactics ----> Unchanged

AT Gun Ambush Tactics ----> Unchanged

B-4 Superheavy Artillery ----> ***GD-17 AGAS Gun System***: Allows Engineers to build the massive GD-17 artillery system (**MASSIVE MEME POTENTIAL**)

Booby Trap Territory ----> Unchanged

Conscript Assault Package ----> *Conscript AK-43 Package*: See the page on Conscript Squad for details. Applies to a number of specialization-locked Conscript-equivalents such as Freedom Fighters.

Conscript PTRS Package ----> *2x M9 Bazooka Tank Hunter* Package: See the page on Conscript Squads for more details.

Infantry Repair Package ----> Unchanged

KV-1 Heavy Tank ----> ***T-43 Medium Tank*** (Intermediary 'Premium' medium tank that costs 70 fuel; basically a heavily improved T-34-76)

M4C Sherman ----> M4A3 105mm 'Killdozer' Sherman (Basically a 105mm Sherman with beefed up armor and HP and a gun that shoots incendiary ammunition; not the greatest but very fun to use).

KV-8 Flamethrower Tank ----> KV-8 Flamethrower Tank but now it shoots both weapon systems at the same time

T-34-85 Medium Tank ----> T-44-100 Medium Tank (Heavily armored medium tank with a big gun; basically a Soviet Panther with better AI but worse AT)

ML-20 Howitzer ----> Unchanged (still trash lolmao)

PMD-6M Light Anti-vehicle Mines ----> Unchanged

Radio Intercept ----> Unchanged

Repair Station ----> Improved Logistics: Allows fuel and munitions caches to be upgraded to provide passive buffs to nearby units (Muni Caches heal infantry and Fuel Caches repair vehicles)

Scorched Earth Policy ----> Unchanged

Vehicle Crew Training ----> Unchanged

### Munitions Abilities/Offmaps

Airdropped Weapon Supplies ----> Changed so that the PPSh-41s are replaced by AK-43s and now applies to basically every Soviet infantry unit (some get AKs, some get SVTs, and no, I'm not compiling the full list right now).

**Everything else ----> Functionally unchanged or not changed enough to be worth noting**

### Unit Call-ins

Forward Headquarters (why is this here) ----> Unchanged

Commissar Squad ----> Unchanged (still nice to have since it is a very good way to heal troops in the field for free)

DShK-38 MG team ----> **ShVAK 20mm Cannon** (basically a DSHK on steroids; very fun to use but not terribly practical)

HM-38 120mm Mortar ----> **M1938 Mountain Gun** (Basically a Zis-3 that has the ability to autofire with its HE barrage; very strong for obvious reasons)

Guards Rifle Infantry ----> **Red Banner Guards** (basically Guards with access to an M9 Bazooka upgrade that also provide a passive aura buff to all nearby infantry)

Airborne Guards ----> Unchanged (bad unit)

Shock Troops ----> **Spetznaz Squads** (god-tier anti-infantry units; borderline OP)

Partisan Units ----> Unchanged for the most part (bad in most cases)

IS-2 Heavy Tank ----> **IS-4M 'Vozhd'** (Superheavy tank that is basically an IS-2 that can fire two shots in rapid succession and has way more armor and HP; very powerful)

ISU-152 ----> **ISU-203** (Extremely slow heavy assault gun that is armed with a B-4 howitzer; it is capable of oneshotting basic medium tanks and can deal massive damage to infantry with its HE shot barrage but has an insanely long reload)

KV-2 Heavy Tank ----> Siege KV-2 (Basically a stock KV-2 that is constantly in siege mode and has a hull-mounted 20mm gun; might have minor armor improvements)

## Wehrmacht

### Passives/HQ units

Camouflage Training ----> Functionally unchanged

Breakthrough Equipment ----> Functionally unchanged

Infantry Entrenching Tools ----> Functionally unchanged

Defensive Fortifications ----> Functionally unchanged

Reigel Anti-tank Mine ----> Functionally unchanged (idk if this even works in TAP since the Commander Update)

Hull Down ----> Functionally unchanged

Jaeger Light Infantry Upgrade --------> Functionally unchanged for German Units (still sucks) but replaces the Hohei Squad's (IJA mainline unit) Type 38 Arisaka Bolt-Action Rifles with Type 4 Semi-automatic rifles, providing a sizeable boost to their damage output.

Model 24 Stun Grenade ----> Replaced by a Troop Training ability that allows you to grant a squad a set amount of veterancy XP for 125 Manpower and 25 Fuel; not terribly useful but it has its uses.

Mobile Observation Post (Sdkfz 251) ----> Functionally unchanged

LeFH 18 Howitzer ----> LeFH is functionally unchanged but this ability now unlocks the Ballistic Missile Bunker (short-range heavy artillery bunker) as well.

Pak-43 Anti-Tank Gun ----> Replaced by a Pak-45 Rail Gun emplacement (Great anti-tank while also having strong anti-infantry with HE rounds)

Panzer IV J ----> Unlocks the I.K. VI, the OKW variant of the I.K. V medium tank (more armor and HP). Functionally unchanged since it unlocks the I.K.VI which is essentially to the I.K V what the vCoH Panzer IV J is to the Panzer IV G.

Sd.Kfz 250/1 ----> Functionally unchanged apart from pricing

Sd.Kfz 234/2 ----> Functionally unchanged apart from pricing

Panzer Tactician ----> Functionally unchanged but allows you to do double-smoke screens on a lot of tanks.

Spotting Scopes ----> Functionally unchanged

Veteran Squad Leaders ----> This basically is OP since at 3 CP it gives every single German mainline infantry squad (**including specialization units**) for free which is insanely good for obvious reasons. It also improves the combat effectiveness of IJA infantry but the extent of the bonuses is unclear.

