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Bucker's Australian Faction

11 May 2014, 05:13 AM
#1
avatar of buckers

Posts: 230

Heavily inspired and formatted similarly to Omega's Japanese Faction thread, i thought i'd give it a shot. Because the marines weren't the only blokes to fight in the pacific theatre.
This faction is modelled off the tactics and unit formations during the pacific front, not north africa




Overview

if there was to be an Australian faction. I wouldn't want them to play like the British. slow moving troops? have to be blobbed up to be effective? not in jungle warfare. the Australian military forces in WW2 were expert jungle fighters (maybe not the early battles in PNG, kokoda etc, but later on, certainly) and this is clearly shown in the causality to kill ratio in most of the land battles during the pacific campaign.
The Australian faction boasts a incredibly large infantry diversity. from cheap under equipped light infantry conscripted into the various militia battalions, to heavy well trained professional soldiers, and effective guerilla commandos. The lack tanks, scouting cars, armoured cars, and these armoured assets that they do have are expensive.
Their AT options are mostly infantry based, Boys Anti-Tank Rifles, PIAT's, and field guns.
Starting Resources: 440MP 40 Fuel

Tier 0 - Australian Headquaters


Sappers, 200 mp
4 man builder unit equipped with Lee Enfield rifles. They build all base buildings, limited defensive structures, and mines.
-Vet Ability-

  • Flamethrower, Portable, No 2 upgrade - 60 munis
  • Mine Detectors - 30 munis
  • Booby Trap - Anti-Infantry grenade tripwire - 25 munis
  • Wire Obstacle - fashioned out of sticks and wire - similar placement to the soviet conscript sandbags, except it blocks cover and light vehicles (scout cars, armoured cars)cannot pass through it
  • Foxhole - trench can garrison 1 squad, that gives them heavy cover. also can be used by HMG squads to give heavy cover, and mortar squads to increase range mortar, and give heavy cover.
  • Fuel and Munitions Caches: 200 MP

    Field Hospital: 150 mp 20 Fuel
    Built by Sappers, 4 nurses spawn around the building and heal nearby infantry

    Tier 1 - CMF Command: 120 mp 30 fuel


    Requirements: None

    Militiaman: 220 MP
    6 man volunteer squad, all armed with Lee Enfield rifles. Effective Long to Medium ranges, lose DPS at close range.

    -Vet Ability- Mad Minute: all 6 members of the squad fire their rifles extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 munis, if squad has SMG upgrade, half the suppression time.

  • %50 chance to automatically retreat when suppressed.
  • always retreats when pinned.
  • Owen SMG Upgrade, outfits 2 squad members with the Owen Sub-Machine gun, making them more effective at close ranges - 30 Munis
  • Mills Bomb - 25 Munis - Requires upgrade
  • Boys Anti-Tank Rifle - 60 Munis - Replaces 2 squadmember's rifles with the Boys Anti-Tank Rifles. Requires Boys Anti-Tank Gun upgrade.

    2-Inch Mortar Squad: 240 MP
    6 Man squad, Armed with Lee-Enfield Rifles and a 2 Inch Mortar. The 2 Inch Mortar is a light mortar compared to the Russian and soviet 3~ Inch mortars. it has a small range, is inaccurate, but has a extremely fast firing rate.
    The crew that aren't using the mortar do not have decreased DPS, like the russian maxim and mortar crews. they do the same damage as anyone else with a lee-Enfield

  • HE barrage
  • Smoke Barrage

    -Vet Ability- Illumination Round - Fires a Illumination Flare round that reveals the fog of war in a radius - 25 Munis

    Vickers HMG squad: 240 MP
    4 man squad, supresses slower than the MG42, but has the same radius and does more damage.

    -Vet Ability- Mark target - Marks targeted enemy squad or with tracer rounds and increases their received accuracy and makes it easier to penetrate. - 20 Munis.

