Grittle's Italian Front Axis Army (Heeresgruppenkommando) Idea VERSION 2

#1
4 years ago
GrittleGrittle Posts: 993
edited September 2016 in Wishlist
CHANGES
April 2016
-Removed Panzershreck Upgrade for Bersaglieri. (4/22)
-Removed Breda 30 LMG for Alpini Brigade. (4/22)
-Changed Prices and CP requirements for numerous units. (4/22)(4/26)(4/28)
-Moved Bersaglieri to T0 due to new spawning mechanics (Infantry can't poop out of tanks you know) (4/26)
-Bersaglieri now requires T3 to be able to be built from the Main HQ (4/26)
-New T3 Unit: Carro Armato L3/35 Tankette, a mobile AI support platform that can be upgraded to provide suppression and some defense against light vehicles. (4/26)
-Nashorn Tank Destroyer has been removed (4/26)
-Lowered some tech costs and added descriptions for the Tech Structures. (4/27)
-HQ Upgrade: Advance Infantry Firearms now renamed to HQ Upgrade: Advance Infantry Capabilities (4/28)
-HQ Upgrade: Advance Infantry Capabilities now also gives Guastatori an extra man. (4/28)
-Heavily Adjusted Hummel Price (4/28)
-Alpini Sapper Package now provides a Modello 40 Flamethrower instead of a LMG 42 (4/28)
-Guastatori Flamer Package Removed (4/28)
May 2016
-Added Population Values for all Units (5/3)
-Changed from Doctrines to Operations (5/8)
-Tank Destroyer Operations's AP Rounds replaced with Tankette Button (5/8)
-Bombardment Operations's HE Rounds replaced with Advanced Command Tank Radios (5/8)
-Added 2 new Commanders: Vehicle Recovery Operations and Reconnaissance Operations (5/8)
-Weapon Crew Operations Renamed Advanced Crew Operations (5/8)
-Adjusted Costs of many units, Mainly Vehicles (5/9)(5/12)
-Changed some of the potential bonuses from the Veterancy System. (5/12)
-Splitted the AT Rifle and Minesweeper Upgrades for Guastatori (5/23)
-Guastatori now comes with 5 men from the start, costs increased to reflect that (5/23)
-Adjusted costs (5/23)
-Wespe replaced with Grille, functionality remains the same. (5/23)
-Guastatori no longer get panzerfausts from the HQ Upgrades. (5/23)
July 2016
-Small Stuff
-Increased Starting Fuel from 25 to 30

DESCRIPTION
The fierceness, ruggedness, and mobility of the elite Heeresgruppenkommando 2, or Army Group C of the Italian front kept the superior allied army at bay in Italy from 1943-1945. Take use of their vast array of light vehicles and Italian and German Supplies to flank and attack allied positions, But beware: the HGK have limited infantry and medium/heavy tank resources. Mobility is the key to victory.

OVERVIEW
As the Description says, the HGK is extremely mobile and light vehicle attack force. While the OKW has light vehicles. They also had access to lots of infantry and heavy weaponry. The HGK is different: aside from weapon crews, the HGK's infantry department would be solely on 1 T0 engineers, 1 "T3" Elite Infantry, and the eventual Doctrines. T1 are for the Weapon Crews. T2 and T3 will be chock full of fast and furious light tanks. And their T4 will consist of hard-hitting medium vehicles.

All units costs are reflected on how well they perform in theory(I.E a 240 manpower Infantry would be as effective as Grenadiers or Conscripts, as they also are 240 manpower infantry.)

BASE LAYOUT
The HGK's method of teching is rather odd. instead of building an acutal building or converting a supply truck into another. the HGK instead has its Engineers to build "Command Vehicles" which behave similarly to the Ostheer's Command Panzer. but not only does it allow buffs to allied units. But also can order units into battle like a building. The only trade off is less powerful weapons for themselves. They do have more health and armor than their non-command brethren. but not by much.

When not in use. you can have the Command tanks to "hunker down" to become a temporary building. acting as a resource cache for yourself, lowering the population cap, and dramatically increasing durability. and it still has access to its main cannon, passive bonuses in the sector its hunkered down in, and building units. It cannot re-mobilize if the pop cap can't allow it.

Base Sector Defense: Breda 37 Hmg Bunker.

They Start with 400 Manpower, 0 Munitions, and 30 Fuel.

T0: Sede Principale (They start with 1 Guastatori squad and a Sd.Kfz 7 Breda 61 Supply Halftrack)
(Provides Infantry and other methods of gaining and improving territory. Also provides upgrades for your army)

HQ Upgrade: Advance Infantry Capabilities [Requires T1 or T2, 200 Manpower, 30 Fuel] [Breda 30 LMG: 50 Munitions per LMG]
All Bersaglieri and combat motorcycles can now fire panzerfausts and allows the requisition of Breda 30 LMGs from weapon racks.

