Royal Hungarian Army Concept Version 3 (Probably Final)

#1
5 years ago
Royal Hungarian Army/ Magyar HonvedsegThe Kingdom of Hungary was an Axis Belligerent. A Regional power on Germany's side, it produced it's own weapons and would suit a fast moving styled faction, with anti infantry emphasis. I have tried to give Hungary as little German support as possible, and it comes with just a single prototype unit, all the rest saw action and/or limited production at least.

A few notes on Hungary:
It is a mid-game faction, likely to be a contemporary moreso like a Soviet-US mix. With cheap infantry like the Soviets, but with the flexibility of the US. It also has a solid, fast paced tank selection designed for quick, flanking tactics. The Tas 44M should be the meat shield whilst the other tanks would flank. I should also note, that the Danuvia 39M/43M is very similar to a carbine, it's size and performance make it very VERY similar to what we would define as a modern Automatic Carbine, so it would be more all round rather than the typical submachine gun. I have designed Hungary with a few liberties. Of course, Relic made a post on 'Forgotten Factions' doing the same, so I see no reason for me to not exclude some vehicles that are crucial for Hungary to field.

How would Hungary build?
I am looking for a unique model, so their builders will make the mainstay of how to expand as the Royal Hungarian Army. The Honved Draft are the builders, and would start with one unit. To make Hungary unique, it needs to take points for it to be able to unlock the next tier, and the builder needs to build a special building on a capture point to unlock the next tier (Which is researched and a new building will construct next to the HQ, much like the British). However unlike the British, the first two are free. First tier is free Munitions, Second is free Fuel. Which means the Hungarians get an active boost to resource production very early in. This reflects on the Hungarian consistent attempts to bring Hungary into becoming an economical power. To also add to this, Hungary will keep being able to build from it's buildings even if it's resource boosters die out, however for each resource booster Hungary makes, it will improve production speed in it's correlating building and the standard base. Effectively meaning, Hungary benefits from improving it's munitions and fuel flow.

