Hi, I have a battlegroup suggestion. Doing this because I have free time from work and I find this type of exercise fulfilling. So please comment and critique, Thank you!!
Faction: Wehrmacht Battlegroup name: Specialized Arsenal Description: Utilize specialized upgrades and unique abilities to combat whatever enemy units you encounter on the battlefield. Arm your infantry with the Panzerbüchse to deter light vehicles, and follow up with either the Sd.Kfz. 234 'Puma' to further provide anti-vehicle support, or the Grille Ausf. K for long-range fire support.
Idea: I find that when playing Wehrmacht, more so than any other faction, it's a race to your AT units in order to maintain your presence on the frontlines. MG 42 is essential in the first 5~7 minutes, but if you don't have AT units ASAP, you will be dislodged when the Humber/M8 Greyhound/Stuart starts rolling past your MG's. Hence, zoning out the enemies early on and then rushing to AT units is kinda essential (at least for me).
So I came up with the idea of this battlegroup, which enables Wehrmacht to have soft AT options early game, at the cost of being munitions hungry. Of course, further down the line there are passive abilities that could circumvent that weakness, and I balanced it by having this doctrine revolved around glass-cannon units and not having any heavy armor call-ins.
Generally this battlegroup's 'micro' burden sits on two things: tracking all of the available unit abilities, and quick usage of said abilities to turn the tide of battle. Which is why there are a lot of passive abilities & even an 'auto' artillery unit to help even the load.
Well then, here it goes:
Inherent abilities: By choosing this battlegroup, PAK 40 guns gain the 'Rapid response' ability (30 munitions), which increases it's rate of fire by 30%, but reduces it's accuracy by 50%. The Sniper's 'pinning shot' is now replaced with 'Incendiary pinning shot' that also causes fire damage in a small AOE.
Left tree: ARSENAL MANAGEMENT
1A: Anti-vehicle Equipment (1 CP) Passive ability Gives all infantry units except Panzergrenadier an option to get one Panzerbüchse upgrade for 30 munitions. For grenadiers, this upgrade will eliminate the merge ability, but decreases the cost of Panzerfaust by 10 munitions. For Pioneers, this upgrade will also add one more model to the squad. For Jager and Stoßtruppen, the gun would have better performance vs enemy infantry units (+15% accuracy). Meanwhile, Panzergrenadier would get access to Hafthohlladung Anti-Tank Grenade (25 munitions) without needing any upgrades.
OR
1B: Medical Equipment (2 CP) Passive ability Grants all infantry units the Medkit ability (Grenadiers will immediately unlock the ability at vet 0). Pioneers also gain the 'bolster squad' upgrade (15 munitions) that adds one more model to the squad.
2: War Spoils (2 CP) Passive ability Whenever you destroy an enemy unit, munitions will be provided at random. Each enemy infantry killed will provide 1 to 3 munitions. Each destroyed enemy light vehicles will provide 4 - 6 Munitions. Each destroyed enemy tanks will provide 7 - 9 Munitions.
3A: Sd.Kfz. 251/10 (1 CP) Call-in ability (250 MP 25 Fuel 6 Pop) Deploys a Sd.Kfz. 251/10 Fire Support Vehicle. 45 range with 320 HP (15 front armor, 10 side and 6 rear). Has the 'Establish Fire Support' toggle ability, which locks the unit in place, disabling movement but not rotation. This will allow the unit to improve the penetration of nearby allied units by 33% and the rate of fire by 25% (excluding self). Only one vehicle is allowed on the battlefield at any given time. Also has the 'Defensive Positions' ability (50 Munitions) which reduces incoming damage by 25% to all nearby allied units for a limited time.
OR
3B: Sd.Kfz. 251/3 (1 CP) Call-in ability (250 MP 25 Fuel 6 Pop) Deploys a Sd.Kfz. 251/3 Communications Vehicle. 35 range with 320 HP (15 front armor, 10 side and 6 rear). Has the 'Establish Communications' toggle ability, which locks the unit in place, disabling movement but not rotation. This will allow the unit to improve the sight range of nearby allied units by 25% and accuracy by 25% (excluding self). Only one vehicle is allowed on the battlefield at any given time. Also has the 'Artillery Support' ability (100 Munitions) which calls down an artillery barrage at the designated area.
Right tree: ARSENAL DEPLOYMENT
1A: Sd.Kfz. 304 'Springer' (0 CP) Unlock ability Replaces the Kettenkrad with the Springer, a tougher reconnaissance unit that has higher armor (5 frontal, side and rear) as well as higher HP (200). Can lay mines (30 munitions) and place booby traps (45 munitions - identical to the DAK version), but loses the 'reconnaissance scan' toggle ability. Can be upgraded with 'demolition storage' (25 munitions), reducing the munitions costs of its mines and booby traps by 20%.
OR
1B: Remote Supply Lines (1 CP) Passive ability Reduces the cost and build time of resource caches by 15%. Also upgrades them to include a communications tower, increasing its health by 80 and providing 35 sight range. Territories with resource caches could also provide resources without being connected to the base sector.
2: Weapon's Free (3 CP) Active ability (90 Munitions) Immediately reset all unit abilities that costs munitions. Units that are affected would also gain one-time free usage of munitions related ability, limited to one ability per usage. Can be stacked (up to a maximum of 3). All units with a free ability will have special indicators on it's health bar to indicate the amount of uses available.
3A: Sd.Kfz. 234/2 'Puma' (1 CP) Call-in ability (300 MP 40 Fuel 7 Pop) Deploys a Sd.Kfz. 234/2 'Puma" Armored Car. 50 range with 420 HP (50 front armor, 30 side and 20 rear). Very effective against light vehicles, and can damage tanks when flanking. Has the 'Engine Shot' (35 Munitions) ability, which targets the vehicle's engine. Causes engine damage on vehicles that reach 50% health or below.
OR
3B: Grille Ausf. K (3 CP) Call-in ability (330 MP 50 Fuel 10 Pop) Deploys a 15 cm sIG 33 (Sf) auf Panzerkampfwagen 38(t) Self-propelled Artillery. 120 range with 260 HP (50 front armor, 25 side and 10 rear). Slow rate of fire, but highly effective against stationary targets. Must 'Site Main Gun' (toggle ability that locks the unit in place, disabling movement but not rotation) in order to attack.
So that's it. What do you guys think? I hope relic reads this and maybe inspire future battlegroups? Well one can hope. Thanks again for reading. note: updated
Now See this is what i was waiting for someone to release their ideas first so i can reply my own
I have one for British Forces
Battlegroup Name: Commonwealth Support Battlegroup
Description: Ultilize the British Commonwealth nations to shore up support ANZAC Forces Offer Defense while Canadian and Polish Units provide Offensive Support
Left Tree: Canadian Shock Operations
1CP: Canadian Shock Section
Cost 340 manpower 10 Pop cap
Role: Anti İnfantry/elite
Description: 6 man assault squad armed with M1 thompson SMG(stick mag) compared to M1928's used by Gurkhas and Guards
can breach bulidings and throw White phosphorus nades
next we have two options one for 2CP and other with 3 CP
2A: Into the Breach for 2CP
description: All British infantry Squads are now trained with breach tactics and units already have breaching has improved breaching improved breaching is faster and traps the enemy squad inside garrison when yellow bar appears.