HQ Upgrade: Fortified Breda 61 [Requires T3, 100 Manpower, 30 Fuel]
All Sd.Kfz 7 Breda 61 Supply Halftracks now have 20% more armor and health. and can now transport infantry.

HQ Upgrade: Fortified Command Vehicles [Requires T4, 300 Manpower, 35 Fuel]
All non-doctrinal units now have a 20% production boost. And All command vehicles now have 20% more Armor and Health.


Guastatori [240 Manpower, 6 Population]
A 5 Man Italian engineer squad. All armed with repair tools, advance field defenses (Tank Traps, Barbed Wire, Land Mines, TNT, Trenches, Sandbags, ect.), explosives, and Carcano M1891 rifles. Has an optional upgrades for a PzB 35 Anti-Tank Rifle or Mine detecting Equipment. can also be fitted with LMGs from racks as an HQ upgrade, Requiring T1 or T2 to be unlocked. Guastatori also has the ability to build command vehicles that can allow access to higher tiers.

Field Support Package [Cost: 50 Munitions]
Provides Minesweepers and a more effective repair ability.


Vehicle Deterrent Package [Requires T1 or T2, Cost: 70 Munitions]
Provides 2 PzB 35 AT Rifles to combat vehicles.


Moto Guzzi Alce Combat Motorcycle [160 Manpower, 5 Fuel, 4 Population]
The Backbone of the HGK early game army. Can capture sectors, mobile, and armed with a Breda 30 LMG. Can be healed by both Engineers and Medics. can also be retrofitted with Panzerfausts as an HQ upgrade, Requiring T1 or T2 to be unlocked.

Advance Recon Package [Requires T3 or T4, Cost: 30 Munitions]
Provides an additional 20 LOS when stationary.


Bersaglieri [340 Manpower, 8 Population]
Truly the Cream of the Crop, Bersaglieri Marksmen are a 4 Man Squad armed with Carcano M1891 Rifles and an array of side arms. Can be upgraded with Berreta 38 SMGs. can also be retrofitted with Panzerfausts as an HQ upgrade, Requiring T1 or T2 to be unlocked.
(Requires T3 to be unlocked in order to build this Unit)

Urban Assault Package [Cost: 75 Munitions]
Provides Berreta 38 SMGs to replace the rifles provides access to the Tactical Movement ability (Same as the Paratrooper's Ability with Thompsons)
.

Bundled Grenade [Cost: 45 Munitions, Offense Vet 1]
Throws a very powerful grenade.


Smoke Grenades Assault [Cost: 35 Munitions, Defense Vet 1]
Throws multiple smoke grenades for maximum coverage.

Sd.Kfz. 7 Breda 61 Supply Halftrack [230 Manpower, 5 Fuel, Can only build 3 max at any time]
The HGK's version of a Fuel Cache, Builder, ect. . The Halftrack can be turned into a fuel outpost, munitions outpost, repair station, or ambulance station. they can't stack with the Wehrmacht fuel/munition's caches or vice versa. Can also be upgraded to transport infantry across the battlefield and a 20% increased armor and health as a HQ upgrade, Requiring T3 to be unlocked. Only 1 resource Outpost and 1 Support Outpost is allowed per normal sectors, and only 2 Support Outposts are allowed on victory points, the Base Sector, and fuel/Munition points.

Fuel Outpost: Acts Exactly like a fuel Cache, has a 75 Munitions Upgrade for Camo
[Cost to build: 10 Munitions]

Munitions Outpost: Acts Exactly like a Munitions Cache, has a 45 Fuel Upgrade for Camo
[Cost to build: 10 Fuel]

Repair Outpost: Houses 4 Engineers for Repairing vehicles, Has a 50 Munitions upgrade for 50 extra vision range
[Cost to build: 20 Munitions]


Ambulance Outpost: Houses 4 Medics for Healing, can reinforce, has a 150 Manpower upgrade for Retreat Point and a Breda 30 LMG Weapon Rack, if unlocked.
[Cost to build: 50 Manpower]


(All Outposts provides warmth in winter maps)

T1: Command L6/40 light Tank [Cost to Build: 180 Manpower, 50 Fuel, 6 Population]
This Command tank gives passive speed bonuses to allied infantry and weapon crews in the sector. also has the ability to call in smoke bomb artillery.
(Allows access to the heavy weapon crews needed to hold territory you acquire, lacks mobility)

Nebelwerfer 41 [340 Manpower, 9 Population]
Can Fire 6 150mm rockets, need I say more? Can fire Incendiary (Offense Vet 2) or Smoke (Defense Vet 2) Depending on which Veterancy Type it became.