  • AP rounds - 30 Munis

    Boys Anti-Tank Rifle Upgrade: 120 MP 25 Fuel
    Enables Militiamen and AIF infantry to be equipped with 2 boys-anti-tank rifles.


    Tier 2 - AIF barracks - 200 MP 50 fuel

    Requirements: none

    AIF Infantry: 340 MP
    5 man squad, armed with Lee Enfields. high HP and armour, also high reinforcement cost.

    -Vet Ability- Mad Minute: all 5 members of the squad fire their rifles extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 Munis

  • Boys Anti-Tank Rifle - 60 Munis - Replaces 2 squadmember's rifles with the Boys Anti-Tank Rifles. Requires Boys Anti-Tank Gun upgrade.
  • Bren Gun Upgrade - 60 Munis - Replaces a squad member's rifle with the bren gun, increases DPS. Increases Mad Minute suppression time
  • Designated Marksman Upgrade - 60 Munis Replaces a squad member's Rifle with a Telescopic Lee Enfield. Enables the 'Snipe' Ability
  • Snipe - 25 Munis, 30 second cool down. Designated marksmen kills targeted unit. Requires Designated Marksman
  • Can only upgrade with equipment twice on each squad.
  • Mills Bomb - 25 Munis - Requires upgrade

    Mills Bomb M36 upgrade: 120 MP 25 MP

    Upgrades AIF infantry and Militamen with the Mills Bomb. Enables them to throw one for 25 munis.

    3 Inch Mortar Squad: 250 MP
    4 man squad. Longer range mortar. equivalent of the Russian and German one.

    -Vet Ability- Illumination Round - Fires a Illumination Flare round that reveals the fog of war in a radius - 25 Munis

  • Anti Tank Booby Trap - The Mortar Squad bundles 81MM mortar shells in the ground. it sets the shells off when a heavy enough object presses them into a scrap metal sheet buried under them. high damage, Immobilizes or causes heavy engine damage and shreds nearby infantry. - 60 Munis.
  • Barrage HE
  • Barrage Smoke

    Ordnance QF 18-pounder: 340 Manpower
    6 Man squad armed with Lee Enfields. They push the 18 Pounder gun around, 2 of them are required to load and fire the gun, slow firing rate but high damage to tanks.

    -Vet Ability-

  • HE barrage - 45 munis. Fires 6 HE shells at location. Longer range than the ZIS's ability. Long time between shells are fired, due to long reload time.

    Tier 3 - Calvary Regiment Field Base - 200 MP - 50 Fuel


    Requirement: Tier 1 Or 2

    2 pounder anti-tank gun carrier: 240 MP 30 fuel

    Light Anti-Tank Gun on the gun carrier chasis, light damage to medium and heavy tanks, but effectively counters light tanks and armoured cars due to long range and fire rate.

    -Vet Ability- Barrage - Fires 4 HE shells at target location.

  • Lock Down - Immobilities while ability is active. increases range, and fire rate further. cannot move.

    PIAT squad - 300 MP
    5 man squad equipped with 2 PIAT's and 3 Lee Enfields. Acts much like the PIAT's from coh1. can shoot over hedges, etc with line of sight, or attack ground. effective against light and medium tanks.

    -Vet Ability- Mad Minute: all 3 members of the squad armed with rifles fire extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 Munis

    Stuart Light Tank: 280 Manpower - 55 Fuel

    Effective Anti-Infantry and Anti-Light Vehicle. doesn't do so well against medium or heavy tanks, anti tank guns or tank destroyers.

    -Vet Ability- Mark target - Marks targeted enemy squad or tank with tracer rounds and increases their received accuracy - 20 Munis. Tank must be stationary.

    Tier 4 - Armoured Division Headquarters - 275 MP 90 Fuel


    Requirements: All previous Tiers

    Matilda Tank 320 MP 90 Fuel
    Anti-Infantry Tank, Well armoured. slow. 2 Pounder main gun not effective against other tanks.

