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1
« 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 ![Cheesy :D](https://easternfront.org/forums/Smileys/classic/cheesy.gif)
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
2
« 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.
3
« on: August 07, 2013, 07:11:10 PM »
Updated my concept.
4
« 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 ![Wink ;)](https://easternfront.org/forums/Smileys/classic/wink.gif)
Veryyy nice concept, not alot of flaws:)
5
« 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. ![Smiley :)](https://easternfront.org/forums/Smileys/classic/smiley.gif)
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
6
« 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. ![Smiley :)](https://easternfront.org/forums/Smileys/classic/smiley.gif) 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]
7
« on: January 12, 2011, 06:42:53 PM »
In then Infiltrate the noob GLA Troopers who Kill everything without reading your post.
My Bridge!
8
« on: January 08, 2011, 03:05:55 PM »
I absolutely love Der Untergang tbh.
9
« on: January 01, 2011, 05:08:07 AM »
Anyone got it?
It's Probably THE BEST MOTHER FUXING GAME I'VE EVER PLAYED. EVAH EVAHAAAHAHAHAHHAAAAAAAAAAAAAAAAAA. Ever.
10
« on: January 01, 2011, 05:06:49 AM »
KDT = 16. FIVE = 2 (Fayul) DOA = 27 (WIN)
11
« on: December 31, 2010, 04:29:17 PM »
A admin Closes the Topic
And leaves it as
Raider's Bridge
12
« on: December 31, 2010, 04:27:54 PM »
THIS IS SYRIA
13
« on: December 29, 2010, 06:18:49 PM »
Then the Jedi comes along ;o
14
« on: December 29, 2010, 06:18:11 PM »
... TWO CAMELS IN A TINY CAR.
15
« on: December 29, 2010, 06:13:21 PM »
MASON THEN BLOWS SEEMES HEAD OFF
MY BRIDGE
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