Gebirgsflak 38 [350 Manpower, 8 Population]
The HGK's method of Suppression, this Mobile Flak cannon can suppress blobs of infantry while being an annoyance to aircraft.

Elevated Position [Requires Vet 1, Toggle]
The Flak Cannon is moved to an elevated position. providing more range and bonus accuracy vs planes, but gets hit more often as a result.


Cannone da 47/32 M35 Field Gun [260 Manpower, 8 Population]
The HGK's answer to enemy light armor, light, fast, and hard to spot, this is a HGK infantry staple. Also has the ability to fire Effetto Pronto HEAT rounds to fend off heavier armor.

Effetto Pronto HEAT Rounds [Cost: 15 Munitions for 15 Seconds]
Double the Penetration and +15% firing rate (Offense Vet 1) and/or +15% Range (Defense Vet 1) for 15 seconds.


T2: Command Panzer III [Cost to Build: 230 Manpower, 60 Fuel, 8 Population]
This Command tank gives passive vision bonuses to allied units in the sector. also has the ability to call in a Recon Strafe Macchi C.202 plane.
(Brings the bulk of your mobile light vehicle forces into the fight, something for nearly every situation early to mid-game, but the vehicles themselves lack durability and long-term front line sustainability.)

138 Mardar III Ausf. M Tank Destroyer [300 Manpower, 75 Fuel, 7 Population]
A Panzer 38(t) Outfitted with a 75 mm Anti-Tank Gun

Sd.Kfz 138/1 Grille Self Propelled Artillery [330 Manpower, 85 Fuel, 12 Population]
A Panzer 38(t) outfitted with a 150 mm Infantry Gun.

Fiat Carro Armato L6/40 Light Tank [230 Manpower, 60 Fuel, 8 Population]
Another HGK staple, Light, Mobile, and with a deadly 20mm fast firing cannon. This tank danced like a fly and stung like a mosquito…. a REALLY big Mosquito. Can also be upgraded into a L6 Lf Flame Tank for even more anti-infantry power.

Flamethrower Package [Cost: 90 Munitions]
Replaces the 20mm cannon with a flamethrower.


T3: Command Panzer 4 [T1 or T2 Cost to Build: 280 Manpower, 70 Fuel, 9 Population]
This Command tank gives passive reload speed bonuses to allied units in the sector. also has the ability to call in moderate artillery strikes and fake flares.
(Provides your mid-game workhorse tank: The Panzer 3, and the supporting units to work in tandem with it against infantry and light vehicles. lacks reliable AT.)

Panzer III Ausf. M [300 Manpower, 90 Fuel, 10 Population]
The Main Battle Tank of the HGK, these Panzer IIIs were armed with a high-velocity yet mediocre AT wise 50mm cannon and reasonably thick armor.

75mm Infantry Support Up-Gun Package [Cost: 60 Munitions]
Transforms the Panzer 3 Ausf. M into a Ausf. N Variant, with a short 75mm barrel. It trades the slightly above mediocre armor penetrating power of the 50mm cannon for a High-Explosive, 75mm Cannon used by the Stug 3 Es for better Anti-Infantry and bunker busting powers. also slightly increase acceleration and speed (Offense Vet 1) and/or gives it a minor boost in health. (Defense Vet 1)

Carro Armato L3/35 Tankette [190 Manpower, 30 Fuel, 6 Population]
A cheap, fast, and surprisingly durable Tankette, the L3/35 is able to lightly suppress infantry with its twin 8mm MGs for double the fun! Can be refitted into a L3/38 Tankette, which is replaces the twin MGs with a single Breda 31 13.2mm HMG.

L3/38 Refit [Cost: 40 Munitions]
Transforms the L3/35 into the L3/38, which replaces the twin 8mm MGs with a single 13.2mm Breda 31 HMG. Which while has a slightly slower firing rate, provides heavy suppression to infantry and more damage to light vehicles. also slightly increase acceleration and speed (Offense Vet 1) and/or gives it a minor boost in health. (Defense Vet 1)

Wirblewind [250 Manpower, 110 Fuel, 10 Population]
A Panzer IV with 4 2cm flak 38 cannons, both an Infantry and Aircraft shredder.

