For a quick rundown:
Urban, best against a light grenspam with a couple bunkers. Flares and SA are good for spotting with mortars, so if I go HMs I usually go Urban. KV-2 and double flame Sturmovie are also a good counter to scattered entrenchments but not concentrated ones. Urban is a good doctrine against a player who doesn't have fast reflexes and likes to play it slow with lots of MGs etc. A surprise Partisan attack can win the game there and most of Urban's tools are best against weapons teams and MGs. Urban is worst against T3 Wehr.
Against very heavy infantry spams with a lot of defenses, prop is best. It's also useful against a fast T3 because NI can perform better than THs in an AT role (now). Prop is good all round but is weak if facing a heavy enemy tank unless you already have a few AT defenses up. I will usually default to prop if I can't decide on a doctrine because the additional arty support lategame adds a new facet to my army, rather than just giving me some better version of what I already have or can get. In 1.6, if I float a lot of midgame munitions I definitely go prop. Prop is also good when enemy infantry is stronger than yours and extremely aggressive, since you can use a lot of defensive bonuses to even the tide.
I normally go breakthrough against enemy T3 or if I know he's chosen a doctrine with a heavy endgame tank. I sometimes go BT when I have a very heavy T2 of my own and emulate a grenspam -> KT type tactic with an IS-3 instead. Breakthrough can be used if you are strong already non-doctrinally (heavy T2) by going RHS or if you need that shock unit by going LHS tank riders.
If you get into an argument with me, you're wrong.
Last edited January 13, 2012 at 4:07 PM by GodlikeDennis