How does Hungary play out?
With it's unique building style of gaining a free Munitions and Fuel cache (Necessary for getting to the next tiers), Hungary would see a very quick paced nation relying on mobility and combined arms tactics. I could see potentially lethal tactics coming in the mix of Royal Hungarian Honvedseg, Gendarmerie, a Nimrod and Marder II to make all targets easy prey. Hungary relies on it's call ins and abilities to match up against it's enemies, granting it quick cool downs making them more able to fight it's enemies. Expect a nation that can both dig in and fight hard due to it's hard hitting weaponry, or one that will hit fast and advance quickly using it's weak but very quick tanks such as the Toldi and Turan. Not an easy opponent to fight due to it's ability to do both. In a sense, much like the British but hindered in similar ways to the Americans.
Tier 1 - Royal Division Grounds
  • Honved Draft (165 Manpower, 25 Reinforce cost) - Similar to Russian Conscripts, they come with 6 Mannlicher 31M rifle armed men. They are also the engineers of the Hungarian forces. They can be upgraded to have 3 Danuvia 39M Submachine Guns (20 Munitions) and/or a Solothorn 31M Machine Gun (MG30 from Germany, 60 Munitions), and/or Mineclearing equipment replacing one of the Mannlicher 31M rifles (50 Munitions, not compatible with the Solothorn Upgrade). Munitions and Fuel points are built by these units. They can also receive an upgrade giving a very slow healing or repair over time.
    Veteran 1 - Increased Accuracy Whilst on the Move
    Veteran 2 - Increased Survivability, Auto heals units when not in combat (20 Second delay)
    Veteran 3 - Panzerfaust Ability (25 Munitions), Increased Accuracy
  • Royal Magyar Honvedseg (265 Manpower, 28 Reinforce cost) - Similar to a US Rifle Company, but slightly more defensive. 4 men equipped with 35M rifles (Faster firing Mannlicher 31M rifles) and a Solothorn 31M Machine gun. Can be upgraded to receive 4 43M rifles (30 Munitions), which are same in stats to the Kar98K used by Germany, but slightly faster firing, or receive 4 Danuvia 43M Submachine Guns (Slightly more accurate 39Ms, 30 Munitions), and the capability to fire the Solothorn on the move
    Veteran 1 - No set up time on the Solothorn
    Veteran 2 - Increased Survivability, increased Accuracy
    Veteran 3 - Gains a Panzerfaust Ability (20 Munitions). Fires 2 Panzerfausts with the Danuvia upgrade (But costs 35 Munitions instead)
  • Csaba 39M Armoured Car (200 Manpower, 55 Fuel) - Armed with a 20mm gun, it is a cheap, anti-infantry armoured Car. Literally designed to take on infantry and only the lightest armour the enemy can offer. Can be upgraded with 'Recon Corps' (50 Munitions) which extends it's line of sight and allows it to find hidden units more easily.
    Veteran 1 - Can Decap Points, gains increased burst fire from the 20mm
    Veteran 2 - Self-Maintenance (10 Munitions, can fire but is stationary, does not repair critical damage)
    Veteran 3 - Increased Accelaration and Top Speed.
  • Standardisation (40 Munitions, 5 Fuel) - Improves all Draft infantry rifles to Mannlicher 35M Rifles and Danuvia 39M Submachine Guns to 41M Danuvias.
  • Imported Weaponry and Factory Techniques (60 Munitions, 10 Fuel) - Improves all Royal Gendarmerie Equipment. Mannlicher M1895 Sniper Rifles are changed to Mannlicher 35M Sniper Rifles.Solothorn 36M Anti Tank Rifles are exchanged for PanzerShrecks. The Schwarzlose Machine Gun is swapped for an MG131 (Quicker Set up time than all other Machine Guns, but not as accurate or as high a fire rate, team walks faster and gains an extra machine gun)
​Tier 2 - Royal Battalion Barracks
  • Royal Gendarmerie (280 manpower, 30 reinforce cost) - Quite unique. These can be made to fight how you want. They are your sniper and anti tank team wrapped all into one. All 4 are equipped with 43M rifles. They can be upgraded (For free) to have either 2 Mannlicher M1895 Sniper Rifles (Yeah, Poor Brits), 2 Solothorn 36M Anti Tank Rifles or a Schwarzlose Machine Gun.
    Veteran 1 - Stealth capable, Hold fire Ability (Even on the MG, set up an interesting game with this one!)
    Veteran 2 - Increased Rate of Fire with all weapons
    Veteran 3 - Increased Survivability and Accuracy
  • 105 37M Howizter - Exact same as the Wehrmacht Howitzer, No difference between the two.
  • Toldi I (250 Manpower, 95 Fuel) - A 20mm Armed tank, with an added Machine gun, this is here to replace the Csaba late game. It can go at the same speed and also has armour with it too.
    Veteran 1 - Increased accuracy and Burst Length, Gains the 'Flanking Speed' Ability (40 Munitions)
    Veteran 2 - Gains Sideskirts, improving it's armour
    Veteran 3 - Gains improved penetration and damage against enemy tanks
