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Messages - LiefTundra
1
« on: September 15, 2013, 05:57:15 AM »
I'll post the bugs that I have found in the newest patch, 2.200, right here. At the moment I have only played one game with a Hard CPU. I was the Soviets and chose Propaganda Doctrine against the CPU's Ostheer Support Doctrine. 1)When I built the 76mm M1927 emplacement, only the emplacement showed up. There was no gun or crew and I'm pretty sure nothing was shot from it. 2)There were two different upgrades for the T-34/85 gun and SU-100 gun, but in the announcement, they said there would only be one upgrade. Plus it stated that you could change between the T-34/85 and SU-100, but I couldn't find a place where you could switch. So I was stuck with only being able to build the SU-100. Never mind not a bug my bad  3)When I built the SU-100, there was no change in the model from the SU-85. Perhaps this is because there is no model for the SU-100 at the moment and you guys said that in the announcement, but I may have skimmed over it. 4)The Penal Battalion upgrade says it requires Dig In! instead of Not One Step Back! I was still able to upgrade to Shtrafnyie Troops after I got Not One Step Back! so it's just a minor bug. 5)This one may not be a bug, but the Ostheer Hard CPU never built it's final tank hall building, so it just infantry spammed with a lot of Panzer 38ts, Sturmfusiliers, Panzerjagers, and Landsers. It was just one game and I can't really say its a bug unless I play some more. Other than that great job! Had lots of fun playing.
2
« 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
3
« 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.
4
« on: August 12, 2013, 02:26:01 AM »
@neosdark Thanks for your comments! Yeah, I kinda have to agree a lot of your comments  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 IYour 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 IIThe 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 IIIThe 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 IYour 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 IIThe 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 IIIThe 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  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.
5
« 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
6
« on: August 08, 2013, 05:56:09 AM »
I'll like to suggest an alternative solution to the Royal Marine Commando issue. Create a new faction modeled after 1st Canadian Army and make the Royal Marines one of their 3 optional supports. There are a number of advantages to this approach:
1) Historically 1st Canadian Army was responsible to clearing the North-West European coast (Northern France, West Belgium, Netherlands) and frequently fought with the support of the real Royal Marines (cf. Battle of the Scheldt on Wikipedia). 2) 1st Canadian Army used predominantly British equipment (which players want to use in a more aggressive manner), but were responsible for the creation of some interesting equipment of their own (eg Wasp IIC, Ram Kangaroo, Sexton) which could be highlighted in the Canadian Faction. 3) It doesn't involve modifying the existing British Army (which the mod creators have no interest in doing) 4) 1st Canadian Army included Canadian, British and Polish units (as well as American, Belgian, Dutch and Czech units at different times) giving it a multinational feel similar to the Ostheer faction 5) It avoids the issue of having a "Commando Faction" which would seem imbalanced compared to the other factions.
Ideas for Canadian units could include: 2-inch mortars (A common piece among British infantry: lighter and handier than other mortars, but with less range and less power) Bren carrier with Wasp IIC upgrade (This flamethrower equiped Bren carrier had a fuel tank on the rear allowing the vehicle to still be used as a troop carrier) Ram Kangaroo (Heavy infantry transport) Humber Armoured Car (Humber II had a HMG and a LMG, upgrade to Humber IV for a 37mm gun) Sherman V (Upgrade to Sherman IC [more commonly called the Firefly] Archer (A defensive AT vehicle that featured a 17pdr firing over the rear of the vehicle) Sexton (A SP 25pdr on a modified Ram tank chassis) Royal Marines could function as a form of elite infantry for the Canadian base faction, with the option for more Royal Marine equipment if one chooses Royal Marine Support.
Obviously this would all be a ton of work, but I hope the idea of a Canadian Army might give some inspiration.
I really like the sound of that
7
« on: August 06, 2013, 03:35:22 PM »
This is pretty cool  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.
8
« on: August 03, 2013, 10:56:36 PM »
I'm not sure if the description says that it can heal soldiers AND reinforce squads, but if it does says that, that is a bug.
The only functions of the Zis-5 medic truck are to heal nearby infantry squads when set down and be a alternate retreat point for your infantry. The only way the Soviets can reinforce other than retreating back to the main HQ is by building an outpost on a point. But make sure that you upgrade "SLIT TRENCH" in the outpost (for 50 munitions) or you will not be able to reinforce around the outpost.
A good tactic for the Zis-5 is placing it behind your lines beside an outpost that has been upgraded and able to reinforce infantry squads. This way if you have a group of infantry in the middle of a losing battle, you can make them retreat to the medic truck where they get healed and can reinforce around the outpost. This is very helpful because your soldiers can heal, reinforce, and be sent back to the front quicker than from the main HQ if they were asked to reinforce there.
9
« on: August 01, 2013, 05:06:43 AM »
Yes they are supposed to be an infiltration unit for the Ostheer who should be able to camouflage, place demolitions, and take points quickly especially with their "annektion" ability which automatically makes an enemy territory point neutral or a neutral point yours for a cost of munitions. At the moment I think there is a bug in which the demolitions and camouflage ability overlap each other. You are still able to activate camouflage with hotkeys (c). The camoflauge ability should work like snipers, stormtroopers, and partisans. They also have sniper concealing smoke, so they can get out of situations quickly and invisibly.
