Company of Heroes: Eastern Front

Other discussions (Read-Only) => Off Topic => Topic started by: Newbie. on August 06, 2013, 06:19:35 AM

Title: Make a Faction concept.
Post by: Newbie. on August 06, 2013, 06:19:35 AM
Basically for something to do for all the nerds like me who miss making old Ostheer concepts, basically make a concept now of any World War Two-era faction you want, and let's compare and compliment others fractions.:)

I'll be doing mine soon, no idea what of though

Wehrmacht Sturmtruppen - Faction Concept

If ever made into a mod of this faction based on this concept, the Wehrmacht Sturmtruppen are all about mobility and being the 'in your face' faction - There units cost mild amounts and are very good at doing what they're meant to do - But that ends at that. A Stormtrooper will be annihiliated against a Tank, and an AT unit will be annihilated by Infantry. They provide a more elite brutal approach to CoH to the user of the Wehrmacht Sturmtruppen.

Sturmkompanie Kommand

For a start, No 'HQ' building is provided to the Sturmtruppen. They simply are provided by a barracks that is protected by a rotary MG-34 Machine Gun for support. If destroyed it costs 480MP and 20FL to reconstruct.

UNIT: Sturmtruppen
MEN PER SQUAD:Five
COST: 370MP. 5PopCap.
HEALTH (Per man): 50
WEAPONARY (Starting): 5x Karabiner 98k Bolt-action Rifles
CAN PRODUCE:
-Barbed Wire, No cost.
-Propane Explosive, 50Munitions. Explosive planted underground that upon being touched by a hostile unit, will explode in a fiery blaze.
UPGRADES
-Pioneir Truppen: Replaces two Sturmtruppen with a Kombatpioneir armed with the MP-40 Sub machine gun. Capable of detecting nearby mines and building main structures. Costs 50 Munitions.
-Kombat Kommand: Adds an Offizier to the Sturmtruppen armed with a MP-40 Sub Machine gun. Unit suffers less from suppression and higher accuracy when under command of the Offizier. Costs 180MP and 40 Munitions.
-Panzerjager: Adds a single Panzershrek Anti-Tank weapon to the Sturmtruppen, making them capable of taking on armour. Costs 75 Munitions.
-MP44s: Equips all Sturmtruppen with MP44 Assault Rifles. 80 Munitions.
ABILITIES
Steilhandgraten 43: Throws a stick grenade at the enplacement selected. Costs 15 Munitions.
Barbed Wire Cutters: Cuts barbed wire.
Fur Deutschland (Requires Kombat Kommand): Unit is immune to suppression and deals more damage, at the expense of taking more.

UNIT: Sd.kfz 250 Halftrack Convoy
COST: 500MP, 25FL, 10 Munitions.
DEPLOYMENT: Called off map to apprive outside Sturmkompanie Kommand
ARMAMENT:1x MG-42 per Halftrack, Garrisoned Sturmtruppen.
NOTESOnly four Halftrack Convoys can be deployed per match.

Volkskommand Kompany

UNIT:MG-34 MMG.
MEN PER SQUAD: Four.
COST400MP, 10MU.
ARMAMENT:2x MG-34 MMG held by Volksgrenadiers, 2x Kar98k.
ABILITIES:Button Vehicle - Disables an enemy vehicle whilst the ability is lasting, 30 munitions.

UNIT:Panzerjager
MEN PER SQUAD:Two.
COST:400MP, 10MU.
ARMAMENT:2x Kar98k Rifles.
ABILITIES Use of 'Panzerfaust' AT Weapon for free, with shorter recharge.

UNIT:Scout Truppen.
MEN PER SQUAD: Three.
COST: 250MP.
ARMAMENT: 1x G41 Rifle, 2x Kar98k Rifle.
UPGRADES:
-RADIO - One of the troops (G41 holder) has a Radio to call in Field Artillery for 75 Munitions. If the radio operator dies, the ability is inactive.
-G41s FOR EVERYONE- Each Truppen is given a G41 Rifle. 70 Munitions.

Panzer Kommand

UNIT:Panzer III Ausf G
COST: 450MP, 35FL.
ARMAMENT: 50mm semi-automated loading Gun. Hull-mounted MG34 Machine Gun.
UPGRADES: Side skirts - Protection against AT Weaponary - 35 munitions.
MG-34 Turret mounted weapon - 35 munitions, if gunner is killed upgrade is useless. Protects against Infantry. If Gunner is killed however, new gunner can be ordered at a nearby HQ Building for 35MU.

UNIT:StuG III Self Propelled Assault Gun
COST: 450MP, 45FL.
ARMAMENT:75mm KwK Assault Gun. Hull mounted MG34 Machine Gun.
UPGRADES: Side skirts, Protection against AT Weaponary - 35 Munitions
Upgraded Periscope Sights, Increased range and sight of 75mm Gun - 40 Munitions.
ABILITIES Camoflague, can only be used if selected the 'Special Operations' Doctrine.

UNIT: SdKfz 234 'Puma' Armoured Car
COST: 520MP, 30FL.
ARMAMENT: 50mm Anti-Tank Gun, Rooftop mounted MG-42 Machine Gun.
UPGRADES:Side skirts - Protection against AT Weaponary - 35 Munitions.
ABILITIES: Blitzkrieg! - 45 Munitions, A shock accerlation at a nearby Infantry team that kills a quarter of the men and suppresses the rest.

UPGRADES: Panzerfausts for Everyone! - All units can use the Panzerfaust to combat Soviet, British and American Armour, for the cost of 35 Munitions. 75 Munitions for upgrade.

UPGRADES: Off-field Panzer Gruppe Deployment: - A deployment of two Panzer IIIs with Full upgraded and an Upgraded Panzer IV commanded by a Veteran from the Italian Front. Costs 150FL to buy Upgrade, 1100 manpower to use ability.

Sturmartillerie Kommand

UNIT: Panzerjager I Light Tank Destroyer
COST: 500MP, 25FL. 15MU.
ARMAMENT:47mm Light Anti Tank Gun, Exceptionally useful against Armoured Cars, Light Tanks and Halftracks.
ABILITIES: 4.7mm AT Rounds - Fire a single AT round, capable of doing damage against Medium Tanks. 30MU.

UNIT: Panzerwerfer
COST: 700MP, 50FL.
ARMAMENT: Nebelwerfer-style Rocket Artillery mount.
ABILITIES: Firestorm - Unleash a barrage of Incedinary rockets to a location. 40MU.

UNIT:10.5cm leFH18 Crew
COST: 450MP, 25MU.
ARMAMENT:1x 105mm leFH18 Artillery Piece dragged by two men, one man armed with StG44 Assault Rifle.
ABILITIES: Overwatch Artillery - Watch a sector for opposition forces and fire at them once discovered.



SPECIAL OPERATIONS DOCTRINE

Left Hand Side: National Support

2CP - People of the Fatherland
Costs 50 Munitions to activate, all production is spread up by +15 for three minutes

2CP - Fortress Defences

Gives your Sturmpioneirs the ability to construct Tank Traps and the Flak-88 Anti Tank/Anti Air gun.

1CP - Fleigerkommando

For 420 munitions, air drop in a Squad of five Kar98k armed Fleigerkommando, who are weak but heavily armed German soldiers. Can be upgraded to carry 5x Captured PPSh, 3x StG44 or 2x Scoped Kar98k.

Right hand side

1CP - Camoflague

All StuGs and Infantry units can now camoflague to gain ambush bonuses.

2CP - Blitz Artillery

For 75 munitions, three off-field Nebelwerfer units fire on a marked sector.

4CP - Pantherturm

Can now construct a Panthersturm Fortress turret


Korpskommand Doctrine

L SIDE: Improved Training Techiques

Strosstrüppen

Calls in a 7 man squad of Strosstrüppen armed with STG44's and Panzerbuchse 39 anti-tank rifles.
[2 CP]

Panzer I
Call in a MG armed Panzer I For anti-infantry purpose.
[1 CP]

[3CP] Elefant

Calls in a Elefant Tank Destroyer. Only 1 on the field at a time.

R SIDE: Großsdeutschland Support Brigade

Sniper Optics
Each soldier now has improved optics, doubling his vision.
[1 CP]

Anti-Tank caliber round
Calls in a single heavy 10.5cm anti-tank round, just 1 of them. HOWEVER, if aimed at a tank, it will AUTOMATICLY hit it's engine, slowing it.
[2 CP]

Blitzkrieg
A battle unit of 1x PanzerIII and 3x Strosstruppen arrive on the field.
[4CP]

Foriegn Support Doctrine

L SIDE: CZECH FACTORY SUPPORT
 
Increase Munitions
All Kar98k welding support units get a G41 in replacement.
[2 CP]

Resource Lend-Lease
You can send over FUEL and MUNITIONS to your allies, or if it's 1v1, store FUEL and MUNITION in your base, once this upgrade is purchased
[3CP]

Defense
All MG-34's on vehicles and Infantry are upgraded to MG-42s.
[2CP]

R SIDE: SLAVACK REGIONAL SUPPORT

Waffen-Grenadier

Calls in a 5 man support foriegn support unit from the most elite units in the Wehrmacht. No 'Nationality' is given.
Armed with 5x Steyr-Mannlicher M1895.


Fallschrimjager Panzer-Pioneer - 2CP.

Deploy's a unit of 5 man Panzer-Pioneer, armed with 4x MP38  and 1x FG42 Can Repair units, and Ride Tanks.

5CP Erzherzog-Albrecht-Marsch
U-Boat's from Karl Donitz's unit surrond The North sea., cutting off supplys for 5 minutes. [/i]



Title: Re: Make a Faction concept.
Post by: The Soldier on August 06, 2013, 01:46:19 PM
I actually think it's not possible to add more factions, since there's bugs with that (like players having to own all the expansions, or stuff like that).  But from just skimming it for a a few seconds, I can tell you that it looks promising. :)

An error: the Panzer III has a 50mm gun (not a 57mm, they haven't stolen American AT guns ;)), either the long barrel or the "stubby" barrel (as I affectionately call it).  And 35 Munitions for a 1-time MG gunner upgrade?  Seems like a waste - AFAIK you can't upgrade it again to get it back.
Title: Re: Make a Faction concept.
Post by: Newbie. on August 06, 2013, 02:12:24 PM
I actually think it's not possible to add more factions, since there's bugs with that (like players having to own all the expansions, or stuff like that).  But from just skimming it for a a few seconds, I can tell you that it looks promising. :)

An error: the Panzer III has a 50mm gun (not a 57mm, they haven't stolen American AT guns ;)), either the long barrel or the "stubby" barrel (as I affectionately call it).  And 35 Munitions for a 1-time MG gunner upgrade?  Seems like a waste - AFAIK you can't upgrade it again to get it back.

Most of this is just done for my own entertainment aha, I have such a boring life and this helps me be creative:P

Ah, thankyou, i'll be swapping it to a 50mm. Maybe I could add some kind of reinforcement type thing where the MG34 could be replaced at a local HQ for little price, not sure eithier
Title: Re: Make a Faction concept.
Post by: LiefTundra on August 06, 2013, 03:35:22 PM
This is pretty cool  ;D but if you want to construct a faction that might make it into the mod or help give ideas to the devs, maybe you should construct a RMC like faction.
Title: Re: Make a Faction concept.
Post by: neosdark on August 06, 2013, 10:46:33 PM
I drew this up and posted it on the Donor's Board a few days back but had little actual feedback except from Soldier

I decided to draw up for a plan for the RMC/new British. I've based the core army around the Guards Armored Division (mainly Grenadier Guards) present at Normandy, as well as at Market Garden, and at the Rhineland. The doctrines will be much more fun as well. All units will be capable of veterancy but command units will still be present, and still offer bonuses.

This is a very rough sketch, I haven't thought too much about the veterancy just yet, but I want to get a gauge from my fellow donors and the Devs for what they think of my design

Tier 0/HQ:

Fortified Glider HQ

Produces:
1) Sappers: Ye olde British Sappers, come in with a kit of 4 Lee-Enfield rifles. Can build MG Nests, Nest Trenches (more on them later), Mines, Tank Traps Barbed Wire, forward base gliders, and base buildings. May be upgraded with Minesweepers or Flamethrowers (with an upgrade)

Nest Trenches: A large circular trench which can be used as a mortar pit, an infantry slit trench, can be upgraded to a 25 Pounder emplacement or a Medical Trench (Tier 2 needed for either). Can only be built after T1 building is built.

Forward Base Gliders: Can be called in by Sappers, upon entry Sappers will fortify them to make a make-shift forward base (adds tent, sandbags, etc.). You can call out Assault Teams (with T2 built) or a specialized doctrinal unit. These are used to lock-down sectors, but you can only have one per sector and if you choose to lock-down a sector you cannot build units from it.


2) Lieutenant: A Leftenant of His Majesty's Guards, he can call in Specialized Sections from off-map (Command) with the T1 building and for some units, T2 building. These sections include: Bren Sections, PIAT detachments, Mortar Section, and Scout Detachment. Just as the vBrit Lieutenant, he can follow units and his veterancy grants them bonuses for damage received and cover effects, but it only applies to the unit he is attached to. Getting him veterancy allows him to gain radio contact with his squad, meaning he can provide his bonus without being attached. Armed with a M1928 Thompson SMG. He is needed to build the Tier 2 building.

                 Now for the Specialized Sections Leftenant can requisition:

a) Bren Sections: A Rifle Section with two Bren gunners in tow (6 men in total). Can throw Mills Bombs. Useful for early mobile suppression.

b) PIAT Detachment: A 4 man team, armed with a pair of PIATs and 2 Lee-Enfield rifles. Can set AT mines. Needs the T2 building built for requisition. Slow moving because of the weight of the PIAT and the ammo.

c) Mortar Section: A 4 man team, equipped with a 3-inch Mk2LR mortar. Can throw down Smoke rounds, HE rounds and Illumination rounds (acts like a Flare). Really squishy so it’s recommended they get placed in a Nest Trench.

d) Scout Detachment: A 3 man team equipped with a scoped Lee-Enfield and 2 Binoculars. Cannot be reinforced, and when they retreat, they run off-map. A very long sight radius and can attach to squads a la Captain or Lieutenant, granting higher range for one unit. Needs T2 for requisition.

Be aware you can only have two of each these on field at any one time.

 
Tier 1: Infantry Command

1)   Rifle Section: Armed with 6 Lee-Enfields, capable of performing a Mad Minute (Suppressive Fire, less accurate, more damage) these are your mainline troops. Capable of being upgraded with Rifle Grenade Cups (2 of them) which also grants grenades to throw.

2)   Universal Carrier: Ye old Bren Gun Carrier, not much changed, can be upgraded with a Vickers HMG OR a Boys AT Rifle. Flamethrower upgrade is available with the Life Buoy upgrade.

3)   Captain: Very similar to the Lieutenant, he can requisition the same kinds of units, but can also call in a Tetrarch. He is needed to build the T2 and T3 building. His bonuses are sector wide, but are rather weak, being mainly defensive (Increased grenade range, less received accuracy) and only applies in owned sectors.

a)   Tetrarch: You know it and love it the little feisty glider tank is back, but this time it comes off map. It’s more of a scout than a real combat vehicle but it could be very useful to raid with.

Upgrade:

Flamethrowers: Unlocks Flamethrowers for Sappers, Churchills, and Universal Carriers.

Tier 2: Motorized Command

          1) AEC Mk.1 Armoured Car: Well armored and armed, but rather slow, this armored car can put up a fight. It may also be upgraded with a larger turret and a 75mm gun, turns it into a glass cannon with high damage, slow speed and little armor. Requires Armour Command to be built and Meteor Engine Requisition to be researched for the upgrade.
   
         2)   Assault Team: Armed with 3 STENs and 1 M1A1 Thompson. Can throw pairs of grenades and smoke grenades. They can also be upgraded with a Lewis LMG for more mobile firepower.
   
        3) Priest Kangaroo: A rather haphazard conversion of an M7 Priest into an APC, armed with a. 50 Browning HMG. Can store up to 12 troops (2 units max). Note: Much less armour than the Churchill Kangaroo. Don’t expect ROFLPWN PIAT blobs in this thing to survive too long.

   4) Valentine Command Tank: A Command Tank, equipped with extra radios and a fake barrel, functions similar to the Cromwell but with better sloped armor. Needed to unlock the Tier 3 building.

Meteor Engine Requisition: Unlocks the Cromwell tank of the Armour Command.

Tier 3: Armour Command

1)   Cromwell Tank: You know it and you love it, the A27M Cromwell is the mainstay of your armoured spearheads. Same 75mm gun as before, same speed, same everything.

2)   Archer Tank Destroyer: A Valantine chassis with a 17 Pounder in tow, this SPG can be locked down to allow focus fire (more accurate) and camouflage.

3)   Churchill Mk. VII: The very same tank from vBrits Royal Engineers, however, this one can be upgraded to Crocodile Variant, or equipped with a Hedge Clearer for crushing Tank Traps.


Doctrines:

1)   RAF Command: With the Commandos unlocked, you can also build them in the Forward Base Glider.

a)   Paratrooper Command

I. Paradrop Commandos: Drops in Paratrooper Commandos, 4 men armed with Stens, carrying Satchel Charges and capable of deploying barbed wire and mines.

II. Strafe Support: Allows Paratroopers to requisition strafing support from nearby de Havilland Mosquitoes, but it must be in revealed territory. Also allows for Recon runs by Mosquitoes.