2B: PIAT launchers
Description: All unupgraded infantry sections and new sections can be upgraded with Piat Launchers instead of BOYS AT rifle PIAT deals more damage but it is less accurate and more expensive to wield (as a counter measure to discourage PIAT blob)
And Finally last 2 diverse Options for the left tree differs between 6CP and 9CP
3A: Polish Assault Support.
Description: Upon Paying 250 Munition 2 AI controled Shermans and 2 Bren Equipped infantry Sections and a Guards squad will be deployed into the field Similiar to Infantry Assault from US Ranger Battlegroup these units move in an attack move formation and will withdraw after engaging the enemy for 60 seconds use this abality to distract the enemy or bolster your own assault.
3B: Churchill Crocodile Assault Tank
Description. Deploys a heavily armored Churchill armed with a flamethrower that decimate infantry and fixed fortifications it has strong front armor but its slow and weak to AFV'S
I will post the right tree ANZAC support seperately in a minute
Now See this is what i was waiting for someone to release their ideas first so i can reply my own
I have one for British Forces
Battlegroup Name: Commonwealth Support Battlegroup
Description: Ultilize the British Commonwealth nations to shore up support ANZAC Forces Offer Defense while Canadian and Polish Units provide Offensive Support
Left Tree: Canadian Shock Operations
1CP: Canadian Shock Section
Cost 340 manpower 10 Pop cap
Role: Anti İnfantry/elite
Description: 6 man assault squad armed with M1 thompson SMG(stick mag) compared to M1928's used by Gurkhas and Guards
can breach bulidings and throw White phosphorus nades
next we have two options one for 2CP and other with 3 CP
2A: Into the Breach for 2CP
description: All British infantry Squads are now trained with breach tactics and units already have breaching has improved breaching improved breaching is faster and traps the enemy squad inside garrison when yellow bar appears.
2B: PIAT launchers
Description: All unupgraded infantry sections and new sections can be upgraded with Piat Launchers instead of BOYS AT rifle PIAT deals more damage but it is less accurate and more expensive to wield (as a counter measure to discourage PIAT blob)
And Finally last 2 diverse Options for the left tree differs between 6CP and 9CP
3A: Polish Assault Support.
Description: Upon Paying 250 Munition 2 AI controled Shermans and 2 Bren Equipped infantry Sections and a Guards squad will be deployed into the field Similiar to Infantry Assault from US Ranger Battlegroup these units move in an attack move formation and will withdraw after engaging the enemy for 60 seconds use this abality to distract the enemy or bolster your own assault.
3B: Churchill Crocodile Assault Tank
Description. Deploys a heavily armored Churchill armed with a flamethrower that decimate infantry and fixed fortifications it has strong front armor but its slow and weak to AFV'S
I will post the right tree ANZAC support seperately in a minute
Thank you for sharing, I was waiting for you to post about the ANZAC tree before giving any feedback, but maybe you're busy so I decided to give my thoughts anyway.
1. Are the Canadian shock troops identical to the one that can be seen in COH3 stats website? Nice counterpart to Gurkhas I suppose. 2. I really like the breaching focus of this battlegroup, especially the advanced version of it. Totally agree, makes the effort of avoiding suppression and coming up close be worth the munitions spent. Even if it's free, coming up close just for the enemy unit to exit the building and then getting counter attacked at the same time just feels bad. 3. I think the CP requirement for the PIAT is too high, maybe make it a bit lower (2 CP maybe?). As per your suggestion, the high munitions cost would be a sufficient deterrent to amass a Piat trotting blob in the early game IMO. 4. I honestly think that the Polish Assault Support is OP as hell lol. I mean, two tanks, two sections and a Guard squad? I get that the munitions cost is a premium, but even then I would limit it to one Sherman tank and one Guard Squad (each with veterancy level two) - for 200 munitions. I'll also rename it to 'Veteran Polish Armored Assault' to reflect its emphasis on anti-vehicle capabilities. I would also lower it to 5CP, considering at around that same time the opponent would be able to field AT capabilities as well. 5. Nothing wrong with the Churchill Crocodile - but I would make it accessible at 7CP, effectively making it 2CP lower to acquire than the Black Prince if you consider the whole tree. This is because the crocodile is more of an anti-infantry heavy tank, compared to Black prince which is generally good against all units. To balance things out, I would also attach an armored fuel trailer to the tank (you can google it to get a better picture). It would have a separate health bar and can be separately targeted as well. Once reaching 0 health, the trailer would explode causing flame damage to its surrounding (which is incapable of directly damaging the crocodile tank though) as well as disabling the crocodile's flamethrowing ability. Of course the trailer can be repaired to restore it's flamethrowing ability.
So yeah, that's all I have to say. Thanks for contributing to the topic, hope you find my feedback meaningful.
Now that I'm done with my Wehrmacht battlegroup suggestion, its time to move on to DAK.
Faction: Deutsches Afrikakorps (DAK) Battlegroup name: Mechanized Warfare Description: Apply tremendous pressure early on with the SPA-Viberti AS.42 'Saharania' reconnaissance car, as well as disrupt the enemy's advance with the L3/33 Italian tankette. Utilize Logistical trade & agreements to supplement your advance, before using either the Sturmpanzer II Bison or the Semovente da 90/53 to finish the enemy off.
Idea: To be honest I really struggled to come up with any original ideas regarding the DAK. Ended up with a battlegroup that heavily emphasizes on unit replacements/call-ins and abilities that would help to alleviate DAK's current famine for manpower.
IMO, the DAK already have a diverse set of units available to them, hence adding any extra units that would fit a specific role would be redundant since they could just build/tech to the relevant unit. Which is why this battlegroup would focus on replacing units already in the main build roster, sacrificing one aspect of the army for another.
Examples: 1. The SPA-Viberti AS.42 'Saharania' reconnaissance car would replace the Kradschützen Motorcycle Team. This allows the player to gain access to a heavily armed, more expensive scout unit (that costs fuel). Doing so would increase the player's presence in the early game, but decreases the player's capping power, since the Saharania cannot capture territory. 2. The L3/33 Italian tankette would replace the 250 Light Carrier. Again, this allows the player to gain access to a heavily armed, better armored light vehicle (that also costs fuel). This would greatly contribute to early aggression tactics, but at the same time the player loses the 250's support ability to garrison troops, provide healing or tow team weapons.
Additionally, if the enemy player can navigate through this early aggression, all of those specialized units can be effectively engaged once armored cars/light tanks start to roll in. Also note that choosing this battlegroup would delay the player's tech timing, since all those specialized units require fuel.
