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 designTier 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 Command1) 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 CommandI. 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 arsenal2) Assault Command: Designed to strike hard, fast and quiet, Assault Command lets you requisition Strike Section from your forward gliders.a) Armour SupportI. 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 SupportI. 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 SupportI. 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 SupportI. 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 SoldierQuote from: neosdark on August 01, 2013, 06:07:26 PMI 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 designTier 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 Command1) 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 CommandI. 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 arsenal2) Assault Command: Designed to strike hard, fast and quiet, Assault Command lets you requisition Strike Section from your forward gliders.a) Armour SupportI. 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 SupportI. 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 SupportI. 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 SupportI. 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).