### Munitions abilities/offmaps

Everything here is functionally unchanged. Some of the abilities have been spiced up and may have cost changes (Close the Pocket has more interesting explosives for example) but they all function about identically to how they do in vCoH.

### Unit Call-ins

Assault Grenadiers ----> Functionally unchanged apart from costs and an added upgrade

Osttrupen ----> Functionally unchanged apart from cost

Artillery Field Officer ----> Replaced by **Kommandant Squad** (basically the same as the old unit but a bit stronger)

Osttrupen (both basic and Reserves abilities) ----> Functionally unchanged apart from cost decrease and weaponry buffs (175 MP/squad vs vCoH 200)

Jaeger Command Squad ----> Functionally unchanged but has some improved weaponry

Stormtroopers ----> Functionally unchanged but has better weaponry

Stug III E ----> Replaced by Stug III J (same role as Stug III E but now it fires in 3-round bursts for added anti-infantry damage)

Tiger I ----> Functionally unchanged apart from reduced cost

Tiger Ace ----> Functionally unchanged but now costs way less (800 manpower and 180 fuel) and has a hull-mounted flamethrower and Toggle HE

Mortar Halftrack ----> Functionally unchanged but now fires more powerful Rocket Mortar projectiles

Elephant Tank Destroyer ----> Now is armed with a rapid-fire ten shot autoloaded gun (basically an advanced Pak-40 with 10 shots per clip instead of 5)

## American Expeditionary Force/USF

### Passives/HQ units

Veteran Vehicle Crews ----> Unchanged

Advanced Infantry Equipment ----> Unchanged

Fired Up ----> I have no idea how this is changed; might test later

M10 Wolverine Tank Destroyer ----> Changed to an **M18 Hellcat** call-in (TD with poor armor/HP and meh gun performance but is very fast and has a low production cost)

M4A3E8 'Easy Eight' Sherman ----> Changed to an overpriced M4A3E8 Command Tank call-in (basically an Easy 8 with more sight range, a passive buff aura, and a Mark Target ability)

Urban Assault Kit ----> Unchanged

Riflemen Field Defenses ----> Unchanged in form but now allows Riflemen to repair vehicles/structures (very good ability)

M1919A6 Weapon Racks ----> Unchanged

Reserve Armor ----> Unlocks the **M9A2 Heavy Assault Gun** (heavily armored TD with decent AT and a very powerful anti-infantry upgrade) in the Company Command Post and for some reason doesn't unlock the Sherman Bulldozer upgrade

Sherman Assault Kits ----> Unlocks the Sherman Dozer Blade upgrade along with WP shells and for some reason unlocks the M9A2 Tank Destroyer (likely a bug)

Mechanized Groups ----> Improves the armor value of all base-roster Light Vehicles

### Munitions Abilities/Offmaps

Paradrop M1 57mm AT gun ----> Paradrop M3 '3-inch' AT gun (more damage/penetration than 57mm but is more sluggish to use)

P-47 Rocket Strike(loiter) ----> P-47 Mixed Assault: This is basically the vCoH ability but instead it calls in an additional two P-47s that attack enemy infantry with their .50 cals; objectively OP but insanely funny to use.

P-47 Strafe ----> XP-72 Strafe: Calls in an XP-72 Thunderbolt to strafe the target area with its 37mm guns; damages and pins infantry and stuns vehicles that are hit by it.

**Everything else ----> Functionally unchanged**

### Unit Call-ins

Assault Engineers ----> Functionally unchanged but cost less and are a 6-man squad

Cavalry Riflemen ----> Functionally unchanged but are now a 6-man squad and cost less

Pathfinders ----> Functionally unchanged but cost less and are a 5-man squad and also have access to a Scoped AR-15 Package (improves long-range/moving DPS)

I&R Pathfinders ----> Functionally unchanged (same changes as basic Pathfinders)

Paratroopers ----> Functionally unchanged but now they have stronger base armaments (AR-15s) and have some improved abilities

Rangers ----> **Delta Squads** ***(SATAN IN HUMAN FORM)***

M8 Greyhound ----> Functionally unchanged outside of massive price/CP reduction

M7B1 Priest ----> Unchanged

M21 82mm Mortar Half-Track ----> M21 4.2in Mortar Half-Track; Functionally unchanged but now it fires more powerful rounds.

M4A3 105mm Sherman ----> 'Killdozer Sherman' (Basically a 105mm Sherman with beefed up armor and HP and a gun that shoots incendiary ammunition; not the greatest but very fun to use).

M4 'Calliope' Sherman ----> T40 'Wizzbang' Sherman (Basically a Sherman with an auto-fire rocket rack on top. Doesn't do much damage so it isn't that practical but it still is fun to spam)

M26 Pershing ----> T30 Heavy Tank (A very expensive heavy tank with surprisingly meh durability that is armed with a 155mm gun that is very good at destroying tanks)

## OKW

### Passive Abilities/HQ units

Assault Package ----> Sturmpioneer flamethrower upgrade is unchanged but the Volksgrenadier package now provides them with 6x FG-42s instead of 6x MP-40s (very powerful upgrade and is mandatory if you want your volks to function in the late-game)

Early Warning Systems ----> Functionally unchanged

Emergency Repairs ----> Functionally unchanged

Field Defenses ----> Functionally unchanged

Heavy Fortifications ----> Functionally unchanged

Ostwind IV ----> Functionally unchanged but now is a call-in and spawns a Raketenostwind

Flamehetzer ----> Replaced by the **Dicker Max** gun carrier (I have no clue what this does)