III. Assault Gliders: Allows forward base gliders to be dropped in enemy territory (even in FoW)

b)   Bomber Command:

I.  Demolition Charge Drop: Drops a crate of explosive supplies that can be picked up by any British infantry units with open weapon spaces (Takes up 2). Can be placed anywhere, and can also be camouflaged (done via an over-repair type of ability).

II. Bombing Run: A short bombing run done by a fighter-bomber de Havilland Mosquito.

III. Grand Barrage: Calls out multiple Avro Lancaster bombers to bombing the living crap out of any sector you have line of sight into. Quite literally the most destructive tool in the British arsenal




2)   Assault Command: Designed to strike hard, fast and quiet, Assault Command lets you requisition Strike Section from your forward gliders.

a)   Armour Support

I.   Field Modifications: Crews are often ingenious in coming up with ways of making their tanks just a tad better. All tanks can now upgrade with sandbags to reduce damage from Panzerschrecks and Fausts. Churchill tanks and Archer tank destroyers also gain the ability to hull-down. Cromwell tanks may have their speed governors removed. Tetrarchs may equip their Little John Adaptors.

II.   Retrofit Requisition: Allows you to build Cromwell VII tanks instead of the standard Cromwell IV. Better armour and slightly less speed, it can take more punishment.


III.   Crashing Comet: Allows requisition of a Comet I tank. Armed with a 77mm HV gun that shoots APDS shells, it can easily penetrate the frontal armor of the Tiger I or Panther. Only one available at a time.

b)   Strike Support

I.   Stealth Kit: Allows Assault Sections to be equipped with Silenced Sten Mk VI submachine guns, giving them passive camo. Also equips all Captains with Welrod pistols and Lieutenants with Silenced Stens.

II.   Strike Section: 5 men armed with 5 De Lisle Carbines, they can be spawned from any neutral building or requisitioned from a forward glider. They can camouflage in cover, place mines and actually switch weapons to Silenced Stens.

3.   Infiltration Tactics: All British Infantry may now camouflage in cover. Assault Teams and Strike Sections may now active camo (on the move camouflage)


III)   Support Command: With Foreign Troops unlocked, you may requisition them from your forward gliders.

a)   Artillery Support

I.   High-Powder Shells: Gives all your artillery guns (mortars included) higher ranges.

II.   Assault Guns: Allows requisitioning of one Churchill AVRE Petard with 290mm mortar OR a reward unit, the Cromwell VI with its 95mm howitzer cannon. Both use high explosive rounds, but the Cromwell shoots faster and by itself.

III.   Land Mattress: The Land Mattress multiple rocket launch system becomes available for requisition. Shooting 30 inaccurate rockets, you may only have two of these at any one time. This a support team and maybe sniped, but its great range allows you to keep rather far behind your lines.

b)   Allied Support

I.   Foreign Troops: A squad of 6 foreign troops (Polish, Belgian, etc.) come in armed with Stens. They have very high morale, making them hard to suppress making them great assault troops, but they don’t get any explosives, so don’t expect them to be good for breakthroughs. Can upgrade with one PIAT or two BREN guns for varied tactical ability.

II.   Lend-Lease: Increases the amount of all resources flowing in and gives us 2 extra population slots per secured sector.


III.   Battlegroup: Brings in 2 Sherman Fireflys and 1 Priest Kangaroo filled with Foreign troops. Great for holding a line or creating that extra punch you need to breakthrough.

******OR******

Clever Bird: A single Panther (the Cuckoo) can be called in to act as a breakthrough tank. Same long range but can get the benefits from a Command tank.


Hope to hear your thoughts, criticisms and praise  ;)
Title: Re: Make a Faction concept.
Post by: Newbie. on August 07, 2013, 03:36:22 AM
I drew this up and posted it on the Donor's Board a few days back but had little actual feedback except from Soldier

I decided to draw up for a plan for the RMC/new British. I've based the core army around the Guards Armored Division (mainly Grenadier Guards) present at Normandy, as well as at Market Garden, and at the Rhineland. The doctrines will be much more fun as well. All units will be capable of veterancy but command units will still be present, and still offer bonuses.

This is a very rough sketch, I haven't thought too much about the veterancy just yet, but I want to get a gauge from my fellow donors and the Devs for what they think of my design

Tier 0/HQ:

Fortified Glider HQ

Produces:
1) Sappers: Ye olde British Sappers, come in with a kit of 4 Lee-Enfield rifles. Can build MG Nests, Nest Trenches (more on them later), Mines, Tank Traps Barbed Wire, forward base gliders, and base buildings. May be upgraded with Minesweepers or Flamethrowers (with an upgrade)

Nest Trenches: A large circular trench which can be used as a mortar pit, an infantry slit trench, can be upgraded to a 25 Pounder emplacement or a Medical Trench (Tier 2 needed for either). Can only be built after T1 building is built.

Forward Base Gliders: Can be called in by Sappers, upon entry Sappers will fortify them to make a make-shift forward base (adds tent, sandbags, etc.). You can call out Assault Teams (with T2 built) or a specialized doctrinal unit. These are used to lock-down sectors, but you can only have one per sector and if you choose to lock-down a sector you cannot build units from it.


2) Lieutenant: A Leftenant of His Majesty's Guards, he can call in Specialized Sections from off-map (Command) with the T1 building and for some units, T2 building. These sections include: Bren Sections, PIAT detachments, Mortar Section, and Scout Detachment. Just as the vBrit Lieutenant, he can follow units and his veterancy grants them bonuses for damage received and cover effects, but it only applies to the unit he is attached to. Getting him veterancy allows him to gain radio contact with his squad, meaning he can provide his bonus without being attached. Armed with a M1928 Thompson SMG. He is needed to build the Tier 2 building.

                 Now for the Specialized Sections Leftenant can requisition:

a) Bren Sections: A Rifle Section with two Bren gunners in tow (6 men in total). Can throw Mills Bombs. Useful for early mobile suppression.

b) PIAT Detachment: A 4 man team, armed with a pair of PIATs and 2 Lee-Enfield rifles. Can set AT mines. Needs the T2 building built for requisition. Slow moving because of the weight of the PIAT and the ammo.

c) Mortar Section: A 4 man team, equipped with a 3-inch Mk2LR mortar. Can throw down Smoke rounds, HE rounds and Illumination rounds (acts like a Flare). Really squishy so it’s recommended they get placed in a Nest Trench.

d) Scout Detachment: A 3 man team equipped with a scoped Lee-Enfield and 2 Binoculars. Cannot be reinforced, and when they retreat, they run off-map. A very long sight radius and can attach to squads a la Captain or Lieutenant, granting higher range for one unit. Needs T2 for requisition.

Be aware you can only have two of each these on field at any one time.

 
Tier 1: Infantry Command

1)   Rifle Section: Armed with 6 Lee-Enfields, capable of performing a Mad Minute (Suppressive Fire, less accurate, more damage) these are your mainline troops. Capable of being upgraded with Rifle Grenade Cups (2 of them) which also grants grenades to throw.

2)   Universal Carrier: Ye old Bren Gun Carrier, not much changed, can be upgraded with a Vickers HMG OR a Boys AT Rifle. Flamethrower upgrade is available with the Life Buoy upgrade.

3)   Captain: Very similar to the Lieutenant, he can requisition the same kinds of units, but can also call in a Tetrarch. He is needed to build the T2 and T3 building. His bonuses are sector wide, but are rather weak, being mainly defensive (Increased grenade range, less received accuracy) and only applies in owned sectors.

a)   Tetrarch: You know it and love it the little feisty glider tank is back, but this time it comes off map. It’s more of a scout than a real combat vehicle but it could be very useful to raid with.

Upgrade:

Flamethrowers: Unlocks Flamethrowers for Sappers, Churchills, and Universal Carriers.

Tier 2: Motorized Command

          1) AEC Mk.1 Armoured Car: Well armored and armed, but rather slow, this armored car can put up a fight. It may also be upgraded with a larger turret and a 75mm gun, turns it into a glass cannon with high damage, slow speed and little armor. Requires Armour Command to be built and Meteor Engine Requisition to be researched for the upgrade.
   
         2)   Assault Team: Armed with 3 STENs and 1 M1A1 Thompson. Can throw pairs of grenades and smoke grenades. They can also be upgraded with a Lewis LMG for more mobile firepower.
   
        3) Priest Kangaroo: A rather haphazard conversion of an M7 Priest into an APC, armed with a. 50 Browning HMG. Can store up to 12 troops (2 units max). Note: Much less armour than the Churchill Kangaroo. Don’t expect ROFLPWN PIAT blobs in this thing to survive too long.

   4) Valentine Command Tank: A Command Tank, equipped with extra radios and a fake barrel, functions similar to the Cromwell but with better sloped armor. Needed to unlock the Tier 3 building.

Meteor Engine Requisition: Unlocks the Cromwell tank of the Armour Command.

Tier 3: Armour Command

1)   Cromwell Tank: You know it and you love it, the A27M Cromwell is the mainstay of your armoured spearheads. Same 75mm gun as before, same speed, same everything.

2)   Archer Tank Destroyer: A Valantine chassis with a 17 Pounder in tow, this SPG can be locked down to allow focus fire (more accurate) and camouflage.

3)   Churchill Mk. VII: The very same tank from vBrits Royal Engineers, however, this one can be upgraded to Crocodile Variant, or equipped with a Hedge Clearer for crushing Tank Traps.


Doctrines:

1)   RAF Command: With the Commandos unlocked, you can also build them in the Forward Base Glider.

a)   Paratrooper Command

I. Paradrop Commandos: Drops in Paratrooper Commandos, 4 men armed with Stens, carrying Satchel Charges and capable of deploying barbed wire and mines.

II. Strafe Support: Allows Paratroopers to requisition strafing support from nearby de Havilland Mosquitoes, but it must be in revealed territory. Also allows for Recon runs by Mosquitoes.

III. Assault Gliders: Allows forward base gliders to be dropped in enemy territory (even in FoW)

b)   Bomber Command:

I.  Demolition Charge Drop: Drops a crate of explosive supplies that can be picked up by any British infantry units with open weapon spaces (Takes up 2). Can be placed anywhere, and can also be camouflaged (done via an over-repair type of ability).

II. Bombing Run: A short bombing run done by a fighter-bomber de Havilland Mosquito.

III. Grand Barrage: Calls out multiple Avro Lancaster bombers to bombing the living crap out of any sector you have line of sight into. Quite literally the most destructive tool in the British arsenal




2)   Assault Command: Designed to strike hard, fast and quiet, Assault Command lets you requisition Strike Section from your forward gliders.

a)   Armour Support

I.   Field Modifications: Crews are often ingenious in coming up with ways of making their tanks just a tad better. All tanks can now upgrade with sandbags to reduce damage from Panzerschrecks and Fausts. Churchill tanks and Archer tank destroyers also gain the ability to hull-down. Cromwell tanks may have their speed governors removed. Tetrarchs may equip their Little John Adaptors.

II.   Retrofit Requisition: Allows you to build Cromwell VII tanks instead of the standard Cromwell IV. Better armour and slightly less speed, it can take more punishment.


III.   Crashing Comet: Allows requisition of a Comet I tank. Armed with a 77mm HV gun that shoots APDS shells, it can easily penetrate the frontal armor of the Tiger I or Panther. Only one available at a time.

b)   Strike Support

I.   Stealth Kit: Allows Assault Sections to be equipped with Silenced Sten Mk VI submachine guns, giving them passive camo. Also equips all Captains with Welrod pistols and Lieutenants with Silenced Stens.

II.   Strike Section: 5 men armed with 5 De Lisle Carbines, they can be spawned from any neutral building or requisitioned from a forward glider. They can camouflage in cover, place mines and actually switch weapons to Silenced Stens.

3.   Infiltration Tactics: All British Infantry may now camouflage in cover. Assault Teams and Strike Sections may now active camo (on the move camouflage)


III)   Support Command: With Foreign Troops unlocked, you may requisition them from your forward gliders.

a)   Artillery Support

I.   High-Powder Shells: Gives all your artillery guns (mortars included) higher ranges.

II.   Assault Guns: Allows requisitioning of one Churchill AVRE Petard with 290mm mortar OR a reward unit, the Cromwell VI with its 95mm howitzer cannon. Both use high explosive rounds, but the Cromwell shoots faster and by itself.

III.   Land Mattress: The Land Mattress multiple rocket launch system becomes available for requisition. Shooting 30 inaccurate rockets, you may only have two of these at any one time. This a support team and maybe sniped, but its great range allows you to keep rather far behind your lines.

b)   Allied Support

I.   Foreign Troops: A squad of 6 foreign troops (Polish, Belgian, etc.) come in armed with Stens. They have very high morale, making them hard to suppress making them great assault troops, but they don’t get any explosives, so don’t expect them to be good for breakthroughs. Can upgrade with one PIAT or two BREN guns for varied tactical ability.

II.   Lend-Lease: Increases the amount of all resources flowing in and gives us 2 extra population slots per secured sector.


III.   Battlegroup: Brings in 2 Sherman Fireflys and 1 Priest Kangaroo filled with Foreign troops. Great for holding a line or creating that extra punch you need to breakthrough.

******OR******

Clever Bird: A single Panther (the Cuckoo) can be called in to act as a breakthrough tank. Same long range but can get the benefits from a Command tank.


Hope to hear your thoughts, criticisms and praise  ;)

Veryyy nice concept, not alot of flaws:)
Title: Re: Make a Faction concept.
Post by: Sommarkatze on August 07, 2013, 03:09:21 PM
BEST THREAD EVER!
I will post my Italian/RSI faction sometime when I have written it all down somewhere. It works as a counterpart for the RMC . All factions need a counterpart :>
They are also designed to be put into the easternfront :>
Title: Re: Make a Faction concept.
Post by: Newbie. on August 07, 2013, 07:11:10 PM
Updated my concept.
Title: Re: Make a Faction concept.
Post by: Max 'DonXavi' von B. on August 08, 2013, 12:40:09 AM
Ah, concept times again. Missing that rush from 2010 when literally every forum user set up an Ostheer concept.
Title: Re: Make a Faction concept.
Post by: neosdark on August 08, 2013, 02:18:08 AM
Veryyy nice concept, not alot of flaws:)

Can you please point them out :)
Title: Re: Make a Faction concept.
Post by: Dann88 on August 08, 2013, 06:08:05 AM
I like the call-in glider then reinforce it to become a functional foward base or even a T1 building. About anything else I see the abilities and doctrines from America, Whermacht.
This faction is missing hard-core AT tank, old brits has 17 pounder, US has 57mm, WH has pak 38. I'm not sure the glass cannon can work effective as much as Marder III of PE too.
Assault Guns and Land Mastress is double arti support in same tree, that's not okay in most cases.
Infiltration Tactics, Assault glider are waste of both time and CP, so does to passive camo for a assault unit.

About the unit pool: I think it will must fit the model pool first rather than fit the concept's idea itself.
About most other doctrines is pretty good. They have needed basic stuffs like a ultimate arti support, ultimate armor support and other stuffs.

The abilites of units are also somewhat complicated and near useless because of the force of "to create something new". Most concepts I saw have that same problem, it don't have to be cool or unique, just help the faction or that unit is okay. Efficiency is what I aim.

I also personally hated the officer system. It doesn't matter but I will very glad if anyone can make a Brits faction that don't have stupid officer. (A captain for strategic advantage is okay).
Title: Re: Make a Faction concept.
Post by: JuhwannX on August 08, 2013, 01:56:41 PM
If the officers worked like the SU Commissar, in the propoganda Doctrine, that'd be best. He just tactically supports the units, and gains veterency over time, but the units themselves gain the vet on their own.
Title: Re: Make a Faction concept.
Post by: neosdark on August 08, 2013, 05:40:28 PM
I like the call-in glider then reinforce it to become a functional foward base or even a T1 building. About anything else I see the abilities and doctrines from America, Whermacht.
This faction is missing hard-core AT tank, old brits has 17 pounder, US has 57mm, WH has pak 38. I'm not sure the glass cannon can work effective as much as Marder III of PE too.
Assault Guns and Land Mastress is double arti support in same tree, that's not okay in most cases.
Infiltration Tactics, Assault glider are waste of both time and CP, so does to passive camo for a assault unit.

About the unit pool: I think it will must fit the model pool first rather than fit the concept's idea itself.
About most other doctrines is pretty good. They have needed basic stuffs like a ultimate arti support, ultimate armor support and other stuffs.

The abilites of units are also somewhat complicated and near useless because of the force of "to create something new". Most concepts I saw have that same problem, it don't have to be cool or unique, just help the faction or that unit is okay. Efficiency is what I aim.

I also personally hated the officer system. It doesn't matter but I will very glad if anyone can make a Brits faction that don't have stupid officer. (A captain for strategic advantage is okay).

Well for a hardcore AT they do get the Archer TD (which does admittedly come a tad late, but I don't want a superman faction) You can use the PIAT teams combined with the AEC Armored Car for early AT and you can use the Tetrarch as a StuG/Marder II/III flanker.

The officers for this faction work kinda like vBrits, kinda like Commissar:

The Leftenant doesn't affect all the units around him, he only affects the one he is attached to. When he gain Vet 1, he can attach to a squad but he doesn't need to follow them around anymore, he maintains radio contact instead and provides them with bonuses. The attached to gains veterancy irregardless of Leftenant, but they also gain bonuses from him.

