RHS - Naval Landing Operations
[2CP] Naval Infantry - the backbone of Naval Infantry forces.
[2CP] Naval Officers - degrade your incompetent major to be replaced by the more courageous Naval officer. body guards will also be changed into naval body guards. cost: 50 munitions
Naval officers can call naval artillery strikes (not as powerful as the other one) at the cost of 75 munitions. have the ability to throw flares. enemy units caught with it is prone to accurate indirect fire.
[2CP] Naval Spetsnaz - call in an elite 4 man team. capable of deep infiltration and mass sabotage behind enemy lines. they can be summoned to any ambient building. they can camouflage but movement speed is reduced.
armed with PPS-43 sub machine guns for close combat, F1 Frag grenades, concealing smoke when reached vet 1, and demo charges to lay demo everywhere.
note: they wear an observer's camo uniform, Naval cap, and a cross ammobelt just like the naval infantrymen.
LHS - Naval Support
[2CP] Naval Supply - increases your manpower, munitions, and fuel rate by 40% in a period of time. after this ability, it greatly decreases your manpower rate in 2 minutes.
Cost: 600 manpower
[3CP] Naval Gunfire Support - call a devastating artillery bombardment from the big guns of the Baltic Fleet!
cost: 200 munitions
note: similar to the God of War.
[4CP] Naval Reinforcement - call an off-map reinforcement battle group in the form of:
- 2x Naval Infantry squads
- 2x Ford GPA (armed with a Maxim machine gun able to suppress enemy infantry, and driven by two naval infantrymen)
- 1x Naval Heavy mortar squad (the same as normal heavy mortar just the crew is different)
- 2x T34/85 Medium Tanks
population cap: 30 / cost: 2000 manpower