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.
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 ;)
I drew this up and posted it on the Donor's Board a few days back but had little actual feedback except from SoldierI 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:)
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 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 dondt know why we should add a new Faction. Too much work....we implement the italians dont worry :D
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)