The Captain functions as a Sector defender; if he is in a sector and your troops are in it too, he will provide them defensive bonuses and gain vet from them. Again this doesn't mean the units in the sector won't gain their own veterancy.

The Valentine Command vehicle works in the same way as leftenant except he can can attach with radio contact from the start. Getting his veterancy increase the amount of vehicles he can attach to (Vet 0: 1 vehicle, Vet 1: 2 vehicle, Vet 2: 3 vehicles, Vet 3: 5 vehicles). However if he is too far away radio contact won't work, so you can't keep him at base all the time, he needs to be close to the tanks he is commanding.

I can also understand the dislike of passive Camouflage for an assault unit, but if they had active right off the bat and  you have two or three of them in field at once, you can just sneak right through the enemies lines in early game and wreck their entire strategy with no way for them to fight back.

Assault gliders allow you to reinforce troops behind enemy lines as well as spawn Assault teams. I dunno why you think they aren't useful, but perhaps they come a tad late...

As for the double arty complaint: Correct me if I'm wrong but last I checked Breakthrough gets a SU-85, an ISU-152 and IL2 support. You get a neat little TD, an HE shooting super cannon on treads and Air support. So its no big deal. With my Brits you get a HE canon for up close and a rockets barrage from afar and either a Panther (which is no super cannon) or two Sherman Fireflys. Can't really say that its OP in comparison.

And which abilities won't work so well?

Mad Minute will work fine, its just like BAR suppression fire except more accurate and less fast.
Dual Grenade throwing from the Assault Team? Don't see issues there.
Mortar Flare launching would be easy to put in.
Calling in Leftnenat or Captain squads is easy peasy.
Switching weapons (found on Strike Section) can be done, just ask Volksinator, pretty sure his mod has it and so do others.

Can't see anything else that may go wrong....
Title: Re: Make a Faction concept.
Post by: Dann88 on August 09, 2013, 01:41:30 AM
Well, it's up to you then. You can try to build your beta brits with corsix and have some feedbacks about it for yourself.
Title: Re: Make a Faction concept.
Post by: neosdark on August 09, 2013, 02:03:29 AM
No thanks XD, I don't play CoH nearly enough to justify modding it on my own. Hell I barely play EF...

I've moved on to more entertaining games like CKII, WoT, and Age of Chivalry: Hegemony.
Title: Re: Make a Faction concept.
Post by: LiefTundra on August 10, 2013, 06:42:38 AM
Well this is my new RMC concept, except it's based on the Canadian Army with the Royal Marines as a Doctrine they can choose. I tried to make them mobile like the PE and not try to be too much like the vCOH British. They have lots of vehicles, but each one has it's own purpose.
I know the Canadian Ram Tank never saw action, but I think it's a great tank for this faction because one it's Canadian and two it was a pretty decent tank. I also know many French tanks like the Char B1 and the Somoa S35 were captured by the Germans, but I think it would be cool if the French rode out in their own tanks.
The Close Combat Support and Long Combat Support is a type of teching/pool system (a mixture of the Soviet teching system in which you have to upgrade to get certain units and Ostheer assault and support pools) Each pool enables certain upgrades and certain vehicles and it is vital that you choose one, but not choose the other until you're comfortable enough to waste some fuel. That's why it may appear that many units are redundant, but they're all there for a reason.
Some of the ideas I used are from Neosdark so I want to thank him and show some credit
Please comment and tell me what you think about this concept

Tier 0/HQ

Base is protected by Twin Vickers K AA Emplacements  that can rotate 360 degrees.

Upgrades:
Close Combat Support (enables all units and upgrades that require Close Combat Support)
Cost:200 manpower/60 fuel
Long Combat Support  (enables all units and upgrades that require Long Combat Support)
Cost:200 manpower/60 fuel

Produces:

1)Canadian Sappers:Three man squad with three Lee-Enfield Rifles. Constructs all your base buildings and basic defenses (sandbags, barbed wire, tank traps, mines, etc.)
Cost:210 manpower
Upgrades:
Lewis Gun(requires Captain Group)
Cost:75 munitions
Gives your Canadian Sapper squad one Lewis Light Machinegun for extra firepower
Disposal Team Upgrade:
Cost:35 munitions
Enables your Sappers to spot and remove enemy mines and plant demolition charges on buildings.
Advanced Engineers Upgrade:
Cost:50 munitions
Enables your Sappers to repair your vehicles with advanced repair.
Abilities:
Cut wire/sandbags: Cuts wire or sand bags
Plant Demolitions  (Requires Disposal Team Upgrade):Enables demolitions to be put on buildings and bridges
Cost:50 munitions
Repair/Advanced Repair  (requires Advanced Engineers Upgrade): Repair vehicles or buildings/Repair vehicles or building much more quickly
Plant Booby Traps(Requires Sabotage in the Royal Air Force Reinforcements):Enables engineers to plant booby traps on points or in buildings
Builds:
Observation Post: Sappers can construct this observation post anywhere in any sector. When not upgraded, infantry can garrison it and fight in it.
Cost:150 manpower
Upgrades:
Medic Post Upgrade:
Cost:50 munitions
Spawns medics and retrieves wounded soldiers. Save 4 soldiers and a Canadian Infantry Section will be produced for free. Loses garrison ability
Forward Observation Post Upgrade:
Cost:100 manpower
Locks down territory sector and gains much larger line of sight than it originally had. Only Captain Group can garrison Forward Observation Post.
Twin Vickers K AA Emplacements(Requires Heavy Defenses in Royal Marine Reinforcements  ):Sappers can construct an AA/AI Twin Vickers K AA Emplacement that is effective against infantry and aircraft. Can rotate 360 degrees.
Cost:300 manpower/20 fuel
4.2" Heavy Mortar Emplacements](Requires Heavy Defenses in Royal Marine Reinforcements  ):Sappers can construct a 4.2" Heavy Mortar Emplacement which has a long range and devastating impact. Can rotate 360 degrees.
Cost:200 manpower/30 fuel
Land Mattress (Requires Land Mattress in Royal Marine Reinforcements  ):A heavy weapon team (that can be killed and recrewed) on a rocket launcher that can shoot 30 rockets right into the enemy's throat.
Cost:300 manpower/70 fuel

2)Captain Group: 3 man squad with one Captain and two bodyguards. Captain is given Sten gun and bodyguards are given Lee-Enfield Rifles. Captain gives defensive bonuses to infantry around him. Bonuses are faster moving, regenerate health slowly, and take less damage from enemy infantry. When combined with a Forward Observation Post, his bonuses affect all infantry in secured territory. Also when in Forward Observation Post, he is able to call in Forward HQ Glider. (Only one Captain Group available on field at a time).
Cost:250 manpower/20 fuel
Abilities:
Forward HQ Glider (Can only be called in by Captain Group when he garrisoned in a Forward Observation Post): Acts as a forward HQ. Can train Sappers, Canadian Infantry Section, and Universal Carrier.
Cost:200 manpower
Off Map Artillery (Requires Forward Observation Officers in the Royal Marine Reinforcements):You're Captain/ Valentine Command Tank  can call in Off Map Artillery for a cost of munitions
Cost:150 Munitions
4.2" Heavy Mortar Victor Target  (Requires Forward Observation Officers in the Royal Marine Reinforcements):You're Captain can concentrate the barrage of all your 4.2" Heavy Mortars in one area.
Cost:75 Munitions

3) C15TA Armoured Truck  (Requires Captain Group): Light armoured transport vehicle that can carry 8 soldiers (2 squads) to the front lines and infantry can reinforce around it. Infantry are able to shoot out the vehicle. Has no weapon of its own.
Cost:220 manpower
Upgrades:
Ambulance Vehicle:
Cost:50 munitions
Gains the ability to heal infantry around it for a limited time for free, but has to restock before you can use it again. Keeps the ability to reinforce nearby infantry. Infantry garrisoned inside truck will also regenerate health by themselves. Loses ability in which soldiers can shoot from within it.
Abilities:
Medic Supplies:Heals infantry around the truck for a limited time. Takes time to restock.

Tier 1/ (insert name here)
Cost:250 manpower/10 fuel

Produces:

1)Canadian Infantry Section: 4 man squad with four Lee-Enfield Rifles. Tough and reliable infantry at long ranges. Can be upgraded in multiple ways. Before they can be upgraded with any weapons, they need to be upgraded to Close Combat Group Upgrade or Long Combat Group Upgrade at no cost.
Cost:300 manpower
Upgrades:
Close Combat Group Upgrade (Requires Close Combat Support)
Cost: none
(Upgrading Close Combat Group will allow your squad to upgrade to Sten Submachine Guns or PIATs)
Sten Submachine Gun Package(Requires Close Combat Group Upgrade):
Cost:75 munitions
Gives your Infantry Section 4 sten guns for close assaults. Enables "throw grenade" ability.
PIAT Package (Requires Close Combat Group Upgrade):
Cost:100 munitions
Gives your Infantry Section 2 PIATs. Enables "PIAT ambush" ability.
Long Combat Group Upgrade (Requires Long Combat Support)
Cost: none
(Upgrading Long Combat Group will allow your squad to upgrade to Bren Light Machine Guns or .55 Boys AT Rifles)
Bren Light Machine Gun Package (Requires Long Combat Group Upgrade):
Cost:100 munitions
Gives your Infantry Section 2 Bren guns. Enables "Mad Minute" Ability
.55cal Boys AT Rifle Package(Requires Long Combat Group Upgrade):
Cost:75 munitions
Gives your Infantry Section 2 Boys AT rifles. Enables "Blind Driver" Ability
Abilities:
Throw Grenade (Requires Sten Submachine Gun Package):Throw a Fragmentation Grenade
Cost:25 munitions
PIAT Ambush (Requires PIAT Package):This infantry section can camouflage in cover and wait for a vehicle to pass by to do extra damage!
Mad Minute (Requires Bren Light Machine Gun Package):Increases suppressive abilities for a limited amount of time.
Cost:30 munitions
Blind Driver  (Requires Boys Light AT Package):Blinds driver of any vehicle, causing it to be immobile for some time. It does not effect the speed of the main gun of the vehicle at all though.
Cost:50 munitions

Universal Carrier: An unarmed Bren that can garrison infantry. Infantry inside are it's only way of defense. When infantry are garrisoned, it is able to cap points. Has better armor and hitpoints than Commonwealth Bren.
Cost:220 manpower/10 fuel
Upgrades:
Wasp Flamethrower Carrier Upgrade Requires Close Combat Support):
Cost:50 munitions
Gives the Universal Carrier a flamethrower. Loses the ability to carry infantry
2" Mortar Carrier Upgrade (Requires Long Combat Support):
Cost:50 munitions
Gives the Universal Carrier a 2" mortar in the back. A Bren Gun is fitted in the front for extra protection.
Abilities
2" Mortar Barrage(Requires 2"Mortar Carrier Upgrade): Your 2" mortar carrier will barrage this area for a limited amount of time.

Fox Armoured Car MkI: Starts with one .50cal machine gun and one .30cal machine gun. Quick, agile, and hard to hit.
Cost:280 manpower/15 fuel
Upgrades:
Commander Upgrade  (Requires Close Combat Support):
Cost:50 munitions
Allows a commander to pop out the top of the armoured car. Increases accuracy, line of sight, and suppression.
Fox MkII 37mm Upgrade(Requires Long Combat Support):
Cost:50 munitions
Gives the Fox Armoured Car a 37mm gun for its main gun. Effective against infantry and light vehicles.

Tier 2/(insert name here)
Cost:300 manpower/20 fuel

Upgrades:
Tank Destroyers:Enables Achilles and Archer Tank Destroyer
Cost:150manpower/20 fuel

Produces:

Canadian Ram Tank  (Requires Close Combat Support): Medium Tank armed with a 6pdr gun. Effective against light vehicles, light tanks, and infantry.
Cost:350 manpower/40 fuel
Upgrades:
Badger Ram Tank Upgrade:
Cost:50 munitions
Replaces the 6pdr gun with a flamethrower.

Achilles Tank Destroyer (Requires Close Combat Support and Tank Destroyers): M10 Tank Destroyer mounted with the mighty 17pdr. Effective against all vehicles at short-mid ranges. Very quick and easy to move.
Cost:400 manpower/55 fuel

Canadian Grizzly I Tank (Requires Long Combat Support): Based on the Sherman, but not quite as successful, the Grizzly is a medium tank with a 75mm gun that can take on light vehicles, light tanks, and infantry.
Cost:380 manpower/50 fuel

Archer Tank Destroyer  (Requires Long Combat Support and Tank Destroyers): Built on the Valentine chassis, but armed with the 17pdr, the Archer Tank Destroyer is a threat to any tank at mid-long ranges. Not very agile, but it makes it up for its long range.
Cost:360 manpower/45 fuel

Tier 3/(insert name here)
Cost:500 manpower/45 fuel

Produces

Valentine XI Command Tank (Requires Close Combat Support): The Valentine Command Tank is a support tank that gives nearby tanks range and line of sight bonuses. (Only one Valentine XI Command Tank available on field at a time).
Cost:300 manpower/60 fuel
Upgrades:
75mm Main Gun Refit (Requires Tank Supplies from the Royal Armoured Corp Reinforcements): Your command tank now has a powerful 75mm main gun which can help itself for defense or aid other tanks in an offense
Cost: 75 munitions
Abilities:
Off Map Artillery (Requires Forward Observation Officers in the Royal Marine Reinforcements):You're Captain/ Valentine Command Tank  can call in Off Map Artillery for a cost of munitions
Cost:150 Munitions
105mm Sexton Victor Target  (Requires Forward Observation Officers in the Royal Marine Reinforcements):You're Captain can concentrate the barrage of all your Sextons in one area.
Cost:75 Munitions

Churchill VII  (Requires Close Combat Support): The heavy Churchill tank can be built and is ready for action. Heavily armored and well armed, this Churchill can challenge the German's heavy tanks.
Cost:550 manpower/110 fuel
Upgrades:
Crocodile Upgrade (Requires Tank Supplies from the Royal Armoured Corp Reinforcements):Give your Churchill tank a better AI capability by giving it a flamethrower and upgrading it to a Churchill Croc.
Cost: 75 munitions

Sherman V(Requires Long Combat Support): The Sherman V is effective, easy to produce, and well rounded causing it to be a valuable edition to the Canadian Army.
Cost:450 manpower/95 fuel
Upgrades:
Firefly Upgrade  (Requires Tank Supplies from the Royal Armoured Corp Reinforcements): Refit your Sherman V with a 17pdr gun which makes it more effective in tank combat.
Cost: 75 munitions
Abilities :
Black Tulip Rocket  (Requires Tank Supplies from the Royal Armoured Corp Reinforcements): Shoot a deadly Black Tulip missile that is deadly against infantry and dangerous to tanks for a cost of munitions. Takes time to reload.
Cost:75 munitions  

Sexton Self-Propelled Artillery(Requires Long Combat Support): The Sexton, built on the Canadian Ram Tank chassis, is armed with the 25pdr howitzer and can crush enemy fortifications, infantry, and vehicles in record time. (Only two Sextons can be on the field at the same time)
Cost:600 manpower/70 fuel



Doctrines



Royal Marines Reinforcements

RHS

2CP
Royal Marines Support: The Royal Marines now fight alonside the Canadians, so now both your Canadian Sappers and Canadian Infantry Section have Marines in them. Half of your Infantry Section and Sappers are marines and the other half are Canadians. This boosts the health, armor, and rate of fire of your soldiers.
Cost: none

3CP
Heavy Defenses: Allows your Marine/Canadian Section to build basic defenses (sandbags, wire, tank traps) and your Marine/Canadian Sappers to build Twin Vicker K machinegun Nests and 4.2" Heavy Mortar Emplacements.
Cost: none

3CP
Royal Marine Battlegroup: The Royal Marines bringa heavy Cromwell VII, capable of tackling heavier tanks, and two Royal Marine Commando Groups
Cost:900 manpower  

LHS

1CP
Forward Observation Officers: You're Captain Group and Valentine XI Command Tank can call off-map artillery and coordinate a Sexton/4.2" Heavy Mortar Victory Target Barrage.
Cost: none

2CP
Centaur IV Assault Gun: The Centaur IV armed with a 95mm howitzer can support your front line troops by blowing enemy defenses to dust.
Cost: 500 manpower

3CP
Land Mattress: Your Marine/Canadian Sappers can now build the mighty Land Mattress Rocket Launcher.