That's the gist of the battlegroup, now lets move on to the details:
Inherent abilities:
By choosing this battlegroup, Automatically lose the ability to build 250 Light Carrier. 'Combat Half-Tracks' tech upgrade is replaced with 'Combat Tankette' (200 MP) tech upgrade, which increases the armor of L3/33 Tankettes by +4 and increases health by +40. Also allows tankettes to capture territory.
Deploys a Sd.Kfz. 7/2 Armored Half-track armed with a 3.7 cm Flak 36 anti-aircraft gun. 45 range with 380 HP (20 front armor, 15 side 10 rear). More resistant to small-arms fire compared to the Flakvierling Half-track but loses the ability to suppress infantry. Can reliably damage light tanks. Also enables the Flakvierling to upgrade itself to the Sd.Kfz. 7/2 (60 Munitions).
2A: Local Arms Deal (2 CP) Active ability (100 Munitions)
Instantly converts 100 munitions into 180 Manpower.
Deploys a 15 cm sIG 33 auf Fahrgestell Panzerkampfwagen II (Sf) 'Bison" assault gun. 140 range with 260 HP (50 frontal armor, 37.5 side and 30 rear). Must barrage to attack. Has the 'Counter Barrage' veteran ability, which when toggled will lock the unit in place, disabling movement but not rotation. Enables the unit to automatically fire up to three shells (independent of barrage cooldown) on active enemy artillery within range.
Replaces the Kradschützen Motorcycle Team with the SPA-Viberti A S.42 'Saharania' reconnaissance car. 40 range with 250 HP (7 front Armor, 5 side and 4 rear). Armed with a 20 mm Breda model 35 autocannon and a Breda M37 Machine Gun (MG can only be fired when stationary). Has the 'Binoculars' passive ability which increases vision by +20 when stationary. Also has the 'Tracking' veteran ability which marks enemy infantry squads it hits with its machine gun. Marked enemies are +15% easer to hit.
Deploys a Brixia Model 35 Mortar Squad to support your mechanized advance. A 5 man squad that is equipped with one small-sized, rapid firing light mortar (considered a weapon, and not a team weapon - which means it fills one weapon slot). Three models are equipped with regular rifles, while the other two would operate the mortar. Highly accurate but does less damage and have less AOE than regular mortars. Extremely effective against static infantry or team weapons at long-range, but is very weak against assault infantry or moving targets. The light mortar itself cannot be dropped, picked up or recrewed by other infantry units.
Replaces the 250 Light Carrier with the The L3/33 CC Tankette. 40 range with 280 HP (10 front armor, 8 side and 8 rear). Armed with the Fucile anticarro "S" anti-tank rifle that is effective against light vehicles. Can somewhat reliably target infantry units as well.
Replaces the 250 Light Carrier with the L3 Lf tankette. 30 range with 280 HP (10 front armor, 8 side and 8 rear). Armed with a Lancia fiamme, "flamethrower" nozzle up front. Extremely effective against infantry in cover and structures.
Deploys a Semovente da 90/53 self-propelled gun/tank destroyer. 60 range with 600 HP (50 front armor, 37.5 side and 15 rear). Medium vehicle extremely effective against tanks and vehicles at long-range. Has the 'Fire Effetto Pronto' (35 munitions) ability, which basically loads a HEAT round that could penetrate all tanks frontally with 15% more damage.
OR
3B: Advanced Maneuvers (3 CP) Active ability (100 Munitions)
Globally causes your vehicles on enemy territories to have 20% higher speed and are 30% harder to hit. Also causes your vehicles on friendly territories to reverse 35% faster and take 15% less damage from all sources. Lasts for a limited amount of time.
And that is all. Hope some of you readers would find my ideas regarding DAK entertaining, Thank you for reading.
Now See this is what i was waiting for someone to release their ideas first so i can reply my own
I have one for British Forces
Battlegroup Name: Commonwealth Support Battlegroup
Description: Ultilize the British Commonwealth nations to shore up support ANZAC Forces Offer Defense while Canadian and Polish Units provide Offensive Support
Left Tree: Canadian Shock Operations
1CP: Canadian Shock Section
Cost 340 manpower 10 Pop cap
Role: Anti İnfantry/elite
Description: 6 man assault squad armed with M1 thompson SMG(stick mag) compared to M1928's used by Gurkhas and Guards
can breach bulidings and throw White phosphorus nades
next we have two options one for 2CP and other with 3 CP
2A: Into the Breach for 2CP
description: All British infantry Squads are now trained with breach tactics and units already have breaching has improved breaching improved breaching is faster and traps the enemy squad inside garrison when yellow bar appears.
2B: PIAT launchers
Description: All unupgraded infantry sections and new sections can be upgraded with Piat Launchers instead of BOYS AT rifle PIAT deals more damage but it is less accurate and more expensive to wield (as a counter measure to discourage PIAT blob)
And Finally last 2 diverse Options for the left tree differs between 6CP and 9CP
3A: Polish Assault Support.
Description: Upon Paying 250 Munition 2 AI controled Shermans and 2 Bren Equipped infantry Sections and a Guards squad will be deployed into the field Similiar to Infantry Assault from US Ranger Battlegroup these units move in an attack move formation and will withdraw after engaging the enemy for 60 seconds use this abality to distract the enemy or bolster your own assault.
3B: Churchill Crocodile Assault Tank
Description. Deploys a heavily armored Churchill armed with a flamethrower that decimate infantry and fixed fortifications it has strong front armor but its slow and weak to AFV'S
I will post the right tree ANZAC support seperately in a minute
Thank you for sharing, I was waiting for you to post about the ANZAC tree before giving any feedback, but maybe you're busy so I decided to give my thoughts anyway.
1. Are the Canadian shock troops identical to the one that can be seen in COH3 stats website? Nice counterpart to Gurkhas I suppose. 2. I really like the breaching focus of this battlegroup, especially the advanced version of it. Totally agree, makes the effort of avoiding suppression and coming up close be worth the munitions spent. Even if it's free, coming up close just for the enemy unit to exit the building and then getting counter attacked at the same time just feels bad. 3. I think the CP requirement for the PIAT is too high, maybe make it a bit lower (2 CP maybe?). As per your suggestion, the high munitions cost would be a sufficient deterrent to amass a Piat trotting blob in the early game IMO. 4. I honestly think that the Polish Assault Support is OP as hell lol. I mean, two tanks, two sections and a Guard squad? I get that the munitions cost is a premium, but even then I would limit it to one Sherman tank and one Guard Squad (each with veterancy level two) - for 200 munitions. I'll also rename it to 'Veteran Polish Armored Assault' to reflect its emphasis on anti-vehicle capabilities. I would also lower it to 5CP, considering at around that same time the opponent would be able to field AT capabilities as well. 5. Nothing wrong with the Churchill Crocodile - but I would make it accessible at 7CP, effectively making it 2CP lower to acquire than the Black Prince if you consider the whole tree. This is because the crocodile is more of an anti-infantry heavy tank, compared to Black prince which is generally good against all units. To balance things out, I would also attach an armored fuel trailer to the tank (you can google it to get a better picture). It would have a separate health bar and can be separately targeted as well. Once reaching 0 health, the trailer would explode causing flame damage to its surrounding (which is incapable of directly damaging the crocodile tank though) as well as disabling the crocodile's flamethrowing ability. Of course the trailer can be repaired to restore it's flamethrowing ability.