  • Nimrod (280 Manpower, 110 Fuel) - A 40mm Armed Anti-Aircraft/Medium Tank Destroyer, it is an Autocannon, making it lethal to tanks, infantry and airplanes
    Veteran 1 - PanzerGranate Ability (40 Munitions) fires a powerful anti tank grenade into an enemy tank. This deals triple penetration value, stuns the enemy tank and also deals damage just slightly below a hit from a Comet.
    Veteran 2 - Increased Burst length and Accuracy.
    Veteran 3 - Increased Penetration Value, Improved Reload Speed and Damage
  • Turan I (300 Manpower, 130 Fuel) - A 40mm Armed Medium tank, this fires projectiles at a much higher projectile speed than the Nimrod, making it very capable of fighting heavier tanks. It still has 2 Machine guns, so it has some uses against Infantry still.
    Veteran 1 - PanzerGranate Ability (40 Munitions)
    Veteran 2 - Gains SideSkirts
    Veteran 3 - Increased Damage against tanks, faster reload speed
  • 7.5mm Skoda Model 15 (320 Manpower, 50 Munitions) - A medium Howitzer in use by Hungary. Long ranged and able to fire with some speed and firepower.
    Veteran 1 - Gains 'Direct Fire ability' giving it a range decrease but causes it to be considerably more accurate
    Veteran 2 - Gains a Gun Shield protecting the crew
    Veteran 3 - Increases Penetration on Vehicles
Tier 3 - Royal Army Headquarters
  • 7.5cm PaK 40 - Best anti-tank the Hungarians have access too, exact same as the Ostheer version.
  • Hetzer (380 Manpower, 140 Fuel) - A mobile anti-tank platform widely used by the Hungarians. Would be an option for mid-late game use against the enemies of Hungary.
    Veteran 1 - PanzerGranate Ability (40 Munitions)
    Veteran 2 - Improved Accelaration and top speed
    Veteran 3 - Improved Accuracy and Rate of Fire
  • Zrinyi II (320 Manpower, 150 Fuel) - A Hungarian Assault Gun also doubling as a tank destroyer. Armed with a 105mm cannon, it is the base breaker of the Hungarian Armed forces, however, being based on the Turan chassis, it isn't exactly slow, meaning it can hit an enemy base and get out before they have a chance to react.
    Veteran 1 - Increased Reverse Speed and Turning Speed
    Veteran 2 - Camo Net, Allowing it to camoflage whilst stationary (And not in road). Easy to Detect however
    Veteran 3 - Improved Gun Mechanics, the round fires faster and has increased penetration on tank.
  • Outdated Weaponry (200 Manpower, 30 Munitions, 80 Fuel) - A late game upgrade for a couple of tanks to improve their firepower. Gives the Turan I an upgrade to the Turan II, giving it the Short 75mm gun it used late war, giving it better anti-tank use. This also gives the Toldi I an upgrade to the Toldi IIa giving it the 40mm gun used on the Turan I, meaning it is more all-rounded)
  • Mobility or Firepower? (100 Munitions) - A doctrinal upgrade, one or the other, permanently upgrading all troops to either be more accurate on the move or fire faster while standing. The effect is slight and would make little difference. The aim being, it has more effect due to the amount of units it upgrades, than the sheer level of upgrades received.
  • Emergency Drafts (250 Munitions, 100 Fuel) - A late game upgrade allowing Hungary to gain access to an increased Manpower trickle. Hungary will gain +50 to it's standard Manpower gain rate.
Commanders:
  • ​Arrow Cross: Infantry Ability focused
    Arrow Cross Militia (Passive, 0CP) - Grants access to Arrow Cross Militia in place of Draft Infantry. Increased Accuracy and Durability. They are also immune to pinning (But this makes them more vulnerable to MG fire)
    Rush (50 Manpower, 2CP) - All Infantry Move Faster, Fire Faster and Fire More accurately (45 Seconds)
    Secured Supply Lines (Passive, 3CP) - Enemies now take an extra 30% of the time needed to uncapture a Hungarian base
    Artillery Strike (100 Munitions) - Hits a targeted Area with an Artillery Barrage
    Propoganda (80 Munitions, 5CP) - Propoganda is blasted into a target sector, causing all enemy units to retreat out of the sector (They retreat two sectors away or to their nearest headquarters, whichever is closest)
    To the last man (100Manpower, 9CP) - Makes all infantry immune to all small arms damage for 2 seconds.
  • Royal Armoured Division: Tank Upgrades, Passive Ability Focused
    Flanking Speed (50 Munitions, 0CP) - Improved Accelaration and Movement speed of all tanks on the map (For 45 Seconds)
    Crippling tactics (60 Munitions, 3CP) - Anti tank weapons fire a shot towards the turret of enemy tanks whilst this ability is active. They will deal less damage but have a 20% chance of preventing the turret from turning for 5 Seconds. (For 20 Seconds)
    Pinning (Passive, 4CP) - Gives the Nimrod an ability (30 Munitions) that allows it to pin infantry
