I would here post my version that I come from some brainstorms, I would like the new army to have something that is entirely different from the wehr, PE, and even the allied armies.
A note is that:
-I am not native english speaking, this would be a bit difficult to understand since my use of this language might be a little bit awkward
-I would not try to list out the cost of everything as that's a part of balancing
Without first analysing the teching methods of each existing armies it is difficult to draw up a new, unique army.
Wehrmacht -Teching in the HQ building -(1)
PE -Teching in seperate buildings -(2)
British -Teching using Officers and trucks -(3)
Americans -Technologies -(4)
I would not like to have identical teching systems with the 4 existing armies, while it is quite difficult to think a totally new method, we could try
COMBINATIONS of some of the 4 methods.
This is how I come to my idea of
HQ Units TechingThis concept, basically, is about to assign one of the units on the battlefield as your HQ unit (by spending some fuel and munitions). The HQ unit would be able to give bonus to the troops in his sector like the brits do. It is hard to elaborate this without giving an example of using the HQ unit as a teching measure:
1. First, you have a command unit
2. Second, you build a field HQ post that would would let you to radio the HQ for more reinforcements (teching)
3. You spend, let's say, 300 MP and 50 fuel, you waited, let's say, 60 seconds, the tech is done.
4. You now receive the bonus of the HQ you chose, as well as the Tier 2 Infantry Units, let's say you have chosen Artillery HQ Level I and now you have instead the choices of: Elite Units HQ Level I, Artillery HQ Level II, Infantry HQ Level I
5. You are tired of using artilleries and you want some solid infantry support instead, so you this time choose Infantry HQ Level I, you would be proceeding to Tier III units and getting the Level I bonus of both Artillery and Infantry HQ.
If this method doesn't sounded right to you, you probably could stop reading now. However, I would like to further discuss about the HQ teching.
Proposal III:
To have a Infantry commander unit and an armour commander unit. It would be responsible for both armour and infantry teching.
What should the player got?Under my proposed tech system would suggest a highly "customized" evolutionary path. And your tactic could be really different for each game! If you have decided to focus on Infantry but your enemies flood you with tanks and artillery, you would probably be regret of your earlier decisions!
The new faction should not have much base buildings, I would suggest, the player starts with:
(this is based on my 3rd proposal, i.e. having a separate command unit)
Barracks (to produce the basic troops)
Base defences (a suggestion would be a twin-MG34 AAMG bunker/emplacement that have 360 degree rotation but the crews could get killed like the flakvierlings)
Scouts unit (probably 3 men scouts team riding a kubelwagon)
reference for the dual MG34:
http://en.wikipedia.org/wiki/MG_34#Characteristics [nofollow]Tier 1:
Barracks- Scouts, Pioneers, Command Squad(limit: 1), kubelwagon
Off-map- Pioneers (in case your barracks is destroyed)
Pioneers- MG34 LMG upgrade
Units description:
Scouts (3-men)- they are the recon units armed with K98 rifles, in this stage their
job is to secure as much sectors as possible and fend of the Russian hordes.
Characteristics: long range visibility, good detection of cloaked units, tougher than russian conscripts
Ability: S-mines > anti-infantry mines that is free but long to recharge
Ability(locked): Cloaking
Pioneers (3-men)- Unlike the wehrmacht pioneers, these pioneers are 3-men in squad size, and armed with K98 rifles only. These guys are respondsible for erecting base buildings and as well fighting the incoming Russians when necessary. They could be upgraded with a MG34 LMG for extra firepower and to suppress the Russian hordes. Flamethrowers and explosives would be available later as well as increased squad sizes with appropriate HQ upgrades.
Characteristics: a versatile combat unit that improves with each tier, more expensive than scouts.
Upgrades: MG34 LMG(50 munitions) > a powerful light machine gun
Upgrades(locked): Flammenwerfer(50 munitions) > deadly flamethrower
Abilitiy(locked): Throw explosives(35 munitions) > a 3-kg explosive device would be tossed and cause great damage to enemy infantry, vehicles, emplacements.
Ability: Cut barbed wires
Build: Landmines(25 munitions) > the standard landmines that could blew things up efficiently
Build: Barracks > produce basic troops
Build(locked): Armoury > produce basic heavy weapons
Build: Munitions Bunker(limit: 1) > locks a sector and provide extra resources income, garrisonable, explodes upon destruction
Build(locked): dual MG34 emplacement
Build(locked): barbed wire, sandbags, tank traps
Build(locked): Panther Turret Bunker
Command Squad(4-men): The HQ unit of your company, responsible for coordinating your force, armed with pistols and SMGs, upgrades could make them more combat worthy.