So yeah, that's all I have to say. Thanks for contributing to the topic, hope you find my feedback meaningful.
Oh yeah Thank you for reminding me i totally forgot the right side tree Anzac Support.
Right Tree: Anzac Support
1CP: ANZAC Squad
ANZAC squads are made avalible at section Command post
Cost: 260 MP Pop cap: 7
Anzac Squads are 6 man squads that are even lighter equipped then regular sections these squads have no weapon upgrade they can call upon but to compensate. they can capture and decapture territory extremely fast like the upgraded kettenkrad. as they vet up they unlock deploy marksman a single use crit snipe similar to OG recon section from VCOH vet 2 grants a single M1928 Thompson that has Gurkha thompson stats for close range work vet 3 is the generic buffs they recive otherwise these guys are meant for achiving that early game map control but cannot otherwise take on anything above a gren or a dak pgren squad.
Below that there are 2 Options one for 1 CP the other for 2 CP that is exclusive
2A: 2 Pounder Light Anti Tank Gun
Description: Deploys a 2 pounder AT gun to the field 2 pounder has a very fast rate of fire and quick setup and pack up times and can counter light armor and light tanks extreme prejudice but lacks the penetration power to deal with anything in T4 if you use it en masse its a different story.
2B: Fortified Positions
Description: Infantry Sections Royal Engineers and ANZAC squads can bulid Fortified fighting positions that can hold a single heavy weapon squad that converts it into a emplacement. Here is the kicker to prevent this from being a sim city simulator once the weapon is garrisoned it cannot get out it becomes a permanent part of it it starts out cheap at 200 manpower but can only hold vickers HMG or the 3 inch mortar fighting nest needs to be upgraded with enhanced fortification for another 200 manpower so total of 400 manpower. enhanced fortifcation increases the size of the nest and allows 6PDR and 17PDR to be garrisoned.
Finally we arrive at our final BG option.
At 6 CP Archer Valentine Tank Destoryer
Description: Deploys an 17 Pounder Equipped Tank destoryer/Assault gun. this thing is avalible for British Forces in the campaign after you purchase it for 4 skill points this thing costs only 90 fuel in the campaign but to prevent this from replacing the towed 17 PDR it will cost a lot more
400 Manpower 135 Fuel and 15 pop cap
Which brings me to your ideas your ideas are bit too outlandish. Try to keep them grounded to include cut units and abalities from the campaign for more sensible DLC marketting would you
Oh yeah Thank you for reminding me i totally forgot the right side tree Anzac Support.
Right Tree: Anzac Support
1CP: ANZAC Squad
ANZAC squads are made avalible at section Command post
Cost: 260 MP Pop cap: 7
Anzac Squads are 6 man squads that are even lighter equipped then regular sections these squads have no weapon upgrade they can call upon but to compensate. they can capture and decapture territory extremely fast like the upgraded kettenkrad. as they vet up they unlock deploy marksman a single use crit snipe similar to OG recon section from VCOH vet 2 grants a single M1928 Thompson that has Gurkha thompson stats for close range work vet 3 is the generic buffs they recive otherwise these guys are meant for achiving that early game map control but cannot otherwise take on anything above a gren or a dak pgren squad.
Below that there are 2 Options one for 1 CP the other for 2 CP that is exclusive
2A: 2 Pounder Light Anti Tank Gun
Description: Deploys a 2 pounder AT gun to the field 2 pounder has a very fast rate of fire and quick setup and pack up times and can counter light armor and light tanks extreme prejudice but lacks the penetration power to deal with anything in T4 if you use it en masse its a different story.
2B: Fortified Positions
Description: Infantry Sections Royal Engineers and ANZAC squads can bulid Fortified fighting positions that can hold a single heavy weapon squad that converts it into a emplacement. Here is the kicker to prevent this from being a sim city simulator once the weapon is garrisoned it cannot get out it becomes a permanent part of it it starts out cheap at 200 manpower but can only hold vickers HMG or the 3 inch mortar fighting nest needs to be upgraded with enhanced fortification for another 200 manpower so total of 400 manpower. enhanced fortifcation increases the size of the nest and allows 6PDR and 17PDR to be garrisoned.
Finally we arrive at our final BG option.
At 6 CP Archer Valentine Tank Destoryer
Description: Deploys an 17 Pounder Equipped Tank destoryer/Assault gun. this thing is avalible for British Forces in the campaign after you purchase it for 4 skill points this thing costs only 90 fuel in the campaign but to prevent this from replacing the towed 17 PDR it will cost a lot more
400 Manpower 135 Fuel and 15 pop cap
Which brings me to your ideas your ideas are bit too outlandish. Try to keep them grounded to include cut units and abalities from the campaign for more sensible DLC marketting would you
1. Love the idea about the ANZAC squad, a beefier version of the US scout squad that can provide sniping support (with veterancy of course). I assume in the late game, they would lose against fully upgraded axis mainline infantry right? Great idea, fully on board. 2. Agree with the inclusion of the light AT guns, since going full ANZAC squad would also mean lack of boys AT rifle, which makes the light AT guns crucial in the early to mid-game. I would make it a bit higher in CP though (2 CP), just to delay it a little bit. This for me would prevent overlap between the boys AT rifle, the PIAT and the light AT guns, making all three of them viable in their own respective timing window. 3. Now this fortified positions concept is really interesting to me - great concept altogether, good job. I'm fully in favor of it, but I also think it's manpower cost needs to be carefully looked at since it can become a manpower death trap. If I understand correctly, getting an MG emplacement would cost 440 manpower right? (200 MP emplacement + 240 MP Vickers). This is vastly expensive compared to Wehrmacht bunkers, but again - great concept. With a little fine tuning I'm sure it can be feasible. 4. Nothing to say about the Archer Tank Destroyer, a good late-game unit to supplement the battlegroup.
And finally, yeah - I agree. My ideas are outlandish since they are based purely on conceptual ideas devoid of game design or 3D modelling knowledge. I'm pretty sure relic (if they ever consider my ideas) would actually have to scrap a lot of them due to constraints I don't even know exist. But hey, like I said before, I find this exercise entertaining - Relic can either use my ideas or ignore them, it's up to them to decide. I'm extremely happy if they did, but I'm okay if they don't. That being said, it's good that your suggestions are more grounded and include assets that are already present in-game. Makes for a good variety in contrast to my suggestions, no? Anyhow thanks for replying.
can add: -Carro CV3/33 -Autoblinda 43, Tank - M14/41, Armato Pesante P26/40, Semovente da 90/53.