Royal Armoured Corp Reinforcements

RHS

2CP
Canadian Ram Armoured Repair Vehicle: Call in a Canadian Ram ARV that can quickly repair all your vehicles in need of repair and can only repair the wrecks that belong to the you. It can salvage munitions from enemy wrecks though.
Cost:400 Manpower

2CP
Field Modifications: All vehicles that needed the Close Combat Support Upgrade are now all reinforced with sandbags, allowing them to take more hits, while all the vehicles that needed the Long Combat Support Upgrade are now all supplied with better engines, allowing them to move around quicker. All upgrades for all vehicles are now cheaper also.
Cost:none

3CP
Tank Supplies: The Valentine Command Tank now has been supplied with better radios, allowing it to have a very large command aura, The Sexton SPA has been supplied with Super Charge Rounds allowing it to shoot farther than before, the Churchill VII can now improve it's anti-infantry capability with the crocodile upgrade, and all Sherman Vs are supplied with the Black Tulip rocket launcher (which costs munitions to fire).
Cost:none

LHS

1CP
Sprint: All your infantry now have the ability to sprint, so they can keep up with the tank columns.
Cost: none

2CP
Foreign Armoured Support: Our Allies can spare us one of their tanks (Char B1, Somoa S35,or Crusader Mk III) and one of their infantry sections
Cost:600 manpower

4CP
Armoured Battle Group: Two Sherman Fireflies and one Ram Kangaroo (that can be upgraded with a flamethrower) filled with 2 Foreign Squads are available for reinforcement.
Cost:1200 manpower

Royal Air Force Reinforcements

RHS

2CP
Commando Support: Drop RAF Commandos into enemy territory (The Commandos could also be from different countries like French, Canadian, British, Polish, etc. but they all do the same thing)
Cost:360 manpower

1CP
Sabotage: Commandos and Canadian Sappers can now place booby traps in buildings and on points.
Cost:none

3CP
Requested Strafing/Bombing: Commandos and SAS Strikers can now request strafing runs and the SAS Captain group can request Bombing Runs.
Cost: none

LHS

3CP
SAS glider: Land a SAS glider into enemy territory (as long as you have line of sight): When the glider lands, a SAS Striker group comes out of the glider. It will be able to train special units from it. (Only one glider on field at a time).
Cost:600 manpower

1CP
Espionage: The SAS glider can now create a radio jeep that is very effective at stealing resources, messing up enemy mini-maps and transmissions, and identifying where enemy forces are.Cost:none

4CP
Grand Barrage: "Calls out multiple Avro Lancaster bombers to bombing the living crap out of any sector you have line of sight into. Quite literally the most destructive tool in the British arsenal"-neosdark
Cost:250 munitions


Doctrinal Units


Royal Marine Commandos(Royal Marines Reinforcements): Five man elite squad armed with 5 De Lisle Carbines. Expert soldiers at close combat and when upgraded with Lewis Guns or PIATs, they are elite all around troops.
Upgrades:
Lewis Gun Package: Two light machine guns that are deadly at long range and cause some suppression to enemy units.
Cost:75 munitions
PIAT Package: Two PIATs that will shred vehicles at any range
Cost:75 munitions

Foreign Section(Royal Armoured Corp Reinforcements):Six man group with stens that have high morale making them hard to suppress, but are average in about everything else.
Upgrades:
Boys AT Package:Two Boys AT will be equipped to your soldiers that will destroy light vehicles.
Abilities:
Retribution!:This foreign squad will become immobile, but invulnerable to suppression, increase rate of fire greatly, increase accuracy, and take less damage from enemy fire for a short amount of time. Afterwards, this squad will suffer from exhaustion.

Royal Air Force Commandos(Royal Air Force Reinforcements):Five men armed with De Lisle Carbines, Demos, and Satchel Charges. They also can use Commando Concealing Smoke. Effective at close range, they will be able to camouflage themselves in cover.
Abilities
Throw Gammon Bomb: Explosive bomb that explodes on contact. Very effective at destroying cover and infantry.
Cost:50 munitions
Commando Concealing Smoke: Allows RAF Commandos to break suppression and run off in camouflage for a few moments
Request Strafing Run  (Requires Request Strafing/Bombing) :Commandos and SAS Strikers can now request strafing runs.
Cost:75 munitions
Lay Demolitions  (Requires Sabotage): Commandos can lay demolitions anywhere
Cost:50 munitions
Booby Traps  (Requires Sabotage): Commandos can place booby traps in points and buildings

Canadian Ram Armoured Repair Vehicle(Royal Armoured Corp Reinforcements): A Canadian Ram ARV can quickly repair all your vehicles in need of repair and can only repair the wrecks that belong to the you. It can salvage munitions from enemy wrecks though.

Kangaroo Ram(Royal Armoured Corp Reinforcements): Commonwealth Troop Carrier that has been leased to foreign allies. Able to carry up to two infantry groups (12 people). Can be upgraded to different Badger Flame tank than the original Canadian Ram tank. Still able to carry soldiers when upgraded.
Upgrades:
Badger Kangaroo:This Kangaroo has been equipped with a flamethrower and is more effective against infantry

Char B1 (Royal Armoured Corp Reinforcements): Heavy French Tank that is effective against infantry and light tanks. Should be able to take on a Panzer III

Somoa S35(Royal Armoured Corp Reinforcements):French Tank that is effective against infantry and light tanks. Should be able to take on a Panzer III

Crusader Mk III (Royal Armoured Corp Reinforcements): Commonwealth Tank that has been leased to a foreign allies. Should be able to take on a Panzer III

Centaur IV(Royal Marines Reinforcements): Tank that is on a similar chassis to the Cromwell, it's 95mm gun will destroy any infantry or any defenses
Abilities
Barrage Area: Have your Centaur IV to barrage an area for no cost and a limited amount of time

Cromwell VII(Royal Marines Reinforcements):Heavy Cromwell Tank that can take on heavier German Tanks

SAS Glider(Royal Air Force Reinforcements):

Produces:

SAS Strikers:Four man group armed with 3 stens and one PIAT. Well armored and have good health.
Cost:400 manpower
Abilities
Request Strafing Run  (Requires Request Strafing/Bombing) :Commandos and SAS Strikers can now request strafing runs.
Cost:75 munitions

SAS Captain Group:A more powerful Captain group that can be called from the SAS glider. Gives the same bonuses as the original Captain Group
Cost:350 manpower
Abilities
Request Strafing Run  (Requires Request Strafing/Bombing) :SAS Captain Group can now request bombing runs
Cost:Cost:150 munitions

Twin Vickers K Jeep:Jeep that has been equipped with 3 machine guns. Very effective at killing infantry and about same armored as the American Jeep, but it still is very vulnerable to AT weapons.
Cost:250 manpower/5 fuel

Recoilless Rifle Jeeps:Jeep that has been equipped with 1 recoilless rifle. Effective at taking out light vehicles and dealing damage to enemy tanks. It is more armored than the American Jeep, but it still is very vulnerable to AT weapons.
Cost:250 manpower/10 fuel

Espionage Radio Jeep (requires Espionage): Jeep that is not armed, but can be put anywhere in an enemy sector and steal resources from it. It also shows the location of infantry groups and vehicles that are near it's vicinity on the mini-map.
Cost:250 manpowerAbilities
Block Transmission:Stops the enemies from receiving transmissions and messes up their mini-maps for a short period of time.
Cost:50 munitions
Title: Re: Make a Faction concept.
Post by: neosdark on August 11, 2013, 09:28:15 PM
Well this is my new RMC concept, except it's based on the Canadian Army with the Royal Marines as a Doctrine they can choose. I tried to make them mobile like the PE and not try to be too much like the vCOH British, but I may have given them too much armor...oh well ::) I'm sorry if this is confusing to you, but this is what I put together. Also I want you to know about the Close Combat Support and Long Combat Support are kind of a way for teching. I couldn't think of resource costs so I just wanted to point out that they both cost a lot of fuel, so it's wise to choose one, but not both because you'll fall behind your enemy's teching. Also I know the Canadian Ram Tank never saw action, but I think it's a great tank for this faction because one it's Canadian and two it was a pretty decent tank. I also know many French tanks like the Char B1 and the Somoa S35 were captured by the Germans, but I think it would be cool if the French rode out in their own tanks. Again, sorry if this is confusing and I'll edit whenever I can, but I hope you like it  ;D Please comment and tell me what you think about this concept
P.S. I used some of the ideas from Neosdark so I want to say thanks to him and don't want to be bashed at for not showing credit :D


Base is protected by Twin Vickers K AA Emplacements that can rotate 360 degrees.

Tier 0/HQ

Upgrades:
Close Combat Support (enables all units and upgrades that require Close Combat Support)
Long Combat Support  (enables all units and upgrades that require Long Combat Support)

Produces:

1)Canadian Sappers: 3 man squad with three Lee-Enfield Rifles. Constructs all your base buildings and basic defenses (sandbags, barbed wire, tank traps, mines, etc.)
Upgrades:
Minesweeper/Demolitions Upgrade: enables your Sappers to spot and remove enemy mines and plant demolition charges on buildings.
Advanced Engineers Upgrade: enables your Sappers to repair your vehicles with advanced repair.

Observation Post: Sappers can construct this observation post anywhere in any sector. When not upgraded, infantry can garrison it and fight in it.
Medic Post Upgrade: Spawns medics and retrieves wounded soldiers. Save 4 soldiers and a Canadian Infantry Section will be produced for free. Loses garrison ability
Forward Observation Post Upgrade: Locks down territory sector and gains much larger line of sight than it originally had. Only Captain Group can garrison Forward Observation Post.

2)Captain Group: 3 man squad with one Captain and two bodyguards. Captain is given Sten gun and bodyguards are given Lee-Enfield Rifles. Captain gives defensive bonuses to infantry around him. Bonuses are faster moving, regenerate health slowly, and take less damage from enemy infantry. When combined with a Forward Observation Post, his bonuses affect all infantry in secured territory. Also when in Forward Observation Post, he is able to call in Forward HQ Glider. (Only one Captain Group available on field at a time).

Forward HQ Glider  (Can only be called in by Captain Group when he garrisoned in a Forward Observation Post): Acts as a forward HQ. Can train Sappers, Canadian Infantry Section, and Universal Carrier.

3)C15TA Armoured Truck  (Requires Captain Group): Light armoured transport vehicle that can carry 8 soldiers (2 squads) to the front lines and infantry can reinforce around it. Infantry are able to shoot out the vehicle. Has no weapon of its own.
Upgrades:
Ambulance Vehicle: Gains the ability to settle down and heal and reinforce nearby infantry. Infantry garrisoned inside truck will also regenerate health. Loses ability in which soldiers can shoot from within it.

Tier 1/ (insert name here)

Produces:

1)Canadian Infantry Section: 4 man squad with four Lee-Enfield Rifles. Tough and reliable infantry at long ranges. Can be upgraded in multiple ways. Before they can be upgraded with any weapons, they need to be upgraded to Close Combat Group Upgrade or Long Combat Group Upgrade at no cost.
Upgrades:
Close Combat Group Upgrade (Requires Close Combat Support)
Long Combat Group Upgrade  (Requires Long Combat Support)

Sten Submachine Gun Upgrade(Requires Close Combat Group Upgrade): Gives your Infantry Section 4 sten guns for close assaults. Enables "throw grenade" ability.
PIAT Upgrade (Requires Close Combat Group Upgrade): Gives your Infantry Section 2 PIATs. Enables "PIAT ambush" ability.
Bren Light Machine Gun Upgrade (Requires Long Combat Group Upgrade): Gives your Infantry Section 2 Bren guns. Enables "Mad Minute" Ability which causes suppression to enemy units.
.55cal Boys AT Rifle Upgrade(Requires Long Combat Group Upgrade): Gives you Infantry Section 2 Boys AT rifles. Enables "Blind Driver" Ability which causes enemy vehicle target to become immobile for a short period of time. (Does not affect enemy gun)

Universal Carrier:Starts with one Bren Light Machine Gun, but infantry cannot garrison it.
Upgrades:
Wasp Flamethrower Carrier Upgrade (Requires Close Combat Support): Gives the Universal Carrier a flamethrower. Removes the Bren gun
2" Mortar Carrier Upgrade (Requires Long Combat Support): Gives the Universal Carrier a 2" mortar in the back. Keeps the Bren gun

Fox Armoured Car MkI: Starts with one .50cal machine gun and one .30cal machine gun. Quick, agile, and hard to hit.
Upgrades:
Commander Upgrade  (Requires Close Combat Support): Allows a commander to pop out the top of the armoured car. Increases accuracy, line of sight, and suppression.
Fox MkII 37mm Upgrade (Requires Long Combat Support): Gives the Fox Armoured Car a 37mm gun for its main gun. Effective against infantry and light vehicles.

Tier 2/(insert name here)

Upgrades:
Tank Destroyers:Enables Achilles and Archer Tank Destroyer
Produces:

Canadian Ram Tank  (Requires Close Combat Support): Medium Tank armed with a 6pdr gun. Effective against light vehicles, light tanks, and infantry.
Upgrades:
Badger Ram Tank Upgrade: Replaces the 6pdr gun with a flamethrower.

Achilles Tank Destroyer (Requires Close Combat Support and Tank Destroyers): M10 Tank Destroyer mounted with the mighty 17pdr. Effective against all vehicles at short-mid ranges. Very quick and easy to move.

Canadian Grizzly I Tank (Requires Long Combat Support): Based on the Sherman, but not quite as successful, the Grizzly is a medium tank with a 75mm gun that can take on light vehicles, light tanks, and infantry.

Archer Tank Destroyer  (Requires Long Combat Support and Tank Destroyers): Built on the Valentine chassis, but armed with the 17pdr, the Archer Tank Destroyer is a threat to any tank at mid-long ranges. Not very agile, but it makes it up for its long range.

Tier 3/(insert name here)

Upgrades:
Ugraded Tank Guns: Allows you to upgrade the Valentine XI Command Tank's dummy gun to a 75mm gun and the Sherman V to upgrade it's gun 75mm to a 17pdr gun

Valentine XI Command Tank (Requires Close Combat Support): The Valentine Command Tank is a support tank that gives nearby tanks range and line of sight bonuses. (Only one Valentine XI Command Tank available on field at a time).
Upgrades:
75mm Gun Upgrade:Replaces the dummy gun on this command tank with a powerful 75mm gun.

Churchill VII  (Requires Close Combat Support): The heavy Churchill tank can be built and is ready for action. Heavily armored and well armed, this Churchill can challenge the German's heavy tanks.

Sherman V(Requires Long Combat Support): The Sherman V is effective, easy to produce, and well rounded causing it to be a valuable edition to the Canadian Army.
Upgrades:
17pdr Firefly Upgrade: Upgrade the already powerful 75mm gun of the Sherman V to make it into the feared Sherman Firefly armed with the mighty 17pdr.

Sexton Self-Propelled Artillery(Requires Long Combat Support): The Sexton, built on the Canadian Ram Tank chassis, is armed with the 25pdr howitzer and can crush enemy fortifications, infantry, and vehicles in record time. (Only two Sextons can be on the field at the same time)



Doctrines



Royal Marines Reinforcements

RHS

Royal Marines Support: The Royal Marines now fight alonside the Canadians, so now both your Canadian Sappers and Canadian Infantry Section have Marines in them. Half of your Infantry Section and Sappers are marines and the other half are Canadians. This boosts the health, armor, and rate of fire of your soldiers.

Heavy Defenses: Allows your Marine/Canadian Section to build basic defenses (sandbags, wire, tank traps) and your Marine/Canadian Sappers to build Twin Vicker K machinegun Nests and 4.2" Heavy Mortar Emplacements.

Royal Marine Battlegroup: The Royal Marines bringa heavy Cromwell VII, capable of tackling heavier tanks, and two Royal Marine Commando Groups (armed with 5 De Lisle Carbines and can be upgraded with duel Lewis Guns or duel PIATS) into the front.

LHS

Forward Observation Officers: You're Captain Group and Valentine XI Command Tank can call off-map artillery and coordinate a Sexton/4.2" Heavy Mortar Victory Target Barrage.

Centaur IV Assault Gun: The Centaur IV armed with a 95mm howitzer can support your front line troops by blowing enemy defenses to dust.

Land Mattress: Your Marine/Canadian Sappers can now build the mighty Land Mattress Rocket Launcher (it's a weapon team and the crew can be killed) that can shoot 30 rockets right into the enemy's throat. Only two can be built at a time.


Royal Armoured Corp Reinforcements

RHS

Canadian Ram Armoured Repair Vehicle: Call in a Canadian Ram ARV that can quickly repair all your vehicles in need of repair and can only repair the wrecks that belong to the you. It can salvage munitions from enemy wrecks though.

Field Modifications: All vehicles that needed the Close Combat Support Upgrade are now all reinforced with sandbags, allowing them to take more hits, while all the vehicles that needed the Long Combat Support Upgrade are now all supplied with better engines, allowing them to move around quicker. All upgrades for all vehicles are now cheaper also.

Tank Supplies: The Valentine Command Tank now has been supplied with better radios, allowing it to have a very large command aura, The Sexton SPA has been supplied with Super Charge Rounds allowing it to shoot farther than before, the Churchill VII can now improve it's anti-infantry capability with the crocodile upgrade, and all Sherman Vs are supplied with the Black Tulip rocket launcher (which costs munitions to fire).

LHS

Sprint: All your infantry now have the ability to sprint, so they can keep up with the tank columns.

Foreign Armoured Support: Our Allies can spare us one of their tanks (Char B1, Somoa S35,or Crusader Mk III) and one of their infantry sections (Foreign Sections 5 man group with stens that can be upgraded with 2 Brens or 2 Boys AT and are hard to suppress).

Armoured Battle Group: Two Sherman Fireflies and one Ram Kangaroo (that can be upgraded with a flamethrower) filled with 2 Foreign Squads are available for reinforcement.


Royal Air Force Reinforcements

RHS

Commando Support: Drop Commandos (5 men armed with De Lisle Carbines, Demos, and Satchel Charges. They also can use Commando Concealing Smoke) into enemy territory (The Commandos could also be from different countries like French, Canadian, British, Polish, etc. but they all do the same thing)

Booby Traps: Commandos and Canadian Sappers can now place booby traps in buildings and on points.


