Army Man ModBy SeemeCreated 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. 150MPCalls in Buildings. Can also call in repair men and reinforcement riflemen. Limit: Only 1 at a time. Could use a Plastic M3 Carbine (New model) or 1911 Colt (Model already ingame, used for NKVD Conscripts in EF) Recruit House Tier 1200MPCalled 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:250MPThe basic infantry of the Green, Can be upgraded to get Sub machine Guns.Basic: 5 M16A1 (Contact Vietnam Mod) 1 M3 Carbine/B.A.R/M60A3 (Again, Vietnam)SMG Upgrade: Thinking Sterling SMG's (Sten) or M1 Thompsons.Sarge:400MPThe hero of the green forces, he will lead your men into battle. He gives them a combat bonues. Abilitys: Charge- Make your units insurpressableWeapons: Errr.. M3 Grease gun, MP5 or Thompson i'm thinking.Jeep:200MPRecon 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 MPCalled 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:280 MPCan 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.Weapons: Thinking Deployable Browning M2HB.Minesweeper:130 MPFinds 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:450MP-30 MuniThese 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.Weapon: Thinking M1 Garand/M16A1 with M203 Greande laucher (M16) or M7 (M1 Garand) Script to only use greande laucher.Plastic Depot, Tier 3400 MP-10 Muni- 10 PlastineWheels- 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:400 MP, 20 PlasitneThis 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.Weapons: M20 "Super Bazooka" Contact Vietnam Mod. M72 LAW "Contact Modern Combat" Mod.Hero infantry:450MP 3 MuniThese are the elite men of the green army, they know all the tan tricks and strengths. Perfect units when combined with tanks.Thinking M4A1 Carbine's with SOPMOD.Spotter:300MPHe 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.Weapons: Thinking M14 EBR Rifle.Heavy Molding factory Teir4400MP 50PMolding 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: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:500MPThis make paratroopers be able to be dropped anywhere. While not as good as hero infantry, they are very elite.Thinking M60A3's and SCAR-L' Assault rifles.Heavy tank:600MP 20Muni 80FuelA 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 building200MPThis 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 3CPUpgrade mine detectors- l Dummys- Radio men can Minesweepers can now l now call in rubber DummysDetect mines 2X more then l and riflemen can now makebefore. 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___________________________ lSuper Spotter- Spotters l Spy- Hire a man to enter can now detect Camo l the enemys HQ and disrupttanks from a distance l there radar. Turns off the and see farther! l enemys Mini-Map for 1 Min- l uate.___________________________________________________ lNo secrets- For 20 l Disguise- Calls in a tank with aSeconds, you can see all l disguise to look tank. Wontthe 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.