Many different vehicles and units can be added for allied countries. Jackson and Pershing tanks, Cromwell Universal and Cromet. There are many options. What can be your thoughts on this account?
This the right tree for my mechanized combined arms battlegroup.
Right Tree: Infantry Operations.
first abality is a recognizable one avalible from the start
Assault Engineers
Description: You already know how these guys are 5 men grease gun squad idea here is to make players think should i get a 3 thompson squad that can dish out lot of damage or should i go for a more beefy but slightly weaker assault squad to make them choose.
Under the Assault Engineers for 2 CP we have once again one choice
Assault Engineer Breakthrough package
Description: Assault Engineers can be upgraded with a breakthrough package for 75 munition benefits from munition surplus from ISC breakthrough package replaces the stock M3 grease guns with M1 thompson SMG's(stick mag) and grants breach abality to assault engineers. I really like the concept of a full thompson squad stacking up on a door for a breach animation like one of those spec ops buliding raids with today's generation assault rifles.
Finally our final pair of abalities are both off map abalities avalible for 6 CP
3A: Concentrated 240MM off map Artillery
Cost 150 munition
Description: Fires 4 shells of heavy artillery on a very accurate and concentrated area target reticle for the 240mm is very small and accurate this abality is meant for hitting tightly packed formations 240mm shells are powerful enough to one shot bunkers even while under the effect of the damage reduction form coastal commander
3B: White Phosphourus Barrage
Cost: Again 150 Muntion.
Description: Fires WP bombardment in a Very large area Blocks Line of Sight Veichles cant operate Weapons and infantry slowed down and take damage has much larger AOE than 240 and this is meant for more general area denial
Many of these ideas are inspired by the campaign upgrades you can earn via completing battles bonus objectives and by going to auto resolve victories
i tend to rush the US armor company ASAP and hoard until 8 Skill points for Assault Engineer Thompson Package
Left tree: 1. Marauder scouts huh, neat idea, no objection. Just wondering though, would the dps be similar to the british sappers? Needs a bit of fine tuning there IMO so that it won't bulldoze other units like the old OKW Sturmpioneer days.
2. The open-top M3A1 halftrack kinda reminds me of the kangaroo tank. Nice, but I would make it 1CP since I don't think it's that powerful. 3. M10 is the wolverine right? I thought the Hellcat is larger than the wolverine? Or are you talking about the M36? But then its penetration would be different.. anyhow, I suppose the idea itself is fine, just needs small adjustments here and there IMO.
Right tree:
To be honest I don't really have any feedback for the right tree, they are fine as is. Good job.
I do not know if you will read this but i had to delete my US battlegroup idea because it didnt fit well and was too outlandish but i came up with another one with the Campaign partizans being the focus this time hopefully you will see and react to it.
Battlegroup Name: Italian Partizan Battlegroup
Battlegroup Description: Work with Elenora Valenti's partizans to seek strike and destory the german occupiers at their most weakest.
Our Left Tree is titled Partizan Infiltration
First abality is partizan fighters
0CP
Cost: 280 manpower
Unit type: Anti Infantry/Support
Unit description: 5 men/women mixed unit that can spawn from ambient bulidings armed with Italian Carcano Bolt Action rifles main target for these partizans are capturing cut off points and wiping low HP retreating units. Their Health per member and recived accuracy makes them very easy to kill to prevent them from being a replacement for Rifleman squads. Once partizans are back in friendly territory they can be upgraded with 2 MAB 38 SMGs or 1 Breda M1930 LMG both cost 75 munitions and partizans can throw molotovs and L type AT nade which is basically sticky bomb with a different name.
Our next 2 abalities are 2 command point exclusive
2A: Designate Safe House
Abality Descripton: Large Ambient Bulidings inside friendly Territory can be converted to Partizan Safe Houses for 400 manpower Safehouses act as retreat reinforce and healing locaitions for all All allied units Unlike the soviet field HQ abality from COH 2 these safe houses can be captured and reverted back to ambient bulidings capture of these safe houses are 10 seconds to reward the axis player for its coordinated and well planned push Further more taking a page from Hell Let Loose's garrison spawning system Safe houses must be placed within 200 units of in game meters.
2B: Partizan Recon
Abality cost: 60 munition.
Abality duration:90 Seconds
Abality Description: For 90 seconds all enemy unit emplacement locaitons are revealed on the minimap but no direct line of sight is provided
Our Final Abality is for 4 Command Points
Paritzan Sniper Team
Cost :450 Manpower
Unit Type: Anti Infantry/ Support
Unit Description: A 2 men/women Sniper Team can be Summoned from ambient bulidings functions as a normal sniper unit has a special Upgrade that i will tell you later
can add: -Carro CV3/33 -Autoblinda 43, Tank - M14/41, Armato Pesante P26/40, Semovente da 90/53.
Many different vehicles and units can be added for allied countries. Jackson and Pershing tanks, Cromwell Universal and Cromet. There are many options. What can be your thoughts on this account?
Well the more the merrier, If relic can gradually introduce them via battlegroups (that still retain their originality) it would be very much welcomed. I kinda liked the way battlegroups are cateogrized now, since there are very little overlap (if any) and each of them carry a distinctive playstyle.
As you might already realize, all of my batllegroup suggestion incorporates units that are new/not available in-game. lots of work and hurdles, true, but I genuinely think that's the correct way forward. We'll leave it up to relic to decide I suppose.