    Tank Improvements (Passive, 6CP) - Upgrades the Turan I/II to the Turan III, giving it a Long 75mm gun better against Tanks, Toldi I/IIa to Toldi III with improved armour and better main gun
    Tas 44M (450 Manpower, 190 Fuel, 10CP) - Calls in the Tas 44M Heavy Tank. Similar to a Panther, but slower with a better gun.
  • German Support: Extra Tank Flexibility, late game options
    German Force (100 Munitions, 0CP) - Forces all Hungarian Infantry units to fight harder. They all fire nearly twice as fast (Lasts 10 Seconds)
    Panzer IV H (250 Manpower, 130 Fuel, 7CP) - Grants a Panzer IV H to the field
    German Munitons (Passive, 7CP) - Improves all damage of tanks on the battlefield
    Fallschrimjager (350 Manpower, 8CP) - Grants a Parachuter regiment to the field
    Tiger I (550 Manpower, 250 Fuel, 10CP) - Grants a Tiger I tank for use, only one at a time
  • Italian Support: Recon and Air Support, Early game Light Vehicle Suppliment
    Ansaldo CV33 (200 Manpower, 30 Fuel, 0CP) - Grants an Ansaldo CV33 tankette to the field, very weak, very fast but has a very high view range, can also transport Royal Hungarian Guards.
    Recon (50 Munitions, 2CP) - Grants recon over the centre of the map
    Flyover (80 Munitions, 3CP) - A plane flies over the field, firing at enemies as it spots them
    Preparatory Bombing (100 Munitions, 6CP) - A Bomber flies over, and bombs in a wide radius, stunning all enemies in the radius as the bombs land, with the chance of killing them
    Smoke Bombs (50 Munitions, 7CP) - Drops smoke bombs in an area, making any allies in the area harder to hit
  • Royal Huszars: Elite Infantry Call ins, Tank and Infantry boosters
    Flanking Speed (50 Munitions, 0CP) - Adds temporary speed boosts to all tanks
    Mobilised Infantry (80 Munitions, 2CP) - Improves Speed of all infantry and capture speed, but only to those near armoured units. (60 Seconds)
    Panzer Tactics (60 Munitions, 4CP) - Tank Crews fire more accurately at weak spots, increases all tank units penetration (30 Seconds)
    Binoculars (10 Manpower, 5CP) - Grants vision on a sector of your choice that you own, or border. (5 Seconds)
    Huszar unit (300 Manpower, 7CP) - Elite infantry call in. 5 Men armed with 43M Rifles. Can be upgraded to have 2 PanzerSchrecks (70 Munitions) or 2 MG131s (60 Munitions). Arrive by horse but fight the rest on foot. They will instantly suppress any nearby units to their spawn location, best infantry available to the Hungarians.
  • Royal Hungarian Artillery Corps: Sheer Artillery firepower
    Recon Tactics (Passive, 0CP) - All infantry units gain increased sight range.
    Anti Building Mortars (80 Munitions, 2CP) - Fires Mortars in a wide area, damaging especially those in buildings
    Precision Strike (50 Munitions, 5CP) - An accurate single shot from a 305mm Howitzer. Devastatingly powerful.
    Armour Piercing Rounds (60 Munitions, 6CP) - Improves the 105mm Howitzer to temporarily have doubled penetration against tanks (for 60 Seconds)
    Obliteration (150 Manpower, 150 Munitions, 11CP) - Several hits from 305mm Howitzers designed to clear a whole sector (On any sector)
  • Hungarian Air Force: Spotting and Anti-Defences work
    Ansaldo CV33 (200 Manpower, 30 Fuel, 0CP) - Grants an Ansaldo CV33 tankette to the field, very weak, very fast but has a very high view range, can also transport Royal Hungarian Guards.
    Spotter Plane (50 Munitions, 1CP) - A spotter plane flies around the map randomly for 30 seconds. Is hard to hit with AA
    Bunker Busting Bombs (100 Munitions, 4 CP) - A plane hits a small area with a small number of bombs. Deals high damage to buildings
    High Explosive Drop (120 Munitions, 5CP) - A plane drops high explosives around a target, dealing damage to infantry in our out of buildings
    Strafing run and Bombing run (200 Munitions 9CP) - A plane flies over and guns through infantry, damaging and suppressing them followed quickly by another dropping bombs
  • Consolidated Defence: Defence Doctrine
    Ability to build defensive equipment and Nimrods can 'dig in' (0CP Passive) - Drafts can now build sandbags, MG nests and Nimrods can dig in, improving their gun control and giving them additional armour.
    Spotter Plane (50 Munitions, 1CP) - A spotter plane flies around the map randomly for 30 seconds. Is hard to hit with AA
    Home Guard (2CP, 100 Munitions) - Civilians are drafted and given sniper rifles to defend the homeland. Any enemies near to buildings in Hungarian control have a chance of being shot by a sniper.
    Consolidated Tactics (5CP, 150 Manpower) - For 30 Seconds no points under Hungarian control can be captured, however Hungary will have halved resource flow in each territory enemies try to capture.
    Obliteration (150 Manpower, 150 Munitions, 11CP) - Several hits from 305mm Howitzers designed to clear a whole sector (On any sector)