T4: Command P26/40 Heavy Tank [Any 2 Combination of T1, T2, and T3 Cost to Build: 330 Manpower, 85 Fuel, 10 Population]
This Command tank gives passive light suppression bonuses for the hull MGs to allied vehicles in the sector. also has the ability to call in a Macchi C.205 20mm Loiter or a Macchi C.202 recon loiter.
(Grants access to your "late" game specialist units, extremely effective, but rather expensive.)

Panzer IV Ausf. H [380 Manpower, 140 Fuel, 12 Population]
One of the most dangerous Panzer IV Variants ever created. Can be upgraded with both S-mine launchers and Zimmerit mine-reducing damage paint. Comes with Armor Skirts, Only downside compared to other Panzer IV Variants is slower speed.

MG 42 Pintle [Cost: 60 Munitions]
You know what this does, I'm not going into detail about it.

Advance Defense Package [Cost: 60 Munitions] [S-mines: Costs 20 Munitions per shot] [Smoke Projector: 30 Munitions]
Provides Zimmerit paint, which reduces the damage done by mines by 30%, and allows the ability to fire S-Mines against infantry [Offense Vet 1] and/or unleash protective smoke [Defense Vet 1]


Bergepanzer IV [300 Manpower, 100 Fuel, 10 Population]
A Panzer IV that can quickly repair vehicles, salvage wrecks, can repair light and medium vehicle wrecks to operational use, or become a temporary repair station. Should be protected as it has no means to defend itself with. Gains Veterancy from repairing and other units fighting near the Bergepanzer.

Resurrect [Reduces Manpower income by 15% per ongoing resurrection]
Allows the reconstruction of vehicle wrecks to operational use. time takes to repair depends on health of the wreck.

Hunker Down [Takes 6 Seconds to transition in and out of hunkered down]
Turns into a repair station, housing 3 engineers to repair any nearby allied vehicles.

Tow [Requires Vet 2]
Allows the towing of wrecks and immobile allied vehicles, will lower the speed of the bergepanzer.


Semovente 75/34 [320 Manpower, 130 Fuel, 12 Population]
The Main Tank Destroyer of the HGK, this assault gun has an extremely powerful but slow firing 75 mm high-velocity cannon.

VETERANCY
The HGK's Veterancy works similar to the COH1 PE's form. able to choose more offensive or defensive bonuses AND vet experience is shared between all nearby units. but you can only choose the Offense or Defense vets after getting a generic vet 1. Here are some examples of what the Veterancy Options are.

INFANTRY
VET 1: Ability Unlocked/Basic Bonuses
..................................................
ATTACK VET 1: Increased Accuracy while moving, slight Offensive Buffs

ATTACK VET 2: More Offensive Buffs, Extra Squad Member, Captures Sectors at an 25% increased rate. Can fire on the move with the Breda 30 LMG or other LMGs.

..................................................
DEFENSE VET 1: Increased Accuracy in friendly Territory, slight Defensive buffs

DEFENSE VET 2: More Defensive Buffs, Drops a smoke grenade on retreat, Passive Healing when out of combat
WEAPON CREWS
VET 1: Ability Unlocked/Basic Bonuses
..................................................
ATTACK VET 1: Faster Set-Up and Pack-up Time.

ATTACK VET 2: 2 Extra Squad Members, Captures Sectors at an 25% increased rate (Nebelwerfer and other Artillery: Along with the listed bonuses, it also can now fire Incendiary barrages)

..................................................
DEFENSE VET 1: Larger Sight and Attack Range when in friendly territory

DEFENSE VET 2: Can Retreat and drops a smoke grenade while doing so, Passive Healing and Repair When Out of Combat (Nebelwerfer and other Artillery: Along with the listed bonuses, it also can now fire Smoke barrages)
VEHICLES (Bergepanzer 4 and Command Tanks can Only choose the defense vets)
Vet 1: Ability Unlocked/Basic Bonuses
..................................................
ATTACK VET 1: Quicker Reloading Speeds and More Accuracy While Moving

ATTACK VET 2: Can Decapture Sectors at 25% speed of infantry, Offensive Bonuses.

..................................................
DEFENSE VET 1: Larger Sight, Accuracy, and Attack Range when standing still in Friendly Territory (Bergepanzer: Armor Skirts and added Zimmerit Mine Deterrent Paint. Can now also move wrecks and immobile allied vehicles to different locations.)

DEFENSE VET 2: Can now Hull Down, Defensive Bonuses. (Bergepanzer: The Ability to detect and remove landmines and faster repair and resurrect speeds. Allows the resurrection of heavy vehicle wrecks.)

DOCTRINES/COMMANDERS

As this faction is just a draft. I would be only doing the default 3 commanders this faction comes with and 8 "DLC" ones.