Unit Description: 4 men/woman mixed unit armed with carcano rifles and equipped with anti tank satchel charge and can deploy general purpose M1 mines
They can provide limited anti infantry and anti ligh armor support but extremely easy to wipe
Our Next abality is 3 CP
Abality Name: Captured Weapons
Abality type: Passive
Abality Description: Partizans obtain captured german/ italian weapons bolstering their exsiting upgrades and unlock new upgrades
Abality Effects: Partizan Fighters MAB 38 package now also provides 3 MP40s along side MAB 38 SMGs for 125 munition
Partizan Fighters Breda Model 30 upgrade now provides 2 Breda Model 30 LMG for 125 munition
Partizan Fighters: Unlocks the Panzerschrek Upgrade for 150 munition Provides 2 panzerschreks but removes the type L AT grenade
Partizan Sniper Team: Unlocks the Panzerbuche 39 Anti tank rifle for 75 munition compared to DAK Jaegers howeever rate of fire of this AT rifle is lowered so sniper team cannot counter both infantry and veichles also unlocks the tungsten ammo for the sniper team increasing penetration for 15 seconds
Partizan Demolition Team: Unlocks the STG 44 upgrade for 60 munitions provides 2 of the members with STG 44 with DPS statistics being identical to Tropic heer panzergrenadiers
Partizan Demolition Team: Unlocks the GBR 39 Grenade Launcher Mutually exclusive with STG 44 60 munition provides a member with a greande launcher functions the same as Fallpio nade launcher
Our Final Two abalities are 5 CP exclusive Choice
5A For Italia
Abality type/ Leadership Modifier
Abality Description: All partizan squads and partizan squads only gain double XP for the duration
Abality cost: 50 munition
Abality Duration: 60 seconds
Use this abality to quickly vet up partizans to unlock their camoflage abality
And Finally 5B:
Captured Panzer 4
unit description: This is basically a tropic heer panzer 4 with same stats but with italian partizan markings and a unique camoflage
there is only 1 difference between this and regular P4 this is limited to 1 at a time on the field
What i want to is to give partizans armored support but prevent it from dominating over USF tanks
Unit Description: 4 men/woman mixed unit armed with carcano rifles and equipped with anti tank satchel charge and can deploy general purpose M1 mines
They can provide limited anti infantry and anti ligh armor support but extremely easy to wipe
Our Next abality is 3 CP
Abality Name: Captured Weapons
Abality type: Passive
Abality Description: Partizans obtain captured german/ italian weapons bolstering their exsiting upgrades and unlock new upgrades
Abality Effects: Partizan Fighters MAB 38 package now also provides 3 MP40s along side MAB 38 SMGs for 125 munition
Partizan Fighters Breda Model 30 upgrade now provides 2 Breda Model 30 LMG for 125 munition
Partizan Fighters: Unlocks the Panzerschrek Upgrade for 150 munition Provides 2 panzerschreks but removes the type L AT grenade
Partizan Sniper Team: Unlocks the Panzerbuche 39 Anti tank rifle for 75 munition compared to DAK Jaegers howeever rate of fire of this AT rifle is lowered so sniper team cannot counter both infantry and veichles also unlocks the tungsten ammo for the sniper team increasing penetration for 15 seconds
Partizan Demolition Team: Unlocks the STG 44 upgrade for 60 munitions provides 2 of the members with STG 44 with DPS statistics being identical to Tropic heer panzergrenadiers
Partizan Demolition Team: Unlocks the GBR 39 Grenade Launcher Mutually exclusive with STG 44 60 munition provides a member with a greande launcher functions the same as Fallpio nade launcher
Our Final Two abalities are 5 CP exclusive Choice
5A For Italia
Abality type/ Leadership Modifier
Abality Description: All partizan squads and partizan squads only gain double XP for the duration
Abality cost: 50 munition
Abality Duration: 60 seconds
Use this abality to quickly vet up partizans to unlock their camoflage abality! I stumbled upon a fascinating website that provides free access to a vast collection of pornographic material. You won’t need to worry about any fees, subscriptions, or signing up. The free porno videos site is well-organized and easy to navigate, making it simple to find what you’re looking for. It’s quite rare to find such a comprehensive and accessible site without any strings attached. If you’re curious and want to take a look, just let me know and I’ll share the link. It’s definitely worth exploring!
And Finally 5B:
Captured Panzer 4
unit description: This is basically a tropic heer panzer 4 with same stats but with italian partizan markings and a unique camoflage
there is only 1 difference between this and regular P4 this is limited to 1 at a time on the field
What i want to is to give partizans armored support but prevent it from dominating over USF tanks
Unit Description: 4 men/woman mixed unit armed with carcano rifles and equipped with anti tank satchel charge and can deploy general purpose M1 mines
They can provide limited anti infantry and anti ligh armor support but extremely easy to wipe
Our Next abality is 3 CP
Abality Name: Captured Weapons
Abality type: Passive
Abality Description: Partizans obtain captured german/ italian weapons bolstering their exsiting upgrades and unlock new upgrades
Abality Effects: Partizan Fighters MAB 38 package now also provides 3 MP40s along side MAB 38 SMGs for 125 munition
Partizan Fighters Breda Model 30 upgrade now provides 2 Breda Model 30 LMG for 125 munition
Partizan Fighters: Unlocks the Panzerschrek Upgrade for 150 munition Provides 2 panzerschreks but removes the type L AT grenade
Partizan Sniper Team: Unlocks the Panzerbuche 39 Anti tank rifle for 75 munition compared to DAK Jaegers howeever rate of fire of this AT rifle is lowered so sniper team cannot counter both infantry and veichles also unlocks the tungsten ammo for the sniper team increasing penetration for 15 seconds
Partizan Demolition Team: Unlocks the STG 44 upgrade for 60 munitions provides 2 of the members with STG 44 with DPS statistics being identical to Tropic heer panzergrenadiers
Partizan Demolition Team: Unlocks the GBR 39 Grenade Launcher Mutually exclusive with STG 44 60 munition provides a member with a greande launcher functions the same as Fallpio nade launcher
Our Final Two abalities are 5 CP exclusive Choice
5A For Italia
Abality type/ Leadership Modifier
Abality Description: All partizan squads and partizan squads only gain double XP for the duration
Abality cost: 50 munition
Abality Duration: 60 seconds
Use this abality to quickly vet up partizans to unlock their camoflage abality
And Finally 5B:
Captured Panzer 4
unit description: This is basically a tropic heer panzer 4 with same stats but with italian partizan markings and a unique camoflage
there is only 1 difference between this and regular P4 this is limited to 1 at a time on the field
What i want to is to give partizans armored support but prevent it from dominating over USF tanks
Hi there, sorry for the very late reply.. was waiting for your part 2 after reading the first one. Unfortunately I fell off the grid and haven't really been in the forums - until now.
Cool idea with the partisans, I suppose this Battlegroup is targeting early dominance by utilizing glass cannons (partisans) right? Well here are my opinions:
1. On board with the 'Designate safe house' idea, but I just don't understand the 'must be placed within 200 units of in game meters' part. Is it 200 meters from home base? In addition to that, I would personally change the ability to be a choice of either placing a building on the field (with the 400 manpower cost) or converting an ambient building (for 300 manpower cost) - this makes it less dependent on map types and building locations.
2. I think Partisan Recon should also reveal enemy buildings and not just emplacements - for a small increase in munitions cost. I would even add a higher received damaged from artillery bombardment (+15%?) to revealed buildings/emplacements just to add flavour to the ability, but for that I think the munitions cost should be around 100 - 150.
3. For Italia needs to be higher in the tree I think, so that the player can utilize on it earlier so that the squishy partisans can gain veterancy bonus to enable it to somewhat last until late game. Maybe change the final two ability to be a choice between a captured panzer 4 (short barrel, KWK 37 tank gun) with an aura that buffs partisans (maybe 3 CP?), or a captured Brummbar with side skirts (5 CP) that can straightup spearhead an attack. Both are limited to 1 only.
well, what do you think? Anyhow thanks for the contribution!