Requested Strafing/Bombing: Commandos and SAS groups can now request strafing runs and the SAS Captain group can request Bombing Runs.

LHS

SAS glider: Land a SAS glider into enemy territory (as long as you have line of sight): When the glider lands, a SAS group (four men armed with 1 PIAT and 3 stens, but can be upgraded with a second PIAT) comes out of the glider. The glider can train Twin Vickers K Jeeps, Recoilless Rifle Jeeps, SAS Captain group (who basically works like regular Captain group but with more health and attack), SAS group, espionage radio jeep (requires Espionage). (Only one glider on field at a time).

Espionage: The SAS glider can now create a radio jeep that is not armed, but can be put anywhere in an enemy sector and steal resources from it. It also shows the location of infantry groups on the mini-map. (Works just like the PE vampier halftrack) Also can use the ability "Block Transmission" which stops the enemies from receiving transmissions and messes up their mini-map for a short period of time. (Like the SU Command Squad "Blackout" ability.)

Grand Barrage: "Calls out multiple Avro Lancaster bombers to bombing the living crap out of any sector you have line of sight into. Quite literally the most destructive tool in the British arsenal"-neosdark

I really like your concept, but you have a lot of duplicate units/abilities which I think you want to serve different roles, but technically don't/shouldn't - for example: the Archer and the Achilles are both TDs and use the same gun (one is turreted and one isn't), giving the C.Infantry Section both the Boys AT Rifle and a PIAT upgrade is redundant, sure one is more AV than AT but it seems pointless when the PIAT can do it better, you have the Fox Reece Car and the Universal Carrier in the same tier with very similar scout/AI roles. Then you also have a crap ton of tanks coming in at Tier II, both the Ram and Grizzly have approximately the same gun. Being able to upgrade the Sherman V to Firefly makes the TDs redundant as you gain a well armored, fast, and well-armed medium tank, basically obsoleting all of Tier 2


I do like the Doctrines a lot though, and as a bit of note I actually wanted to have the Centaur be the Main medium tank for my faction, with the Meteor Engine upgrade making them into Cromwells, but I found that only the Centaur IV served in Normandy so I axed that idea.
Title: Re: Make a Faction concept.
Post by: LiefTundra on August 12, 2013, 02:26:01 AM
@neosdark

Thanks for your comments!

Yeah, I kinda have to agree a lot of your comments :D but I wanted to give my concept a unique pool teching system. So I decided to merge the Ostheer pool systems (assault/support pools) and Soviet pool systems (upgrading to get units) to make my pool system which is the Close Combat Support/ Long Combat Support. Each upgrade costs a lot of fuel (more than all of your separate base buildings and units), so it's smarter to only upgrade one and quickly get heavier tanks rather than upgrade both upgrades (seeing as how it you'll be stuck with weak units compared to your enemy if you upgrade both upgrades in your HQ). That's also why there are so many redundant units like the Archer and Achilles, but you won't be able to get them on the field at the same time unless you purchase both upgrades. So you couldn't get PIATs instead of Boys AT in the Long Combat Support Pool. Also I tried to make each pool as balanced as possible for example:

If you choose the Close Combat Support Pool:

Tier I

Your C. Infantry Section gets the choice to upgrade to stens or PIATs, giving them heavy AT ability, but no early suppression ability.
Your Universal Carrier gets the choice to upgrade to a flamethrower which is very effective against infantry
Your Fox Armoured Car gets the choice to upgrade to the "Commander" upgrade which gives good suppression ability.
Giving the Commander/suppression ability to the Fox + C. Infantry Section with stens is a good combo. Or Giving the Commander/suppression ability to the Fox + Wasp Universal Carrier can take out lots of infantry.

Tier II

The Canadian Ram is will be a light and quick tank that is about equal to the Panzer III. Being more an anti-infantry tank, it won't be very effective against any heavy armor.
The Achilles is a good AT unit that will take out any heavy tanks, but is awful against infantry.
The Achilles is very mobile and combined with the Ram, it is a very good raiding combo that will be difficult to take out.

Tier III

The Churchill VII is a heavy tank that is very heavily armoured and will be very difficult to take out, but won't does not have a very long range or penetration ability.
The Valentine XI is a command tank that increases range and penetration of tanks around it, but has no armament of its own. Combined, one gets protection, and the other gets better attacking abilities.

If you choose the Long Combat Support Pool:

Tier I

Your C. Infantry Section get the ability to upgrade to Bren Light MGs for suppressive ability or Boys AT for vehicle stopping
Your Universal Carrier gets the ability to upgrade to a 2" mortar ability
Your Fox gets the ability to upgrade to a light 37mm gun which can act as light AT
When C. Infantry Section gets the Brens which have suppressive ability + 2" mortar Universal Carrier, they are an effective anti-infantry combo. When the C. Infantry Section gets the Boys AT, they can stop a vehicle with the blind driver ability and the Fox can easily flank the vehicle and hit its rear armor.

Tier II

The Grizzly is a tough pretty good armoured tank. Being able to take on heavier tanks than the Ram (like Stugs and take lots of health off an unupgraded Panzer IV), it is a good addition to your army which lacks a heavy AT tank at the moment. It is slower than the Ram, but much more heavier armoured than it. It can take out infantry just as good as the Ram though.
The Archer is very immobile, but can take on any tank at long ranges. Without support though, it is quite useless.
That's why if you have a Grizzly wall, your Archer can take out enemies at a safe range.

Tier III

The Sherman V is a good all around tank (should be equal to T-34s or American Shermans and be able to take on an upgraded Panzer IV) Effective all around tank that can take on mostly anything.
The Sexton is just an non-doctrinal artillery tank...enough said  ;D
Combined they're a good combo just because you can spam the Shermans and can be supported by artillery.

Yeah so that's why so many things are redundant. I also want to note that I think the "upgraded tank guns" upgrade in Tier III will be moved to the Royale Armoured Corp doc's ability "Tank Supplies" to avoid redundancy and OPness. The Sten gun and Boys AT upgrades for the C. Infantry Section will be cheaper than the Bren Guns and PIATs. I think I'll make the Universal Carrier unarmed when it is first produced, so it doesn't have the same role as the Fox (but will gain a Bren when upgraded to the 2" mortar ability). The Fox and Universal Carrier are meant to be support team like vehicles, but with shorter ranges because they're better armored (Fox/Commander=machinegun team, Fox/37mm=light AT gun, 2"mortar Carrier=mortar team, and the Wasp Carrier=flamethrower group) .Also I think the Sherman V should be much better than the Grizzly and Ram (which should kinda act as light tanks even though they were meant to be medium tanks in real life) to avoid redundancy. But yeah the Close Combat Support/Long Combat Support are supposed to be REALLY expensive in fuel, so you can only choose one if you don't want to be overrun by enemy vehicles. Yes, you could have both, but then you would get redundant vehicles and the only benefit I can see from having both pools is having Churchill VIIs backed up with Sextons.
Title: Re: Make a Faction concept.
Post by: LiefTundra on August 19, 2013, 02:50:07 AM
There I am completely finished with my Canadian Army Faction. I would really like some more feedback, negative or positive. I'm thinking that I should make a new thread for this concept put it under a big thread file called "RMC Concepts". Like the Ostheer have a big thread called "Ostheer Concepts". Anyways, please look at my concept.
Title: Re: Make a Faction concept.
Post by: The Soldier on August 19, 2013, 02:56:05 AM
Good lord - that's a lot of text you expect naught but a humble modeler to read. ;) Seems interesting, though.  And as soon as I hear "Canadians" I'm probably going to read it anyway. ;D
Title: Re: Make a Faction concept.
Post by: LiefTundra on August 19, 2013, 03:07:09 AM
Yeah that's also a reason why I think I need to make this into it's own thread rather than take up a whole lot of space of Newbie's thread  ;D
Title: Re: Make a Faction concept.
Post by: Sommarkatze on August 20, 2013, 04:43:04 AM
In the future I would recommend people to post some space between the units. It gets to crowded XD This is the internet, you got enough space.
 If you want people to like it, present it nicely and easy to them ;>
Title: Re: Make a Faction concept.
Post by: Walther von Brauchitsch on December 16, 2013, 03:11:23 PM
Ostheer

Tier 0
Produces:
-Famo Halftrack
 -Repair
 -Build
 -Lay mine
 -Recover Wreck (after Wreck Recovery upgrade)
 -Beutenpanzer (after Beutenpanzer upgrade)
Upgrades:
-Recover Wreck
-Beutenpanzer
-Ostketten
Abilities:
-The Steamroller (Requires Tier 4)
Description: Deploys an Elefant Tank Destroyer on the battlefield. (Once a battle)

Tier 1
Produces:
-Landser (3x MP40 or a Panzerschreck and 2x MP40 upgrade)
 -Throw grenade
 -Panzerfaust
 -Einstossflammenwerfer 46
-Kubelwagen
-MG34 HMG
 -Hot Barrel
-Marksman
 -Burst shot or One shot Mode
-75mm LeIG
 -Direct or Indirect Fire

Tier 2
Produces:
-Assault Troopers (3x G43 or 3x MP44 Upgrade)
 -Grenade Shower
-Radio Operator
 -Mortar Barrage
 -Rocket Barrage
 -Artillery Barrage
-Panzer II Luchs
 -Overdrive
-Pak 40 75mm AT gun
 -Ambush
-Medic Team
 -Build Feldlazarett
-Sdkfz 10 Halftrack
 -Unload

Tier 4
Produces:
-Panzer III (37mm AT Gun or 50mm AT Gun or 75 mm HE Gun upgrades)
-Marder II
 -Break Tracks
-Brummbar
-Panther
Upgrades:
-Side skirts
Title: Re: Make a Faction concept.
Post by: Newbie. on April 12, 2014, 05:24:25 PM
Italian Royal Army - African Front Concept

The Italian Army offers a light combat option for the Axis user. Similar to the Panzer Elite, they can operate medium tanks with much less cost but with less efficiency than the Wehrmacht or PE, and their Infantry are less effective, albeit cheaper and more fanatic. They also benefit due to the African-based concept to the ability to use Colonial Libyan, Somalian or Ethiopian soldiers, or the DAK Conversion doctrine.

Ti Commando

The Headquarters of the Italian Army. Functions the same as the Wehrmacht and United States headquarters.


Ingegnire
The Engineers of the Italian Faction. Four men armed with M1891 Carcano rifles, they sport African camouflage and can build all the Tier buildings of the faction. They only happen to have a 'minesweeper' upgrade to arm one of them with a Mine detector. Costs 160 manpower and four popcap.

Perlustrazione
A two man Scout troop of the Italian faction. Armed with one M1891 Carcano rifle, and one Beretta M1923 Handgun, they are weak in combat and will be dispatched by any other infantry. There only helpful is a giant one however - They have the largest line of sight of any Infantry in game and can camouflage in the sandy enviroments of North Africa. Costs 160 manpower and two popcap.




Tenda distribuzione

Tier one building. Offers basic Infantry and light vehicles.

Fanteria
An Italian six-man Infantry team equipped with Carcano M1891 rifles. Armed with bayonets which increase their damage the closer they get, they are the most effective rifle-armed Infantry of any faction (apart from the US Riflemen) in close combat, however the least at longer ranges. Can be upgraded to carry two Modello 38 Sub-machine guns for 50 Munitions with further increases their use. Costs 230 manpower and six popcap.

OR IF 'Deutsches AfrikaKorps' doctrine is picked

Afrikagrenadier
A German Grenadier of the DAK under Erwin Rommel. Five-man squad armed with Kar98k rifles which are much more effective at longer distances than their Italian counterparts. Has the ability to throw a Steilhandgraten for 25 Munitions. Costs 260 manpower and five popcap.


Fiat-Ravelli Modello 1914 MMG
A two man Machine Gun squad of the Italian Army. Outdated Machine gun with a low rate of fighter but high damage output, one soldier mans the gun whilst the other has a carbined shorter version of the M1891 rifle, which is even less effective at longer ranges due to this. Can not retreat due to weight of MMG. Costs 235MP and three popcap.

Brixia Model 35 Mortar Team
A three-man Mortar team of the Royal Italian Army. The smallest mortar of any faction means it is incredibly versatile and fires in quick succession, albeit with less damage per hit, but it can be very lethal to smaller groups of Infantry who can't escape it, and to Machine Gun teams. Two users of the Mortar and one armed with a Carcano carbine. Costs 270MP and three popcap.

Cecchino Truppo
A one man Sniper of the Italian Army. Always hidden which makes up for it's rifles (Again, a Carcano) less range than others, and can only be detected by Infantry in close proximity, or recon aircraft. Costs 310MP and one popcap.

Opel Blitz
Highly useful truck used by both the German and Italian Armies in North Africa. Can be used to transport infantry (including Mortars and MMGs) and is very effective at doing so. Costs 50MP and 10 Fuel.

NOTICE: If more than 10 Normal Infantry are purchased by the Italians from one of their tier one buildings, the Infantry can no longer be built, but the less affective 'Colonial Infantry' are built instead. They are a five man team of Africans (Libyans, Somalians and Ethiopians) who fight fanatically for the Kingdom of Italy with their Carcanos, but are much less effective. They however cost only 120MP and five manpower.

Abilities Purchasable: 'Vichy French Support' two Opel Blitz' full of Vichy French and Spanish volunteers arrive outside your HQ. One contains a 8-man Vichy squad armed with MAS-36 rifles and MAS-38 Sub-machine guns, and the other is a Spanish volunteer squad of six Kar98k armed volunteers. The upgrade to buy costs 500MP, and for each use it costs an additional 500MP. Can only be used three times.

Produzione veicolo

Vehicle production center of the Italian Armies in Africa. Offers light vehicle and Tankette support early on.

SPA AS.37 Armoured Truck

The SPA AS.37 is an armoured variant of the Opel Blitz, used by the Italians in Africa. It can carry up to twenty infantry or can be upgraded with eithier two MG-34 Machine guns or a single Heavy Mortar. Both upgrades cost 75 Munitions. Vehicle costs 350MP and three popcap.

CV.33 Tankette

A CV.33 is the earliest armoured vehicle available to any faction. If you can call it an AFV. It uses two Machine guns and has very low armour, that can be penetrated by Swarms of British bren carriers if the user is not careful. However it is very deadly against Infantry. Costs 320MP and 25 Fuel.

AB-41 Armoured Car

The first 'actual' armoured vehicle the Italians can use, the AB-41 is a fast armoured car armed with a 20mm Main gun and an 8mm machine gun for support. It is eight-wheeled and relatively fast, and can engage Infantry and Vehicles of other factions with relative safety, but is useless against all tanks. Costs 340MP and 30 Fuel.

OR IF 'DAK' DOCTRINE IS PICKED

Panzer II

The Panzer II is a light Panzer heavily used during the Invasions of Poland and France during early war, but is still being used in North Africa by the DAK. Armed with a 20mm gun and a 7.62mm MG-34 machine gun, it can be very useful against British armour early on, but it's use becomes less later in the game as tanks roll onto the field. Costs 340MP and 35 fuel.

Fiat Factory

The Fiat Factory is where eithier the Italian or the DAK Armour can roll out onto the field. Having an extraordinary five different tanks to choose from makes up for the Italians and Germans less ability when it comes to the quality of their armour.

Fiat L6/40 Light Tank
The standard light armour of the Italian Army in North Africa. Armed with a 20mm gun (the same as the Panzer II) and an 8mm coxial machine gun, it offers good reconnaissance later in the game due to it's ability to take on vehicles and Infantry. Costs 400MP and 45Fuel. Can be upgraded to use a flame-thrower instead of the main gun for 75 Munitions.


Fiat M13/40 Medium Tank
The first tank that packs a punch for the Italians is the M13/40. Used often in the armys of Africa by the Italians, it is cheap and easy to produce, and can go head-to-head with the early British and American Tanks. Armed with a 47mm gun and two breda 8mm Machine Guns. Costs 450MP and 50 Fuel.


Panzer III
Replacing the M14/40, the 50mm gun armed Panzer III is much more efficent for the DAK, although being much more expensive. Costs 500MP and 60 Fuel, can be upgraded with an MG-34 and Side skirts for 50 munitions each.


P40/41 Heavy Tank
Although none saw use in Africa, the Italians need something heavy, so this is it. The P40/41 argubaly makes up for a Sherman, Panzer IV or Cromwell in it's use, armed with a 75mm gun. Costs 600MP and 60 Fuel.


Panzer IV
Replaces the P40/41 if 'DAK' doctrine is picked. Armed with a long 75mm gun to take out Allied tanks, and painted in sand DAK colouring. Costs 600MP and 65 Fuel.


Semopvente 75/18
First Tank-Destroyer like unit available to Italy, and a very good one at that. Armed with a 75mm gun that can knock out most allied vehicles, but lacks a Coxiall MG. Costs 620MP and 65 Fuel.