Italian Remnant Operations: (Default)
2CP: Alpini Brigade [Cost: 290 Manpower, 7 Population]
(Calls in a 5 man-squad of Aplini Brigade Italian Mountain Troops, Armed with Carcano M1891TS Carbines. Can use Volley Fire)

4CP: Advance Recon Maneuvers [Cost: 90 Munitions]
(2 Macchi C.202 Planes sweep the targeted area: 1 moves around in a simple loiter, the 2nd one does a single sweep right through the middle of it, dropping flares for prolonged recon.)

5CP: Fiat M14/41 Medium tank [PASSIVE, Cost: 270 Manpower, 75 Fuel, 8 Population]
(Call in the Cheap Fiat M14/41, Cheaper and faster than the Panzer III, but only has a surprisingly fast firing 47 mm cannon and thin armor. Can be built from the Main Headquarters)

5CP: High Explosive Shells [Passive]
(Allows all tanks, AT Guns and artillery pieces to fire High Explosives rounds, providing more AoE against infantry)

9CP: Relentless Air Assault [Cost: 210 Munitions]
(What begins as a simple Macchi C.202 Recon Loiter Becomes a surprise assault from 3 Macchi C.205 Fighters who, all armed with with 12.7mm and 20mm Cannons, begins tearing apart the targeted location. destroying infantry and medium vehicles alike)

Tank Destroyer Operations: (Default)
1CP: Topfmines [Cost: 40 Munitions]
(Allows HGK Infantry to Lay Anti-Tank Topfmines)

3CP: Light Vehicle Button Training [Passive] [Cost: 35 Munitions per Button]
(Allows all Combat Mortorcycles, L3/35, and L3/38 Tankettes to button enemy vehicles, cutting its line of sight and dramatically slowing speed and firing rate)

4CP: Panzerjaegers [Cost: 370 Manpower, 9 Population]
(A 3 man-squad of Panzerjagers, all armed with Carcano M1891 rifles, uses their array of powerful panzerfausts assaults and Unaccurate Panzershrecks to decimate the enemy's vehicles)

5CP: Spy Recon [Cost: 70 Munitions]
(Pro-German Italian Partisans Scouts the selected Sector for a limited duration)

10CP: Semovente 105/25 [Cost: 390 Manpower, 160 Fuel, 15 Population]
(Allows Access to the Italian Semovente 105/25, a Tank Destroyer with a 105 mm cannon)

Supply Defense Operations: (Default)
0CP: Reinforced Outposts [Passive]
(All Sd.Kfz. 7 Haltrack Outposts now have 45% extra healing, repair power, and structure health and is now protected with a uncontrollable 3 man-squad of Alpini Brigade infantry with Carcano M1819TS Carbines)

2CP: Brixia Model 35 45mm light Mortar [Cost: 260 Manpower, 7 Population]
(Acquires a Brixia 35 Mortar, a 45mm rapid firing mortar that forces the enemy on the move. can also retreat without the use of vet)

4CP: Basic Emplacements [Cost: 200 Manpower, 15 Fuel, 6 Population For MG Emplacement] [300 Manpower, 20 Fuel, 6 Population for Mortar Emplacement]
(Allows HGK infantry to build 81mm Mortaio da 81/14 Mortar and Breda 37 HMG Emplacements, Both Good against Infantry Short (HMG) and Long (Mortar) range)

5CP: Butterfly Bomb Strike [Cost: 100 Munitions]
(The Luftwaffe drops 11 SD2 Butterfly Bombs Landmines in the targeted Area. each on holding 2kg of fragmentation explosives)

9CP: Cannone da 90/53 Flak/Anti-Tank Emplacement [Cost: 470 Manpower, 30 Fuel, 14 Population]
(Allows Guastatori to build 90mm flak emplacements. Good against armor and aircraft. has to toggle between anti-air and anti-ground modes.)

Advanced Crew Operations: (Rare)
1CP: Breda 37 HMG [Cost: 225 Manpower, 6 Population]
(Command releases a Breda 37 HMG into combat for a cheap way of suppressing infantry. can also retreat without the use of vet)

2CP: Brixia Model 35 45mm light Mortar [Cost: 260 Manpower, 7 Population]
(Acquires a Brixia 35 Mortar, a 45mm rapid firing light mortar that forces the enemy on the move. can also retreat without the use of vet)

2CP: Crew Self Defense Tactics [Cost: 25 Munitions per Grenade] [40 Munitions for Weapon Crew Upgrade]
(Allows Weapon and Vehicle Crews to throw a model 22 grenade, also gives Weapon Crews the ability to use Carcano M1891TS Carbines for more firepower and better survival training.)