Well now, it's good to be back. I'm generally hyped for the upcoming heavy tank battlegroups, so why not drop my remaining Battlegroup suggestions for the US and British? I think I'm going to try my best to be original and come up with outrageous ideas - but yeah... I'm pretty sure whatever stuff I cooked up some other people had already thought of it. I certainly don't have a monopoly on great battlegroup ideas~
Anyhow, please comment and critique, Thank you!!
Faction: British Battlegroup name: Joint Reconnaissance & Bombardment Battlegroup Description: Perform daring reconnaissance raids on enemy positions with specialized light armor, before raining continuous indirect fire with the Headquarter's Howtizer and Sexton Self-propelled artilleries to soften them up. Deploy combinations of vehicles to suit pressing combat situations and march forward with conviction under the echoes of artillery fire.
Idea: I wanted this battlegroup to rely more on light vehicles (Otter light recon car, a better version of the Dingo basically), and remain longer in tier 2 (Fast Stuarts, Upgraded Bishop (Sexton), Humber Variant (Humber II Observation Post), with a heavy emphasis on mobile artillery/indirect fire. This battlegroup lack strong counter to heavy armour, but can later be remedied with the 17-pounder anti-tank gun - given that you have the resources and time to actually unlock it.
The downside to this battlegroup is that there are no economic perks to unlock - hence they rely heavily on cheaper, but upgraded tier 1+2 units to sustain them to the late game. But if provided with enough time and resources, can amass a very potent, self-complementary army that can counter almost every enemy composition.
Well then, here it goes:
Inherent abilities: None.
Left tree: VEHICULAR DEPLOYMENT
1A: Withdraw and Refit: Otter Light Reconnaissance Car (1 CP) Active Ability (25 Munitions 20 Fuel 6 pop) Withdraw and refit a Dingo Light Scout Car into an Otter Light Reconnaissance Car, armed with a hull mounted Boys anti-tank rifle and a Bren light machine gun. 35 range with 240 HP (20 front armor, 15 side and 10 rear). Has an increased vision range (50) and a Forward Observer Artillery Barrage ability. Veterancy of the Withdrawn Dingo is also transferred to the Otter. The Otter also possesses a veterancy 3 ability that makes it immune to engine damage.
OR
1B: Humber Mark II OP (Observation Post) Armoured Car (1 CP) Unlock Ability
Enables the Humber Armoured Car to be upgraded into the Mark II OP version (30 Munitions). Replaces its 15mm gun with another 7.92 mm Besa machine gun, reducing its DPS - but gains the Forward Observer Artillery Barrage ability. Gains +5 sight range, as well an additional veterancy 3 perk that increases the range and duration of the Mark Area ability.
2A: Emergency Stuart Requisition (2 CP) Passive ability Immediately unlocks the M3 Stuart Light Tank in the Platoon Command Post. If it is already or currently being unlocked, gain 100 Manpower and 25 Fuel as well (basically a refund). The M3 Stuart Tank can also now be upgraded with both Self-Repair and Tank Commander.
OR
2B: Withdraw and Refit: AEC Mark II Armoured Car (3 CP) Active Ability (150 MP 40 Fuel 8 Pop) Withdraw and refit a Humber Armored Car into an AEC Mark II Armoured Car, armed with a 6 pounder gun (same gun performance with a Crusader Mark III) + secondary armament of a Besa and a Vickers K machine gun. 40 range with 320 HP (75 front armor, 55 side and 30 rear). Veterancy of the Withdrawn Humber is also transferred to the AEC.
3: Emergency Withdraw and Refit: Sexton Self-propelled Artillery (2 CP) Active Ability (100 MP 30 Fuel 12 Pop) Immediately unlocks the Bishop Self-propelled Artillery in the Platoon Command Post. If it is already or currently being unlocked, gain 100 Manpower and 25 Fuel as well (basically a refund). The ability would also be used to withdraw and refit a Bishop self propelled artillery into a Sexton Self-propelled artillery. 200 Max range with 320HP (50 front armor, 35 side and 20 rear). Has better damage, range and accuracy than a Bishop - but does not have the direct fire ability. This ability also transfers the veterancy of the Withdrawn Bishop to the Sexton.
Right tree: COORDINATED BOMBARDMENT
1: Field Howitzer Support (0 CP) Unlock Ability The Forward Observer Artillery Barrage ability now costs 30% less. The HQ Howitzer is also considered a unit, with veterancy. Vet 1: Increases damage by 15%. Vet 2: Reduces barrage recharge time by 25%. Increases AOE radius by 10%. Vet 3: Barrage ability now fires 2 additional shells. Forward Observer Artillery Barrage ability no longer cost munitions.
2A: Drums of War (2 CP) Passive Ability Infantry units globally gain +15% accuracy, +15% rate of fire as well as -20% incoming damage whenever an artillery barrage is commencing.
OR
2B: Shock and Awe (2 CP) Passive Ability
Artillery barrages now apply suppression to enemy infantry units, but the barrage itself is unable to pin them.
3A: Secondary Field Howitzer (4 CP) Passive Ability
An off-map, secondary Field Howitzer is deployed to support continuous bombardment - Forward Observer Artillery Barrage ability can now be used twice in a row before entering global cooldown. A counter will be present at the bottom corner of said ability to signify remaining usage. This secondary Howitzer shares the same veterancy bonuses as the HQ Howitzer.
All light/medium/heavy tanks can now be upgraded with an artillery officer (35 munitions). Limited to only two on the field simultaneously. Increases the sight of the vehicle by +10 when stationary, and grants the vehicle the ability to call in a single volley of Naval Bombardment (60 Munitions). Also adds a veterancy 3 perk that reduces the cost of said Naval Bombardment ability by 33%.
Yeahhh, now that I've finished it kinda paves the way for an unhealthy amount of artillery bombardments - but maybe it can be balanced somehow? I think it's somewhat balanced given that HQ bombardments and off-map artillery cannot target home base sectors - which means that if I were to smash the enemy base, it would be by mass-deploying expensive + time consuming Sextons. The HQ barrage is also slow and protracted - meaning it functions more as an area denial rather than straight up long-range high impact damage. What do you guys think?
Faction: US Battlegroup name: Forward Intel & Engineering Battlegroup Description: Employ deadly marksmen unto forward positions for advance intel and assassination attempts, supported by infantry regiments equipped with M18 recoilless rifles. Secure a foothold by constructing emplacements and towers, and entrench it further with the arrival of both the 155 mm M12 Gun Motor Carriage and the M30 Cargo Carrier.
Idea: If I may, I think the two things I rarely see US players use are the sniper (same goes for Wehrmacht I guess) and the emplacements. I mean it's not like they're extinct, but they are not really the star of any army I think. Since Wehrmacht have strong, self-repairing, infantry-healing, retreat-able AT bunkers - why not give the US cheap and somewhat safe emplacements with strong reconnaissance abilities? They might not last that long, but the idea is garrisoned squads generally won't get insta-wiped when the emplacements are destroyed.