Semovente 90/53
The mother of Italian Armour, its heavy 90mm gun was considered the Italian equal to the Flak 88. Can knock out any Allied tank it sees, including the T-34 and KV-series of the Russians. Costs 800MP and 80 Fuel.
Title: Re: Make a Faction concept.
Post by: Codename "Tiger" on April 12, 2014, 07:50:16 PM
I really dondt know why we should add a new Faction. Too much work....we implement the italians dont worry :D
Title: Re: Make a Faction concept.
Post by: BffWithDEATH on April 13, 2014, 03:43:44 PM
I would really love to see a well design Japan to be honest.
There is the Far East Mod but that isn't very polished and seems to be dead and also removes 4 factions from the game.
Maybe you buys could add the Far east into EF makeing even more theatres to which factions can come from? :D
Maybe North Africa, Far East, Pacific, Western Europe and Eastern Europe could all be playable theatres of war in the future when the East is finished?
Title: Re: Make a Faction concept.
Post by: Newbie. on April 13, 2014, 05:44:41 PM
I really dondt know why we should add a new Faction. Too much work....we implement the italians dont worry :D

The thread's not about general factions to add into the EF Mod, just an opportunity for us to be creative and design new factions that we believe would work in CoH. ;P
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on October 17, 2014, 01:25:42 PM
This thread has given me ideas...

Suffice to say I'm working on not one, but TWO lists (1 Axis, 1 Allied) for the purpose of covering not just the North African theater... But the entire Mediterranean!
Way I figure... CoH already has the west covered in vanilla (and expansions), and the East is being covered by the EF team... Only 'major' front left is the South!

You may have noticed me asking a bunch of 'feasibility' type questions elsewhere... Now you know why...

~JD
Title: Re: Make a Faction concept.
Post by: Gerrit 'Lord Rommel' G. on October 17, 2014, 01:44:04 PM
But for the south u will need a lot of italian vehicles  ;D
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on October 18, 2014, 02:58:20 AM
I'm not worried about that, the 'hybrid' German/Italian nature of the list (before Doctrinal stuff is even considered), means that there are actually only 2 Italian vehicles in the 'base' list (not counting variants or doctrinal units).

There is one issue I keep running up against though, prompting the question: "Just how much 'creative licence' can I use in terms of unit/equipment/weapon availability compared to historical fact?"
Title: Re: Make a Faction concept.
Post by: Codename "Tiger" on October 20, 2014, 03:35:53 PM
Maybe we can create one single Doctrin with some Italian Vehicles.
For a complete new Factiondesign imho there are not enough italian units,.
Title: Re: Make a Faction concept.
Post by: Gerrit 'Lord Rommel' G. on October 20, 2014, 03:52:19 PM
Why should EF create an italian doctrine?
jonarus_drakus is talking about his OWN modding idea and project and not about italian weapons in EF  ;)

I would be happy when someone would be able to realise an mod with italian armour. Would be cool to see Semovente 90/53, M15/42 and P.26 ingame. Imagen cool tank battles between italian medium armour and - e.g. - General Lee tanks and Churchills!  ;D
Title: Re: Make a Faction concept.
Post by: Codename "Tiger" on October 20, 2014, 03:57:02 PM
When he's talking about his own mod then its fine.
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on November 08, 2014, 07:13:30 AM
Okay... So I originally wanted to be able to post both Axis and Allied list at the same time, but filling out the Allied list has proven to be more difficult than expected (The number of changes in Allied equipment from the 'North Africa' front to the Italian front is staggering to say the least... Vehicles and weapons appropriate to one stage were completely obsolete (and removed from service) not even a year later...

Anyway, the Axis list *IS* done, and so I have the honour to present:

"German-Italian Operations Group"
("Gruppo di Operazioni Tedesco-Italiano" - "Deutsch-Italienisch-Betriebsgruppe")

1) HQ - Regimental Command Center ("Centro di comando Reggimentale")

a) Combat Engineers ("Ingegnere Combattimento") - 150mp, 4pop.
4-man team armed with "Carcano M1891/24" carbines. The squad has a single 'heavy weapon' slot that can be filled by a 'pick up' weapon as normal, or by one of the following upgrades:
i) 50mu - Explosive Dectection Gear - Replaces one carbine with a minesweaper.
ii) 75mu - Infantry Flamethrower - Replaces one carbine with an M40 flame-thrower.
NOTE: Default capture speed of 50% of standard, Default repair speed at 75% of standard.

b) Sd.Kfz.251/7 Half-track ("Pioneerpanzerwagen") - 240mp, 3pop.
An armoured German half-track, specially adapted for 'battlefield repair and recovery'. While armed with a single MG-34, this weapon is not always manned. The vehicle operates in two main modes:
i) Mobile: The vehicle can move about the map as directed, repairing vehicles and buildings with efficiency (125% repair rate). The MG is un-manned in this mode.
ii) Static: The vehicle 'locks down', securing the (friendly) sector. The Driver moves to man the MG in this mode, giving the vehicle limited active self defense ability (in addition to it's decent armour).
NOTE: There is a limit of 3 of these vehicle (per player) on the field at any given time.
((I considered extra abilities for 'static' mode - Such as a 'deploy Goliath' ability, or a 'repair aura' akin to the WM repair bunker, but smaller and weaker))

c) HQ Global research
i) Veteran Engineers ("Ingegnere Veterano") upgrade - 100mp, 25f - Calls forth engineering veterans to lead combat engineer teams. Each of these NCOs (Warrant-officer 4th class) comes with a Beretta M38 smg, and replaces the units 'normal' Sergeant. This upgrade increases squad sector-capture and repair rates by 25% each (cap rate is 75% of normal, repair rate is 100% of normal).

d) Weapon Emplacement - base defense ("Arma Postazione") - (x2 free at start)
Re-enforced, but open-air sandbag mini-bunker with emplaced Breda M35 2cm twin AA-gun crewed by 3 men (standard infantry - can be de-crewed and in turn re-crewed as per British emplaced weapons.
((note: field AA version was traditionally a 'twin' mount, but single mount is acceptable option))


2) Infantry Barracks ("Caserma di Fanteria") - 190mp, 15f.

a) Italian Infantry ("Fanteria d'Italia") - 320mp, 6pop.
6-man basic infantry squad armed with "Carcano M1891/24" carbines. The squad has 2 'heavy weapon' slots for collected or purchased weapons. The squad is equiped as standard with grenades ("Bomba a Mano Mod.35 impact fuse hand grenade").
i) 20mu - Basic 'Grenade throw' ability.
ii) 50mu - The squad is equipped with a 'Breda M30' MLG. Used in a similar fashion to the US 'BAR', but with reduced 'damage per shot' and RoF, limiting its effectiveness, but boosting the squad's mid-range firepower and suppression abilities all the same. (note: Once the 'Infantry NCOs' upgrade has been researched, this upgrade changes, providing 2 LMGs for 75mu, rather than 1 LMG for 50mu).

b) HMG team ("Pesante Fucile Automatico" - lit. 'Heavy Automatic Rifle') - 240mp, 3pop
3-man team with 1 Breda M37 HMG, and two Infantry Carbines. The M37 has a slightly larger round than it's contempories, resulting in better 'damage per round'. However, its it complicated and hampered by the use of small magazines rather than a 'belt feed', reducing it's rate of fire, both rounds-per-burst (5), and bursts-per-reload (4). Needs a minimum crew of 1 to operate.

c) Light Recon Transport ("Lichttransport Spahwagen Sd.Kfz.10") - 250mp 3pop
Light and quick, but lacking weapons and armour, the Sd.Kfz.10 possesses the extended view (and detection) range of a dedicated scout, while also providing an early transport option for a single squad (up to 6 men - up to 4 men my fire their personal weapons over the sides). It has a standard crew of only 2 - The driver, and an 'assistant'. Note, while it is a transport, infantry in proximity can NOT re-enforce from it.

i) 50mu - Activates the vehicles 'self repair' ability (7hp per second for 30sec - up to 210 total or to vehicle max of 250hp. Slows movement speed to 1/3 normal).
i) 75mp, 50mu, +2pop - Upgrades the vehicle to the Sd.Kfz.10/5 variant, sacrificing its transport capacity and 'scout sight' in order to mount a single 2cm FlaK.38 and 2 additional crewmen, allowing the vehicle some limited degree of late-game use. The vehicle retains it's 'self repair' activated ability with this upgrade.

d) Infantry Global Upgrade.
i) "Infantry NCOs" - 125mp, 30f - Upgrades infantry squads with Sergeants with Beretta M38 SMGs. Also enables the 'upgraded' LMG purchase ability.


3) Support Barracks ("Caserma di Sopporto") - 200mp, 25f.

a) Light AT-gun ("Cannone da 47/32 M35")- 260mp, 3pop
1x 4.7cm L/32 AT-gun with 3 crew (Gunner, loader, and spotter with carbine - requiring a minimum of 2 to operate).

b) Light Mortar Team ("Squadra Mortario di Brixia")- 240mp, 3pop.
1x 45mm Brixia M35 light mortar with 3 crew (Gunner, loader and spotter with carbines - can be opperated by 1 man). Has very fast rate-of-fire, decent accuracy, and only slightly reduced range (10-60m in-game), but the rounds are low yeild, doing low damage with a small area-of-effect. Has the standard 'barrage' and 'smoke barrage' abilities expected of a mortar.

c) Armoured recon/response ("Carro-Veloce L3/35")- 260mp, 20f, 4pop.
2-man light "tankette" with only very limited armour (14mm front - equivilent to PE-22x series in-game), but with high speed and respectable anti-infantry firepower. Mounts dual Breda M38 HMGs (vehicle-mount version of MG team M37 HMG).
i) 50mu - Upgrades the vehicle to an L3/cc variant, exchanging both of it's HMGs for a single S-18-1000 semi-auto AT-rifle. Effective against similar scout/recon vehicles, and can 'snipe' infantry.


4) DOCTRINAL SPECIAL BARRACKS - 260mp, 50f.
The units and upgrades produced through these buildings are doctrine specific - Please refer to the various 'Doctrine' documents for information on these facilities. Building construction costs are the same for all three variants however.
i) Fallschirm Korp: Parachute Armoury ("Fallschirm Waffenkammer").
ii) Afrikakorp: Army Depot of the Afrikakorp ("Heers-depot des Afrikakorp").
iii) Mountain Korp: Special Barracks ("Caserma Speciali").


5) Armour Workshop ("Officina Armatura") - 320mp, 75f.

a) Infantry Support 'Assault gun' ("Semovente 75/18") - 300mp, 50f, 6pop.
Based on the M13/40 Medium tank chassis, and inspired by the Pz.III based "StuG". Armed with a low velocity 75mm L/18 gun providing similar performance to the German "stubby" 75mm guns. Can also recieve a defensive/AA pintle mounted Breda M38 HMG via veterancy.
i) 50mu - Fires a single high-yield HE round at the designated target area. The round has a large AoE and decent damage, but almost non-existent armour penetration abilities. The vehicle must be stationary to fire and the recoil (cool-down) means the vehicle is 'immobilized' for 3sec after the shot as well. has a 60 second 're-charge' (not including the 3sec 'cool-down'), though this can be shortened by veterancy. Requires 'specialized ammunition' tech upgrade.

b) Attack/Assault tank ("Pz.Kpfw.III Ausf.J") - 380mp, 60f, 6pop.
Initially deployed as the 'late production' Aust.J varient armed with the 5cm KwK.38 L/42, plus co-axial and hull MG-34s (veterancy can add a 'top' mount MG-42).
With the 'Panzer Modernization' global upgrade researched, the vehicle is effectively upgraded to Ausf.L standards in all respects except for the main gun which must be upgrade separately on an individual basis via one of two options:
i) 90mu - Upgrades to the later 5cm L/60 gun with improved penetration.
ii) 50mp, 50mu - Retains the L/42 gun, but mounts additional radio gear, becoming a "Ausf.K Befehlswagen" command tank. This variant buffs other near-by friendly vehicles, giving them bonuses equivilent to +1 level of veterancy.

c) Dedicated Tank-Destroyer ("Semovente 105/25") - 360mp, 50f, 8pop
Based on the widened M15/42 Medium tank chassis and mounting a mid-length 105mm gun-howitzer. Firing standard AP rounds, the vehicle is equally effective against grouped infantry (small AoE), and medium armour (up to medium tank grade at ~60% pen chance for front). Can unlock a top/pintle mount Breda M38 HMG via veterancy.
i) 100mu - Fires a rare and expensive german-made HEAT round at the designated target. The increased penetration ability of the round all mut guarentees penetration against medium tanks (~90% pen chance from front), and allows the gun to be viable against even heavy armour (~50% pen chance -vs- Churchill from front). Requires 'Specialized Ammunition' tech upgrade.

d) Global Armour Upgrades:
i) "Panzer Modernization" - 60f - Upgrades all existing and future Pz.3 tanks from Ausf.J to Ausf.L standards, enables vehicle-specific upgrade options.
ii) "Specialized Ammunition" - 75f - Enables the 75/18 'HE shot', and 105/25 'HEAT shot' abilities.


6) Battlefield Constructs

a) Passive constructs - no cost(s)
A full set of the four basic passive constructs. Wire and sandbags can be constructed by all 'infantry' units (but not actual or psudo weapons teams):
i) Sandbag walls
ii) Razor-wire fences
Along with these, tank-traps ("Dragons Teeth" type), and s-mines can only be deployed by 'Combat Engineer' units:
iii) "Dragons Teeth" concrete tank-traps (deployed in lines, OH style).
iv) "" (anti-infantry land-mine) - 35mu per set. - Deploys a set of 5 s-mines in a rough "X" formation. These 'bounding' type mines spring into the air when triggered showing anyone near-by with shrapnel. The full set of 5 will be triggered all at once, resulting in a large AoE (3m lethal, 5m damaging). The shrapnel is extremely effective against infantry (especially those at the near the center of the AoE), but useless against even lightly armoured vehicles, leaving only un-armoured scouts (like US Jeeps) vulnerable, and even they will only take moderate damage.

b) sandbag bunker/foxhole ("Buca di Arma") - 50mp.
Built only by Combat engineers. A single large 'foxhole' type circular pit is dug into the ground and roughly/lightly re-enforced with sandbags held in place by thin wooden pannels and posts. These emplacements provide slightly greater protection against direct-fire weapons than OH foxholes. Instead of one foxhole per man, the larger size of the pit alows space for a full (single) squad of up to six men with 360degree protection and arcs of fire.
In addition to standard infantry units, the following 'crewed weapons' my occupy the pit (with the main weapon placed centrally with a set arc, though they may be manually ordered to 'change arc' as per British emplacements):
i) Generic: HMG team, light mortar team.
ii) Fallschirm Korp: MG-34 team, Kz.G.41 mortar team, 75mm Leichtgeschütz 40 team.
iii) Afrikakorp: n/a (no suitable units added by doctrine).
iv) Mountain Korp: S-18-1000 team.
Finally, whether occupied by infantry or weapons teams, the pits are static, cramped, and completely lacking in protection from 'plunging fire', there-by making them very vulnerable to indirect artillery of all kinds (The effect of such explosive forces would in fact be magnified inwards by the walls of the pit!).


I'll give people a chance to comment on the 'basic list' first, then post doctrines later (Which will also fill the 'gap' at TIER 3), as those documents are almost as big as this first one (each!).

~JD
Title: Re: Make a Faction concept.
Post by: Gerrit 'Lord Rommel' G. on November 08, 2014, 09:37:22 AM
From the historical/military aspect i can tell u that the german SdKfz. 10 was never used in a scout role. It was a gun mover and self propelled gun base.
I think u want to have a kind of halftrack here without reusing the Sdkfz. 250 or 251 again, right?
U should search for details and information about the Autocarro Protetto AS37, an italian armoured car.

I think your Tier II is to weak to force the player to play it. On the other side players have to play your Tier II because there is no alternatives, right? You have no infantry based anti tank unit or a "Panzerfaust" like ability on an infantry formation (at the moment). Another aspect is the mortar. I know that a lot of stuff can be adjusted by stats and balance but a 45mm mortar would be the weakest mortar in CoH ;) With the Mortaio da 81/14 Modello 35 u have a mortar of the common calibre. Or u can try the EF solution and u can use a light field howitzer like the Obice da 75/18 modello 34 (similar to the 75mm pack howitzer of the US army in CoH 2). I dont know if u have planed different artillery units in your "doctrinal building" like the Nebelwerfer or 10,5cm LG 40 (both were heavily used in italy by german airborne troops). For your CV.35 tankette u could add a flamer upgrade. Could be an option when pioneers arent available or when u want a vehicle based fast flamer unit.

For your tank hall i would suggest the Semovente 90/53 instate of the 105/25. I think a heavy tank destroyer is needed to compensate your "weak MBT". I think in a possible allied counter faction u will have tanks like the Grant, Sherman, Valentine or Chrurchill. Not sure that a Panzer III would be the best version here plus the fact that u want to add a command tank upgrade here causing a sink in AT power in your armed forces.

One last aspect is the anti air power. In my opinion all factions need an anti air unit as long as the enemy faction will have access to air support. U should keep this in mind when u try to make an allied faction with air support abilities.

About your german words: When u are not sure about the german words then u should ignore them first. E.g. Deutsch-Italienisch-Betriebsgruppe sounds pretty wired for a german native speaker ;) A "Betriebsgruppe" is a kind of a study group or working party in a company. U tried to refer to "Deutsch-Italienische Einsatzgruppe" (task force), right? Other words are "Pionierrpanzerwagen" instate of Pioneerpanzerwagen or "leichter Transporter" instate of Lichttransport.

And a final note: It seems to me that u dont want to make a "revolutionary" new army concept here. Looks more or less like an solid old CoH concept with US army design aspects and a forced Tier 1 -> Tier 2 -> Tier 3 -> Tier 4 gameplay. Think thats okay. But when u will focus on a "classical faction design" you should try to pick or use more of this italian war weapons like the M15/42 tank or the P.26 tank or the different italian truck mounted heavy weapons.