    -Vet Ability- Overdrive - The crew pushes the tank further then they're trained to. Tank moves faster, but receives engine damage after the ability ends.

  • Matilda "Frog" Upgrade: 60 Munis - Replaces the 2 Pounder with a flame-thrower. increases close-range anti-infantry damage.

    Grant Tank 300 MP 115 fuel

    British version of the M3 Lee. Boast 1 75mm gun, 1 37mm gun, 4 machineguns. extreme anti-infantry. can also can kill light tanks and medium tanks when supported, counted by anti tank guns and heavy tanks.

    -Vet Ability- Directed fire - Crew temporarily aims all cannons and available machine guns at targeted tank/squad. long cooldown.

  • Button - 45 Munis - Buttons target tank/vehicle. disables its guns and makes it move really slow it temporary.
11 May 2014, 05:14 AM
#2
avatar of buckers

Posts: 230

Doctrines


RAAF support doctrine:

2CP Recon Run - 30 Munis - Reconnaissance plane flies over target location once
3CP Paratroopers - 400 Manpower - Paratroopers parachute into the battlefield. 6 Man Squad armed with Austens. Highly trained in jungle warfare and airborne tactics. Do not reinforce via paratroopers like in coh1. they have to be retreated to reinforce, in base. High HP and Armour. Deadly in close quarters.
-Vet Ability- Sprint - Squad sprints for 10 seconds. unable to shoot unless stationary during this time.
  • Mills Bomb - 25 Munis - Requires Upgrade
    CP5 - Airdrop Supplies: 200 manpower - Parachutes 100 munis and a random mixture of crew-served weapons (3) on targeted area. long cooldown.
    CP6 CAC Boomerang Strafing Run - 150 Munis - Boomerang strafes target area, for a peroid of time. pinning and killing.
    CP7 CAC Boomerang Loiter - 100 Munis - Boomerang Loiters the airzone, shooting down any enemy aircraft that enters the map, denying enemy air support.
    CP10 Landcaster Bombing Run: 200 Munis - Lancaster delivers its payload in target location, devastating anything nearby

    Special Forces and Support Doctrine

    CP1 - Signals Intelligence Unit Support - Reveals the production of opponents.
    CP2 - Satchel Charge - Sappers are equipped with satchel charges, effective at clearing static positions. remotely detonated high explosives. 60 Munis Each.
    CP3 - Commandos - 400 Manpower - Commandos Reveal themselves from targeted empty house, 5 man squad, armed with 2 Thompsons and 1 Bren Gun and 2 Lee Enfields.
    -Vet Ability- Mark Target - 25 Munis - Provides
  • Mills Bomb - 25 Munis -Upgrade Required
  • Suppression - 35 Munis - Bren Gunner provides suppressive fire for squad, suppresses target squad for a limited duration
  • Camouflage (similar to soviet Sniper's) provides ambush accuracy buff when squad reveals itself
    CP4 - Offmap RAA Howitzer Shoot - 150 Munis - nearby 4.5 inch howitzers saturate target area with 6 rounds of HE.
    CP5 - American Logistics Support - Australian forces have been attached to aid an american force, and have been granted logistical support; Lee-Enfield Rifles are replaced with superior M1-Garands, and M1 Carbines (for Sappers) increasing DPS of all squads.
    [CP7] T17 Deerhound - 270 manpower - 40 fuel - T17 Deerhounds are dispatched from high command. light armoured cars effective against infantry
    -Vet Ability- Mark Target - Machine temporary guns fire tracer at target squad / tank, increases received accuracy and received penetration on enemy - 25 munis - must be stationary.
  • Overdrive - Crew members push the vehicle further than possible. increasing speed and acceleration for a short period of time. engine damage after the ability ends.