5CP: Butterfly Bomb Strike [Cost: 100 Munitions]
(The Luftwaffe drops 11 SD2 Butterfly Bombs Landmines in the targeted Area. each on holding 2kg of fragmentation explosives)

5CP: Spy Recon [Cost: 70 Munitions]
(Pro-German Italian Partisans Scouts the selected Sector for a limited duration)

German Support Operations: (Rare)
0CP: Panther Ausf. D [PASSIVE, Requires T4, Cost: 450 Manpower, 170 Fuel, 16 Population]
(High Command allows use of an early variant of the Panther, with less reliable armor and engine but still equipped with the dangerous 75mm cannon. Can now be built in the T4 Command Tank)

1CP: Sdkfz 223 Command Funkwagon [Cost: 300 Manpower, 10 Fuel, 8 Population]
(A Funkwagon, commanded by an Officer from Germany, has arrived to boost Vet EXP gain and Vet EXP Share to all units in the vicinity, gains vet by being near combat, gives out further passive bonuses to nearby units based on the type of vet chosen (Offensive Vet gives Offensive Bonuses, Defensive gives Defensive Bonuses))

1CP: Topfmines [Cost: 40 Munitions]
(Allows HGK Infantry to Lay Anti-Tank Topfmines)

5CP: German Supply Drop [Cost: 220 Munitions]
(The Luftwaffe Drops 2 Panzershrecks and 2 MG 42 LMGs in the targeted location to support allied infantry fortifications)

6CP: Tactical Blitzkrieg [Cost: 70 Fuel]
(Allows all Vehicles on the map to move rapidly for 30 Seconds, but temporarily get overheated engines afterwards. All front line enemy sectors get bombarded with smoke while the ability is active)

Italian Armor Operations: (Rare)
5CP: Fiat M14/41 Medium tank [PASSIVE, Cost: 270 Manpower, 75 Fuel, 8 Population]
(Call in the Cheap Fiat M14/41, Cheaper and faster than the Panzer III, but only has a surprisingly fast firing 47 mm cannon and thin armor. Can be built from the Main Headquarters)

5CP: High Explosive Shells [Passive]
(Allows all tanks, AT Guns and artillery pieces to fire High Explosives rounds, providing more AoE against infantry)

5CP: Effetto Pronto Tank Rounds [Passive]
(Allows all tanks to fire Armor Piercing Rounds, providing more penetration versus vehicles)

6CP: Tactical Blitzkrieg [Cost: 70 Fuel]
(Allows all Vehicles on the map to move rapidly for 30 Seconds, but temporarily get overheated engines afterwards. All front line enemy sectors get bombarded with smoke while the ability is active)

8CP: Carro Armato P26/40 "Heavy" Tank [Cost: 420 Manpower, 150 Fuel, 14 Population]
(Unleashes one of the few available heavy tanks at the HGK's disposal: the P26/40 Heavy tank, which can take many hits but only armed with a rather small 75mm cannon)

Italian Infiltration Operations: (Rare)
3CP: San Marco Marines [Cost: 370 Manpower, 9 Population]
(Call in the Elite San Marco Marines: A fast 4-Man squad with FNAB-43 SMGs, are expert Infiltration and Ordinance specialists that can be called in from Ambient Buildings.)

3CP: Forward Outpost [Cost: 380 Manpower, 60 Fuel] [Italian Militia: 190 Manpower, 6 Population]
(Transforms any ambient building into a Forward outpost, providing bonuses to nearby units and ability to call-in Italian Militia, a cheap 4-man squad equipped with Lee-Enfield Rifles and some unique Ordinances.)

5CP: Spy Recon [Cost: 70 Munitions]
(Pro-German Italian Partisans Scouts the selected Sector for a limited duration)

6CP: Ambush Tactics [Passive] [Cost: 60 Munitions]
(Allows all Vehicles and Infantry the ability to camouflage themselves in non-road environments.)

7CP: Infiltration Insert [Cost: 350 Manpower, 150 Munitions, 9 Population]
(A plane covertly paradrops a squad of Offensive Veterancy 2 San Marco Marines near the targeted enemy capture point, the enemy are not immediately alerted of the infantry's or aircraft's presence and are not seen on the enemy's mini-map for 20 seconds.)