All in all good luck with your idea. Hope my feedback will help u a bit ;)
Title: Re: Make a Faction concept.
Post by: chaosval3 on November 08, 2014, 05:27:32 PM
Hmm, I really like your attention to detail. This is quite rare in concepts these days. It looks like you spent quite some time on it. I do the same thing for some mods, so we share a common :P.

Could you add me on Steam perhaps? warhammerchaosgod

Maybe we could further discuss this there?

Rommel has largely said what was on my mind. I personally think there is nothing wrong with the tried and proven method of VCOH-ish style of conceptualising a faction, as long as you change a few things up, it should be more than fine.

From a historical point of view, there are some faults. Now, it shouldn't be an issue to sacrifice some of it, but you have to take into consideration what the performance of the Italian army was. Some units performed well, some did not. Some vehicles performed well, some did not. For instance, the average Italian soldier (even from RSI) had lackluster performance( compared to German troops in Italy) due to lower morale and lack of effective equipment. Lack of AT weaponry and overall better weaponry suited for the latter years of the war meant that only by fanaticism could they improve their performance, but only slightly and with a high cost. Basically, a 320 manpower squad for a starting Italian squad is way too much and inaccurate. (Don't look at Brits :P) You need a more subtle squad. For instance, what about 260 manpower instead and make the squad similar to a cheaper volks unit? This makes them more 'spammable' compensationg for their mediocre combat performance and allowing good vet scaling. The same thing applies to some of the other units in the concept.

HEAT rounds were actually the most effective rounds the Italians had on an average AT gun, so from 47mm to the 75mm ones. They were one of the few armies(alongside the US, I think) that understood the value of HEAT rounds for lower caliber guns, because they gave stable performance and statistics at most ranges and made weaker guns more efficient. This meant that they had good supply of them and production was sort of prioritised. Effetto Pronto were very succesfully used with the Austrian mountain gun conversion (the 47mm). Even going as far as to say that T-34's were knocked out with them. Not bad for a 47mm gun.

I like the global officer upgrade. It's nice and easy. I would put your sector unit either as a call-in or in the HQ.
Not sure of it is a good idea to have a fuel unit work as a sector securer. Neither with a repair unit. I think you should perhaps have a command version of some armoured car or HT variant used in Africa or Italy for more supporting duties. Like the Sdkfz 6, 8, 10, 11 or 232- 8 rad command version. Then, move the repair stuff to other vehicles or to a doctrine.

Give the soldiers some AT grenades and you are good.

How about an Italian recon vehicle instead of a German one? Like the Lince(Copied from the Daimler Dingo :P)? or a lighter Italian vehicle perhaps.

Tier II looks okay. 45mm could be compensated by giving an incendiary barrage ability and very high packup and setup time. This could be pretty amazing.

I would also give the flamethrower to it and keep the the AT rifle upgrade were you to need emergency AT/soft AT. I doubt it though as you would have the AT gun in the same tier.

Make a split to T3 and T4:

T3 would have the AB 41, the M41 and the 75/18. Arranged in that order and scalable in price and adjustable to the situation. Other units could always be welcome. I think it would be better to add a unit per doctrine from the Germans passively instead of a building with everything in it. The ability is pretty unique though. (Talking about the German building. However, If you don't pick a doctrine, which I know is hypocrisy, but still, you would have a useless building)

T4:

T4 could have the german captured stuff. P26, some other german stuff, The Sturmgeschütz m43 or the Semovente 90/53 is quite a tough one.  I would like the think to have the M43 be the main tank destroyer actually as it was more common than the semovente 90/53. Plus, the Semovente was useless in the mountainous terrain. They even used them as indirect fire support instead of the Tank Destroyer role haha. Like the SU-76. And then put the 90/53 in a mountain warfare doc perhaps. It will double as AT and artillery with an ability. Similar to a beefed up SU-76 from EF or COH2 :P.

Overall though, I like your stuff. It need still needs historical tweaking. I will keep the gameplay perspective out of it for now.

I would remove as much German influence as you can though if you want a unique faction imo. Only where necessary such as the P.26 or the heavier Semoventes like 105 or 75/34 or 75/46. And relay some of it to the doctrines of course like you already did.

In my opinion, the historical performance, placement and structure of an army mostly indicates how the concept of the faction should be. You'll be killing 2 birds with 1 stone as well, as you'll have authenticity and the other pieces will fit automatically gameplay-wise. But, you could also sacrifice some of it for gameplay reasons. This debate will unfortunately never end lol.

There is much more we could discuss, so if you feel like discussing, hit me up on Steam.
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on November 08, 2014, 11:09:47 PM
Okay, I'll start by responding to some feed-back,

Firstly, on the Sd.Kfz.10 - I'm well aware that it was never used in a scouting (or even direct combat) role, I chose it because it was produced in MASSIVE numbers, was quick (could comfortably do 60kph on hard ground), and was regularly used as a straight-up troop transport. The whole goal was a "scout" vehicle that sacrifices a 'default' weapon in exchange for a small transport capacity (In the Allied list I'm working on, I have the M3 'scout car' filling the same role).
That said, as much as I like the Sd.Kfz.10, it bugs even me a little that there is this 'orphaned' German unit amongst what should be exclusively Italian stuff at TIER:1-2... Fortunately, 'Lord Rommel' gave a perfect suggestion with the 'Autocarro Protetto AS37' - I did some research and found a nice article on the Italian language version of Wikipedia - http://it.wikipedia.org/wiki/Fiat-SPA_AS37 - Keeping with the 'jeep armour' part of the concept, I will be looking into making use of the cut-down 'desert' versions of the vehicle, replacing the German Flak upgrade with a 2cm Breda upgrade providing the same use.
Speaking of which, the 2cm gun upgrade for this vehicle is the 'universal mobile AA' unit for the list, with heavier AA abilities coming as part of the "Fallschirm Korp" doctrinal TIER3.

For the 'basic infantry' I agree with the suggestion that they could stand to be a little cheaper... The whole list is meant to be 'manpower cheap' (and munitions/fuel expensive) to reflect the Italian excess of manpower, but lack of industrial capacity...
For the infantry unit itself, this is shown through the lack of AT (They had no 'AT rifle' equivalent like the British 'Boys' or the German Panzerbüchse 39), and only a crappy LMG (The M30 was pathetic - 20 round mag, low RoF, complicated mechanism, prone to jamming, etc).

At TIER2 level, there are a few points to touch on... Firstly, I need to confirm the 'build order' for the TIER buildings. With TIER3 being Doctrine specific, I made it skipable, so the TIER4 building requires one of TIER2 *or* TIER3. This was to allow players to reach the 'top end' without being forced into a doctrine early (some people apparently like to wait), as such, TIER2 *had* to be required, as jumping straight from TIER1 to TIER4 wouldn't make any sense... However, I am open to the idea of allowing to do a 1-to-3 skip (4 being enabled via 3 that way).
Secondly - I was seriously considering adding a 'HEAT shot' ability to the AT-gun, and only discounted it because of being TIER2 and wanting to save the more capable AT for TIER3.
Thirdly - On the L3-35, I went with the AT-rifle upgrade over the flamer because the vehicle is already very strong anti-infantry, and I wanted to provide TIER2 with *same* 'fast' AT option. That said, there is technically no reason I couldn't offer BOTH the AT upgrade and a Flamer upgrade.
Fourthly/Finally - Having read the wikipedia article, I'm a real fan of the Brixia. Under 'optimal' conditions it had very nearly twice the RoF of the 81mm mortars. It could also fold up to be carried by one person 'backpack' style, and while a separate loader would make things even faster, it was not a "required" role, the gunner could load by himself (hence the reduced minimum crew requirement - can be operated by one person safely). While an 'incendiary' round is tempting, I didn't read anything about any such rounds in 45mm caliber, so I might be a little stuck with the 'RoF for damage' trade-off... Oh, and for comparison purposes, the Allied list I'm working on also has a 'light mortar' in the the form of the British 2".

Last of the last-of-all... Armour:
To start with, the three tanks fit three roles: 1) 'Support' - slower, focusing on armour and (Anti-infantry) firepower. 2) 'Assualt' - Lighter armour, but faster, focusing on flank attacks. 3) TD - Pure armour pen capacity, able to 'survive' return fire long enough to be effective.
For the 'dedicated TD' I went with the 105/25 mostly due to it's significantly enhanced armour over the 90/53 - It was apparently also 'listed' as a TD historically, unlike it's earlier variants which were more 'assualt gun' in use.
As to the Pz.3, I chose it because from what I could find in my research, it was the most common (German) 'MBT' in the Mediterranean theater, especially North-Africa. But I will concede on the 'command tank' upgrade... It was only really included as an alternative to the 'up-gun'... Maybe give it the 'stubby' gun as an alternate up-gun? That said, I do feel the Pz.3 fits the role of 'flanker' very well, so I'd like to keep the vehicle itself. As a side-note, a number of Pz.3s were provided to Italy before the armistice, so an 'Italian' skinned version would definitely still work.

Okay, I think that covers all of the 'big' stuff that was brought up... Hopefully the 'Doctrines' will help fill in any remaining gaps... And with that, a quick 'lead in' for the doctrines, they are all named as types of "Korp", with a specific theme based on campaigns within the Mediterranean Theater. All three doctrines have 2 'call-ins', 2 'activated abilities', and 2 'unlocks'. All the 'TIER3' production lists will have 4 units, and all will include an 'Elite Infantry' type unit which starts with 'Soldier' grade armour/stats.

______________________________________________________________________________________________________________________________________

Fallschirmjager Korp
(Based primarily in the Airborn Invasion of Crete - Focusing on air-mobile infantry, support weapons, and tactics. CP total for whole doctrine: 14)

"GREEN DEVILS" (left side CP total: 6)

1) "Fallschirm Pfadfinder" (Pathfinders) - 200mp, 3pop - CP:1
Para-drops in a 3-man squad of Fallschirmjager infantry. Initially armed only with Luger pistols and grenades, they can pick up a single 'heavy' weapon (LMG, Panzerschrek, etc).
i) 15mu - Grenade throw (standard).
ii) 75mu - The squad is upgraded with a set of 3 Italian made Beretta M38 smgs, though doing so takes up the 'heavy weapon' slot if it hasn't already been used ((so pick-up a weapon first)).

2) "Ten Commandments" CP:2
"Refining and re-enforcing paratrooper skills, tactics, and 'Espirit de Corp' through doctrine, discipline, and training."
- Enables all Fallschirmjager infantry units to better resist suppression (10% increase to suppression resistance), and grants them the passive 'cover camo' ability.

3) "Old dogs, new tricks" ("Alte Hunde, Neue Streiche") CP:3
"Battlefield experience and technological modernization combine to bring new life (and abilities) to old units." Unlocks the following:
Fallschirmjager Assault team = AT-grenade throw ability.
PaK.36 AT-gun = 'Stielgranate 41 shot' ability.

"AERIAL SUPPLY AND SUPPORT" (right side, combined total CP: 8)

1) Parachute Smoke-flare ("Fallschirm Rauchsignal") - 75mu - CP:2
A light fighter-bomber flies over the battlefield (beyond AA range) and drops a parachute guided 'smoke flare'. The intense flame provides illumination at night, and the coloured smoke provides visual recognition during the day. The device is not designed/intended to directly illuminate hostile targets, rather, it is intended to draw attention to 'areas of interest' for intense observation from the ground.
In practical terms, it 'reveals' a large-diameter (~30m?) circle of the battlefield as it slowly drifts to the ground over 30sec. Once it lands it continues to burn for a further 30sec, though it only reveals a smaller area during this time (~20m?).

2) "Equipment Drop" - 100f - CP:3
Calls in a Go.244 powered transport-glider that drops a sequence of three 'packaged heavy weapon crates', always in the same order; red, yellow, white. The aircraft moves slowly, but at a higher altitude, protecting it from AA fire and allowing the crates to land safely, if somewhat spread out (in a rough line with ~10-20m spacing). Once landed the crates can be collected by any 'infantry' unit at which point they 'spawn' the crewed weapon associated with the crates coloured marking:
i) 'red stripe' - MG_34 (HMG variant. Requires 1-3 men to collect, minimum of 1 man to operate)
ii) 'yellow stripe - Kz_8_cm_GrW_42 (Same range and abilities as WM mortar, but with slightly worse 'accuracy degradation' at extreme ranges. Requires 2-3 men to collect, 2 men minimum to operate.)
iii) 'white stripe' - 7.5_cm_Leichtgeschutz_40 (Requires 1-3 men to collect, minimum of 1 man to operate.)
NOTE: The crates are only lightly secured and can just as easily be 'collected' by hostile infantry, try to ensure that you have multiple collecting units ready.

3) "Trumpets of Jericho" (Ju.87.D/5 Dive-bombing attack) - 250mu - CP:3
A wing of 3 Ju.87.D/5's conduct a sequence of dive-bombing runs on the targeted area (must be within LoS to activate the ability), strafing with their dual MG.151/20 cannons, then dropping a single 250kg bomb. The fighters attack one at a time, continuing until either all 3 have made their runs, or no enemies remain within the target zone. The steep dive limits maneuverability, making it difficult to hit fast-moving targets (sprinting/retreating infantry, fast vehicles).
The 20mm MGs are effective against infantry of all kinds, as well as light-to-medium armoured vehicles (all hits count as rear-armour hits). The 250kg bomb works like an off-map artillery strike, decimating grouped infantry, and capable of penetrating the armour of even heavy vehicles with a direct hit (due to the angle of attack, all hits count as rear armour hits).
Due to the angle of the 'dive' attack, the Ju.87s can not be targeted by AA fire until they themselves have already started to attack, meaning at least some strafing damage is guaranteed (though the bomb drop can be interrupted if the AA is quick enough).


4) Teir 3 base-building production - Parachute Armoury ("Fallschirm Waffenkammer")

a) "Fallschimjager Sturmtrupp" (Paratrooper Assualt team) - 340mp, 4pop
4-man Fallschirmjager infantry squad armed with K98k rifles as standard, but recieving multiple upgrades via tech and doctrine unlocks. Has basic grenades and one 'heavy weapon' slot at default.
i) 75mu - All squad members replace their K98ks with MP38/40 SMGs, boosting their short-range firepower significantly at the cost of effective range and accuracy. Does not take up the 'heavy weapon' slot (and is thus compatible with the LMG upgrade).
ii) 75mu - Equips the squad with a single LMG-34 to enhance firepower and suppression at all ranges at the cost of slightly reduced mobility (LMG is 'move-or-fire').
iii) 15mu - Grenade throw (basic frag)
iv) 35mu - AT-Grenade throw - requires "Old Dogs, New Tricks" tech upgrade.

b) "3.7cm Pak.36" (Special AT-gun) - 280mp, 3pop
1x Pak.36 with a 3-man Fallschirmjager crew (Gunner, loader, and spotter with K98k). Once the 'Ambush tactics' tech upgrade has been researched, the Pak.36 gains a 'semi-active' camo ability (Hybrid ability, most similar to Hellcat and Hetzer 'ambush lock-down' abilities).
50mu - Fires a late-war 'Stielgranate 41' round. While it's low velocity limits range and accuracy against fast moving targets, it receives a large boost to both penetration (+50%) and damage (+25%), allowing the otherwise 'light-weight' weapon to be effective again 'full armoured' tanks. Requires the 'Old Dogs, New Tricks' tech upgrade.

c) Parachute Sharp-shooter ("Fallschirm Scharfschutzen") - 340mp, 4pop
Single Fallschirmjager trooper aremed with a scoped K98 rifle. Has basic 'pasive camo' as standard, upgrading to full 'active' camo with 'Ambush tactics' tech research. Compared to his WM and US contemporaries, he has a lower RoF, but even greater range. Requires '10 Commandments' doctrine research to unlock.

d) "Sd.Kfz.6/2" (Multi-role support Half-track) - 260mp, 20f, 4pop
Medium un-armoured half-track with a semi-permanent 3.7cm FlaK.36 AA-gun and a crew of 4 (http://en.wikipedia.org/wiki/SdKfz_6). While technically un-armoured, the vehicle is big, bulky, and well made, allowing high HP. This also makes it (just) stable enough as a gun-platform to be able to fire 'on the move' (though with an accuracy penalty). Despite it's weight, it is still 'nimble' enough to out-run anything it can't out-gun ((if well managed anyway!)).
i) 100mp, 75mu - 'Upgrades' the vehicle to the rare Sd.Kfz.6/3 variant mounting the same 7.62cm FK.36(r) that was used as the basis for the "Marder II/III" series tank-destroyers (though the 'FK' variant is more multi-role than the more specialized Pak.36(r) on the Marder). The gun is mounted in moderately armoured superstructure, firing forward. The armoured superstructure makes the vehicle resistant to non-AP small-arms and 'shrapnel' damage. The higher recoil of the larger caliber gun requires the vehicle to 'lock down' in order to fire, which combined with the limited traverse (60 degree total arc), impairs mobility. However, the weapon has a respectable RoF, and is accurate to extended ranges, allowing it to be emplaced behind screening forces safely. Note, the combined weight increase of the gun and the armoured superstructure also impares movement speed, slowing the vehicle by 25%.
ii) "Site gun" (both variants) - Locks down the vehicle, immobilizing it in return for increased sight range and accuracy. 6/3 variant can ONLY fire in when in this mode.