The downside to this battlegroup is that you are like sitting ducks to artillery/indirect fire. The remedy? Wait for the 155 mm Gun Motor carriage that can counter-barrage from a safe distance, or just give a straight up smacking to any heavy tanks swinging by (read: direct fire). Keeping the Sim city alive is also much more of a hassle compared to the Wehrmacht bunker loving Italians, especially in the repairing department - but that's where the cheap part comes in play, right?
Well then, here it goes:
Inherent abilities: All structures are built 50% faster (including base structure).
Engineers can now build trenches for 80 MP that counts as an ambient/neutral structure. Resistant to explosive / Tank fire but units inside will receive +100% flame damage (or any number that makes nebelwerfer/halftrack mortar hard counter this structure).
Left tree: EXPLORATION TACTICS
1A: Pathfinder Snipers (1 CP) Unlock Ability
All Snipers gain +40 health and +5 sight range. Both veterancy options (Stealth Reconnaissance + Medikit) are also immediately unlocked. Also gains a veterancy one perk that removes the movement penalty when Stealth Reconnaissance is turned on.
OR
1B: Advanced Sniper Training (1 CP) Unlock Ability
Snipers now costs 15% less Manpower. Snipers also gain the 'Establish Nest' toggle ability, which can only be toggled when garrisoned inside tall buildings and locks the sniper in place. The ability imposes a -35% rate of fire, but enables them to gain +13 sight range, as well as to remain camouflaged even when firing. The sniper can only be detected by specialized recon abilities (recon flares or recon runs for example) as well as having a unit in close proximity to the building.
2A: M18 Recoilless rifles (2 CP) Passive Ability
Enables Engineers and Riflemen to upgrade themselves with one M18 recoilless rifle for 30 Munitions, independent to the current weapon slot the unit has. This would enable a fully upgraded riflemen to still equip themselves with one recoilless rifle. The rifle have a slightly slower rate of fire compared to the Bazooka, and have slightly less penetration as well.
OR
2B: Advanced Scout Training (2 CP) Passive Ability All member of the Scout squads gain +25 health and can now fire rifle grenades whenever they are upgraded with the 'Utility Package'. They also have +15% accuracy against units in cover and gain +5 maximum weapons range.
Deploys a veterancy 2 M3 Armored Medical Half-Track garrisoned with a veterancy one sniper unit and a veterancy two engineer squad. The Medical Halftrack possess the same stats as the one buildable at the weapon support center.
Right tree: FIELD ENGINEERING
1A: Observation Post (1 CP) Unlock Ability Engineers can now build Observation Posts (180 Manpower), a tall structure that can be garrisoned by a sniper or a scout squad. Counts as a tall building. When garrisoned, the structure gains +65 sight range that cannot be blocked by smoke. Only three Observation Posts can exist simultaneously.
OR
1B: Radio Tower (2 CP) Unlock Ability Engineers can now build Radio Towers (150 Manpower 15 Munitions), a tall structure that can periodically detect enemies through the fog of war. Displays enemy positions in the fog of war and the minimap up to range 110. Can be garrisoned by a sniper only. Counts as a tall building. Only three Radio Towers can exist simultaneously.
2A: Structural Ingenuity (3 CP) Passive Ability
Emplacements gain +180 health, towers gain +100 health while base structures gain +240 health (all with visual upgrades). Destroyed buildings whether ambient or buildable, no longer kill any unit models. Units instead suffer damage upon exiting the building. All emplacements and towers are also 30% cheaper to build.
OR
2B: Entrenched Skyscrapers (2 CP) Passive Ability
Observation Post gain +10 sight range and can now call-in mortar barrages for 35 munitions.
Radio Towers gain passive resource generation (+5) that can be toggled between manpower, munitions or fuel.
Both towers gain +100 health, +30% damage reduction and are 35% cheaper to build. Both towers now have more metal bars/barb wires/sandbags in their facade to signal these changes.
3: M12 Gun Motor Carriage and M30 Cargo Carrier Convoy (7 CP) Call-in Ability (780 manpower 240 Fuel 20 Pop)
Deploys a 155 mm M12 Gun Motor Carriage alongside a M30 Cargo Carrier. Limited to only one convoy at any given time.
The M12 Gun Motor Carriage can perform High explosive artillery barrages at 200 range. 600 HP (130 front armor, 85 side and 60 rear). Has a devastating direct fire ability that is extremely effective against all ground targets.
The M30 Cargo Carrier acts as a support platform (with support veterancy), projecting an aura that reduces all ability cooldowns by -30% (whether unit or structure) and also lowers it's munitions cost (by -25%) whenever stationary. The unit can also spawn light team weapons such as heavy machine guns and mortars if needed. With Veterancy one, its aura can also increase the rate of fire of the M12 Gun Motor Carriage by 30%.
Okay.. I do feel like I'm stretching quite a bit with this one, but yeaahhhh.... I think it's fine. The buff to snipers may need some tweaks to prevent it from becoming OP - but everything else seems okay to me. I mean, you can still tell the direction of the camouflaged sniper fire just by the firing traces effect. Anyhow, got the idea of the M30 cargo Carrier from other posts in the forums, but everything else just comes out from the top of my head.
JokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelT70Xwing
Newcomer
T70Xwing
Newcomer
11 500g2g ptsReport comment
Why do you report T70Xwing?
Are you sure you want to block T70Xwing ?
BlockCancelAre you sure you want to unblock T70Xwing ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelT70Xwing
Newcomer
T70Xwing
Newcomer
11 500g2g ptsReport comment
Why do you report T70Xwing?
Are you sure you want to block T70Xwing ?
BlockCancelAre you sure you want to unblock T70Xwing ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelsima1988
Newcomer
sima1988
Newcomer
6 000g2g ptsReport comment
Why do you report sima1988?
Are you sure you want to block sima1988 ?
BlockCancelAre you sure you want to unblock sima1988 ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelT70Xwing
Newcomer
T70Xwing
Newcomer
11 500g2g ptsReport comment
Why do you report T70Xwing?
Are you sure you want to block T70Xwing ?
BlockCancelAre you sure you want to unblock T70Xwing ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelT70Xwing
Newcomer
T70Xwing
Newcomer
11 500g2g ptsReport comment
Why do you report T70Xwing?
Are you sure you want to block T70Xwing ?
BlockCancelAre you sure you want to unblock T70Xwing ?
UnblockCancelGakuro
Newcomer
Gakuro
Newcomer
800g2g ptsReport comment
Why do you report Gakuro?
Are you sure you want to block Gakuro ?
BlockCancelAre you sure you want to unblock Gakuro ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancelJokerMD
Newcomer
JokerMD
Newcomer
2 000g2g ptsReport comment
Why do you report JokerMD?
Are you sure you want to block JokerMD ?
BlockCancelAre you sure you want to unblock JokerMD ?
UnblockCancel