Mountain Warfare Operations: (Rare)
2CP: Alpini Brigade [Cost: 290 Manpower, 7 Population]
(Calls in a 5 man-squad of Aplini Brigade Italian Mountain Troops, Armed with Carcano M1891TS Carbines. Can use Volley Fire)

2CP: Alpini Sapper Package [Passive] [Cost: 70 Munitions]
(Gives Guastatori the ability to salvage wrecks, build mines and other non-command vehicle fortifications 25% faster, and a Modello 40 Flamethrower)

3CP: Breda 61 Munitions Halftrack [Cost: 300 Manpower, 30 Fuel, 7 Population] [B-2 Mines: 60 Munitions]
(Provides a Munitions Halftrack for your use. This special vehicle gives a passive bonus of speeding up the cooldown period of other unit's abilities, effectively reducing the cooldown of abilities by 30%, can also plant B-2 Anti-Tank Bar Mines. Bonuses Do not stack, only 1 is allowed at any given time)

4CP: Obice da 75/18 Modello 34 Mountain Gun [Cost: 340 Manpower, 10 Population]
(Acquires a 75mm Mountain gun that can either fire artillery rounds on the enemy infantry and structures, or direct fire onto medium vehicles with Effetto Pronto HEAT rounds)

5CP: Light Mortar Barrage (White Phosphorus) [70 Munitions per Barrage, Up to Three Barrages at a Time]
(81mm Mortaio da 81/14 Mortars lightly bombards the targeted location, Obscuring the target with white phosphorus smoke from pilfered US 81mm WP rounds. Can be used up to three times at a time at different locations.)

Bombardment Operations: (Rare)
0CP: Advance Command Vehicle Radios [Passive]
(Command Vehicles now have more advanced radios and radar, allowing the Command vehicles to detect enemy movement beyond its LOS)

3CP: Hotchkiss H35 Light Tank [Cost: 250 Manpower, 70 Fuel, 9 Population] [Rocket Upgrade: 120 Munitions]
(Acquires a Hotchkiss Light Tank, a well armored vehicle equipped with a 37 mm cannon, can be upgraded to be able to fire 4 Wurfrahmen 40 Rockets over medium range.)

5CP: Light Mortar Barrage (Explosive) [60 Munitions per Barrage, Up to Three Barrages at a Time]
(81mm Mortaio da 81/14 Mortars lightly bombards the targeted location, causing suppression and overall area denial. Can be used up to three times at a time at different locations.)

5CP: Light Mortar Barrage (Smoke) [40 Munitions per Barrage, Up to Three Barrages at a Time]
(81mm Mortaio da 81/14 Mortars lightly bombards the targeted location, Obscuring the target with smoke. Can be used up to three times at a time at different locations.)

9CP: Sd.Kfz 165 Hummel Heavy Self-Propelled Artillery [Cost: 510 Manpower, 150 Fuel, 14 Population]
(A Hummel Artillery Tank, Armed with a 150mm Artillery piece, Can be called in to bombard the enemy into submission.)

Vehicle Recovery Operations: (Rare)
0CP: Zimmerit Field Coating Kits [Passive]
(Allows Guastatori to hastily add Low Quality Zimmerit Coating on Vehicles, reducing damage by 15% from a single mine hit.)

4CP: Rapid Repair Operations [Cost: 60 Munitions]
(Guastatori, Repair Outposts, Bergepanzer 4s, and Bergetigers repair 200% faster for 30 seconds.)

4CP: Vehicle Wreck Awareness [Cost: 80 Munitions]
(All Vehicle wrecks and movement around wrecks are covertly detected for a short time.)

10CP: Vehicle Decrew Barrage [Cost: 230 Munitions]
(A rapid barrage of high explosive rockets devastates the targeted area. Lethal to Infantry and Crews of Heavily Damaged Vehicles. This barrage cannot outright destroy vehicles.)

11CP: Bergetiger Heavy Recovery Vehicle [Cost: 600 Manpower, 180 Fuel, 16 Population]
(A Bergetiger Heavy Recovery Vehicle has been called in. This Heavy Tank repairs better and faster, is more durable, can remove heavy obstacles like tank traps, and can resurrect Heavy Vehicle wrecks and can remove mines without veterancy requirements unlike the small Bergepanzer 4. But it can't tow vehicles, detect mines by itself, or hunker down. Only 1 can be called in per match similarly to the Tiger Ace.)

Mobile Reconnaissance Operations: (Rare)
2CP: Autoblinda 41 Scout Car [Cost: 240 Manpower, 40 Fuel, 4 Population]
(The Fast AB41 Scout is summoned. Armed with a 20mm cannon and Spotting Scopes, the AB41 excels against light vehicles and infantry and has a large LOS when stationary.)

3CP: Light Vehicle Button Training [Passive] [Cost: 35 Munitions per Button]
(Allows all Combat Mortorcycles, L3/35, and L3/38 Tankettes to button enemy vehicles, cutting its line of sight and dramatically slowing speed and firing rate)

5CP: Light Mortar Barrage (Flares) [50 Munitions per Barrage, Up to Three Barrages at a Time]
(81mm Mortaio da 81/14 Mortars fires a single flare at the targeted area, revealing the area and any camouflaged units hiding in it. Can be used up to three times at a time at different locations.)