((This one was a tough spot to fill, as I wanted something with improved AA over the 2cm guns, hence the 3.7cm - But I couldn't find anything 'armoured' with that gun that hadn't already been used... If only the 'Flakpanzer 38t' had mounted the 3.7cm instead of the 2cm... It's still an obvious alternative to this vehicle though.))

e) Doctrine Building-specific upgrades:
i) "Ambush tactics" ("Hinterhalt-taktik") - 200mp
"Building on earlier stealth doctrines and tactics, the Fallschirm Korp evolves new skills to gain an advantage in combat." Unlocks the following:
PaK.36 AT-gun = 'Ambush camo' ability.
Sharpshooter = 'Active camo' upgraded ability.
Requires the '10 Commandments' Doctrinal unlock.


Well, that covers the first doctrine, the other two I will post separately later, but for reference sake, they are the "Afrikakorp" and "Mountain Korp" doctrines.

~JD
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on November 09, 2014, 01:12:44 AM
I *was* going to wait a little longer, especially since I normally *hate* double-posting... But I'm bored and I was gonna post this sooner or later... So! Two more Doctrines coming at you!


Afrikakorps
(Based on the historic formation of the same name, with a focus on armour, anti-armour, and manouver warfare. CP combined total: 15)

"GHOST DIVISION" (left side - combined total CP: 7 )

1) The German Griffin ("Die Deutsche Greif") - 500mp, 6pop - CP:3
Calls in a Sd.Kfz.250/3 command vehicle, complete with (permanently mounted) command squad. The vehicle is armed with a mounted MG-42 maned directly by the officer, acting as both vehicle and squad Commander (Plus the 2 G-41 rifles of the two bodyguards).
The Vehicle provides a decent size 'command aura' which boosts all friendly infantry in range, increasing their movement speed and supression resistance by 25% each, there-by allowing them to keep up with the mechanized elements of the army.
There can only be one command half-track (per player) on the field at any given time.

2) Seize the moment ("Carpe Tempore") CP:2
"Create an opportunity, then exploit it!"
Upon activation, this ability slows ALL (infantry & vehicle) enemy movement speeds by 25% for 60sec (Can be overridden by movement boosters such a 'fire up', etc). Meanwhile, ALL allied (player only?) movement speeds are boosted by 25% for 180sec (cumulative with Command half-track boost to effectively enable all infantry to sprint).

3) The Chosen Few ("Die Auserwahlten") CP:2
"We are the fortunate few, inheritors of the Legacy of the Afrikakorp..."
On the 13th of May, 1943, the shattered and exhausted remnants of the Infamous Afrikakorp were forced to surrender to the Allies... But it would be foolish to think that there were no 'escapees' at all, trafered units, re-located wounded, etc. These men were rightly recognised as 'Elite Veterans'. Many were spread through other units to share the benifits of their experience, but some other units were kept together and continued their fight against the Allies in the Italian campaign...
Unlocks various 'modernization' type upgrades for Afrikakorp units and boosts all Afrikakorp infantry HP by +5 per man (affects 'Afrikakorp Grenadiers' and 'Afrika-korp tank-hunters').

"Panzerkrieg" ("Armoured Warfare" - right side, combined total CP: 8 )

1) Luftwaffe co-operation CP:1
Enables 'recon flights' for 50mu each (Functionally Identical to the US-Airborn ability).

2) Anti-Armour Tactics ("Antipanzertaktic") CP:3
"Development and refinement of skills & tactics to enable infantry units to better combat armoured threats." - Unlocks upgraded 'panzerfaust' ability for Afrikakorp Grenadiers. Unlocks the training of Afrikakorp Tank-Hunters.

3) Pz.Kfw.VI "Tiger" ("Wüstenkatze") - 700mp, 80f, 14pop - CP:5
Calls in an 'early production' Tiger tank, rushed to the front to catch the allied forces by surprise and crush them. Maximum of 1 (per player) on the field at any time.
((Statistically equal to un-upgraded/un-vetted EF 'build-able' Tiger, but as a one-at-a-time call-in.))

4) Teir 3 base-building production - Army Depot of the Afrika-Korp ("Heers-depot des Afrikakorp")

a) Afrikakorp Grenadiers ("Grenadiere der Afrikakorp") - 320mp, 4pop
4-man team armed with G-41 semi-auto rifles. Gains multiple enhancements/unlocks via tech and doctrine upgrades. Comes with basic anti-infantry and anti-armour 'activated abilities'. Has a single 'heavy weapon' slot.
i) 15mu - Grenade throw (basic frag) - Is upgraded with "Splittering" (frag casing) after "The Chosen Few" modernization doctrine is unlocked, boosting the damage done.
ii) 30mu - "Fire Faustpatrone 30" - Fires an early variant of the 'panzerfaust'. Short ranged and inaccurate, but capable of penetrating almost any armour on a direct hit. Note: Shape of the early charges made 'bounces' more likely, despite the penetration ability of the round. Is upgraded to, and replaced by, "Fire Panzerfaust 60" with 'Antipanzertaktic' doctrinal upgrade, increasing the damage and reducing the 'bounce' chance.
iii) 100mu - Equips all 4 squad members with 'early production' MP43/44' assault rifles, significantly boosting rate of fire over the G-41, without sacrificing long-range accuracy (short range accuracy is given an effective boost due to the 'burst fire' of the weapons - The weapon fires a 3-shot burst for every single shot from a G-41). Requires 'The Chosen Few' Modernization doctrine unlock. DOES take up the heavy weapon slot, but can still be taken if a heavy weapon has already been acquired.

b) Afrikakorp tank-hunters ("Panzer-jager der Afrikakorp") - 360mp, 3pop
3-man team consisting of NCO and loader with G-41 rifles, and a 'gunner' with a RPzB.43 "Ofenrohr" rocket-launcher. Requires 'Antipanzertaktic' doctrinal upgrade to unlock. Despite operating as infantry, they are trained to act akin to a 'weapons team'. As such, they can NOT be used to capture crewed weapons.

c) "Sd.Kfz.250/1" Multi-role light half-track - 225mp, 25f, 4pop
Standard 'light infantry transport' with decent speed and enough armour to resist non-AP small-arms. Standard varient comes equiped with a single MG-34 with a dedicated gunner. It can transport a single squad of up to 6 men, up to 3 of whom my fire their personal weapons (including LMGs, shreks, etc) from the open-topped rear. Can be upgraded to more specialized varients:
i) 250/9 - 120mu = Dedicated 'armoured recon' varient which sacrifices it's transport capability in order to mount a semi-enclosed turret with a 2cm KwK.38 and co-axial MG-42. Requires "Advanced Recon Elements" tech upgrade.
ii) 250/11 - 80mu = Light anti-armour support varient which sacrifices it's transport capability in order to mound a forward-firing 2.8cm sPzB.41 AT-rifle, it's crew, and it's ammo. Requires "AT-gun Mobilization" tech upgrade.

d) Sd.Kfz.131 Marder II "Kohlenklau" ("Coal Thief") - 270mp, 40f, 5pop
Built on the late production Pz.II 'F' chassis (and earlier chassis converted to 'F' standards), and with enough armour to be immune to all non-AT weapons (If only from the front), and armed with the versatile, long ranged, PaK.40. Requires the "AT-gun mobilization" tech upgrade to unlock.
i) 'Site Main Gun' - The Marder crew locks the vehicle down, and the driver switches to an 'assistant loader' role, allowing the gunner to focus on his task. The end results are respectable boosts to rate-of-fire, range, and accuracy (As per PE-Marder3 ability).

e) Doctrinal special building upgrades:
i) "AT-gun mobilization"
"Make mobile that which is not." - Apply lessons learned on the Eastern front (and elsewhere), to mount dedicated AT weapons on armoured chassis, so that they may keep up with the advance of faster units.
ii) "Advanced Recon Elements"
"We have to find them before we can shoot them." - Improved the standard sight range of light vehicles (Sd.Kfz.250/1, Sd.Kfz.250/9, Sd.Kfz.250/3), and also gives them a short-range stealth detection ability (While not up to the level of the 'scout sight' of the dedicated recon vehicle, this ability helps close the gap a little, while also making it 'front line' effective).


Mountain Korp
(Italian-RSI doctrine, with limited German support. Infantry, artillery, and defense focused. List combined CP total: 12)

"German Support" left side ("Supporto Tedesco") - combined total CP: 7)

1) Advanced Technology ("Tecnologia Avanzata") CP:2
"La Germania e Veramente Vostra Amica" ("Germany is Truely your friend") - Germany supports it's Italian allies by supplying advanced weapons, ammunition, and equipment. Unlocks training of S-18-1000 teams. Unlocks tech research options at the tier3 base-building.

2) German Rainstorm ("Deutsch Regensturm") CP:2
"The fatherland shall bring a rain of death to the enemy." - Activated ability for 150mu. Calls in target smoke followed by a 6-shot barrage from off-map heavy artillery. The large caliber shells are devastating against infantry and can seriously damage all but the most heavily armoured tanks. Requires line-of-sight to the target area.

3) 28/32cm NbW.41 Rocket artillery ("Nebeltruppen") - 345mp, 6pop - CP:3
Medium rocket artillery piece with three crew. Can only fire in barrages of six shots. Standard 28cm HE barrage has a medium AoE/blast, and high 'burst' damage, but has only moderate effect on hardened/armoured targets.
i) 50mu - Fires a barrage of 32cm Incendiary rockets with a larger AoE and an on-going 20sec 'burn' of the effected area, but has low 'burst' damage and even less effect on hardened/armoured targets.
Regardless of ammo type fired, the weapon has an extended reload time of 120sec (compared to 90sec for the WM version - though in this case it can be slightly reduced via veterancy).

"Fascist Indoctrination" (right side, combined total CP: 5)

1) "Stand for Italy!" ("Supporto per l'Italia!") - CP:1
Decreases all (player) infantry training times by 25%

2) "Blackshirt Brigade" (assault infantry) - 280mp, 5pop - CP:2
5-man infantry squad equipped with Berreta M38/42 SMGs. Fanatical unit with good morale (suppression resistance), but lacking in skill or discipline (lower HP, 'infantry' armour type, low accuracy at anything other than very short range). Has a single 'heavy weapon' slot.
i) 20mu - Grenade throw (basic frag)
ii) 80mu - Grenade assault (as per Bersaglieri unit, but up to 5 grenades over 6 seconds - Requires 'grenadier tradition' tech upgrade).

3) "Defensive Propaganda" CP:2
"Better to die with head held high, than to be condemned as a coward." - Activated ability costing 100mu, targeting friendly units. All friendly Infantry within the area of effect are immobilized for 240seconds. During this time, they are also immune to pinning, and receive a 25% boost to their rate of fire. NOTE: Friendly unit under the effect of this ability can not voluntarily retreat!

4) Teir 3 base-building production - Special Barracks ("Caserma Speciali")

a) "Bersaglieri" (Marksmen) - 320mp, 4pop
4-man Elite infantry unit of the Italian Army. Armed with Carcano M1938 rifles cambering larger 7.35mm rounds, increasing 'per-shot' damage over the basic infantry carbines. The high level of marksmanship training also boosts the units RoF and accuracy (at all ranges).
i) 20mu - Grenade throw (Basic frag).
ii) 75mu - 'Grenade Assault' - All (living) unit members throw a grenade each in quick succession (up to 4 over 5 seconds). All grenades are standard 'frag' type, and act as normal once thrown. Requires 'Grenadier Tradition' tech unlock.

b) "Cannone da 75/32 M.37" Medium field gun - 300mp, 3pop
General-purpose field gun with 3 crew (Gunner, loader, and spotter with M91/24 carbine). Very long range, but low RoF and only moderate muzzle velocity. Good against grouped infantry (small AoE), but only moderately effective against light-to-medium armour (low/moderate penetration and damage).
i) 50mu - fires a single HEAT round with increased penetration and damage capacity, but with lower range and lower accuracy against fast targets.

c) Light AT sniper-rifle ("Waffenteam mit s-18-1000") - 250mp, 3pop
Swiss made 2cm light anti-tank "cannon" with 3 'crew' (NCO/Spotter & loader with K98k rifles, plus gunner - only needs 1 man to operate). Severe recoil requires the weapon to be 'set up' in order to fire, but it is otherwise man-portable. Can garrison in structures like a HMG team, and operates in a similar fashion in general, but with a semi-auto light-AT weapon instead of the MG. Scope aids accuracy against all targets and makes 'sniping' of infantry a possibility (especially with veterancy). Despite a very high muzzle velocity, rounds are simply too small to be effective against anything other than light armour.
i) 30mu - "White-hot shot" - Fires a rare and expensive white-phosphorous round with improved penetration (+25%), and critical chance (+50%). Requires 'German tech-support' tech upgrade.

d) "Semovente 47/32" light/compact TD - 260mp, 35f, 5pop
Small, quick, and agile, with enough armour to be able to resist all small-arms fire. Due to it's tiny dimensions (less the 2m wide!), it can squeze through gaps other tanks can't, and with it light weight, it can cross 'light' bridges safely too. This manoverability alows this light tank to remain useful well beyond the limitations of it's tech. It mounts only a single, highly accurate 47mm gun (Can get a top/pintle mount HMG with veterancy). Unfortunately, the guns moderate muzzle velocity and low caliber mean it lacks the strength to punch through thick (or sloped) armour with any reliability, limiting it's use against vehicles, and although it is accurate enough to get the occasional 'luck snipe', it's lack of explosive AoE means it is of little use against infantry. Ultimately making it a vehicle that need tactical skill to be effective, but it's size and speed give it more options.

e) Tier 3 building tech upgrades:
i) "Grenadier Tradition" - Enables 'Bersaglieri' and 'Blackshirt Division' units to perform 'grenade assault' attacks. Requires Doctrinal 'Advanced technology' unlock.
ii) "German tech support" - Enables the 'White-hot shot' ability of the s-18-1000. Requires Doctrinal 'advanced technology' unlock.



Title: Re: Make a Faction concept.
Post by: CoHtaku on November 10, 2014, 06:21:55 PM
Greetings jonarus_drakus,

It appears we have much in common, you and i -- Many of your ideas are exactly the same as, or at least very similar to, mine own. You have a good concept here, however i'd like to correct you on one point if i may:

Quote
For the infantry unit itself, this is shown through the lack of AT (They had no 'AT rifle' equivalent like the British 'Boys' or the German Panzerbüchse 39)

The Karabin Przeciwpancerny Wzór 35 was a Polish anti-tank rifle which was captured in large quantities by the Germans after the fall of Poland, ~800 of which were then sold to the Italians in 1940 as per Article IV of the Patto d'Acciaio and used under the designation Fucile Controcarro 35(p). I think it would be wise to give your Italian/German faction a dedicated non-doctrinal infantry anti-tank weapon, as paid abilities are too unreliable, and light vehicles such as the Carro Veloce are too easily countered by most tanks.

Cheers, and good luck with your mod.
Title: Re: Make a Faction concept.
Post by: Sommarkatze on November 24, 2014, 06:31:47 PM
Otherwise you always have the Solothurn anti tank rifle that both the Germans and Italy used ; >
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on November 25, 2014, 04:49:11 AM
I already have the s-18-1000 in the list in a couple of forms - As a gun upgrade on the CV-35, and as a MG-like weapons team in the 'Mountain Korp' doctrine.

All new updates will be on the 'Steam Group' page I have set up: http://steamcommunity.com/groups/CoH_MedMod/

~JD
Title: Re: Make a Faction concept.
Post by: jonarus_drakus on March 20, 2015, 10:49:12 AM
Gah... Double-posting again...

But, this act of Necromancy is for a good cause! I have a couple of very important questions to put to the people who frequent the EF forums:

1) "What would you want to see in a Mediterranean Theatre Allied (mostly British) faction ('41-to-late '43)?"
2) "What sort of unique faction-wide mechanic do you think would suit such an army (built around a basic 0-3/4 tier structure)?"

I have ideas for doctrines, but the only one that is particularly solid is my 'Rats of Tobruk'  themed doctrine, focusing on infantry tactics, urban combat, and defense. I know I want a 'slow grind' pure British doctrine with heavy armour and mobile arty, and a US doctrine with light-to-medium armour and a maneuverability focus...

In the mean time, I'll just leave some concept art here:
http://jonarus-drakus.deviantart.com/art/Infantry-Barracks-Caserma-di-Fanteria-520045408
http://jonarus-drakus.deviantart.com/art/Support-Barracks-Caserma-di-Sopporto-520574691

Its undoubtedly no longer needed now, but I'll put it 'on the record' anyway - EF team, if you want any 'concept art' just let me know.

~JD
Title: Re: Make a Faction concept.
Post by: Gerrit 'Lord Rommel' G. on March 20, 2015, 11:15:04 AM
Like i said in the past; You should focus on a special time frame. A "battle of Italy" is already different from a "Africa Korps" style.
Weapons will change a lot between this two theatres (e.g. phase out of the british Cruiser tanks).

This fact could already be influenced by your 3d-skills and access to 3d-stuff.
All in all your project will stay or fall with your 3d skills/resources.

There were so much Italian projects in CoH but none was released.
Title: Re: Make a Faction concept.
Post by: krupp steel on April 02, 2015, 12:33:47 AM
Do we proceed with the further discussion?