    Royal Artillery Support Doctrine

    CP1 - Experienced Observers - All Indirect fire becomes more accurate at targets where fog of war is revealed.
    CP3 - Artillery Officer - 300 Manpower - Artillery officer is dispatched to co-ordinate units.
    3 Man squad, 1 Webly Revolver and 2 Enfields
    -Vet Ability- Offmap Mortar Shoot - 60 Munis - Target Area is saturated by fire from 3 divisional mortars, lasts 30 seconds
  • Mortar Accuracy increased in territory which the officer is in
  • Victor Target - All available indirect fire shoots at one area, no matter the range - 80 Minus, 1 Barrage from each Gun/Mortar
    CP4 - Universal Carrier w/ 3 Inch Motar - 280 Manpower - 30 fuel - Dispatches a Universal Carrier equipped with a 3 Inch mortar to the field.
    -Vet Ability- Illumination Round - Fires a Illumination Flare round that reveals the fog of war in a radius - 25 Munis
  • Smoke Barrage
  • HE barrage
    CP4 2 Pounder Anti-Tank Gun 240 Manpower
    Low-Caliber Anti-tank gun is dispatched to deal with light armoured threats. 4 man squad. Ineffective against medium and heavy armour. 2 required to man the Gun, rest equipped with Lee-Enfields
    CP7 - 4.5 Inch Howitzer - 650 Manpower - Sappers can now construct the 4.5 Inch Howitzer, Providing effective HE artillery support
    CP11 - 25 Pounder - 750 Manpower - Sappers can now construct the 25 Pounder Anti Tank Gun emplacement that dominates the battlefield with it's superior range
11 May 2014, 05:18 AM
#3
avatar of MoonHoplite

Posts: 85

Supply drops of crates of beer for 0.5x accuracy and 4x health/firing speed.
11 May 2014, 06:06 AM
#4
avatar of 89456132

Posts: 211

I'd love to hear the voice work on the units for this.
11 May 2014, 07:51 AM
#5
avatar of buckers

Posts: 230

Thread is done, except some vet abilities that i cant' think of, sorry.

took me pretty much all day! i should've been studying!
11 May 2014, 08:45 AM
#6
avatar of 89456132

Posts: 211

Good work buckers. (I think there should be a contest for different faction designs.)
11 May 2014, 09:03 AM
#7
avatar of Porygon

Posts: 2779

Where is the zero CP Kangaroo call in? :)
11 May 2014, 09:47 AM
#8
avatar of buckers

Posts: 230

jump backJump back to quoted post11 May 2014, 09:03 AMPorygon
Where is the zero CP Kangaroo call in? :)


we didn't use the kangaroo carrier
11 May 2014, 10:19 AM
#9
avatar of 89456132

Posts: 211

jump backJump back to quoted post11 May 2014, 09:47 AMbuckers


we didn't use the kangaroo carrier

I think Porygon is talking about the anti-tank kangaroos deployed in Darwin.
11 May 2014, 13:56 PM
#10
avatar of dasheepeh

Posts: 2115 | Subs: 1

I dont like that the factions seems to focus heavily on anti infantry, but a lack of non doctrinal AT for medium to heavy vehicles. Whats the point in having 2 dedicated anti infantry tanks in one tier and nothing else?
11 May 2014, 14:06 PM
#11
avatar of ATCF
Donator 33

Posts: 587

I'd love to hear the voice work on the units for this.



We have StephenJF for our Australian narrative
12 May 2014, 08:29 AM
#12
avatar of Omega_Warrior

Posts: 2561

This is really good work and I like your unit design. Your ideas for infantry and support weapons is great and the abilities you came up with are great.

That being said, the tanks here aren't going to help late game and I've played this game enough to know AT infantry can only take you so far. Australia most likely couldn't make up an entire faction if only for the fact they don't have enough veriety of equipment. A lot of these ideas would be more suited to a Commonwealth faction of which Australian Forces would be a part of.

Sorry if my opinions get you down, but you otherwise have some great ideas here.
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