Please let me know what you think. I would like to take in all feedback and perhaps improve and make this idea more and more innovative.

Comments

  • #2
    5 years ago
    TartarenTartaren Posts: 450
    Excuse me - Danuvia 39M/43M means this - Kiralyi 39M/43M?
  • #3
    5 years ago
    y03y03 Posts: 1,075
    Commander abilities needs cp costs(like which cp does it come in?) And cooldown(how many seconds before i can use the commander ability again?). German support seems a bit OP, needs a few price tweaks(like srsly? A tiger for 400mp and 200 fuel? Fallschrimjaegers for 300mp? Increased damage for all at what CP points???). Huszars are possibly exploitable(imagine we have this big infantry assault and its stopped by horses......). Where the hell are your engineering units????? How does the howitzer work? Is it built or is it like pack howitzer except slower? Precision strike from 305 howizer??? Damn thats lethal, and not counting the obliteration ability. Better have long cooldown, or flares, or take longer time to come.
  • #4
    5 years ago
    Hungary had a lot of bigger howitzers and artillery pieces and I could have gone higher. I should note the 105 Howitzer is simply the Wehrmacht Howitzer as stated in the description. No change in cost and no change in stats. It would be buffed and nerfed the same.

    The Kiralyi seems to have two names.

    Also, as stated in the description, Honved Drafts act as the builders of the nation. I will take the other notes into consideration and sort out CP points when I next have time
  • #5
    5 years ago
    y03y03 Posts: 1,075
    Also, hungarians might be a bit OP in big maps(seeing that they benefit from the equivalent of resources caches that boost production and resources) and i was asking, does the lefh have to be built by engineers?(damn i was confused, thought the drafts were combat infantry).
  • #6
    5 years ago
    Hungary was short on men late war, so to represent this, Hungary uses drafted engineers that are also given combat training. Thus creating a weak, but important early game unit. I should also npte that the caches required for teching up need to be built on points and give no further benefit other than reducing production speed. Thus meaning, a loss of one will hurt Hungary more than usual and give a way of countering Hungary and slowing her down.
  • #7
    5 years ago
    Hungary was short on men late war, so to represent this, Hungary uses drafted engineers that are also given combat training. Thus creating a weak, but important early game unit. I should also npte that the caches required for teching up need to be built on points and give no further benefit other than reducing production speed. Thus meaning, a loss of one will hurt Hungary more than usual and give a way of countering Hungary and slowing her down. Also the howitzer is produced from the second tier hq
  • #8
    5 years ago
    Updated adding CP points and changed some abilities. I have also noticed the lack of a medic unit which will be addressed. Please give me feedback on the changes :)
  • #9
    5 years ago
    Hey - this is actually a pretty cool idea for a mod!

    For the bombing run, you could have it so that a couple of Me-210 Ca-1's from one of the Hungarian Royal Air Force's Fast Bomber Squadrons drop SC250 or SC500 bombs in the target area. The Me-210 Ca-1 could carry up to two SC250 or SC500 bombs and was used extensively in ground attack missions against the Soviets.
  • #10
    5 years ago
    That's a nice idea, I've given a basic idea for unique abilities from commanders which could come with a good 15 more combinations (That would be useable). I could add a couple more and make it a base killer, I have yet to add the medic unit or any defensive stuff for Hungary, but I have my ideas at the moment :)

    Oh I am also going to add the Csaba 39M as a doctrinal Command tank as the Csaba 40M which comes with just a usable machine gun, but it will compensate with better abilities and buffs to infantry as well as vehicles, making it a very important breakthrough vehicle

    Oh and a unique feature I have to tell you all about Hungary, their SMGs, the Danuvia 39M and 43M will be something special. Most SMGs used pistol rounds at relatively low velocity but in a high rate of fire. Hungary has an SMG that more represents a carbine, still accurate at range due to it's long barrel, but using 9x25mm Mauser Export rounds, which are rifle rounds. Firing somewhat fast and with a muzzle velocity higher than the Sten, nearly 50% higher velocity, meaning it will be VERY lethal.
  • #11
    5 years ago
    GrittleGrittle Posts: 993
    Nice Idea

    Nice concept

    Nice Tanks

    Only problem would be 1v1 maps with small amounts of land. how would you answer that?
  • #12
    5 years ago
    Buying a Royal Magyar Honvedseg straight up and continuously using them until they have the next tier. Honvedseg come with a free light MG meaning it is crucial early firepower and should keep them going until they can use Toldis and Turans, which would be hard counters tp beat, fighting an early game with a poorly armed medium tank would be a problem for most factions in the early-mid game. This dominance would likely be kept until the final tier, where the player can get Marders to provide mobile ant tank support
  • #13
    5 years ago
    Just added how Hungary will heal troops. Also a Hungarian Air Force doctrine.

    Hungary will heal troops for a 10 munitions upgrade to Resource caches. These provide a decent front line method of healing for a Hungarian player and will make caches a staple point for expansion.
  • #14
    5 years ago
    excellend idea, mean while the hungarianm are on my project list for a skinpack ;)
  • #15
    5 years ago
    Updated and added 'Consolidated Tactics' Doctrine.
  • #16
    5 years ago
    Updated again. I have removed the Marder II as it is unhistoric. To give Hungary more choice in use, I have replaced it with the Hetzer, giving a light, fast tank destroyer to work for counter attacking. This should correlate with the 7.5cm well as it gives the option of Slow and Hard hitting or Fast but Mediocre Hitting. (Before any one says anything, that is indeed what she said)

    I have also added a field howitzer to tier 2, a devastating one too. Hopefully this will put more emphasis on Hungary being a counter attack style. (The idea that everything is generally fragile, so letting the enemy hit, fail and then use that to your advantage is what I am trying to hit home here)
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