Army Man ModBy Seeme
Created for Akaloner- You wanted a Army Man Mod, here it is!
Since everyone is making Ostheer Concepts, I deciding to change it up abit.
This is a mod that features Plastic Army men, the 2 main sides are the classic: Tan and Green, but there are some other colors thrown in there too. Its going to be just like the Normal COH fractions.
Instead of Manpower, we have Melted Plastic, which is made to clone them. Muni is the same, but instead of fuel, we have Plastine, fuel for Plastic tanks.
The GreenThe green try to bring peace to the plastic world and did just that. They thought that they have got rid of the tan after a brief war, that is into they discovered the they have went into the real world. Knowing this was a giant threat, they have entered the real world to stop the tan from building an army big enough to take the plastic world.
Building orderFirst there is a Basic Headquarters set up. It can recruit Radio men, who calls in mobile buildings to be set up.
Upgrades: Wheels- Move the HQ and set it up somewhere else. Can only be used once.
Radio Man:
Built from HQ. 150MP
Calls in Buildings. Can also call in repair men and reinforcement riflemen. Limit: Only 1 at a time.
Recruit House Tier 1200MP
Called in by Radio Man, this supplies Riflemen, A Sarge, and A jeep.
Upgrades:Wheels- Move the Recruit Hosue and set it up somewhere else. Can only be used once.
Riflemen:
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250MP
The basic infantry of the Green, Can be upgraded to get Sub machine Guns.
Sarge:
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400MP
The hero of the green forces, he will lead your men into battle. He gives them a combat bonues. Abilitys: Charge- Make your units insurpressable
Jeep:
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200MP
Recon and transport, the jeep can hold up to 5 people and is very fast. It is defenseless and easy to kill.
Weapon Composer, Tier 2300 MP
Called in by a radio man, this supplies HMGs, Minesweeper, and Explosive expert. Upgrades Wheels- Move the Weapon Composer and set it up somewhere else. Can only be used once.
HMG:
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280 MP
Can surpress the enemy at a long distance.
Upgrades: HHR-High Heat Rounds 35 MU, when it hits the ground a small area around it burns, slightly melting anyone around it. Good for big groups.
Minesweeper:
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130 MP
Finds and removes mines, explosives, and booby traps.
Ability: Trap change 50 Muni- Turn the enemy's booby traps against them. Mines, booby traps and explosives will hurt the enemy, not use.
Explosive Specialist:
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450MP-30 Muni
These guys are armed to the teeth with explosives. Trained to fling Grenades at the enemy, these units have no small arms. They have a demolition charge and mines. But beware, these guys cost a truckload of Muni!
Upgrade: Change mines to H-mines. (Heat Mines) When ran over, these mines lay out a ton of heat, melting the tanks tracks or a vehicle wheel.
Plastic Depot, Tier 3400 MP-10 Muni- 10 Plastine
Wheels- Move the Plastic Depot and set it up somewhere else. Can only be used once.
Made to melt the Tan's tanks in there tracks, and to break though with our's. This features an AT group, Hero Infantry, and a Spotter.
AT group:
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400 MP, 20 Plasitne
This unit is designed to stop enemy tanks, with a half-truck made of the finest blue plastic, they have 2 teams of rocket men inside it.
Upgrades: 50 Muni,Extra Plastic Platting- Increase plastic thickness, making it more immune to small arms fire.
Upgrade: 20 Muni, Fire holes- Create holes in the halftruck to allow rocket men to shoot from inside the half-track. Warning- this weakens the amour of the halftruck and the crews inside can now get hurt by small arms fire.
Hero infantry:
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450MP 3 Muni
These are the elite men of the green army, they know all the tan tricks and strengths. Perfect units when combined with tanks.
Spotter:
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300MP
He can see long distances, and hear tanks from far away too. Perfect for finding the enemy's weak spot.
Ability:100 Muni, Arty Strike- A Spotter can call in a arty strike.
Heavy Molding factory Teir4400MP 50P
Molding the finest of the greens amour, this is what will lead victory for the green forces. It supplies a light tank, paratroopers, and a heavy tank. Upgrades, Wheels- Move the Plastic Depot and set it up somewhere else. Can only be used once.
Light tank:
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450MP 5Muni 50P
The standard light tank of the Green, this is good for scouting and light tank roles.
Upgrades:50 muni, Water coated- put water in the plastic, making it harder to melt it.(Like in Normal COH, a amour upgrade)
Paratroopers:
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500MP
This make paratroopers be able to be dropped anywhere. While not as good as hero infantry, they are very elite.
Heavy tank:
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600MP 20Muni 80Fuel
A heavy tank in the Greens army, this will crush any Tan forces in its way. Keep it supported though, it is easy to flank!
Record building200MP
This buildin helps get vet faster and more efficient. I will explain vet without this building and vet with this building.
WithoutVet is like Americas but somewhat different. Without the record building, squads get vet at 50% less effective. You cant choose what type of vet you get, and you cant give weapons to your vetted squad. But vet goes to all riflemen, so even if a riflemen squad dies, its vet goes to the all the other riflemen.
With You get the vet at a 100%. Everything is improved, but you can choose to give a few extra points to either speed, amour, fire rate, or accuracy. On vet 3, you can also choose to give the squad super rifles for long range attack, SMGs(Better ones if a squad already has them) for close range, or semi-sniper rifles for very long range but slower reload time. Same carrying vet as last time.
DoctrinesThe 3 doctrines are Caution, Fortress, and Environment improvement.
CautionThis makes sure that there are no enemy ambushes waiting for you and allows your attack to go smooth.
Right:
Detection l Left:
Deception1 CP l 3CP
Upgrade mine detectors- l Dummys- Radio men can
Minesweepers can now l now call in rubber Dummys
Detect mines 2X more then l and riflemen can now make
before. They also have a l dummy soldiers. Looks like
extra man added to the l units to the enemy.
squad who carries a SMG. l
________________________l___________________________
l
Super Spotter- Spotters l Spy- Hire a man to enter
can now detect Camo l the enemys HQ and disrupt
tanks from a distance l there radar. Turns off the
and see farther! l enemys Mini-Map for 1 Min-
l uate.
___________________________________________________
l
No secrets- For 20 l Disguise- Calls in a tank with a
Seconds, you can see all l disguise to look tank. Wont
the enemy forces(Not camo)l attack enemy forces into
l ordered to, making it a
dangerous weapon.
Doctines and tan forces coming soon, I have to stop here because my computer is acting up and I don't want this to be suddenly deleted.