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« on: July 31, 2013, 10:56:18 PM »
Guards used to be able to upgrade to PPS-43s without a doc in an earlier patch if IIRC, and it was moved to the breakthrough doc because it was too powerful. I have to agree with the devs and balancers because my guards are able to take on all other axis heavy infantry, with the SVT-40 rifles and the DP-28 light machine gun, excluding the KCH. I can only imagine the havoc they would bring if you could get PPS-43 rifles in all docs. This is my opinion, maybe a dev or balancer can answer your question better than I can.  And the Command Squad already can be upgraded with the PPS-43s and their actually cheaper than guards plus earlier to get and just as much health (per squad). The 75mm leIG18 (Infantry Support Gun) which kinda acts like a mortar for Ostheer has a freaking huge range. I tried it today and it's range far exceeds the Soviet Mortar (basically what JuhwannX and The Soldier said in earlier posts). The only other thing I think you're talking about is the way it faces. Yes the ISG has a really small area where it can fire because it can only fire directly in front of it. Just make sure you put it really far behind the front lines (to abuse it's long range) and face toward the direction the enemies are coming.
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« on: July 31, 2013, 05:16:15 PM »
That's pretty cool  , but I have a couple questions because that sounds pretty weird. Was the T-34 at full health? How long did it take your Kugels to take it down? Was it a T-34/76? And how much health did your Kugels lose?
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« on: July 31, 2013, 05:10:15 PM »
Well I'm rather surprised that this tactic works for you, but you know whatever floats your boat.  And of course conscripts are better than guards in your tactic because if they're all going to get slaughtered might as well spam the cheaper and weaker infantry who do about the same amount of damage to the enemies under suppression. If you want to charge with infantry that are probably get murdered, that's basically what conscripts are made for. I think guards are fine as they are, used as support infantry and elite infantry, not as frontline charging infantry because they are pretty expensive. If you enjoy charging with infantry so much, you really should use the Propaganda doc because 1. The Commisar call-in makes your conscripts better in combat 2. You can upgrade your conscripts to assault penal troops 3. The Red Tide is an ideal ability for charging especially if you're troops are probably going to lose the battle.
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« on: July 31, 2013, 04:36:27 AM »
@SPIDAMAYUN
Well I'm no balancer or developer, but I think putting the PPS-43 rifles in the Breakthrough doc is a smart decision, because when I use guards with SVT-40s, they massacre all types of infantry whether it is an assault or defense. I just make sure that they find good cover, stay in one place (because they don't fire very well on the move), and fight mid-long range skirmishes to use the their rifles at full effect. I also use my guards to support my tanks against infantry instead of having them lead an assault by themselves.
The Command Squad already has the PPS-43 rifles and they destroy infantry at close range. If guards were to have that same destructive power and you could build unlimited squads, I would feel like they would be OP. Plus if you want close combat infantry, you can get penal conscripts in the Propaganda doc and Partisans which can camouflage until close distances in the Urban Combat doc. Naval Infantry are also pretty good at all ranges.
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« on: July 31, 2013, 12:51:35 AM »
Yes, Tank Hunters were removed from the Soviets in the latest patch, but if you want to have light anti tank rifles, you can upgrade your streiky with the PTRS-41 rifle right after you upgrade Men Against Tanks in the armory. You could also go the Propaganda doc to get Naval Infantry which can be upgraded with the PTRD rifles. I'm surprised that you find conscripts more effective than both streiky and guards. Personally I find unupgraded streiky much more effective than conscripts, for they automatically have 6 rifles that are equivalent to the conscripts. Plus they have much more health, so they don't die as quickly.
It's true that you have to get streiky close to the enemy with the ppsh 41 rifles to be effective, but if you're looking for long-ranged combat you should upgrade your streiky with the dp-28 light machine guns (or whatever the other upgrade they get is called). Steiky armed with dp-28 light mgs are really effective at long range and should be able to hold your lines until you are ready to pump out guards.
Guards are really powerful and considered to be the late game Soviet Infantry and are really effective without any upgrades, but when upgraded with shock guards and the SVT-40 rifle package, they are really effective mid to long range anti-infantry units. I think the pps-43 upgrade was given only to Breakthrough doc because it made the guards too powerful against infantry.
Guards aren't really made to take on any vehicles by themselves, they need support from tanks or AT guns to take on any armor. When in conjunction with T-34s or the Zis-2, they should be able to destroy any light vehicles and destroy or be able to push back enemy heavy tanks. The best way to damage tanks is use the stun grenade to slow vehicles down and then have your tanks flank the enemy to deal massive damage.
And I'm pretty sure the Ostheer don't have a mortar unit, but they do have an Infantry Support Gun. And if I remember correctly it's got a really long range. It's range is equal to the Soviet mortar if not longer I believe.
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« on: July 24, 2013, 02:25:27 AM »
I'd like to keep them as a reward faction as well, but with different doctrines and a different feel then the original vanilla Brits. I think if they are to be an entirely different faction, they need to have lots of new and unique stuff like soldiers, vehicles, playstyle, doctrines, and teching, but I don't know if the devs have enough time or enough resources for all that. Of course the main focus should be on Ostheer and Soviets, but I think the RMC should have another chance as long as nobody minds that they didn't fight on the Eastern Front.
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