Characteristics: very tough unit but their weapons are not that great at range, they could give bonus to nearby troops, long detection range.
Build: Field HQ post(limit:1)(200 MP, 10 fuel) > you can now call in reinforcements and artillery, and your units retreat to this point and you can reinforce from it. You can't retreat your units without this post. Locks the sector it is built in.
Ability(locked, Require: Field HQ Post): Radio for Ju87-D Stuka strikes
Ability(locked, Require: Field HQ Post): Radio for Ju87-G Stuka strikes
Ability(locked, Require: Field HQ Post): Radio for 155mm howitzer bombardments
Upgrades(Tier 2)(free): The HQ unit is armed with MP40 SMGs.
Upgrades(Tier 3)(free): The HQ unit is armed with STG44 assault rifles for better self-defence.
Kubelwagon Recon- a recon unit that could fit 3 people in it (excluding the driver), comes with a scout unit, units inside could shoot at targets outside. Takes longer to build than a normal scout unit and cost 5 fuel.
Tier 2(1 HQ researched):
Unit- MG34 MMG(requires: Infantry HQ I)- these telescoped machine guns are very deadly and could suppress and mow down the Russians very well.
Unit- 81mm Granatewerfer(requires: Infantry HQ I)- deadly medium mortars
Upgrades- Sturmpioneers(requires: Infantry HQ I)- Pioneer squads are increased to size 4 and flamethrower upgrade as well as throw explosives ability is now active.
Unit- 12 cm Granatwerfer 42(requires: Artillery HQ I)- deadly heavy mortars
Unit- Artillery FOO(requires: Artillery HQ I)- you can call in artillery with these guys that are hard to detect.
Unit- Grenadiers(requires: Infantry HQ I or Artillery HQ I)- the trusty warriors, armed with K98 rifles and a MP40 for the squad leader.
Unit- Brandenburger Commando(requires: Elite HQ I)- deadly commando units that are armed with SMGs, they are cloaked when in cover and armed with explosives. They could perform fire-up.
Unit- Brandenburger Sharpshooter(requires: Elite HQ I)- The Sniper
Unit- PaK 40
Building- Armoury
Building- Munitions Bunker
Offmap(requires: Field HQ)- Panzer IIIM
Offmap(requires: Field HQ)- Halftruck(loaded with 1 grenadier squad)
Tier 3(2 HQ researched)
Upgrades(Infantry Lv II)- one free MG34 LMG for grenadiers and pioneers
Build(Infantry Lv II, Pioneers)- 32cm Nebelwerfer 41
Upgrades(Artillery Lv II)- HEAT round ability for PaK40
Build(Artillery Lv II)- 105mm LeFH18 field howitzer
Upgrades(Elite Lv II)- K98ZF41 upgrade for commando engineers
Unit(Elite Lv II)- Commando engineers- Regular elite warriors armed with K98 rifles, possible to upgrade with MG34 LMG or STG44 assault rifles. They could perform fire-up and fire panzerfaust.
Upgrades- Scouts could fire panzerfausts.
Upgrades- Grenadiers could be upgraded with a panzerschreck.
Offmap(Armour HQ I)- Panzer IVH: the main battle tank
Upgrade(Armour HQ I or Tank destroyer HQ I)- Panzer IIIM with tungsten core ammo and increased armour
Offmap(Tank destroyer HQ I)- Jadgpanzer IV: a great tank destroyer
Offmap(Armour HQ I or Tank destroyer HQ I)- Opel Blitz with dual MG34 AA mount
Offmap- StuG IIIG: assault gun for non-armour focus players
Tier 4(3 HQ researched)
Offmap(Armour HQ II)- Panther G: the best tank for Germans
Upgrade(Armour HQ II)- AAMG for tanks
Offmap(Tank destroyer HQ II)- Nashorn: powerful tank destroyer
Upgrade(Tank destroyer HQ II)- Cloaking Jadgpanzer IV and StuG IIIG
Upgrade- Panzer IVH skirts upgrade, Panzer IIIM skirts upgrade
Doctrines(not decided)
so far all I could think of is written. I don't like thinking of the doctrines...but I would still like to propose some rough bonus
Defensive doctrine:
1. Stronger Munitions Bunkers and Field HQ
2. Could build Panther Bunkers, however, although strong, they could be decrewed and captured by the enemy.
3. Could fortify a building the infantry units occupied at a cost