6CP: Semonvente 75/18 [Cost: 350 Manpower, 75 Fuel, 8 Population]
(Provides the Semonvente 75/18 Assault Gun, armed with an Obice da 75/18 Modello 34 Mountain Gun, it can be used effectively against medium vehicles. Can also barrage soft targets.)

10CP: 90mm Precision Shot [Cost: 125 Munitions]
(After a 5 second delay, An off-map Semonvente 90/53 fires a single 90mm high velocity shot at the targeted area. Has a low AoE, but can severely damage any vehicle or building and outright eliminate tight groups infantry. )
Now that you finished reading the Idea, you can now answer that Poll you OH so waited for. And trust me, I can take nearly any kind of feedback. good or bad. and improve the idea based on it. I really hope you like the Idea and comment ways you can improve or like about it, and if you don't... I don't really care IF you comment why it would be a bad idea and ways you could improve it.
Also, Please Take the Poll Below.

Grittle's Italian Front Axis Army (Heeresgruppenkommando) Idea VERSION 2 43 votes

Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)
93%
DudeFunky_MonkeyGrittlepinguino132GrenadierIT19DurklugZervostyrdWhiteWolf3BrigsSullianGnorriMatyas Bluesy03darkwater350pablonanogeskillVorganandre90sIseal_italoNuubio 40 votes
A Bad idea, wouldn't work at all (Please Comment Why)
6%
PastulioKirill_CoHSgt_Schultz 3 votes
Tagged:

Comments

  • #2
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    One last bump for 2016!

  • #3
    3 years ago
    pablonanopablonano YesterdayPosts: 2,549
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)
    Yay!
  • #4
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    Updated a few things:

    Removed Bersaglieri Panzershreck Upgrade.

    Removed Breda 30 LMG for Alpini Brigade.

    Slightly Change some of the prices for some units and abilities.

  • #5
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    It will be like mode?

  • #6
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:
    It will be like mode?

    Could you explain what you mean by mode?

  • #7
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    How you're talking about the Italian Front Axis Army.
    So if it's a mode(mod) or not.

  • #8
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:
    How you're talking about the Italian Front Axis Army.
    So if it's a mode(mod) or not.

    Ah I see.

    There is currently no mod for it, for the current mod tools would make it very weird and I do not know how to use it properly. but if someone else can do it. then go right ahead.

  • #9
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    And what did you discuss?

  • #10
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:
    And what did you discuss?

    You mean like feedback? I take in lots of feedback.

    before the forums overhaul came in, this thread had 5 pages of feedback in discussion. there is also one in the COH2.org forums that has feedback and discussion too.

  • #11
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    and what does that mean this: Italian Front Axis Army
    A new faction to CoH2?

  • #12
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:
    and what does that mean this: Italian Front Axis Army
    A new faction to CoH2?

    It's an Idea.

    There's a reason why it's in the wishlist section of the forums.

  • #13
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    and do you think that the Afrika Korps?

  • #14
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:
    and do you think that the Afrika Korps?

    That was a April Fool's joke.

  • #15
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    But that does not mean that it can not do. :)

  • #16
    3 years ago
    MikeHaggarMikeHaggar Posts: 635
    Needs more white flags and portable espresso machines!

    Good ideas but I gotta say I always hated the PE micromanaged vet system, having to click on every unit and select off or def. I like the idea of choosing offense or defense but I'd prefer it to be easier to select.
  • #17
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    Changed T3 and T0 because of the new spawning mechanics. added a new unit and removed a placeholder.

  • #18
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    2 new Commanders! WooHoo!

  • #19
    3 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    4-month bump

  • #20
    3 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    3rd AXIS FACTION!!! RELIC MAKE IT HAPPEN!!!

  • #21
    2 years ago
    SullianSullian Posts: 16
    edited February 2017
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    Nice work ! I'd love to see it in game, even though this would probably fuck up the balance once again. But It would be an insta-buy for me, even though I rarely play Axis.

  • #22
    2 years ago
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Grittle said:
    2 new Commanders! WooHoo!

    where did you hear that?

  • #23
    2 years ago
    GrittleGrittle Posts: 993
    Is a Decent Idea, could see this working as a viable Faction (Please Comment Why)

    @Emperor2000 said:

    @Grittle said:
    2 new Commanders! WooHoo!

    where did you hear that?

    It was posted 9 months ago

    also, it was the 2 new commanders in the Faction in the OP.

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