Fantasy Faction VIII: Light Vehicles
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http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units
http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry
http://www.coh2.org/topic/25382/fantasy-faction-iii-elite-infantry
http://www.coh2.org/topic/25584/fantasy-faction-iv-elite-infantry
http://www.coh2.org/topic/25935/fantasy-faction-v-machine-guns
http://www.coh2.org/topic/26653/fantasy-faction-vi-indirect-fire
http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery
Builder Unit: Sturmpioneers OKW 58%
Core Infantry: Grenadiers Ostheer 32%
Elite Infantry: Obersoldaten OKW 28%
Unlockable Upgrade: IR STG 44 OKW 47%
Machine Gun: MG42 Ostheer 50%
Indirect Fire: 120mm Soviet 50%
Direct Fire: PaK-40 Ostheer 67%
Faction now looks like this:
T0: Sturmpioneers
T1: Grenadiers, MG42
T2: PAK 40
T4: Obersoldaten
CP2: 120mm Mortar
CP3: IR STG
We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage
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Before I go to the next poll I'll take a moment to look at this so far:
We have superb AI capability, even in the early game as we have a Sturmpio/Gren combo that will become even better as more options unlock.
We also have Sturm Pios backed by Grens for fausting so we have none of the vulnerabilities to light vehicles that OKW do.
They only thing that is slightly concerning here is the expense in munitions as with LMGs and IR-STGs to buy we cannot get too excited with grenades and fausts
On the other hand though this faction is totally lacking in off maps to spend munitions on
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In outline it will be:
Light Vehicles
Light Tank
Medium Tank
Heavy Tank
Tank Destroyer
Artillery (including Static)
But I might not stick to that and it might not be in that order
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For Light I have drawn the line at anything with tracks, which means the Luchs doesn't make it in. If it I let the Luchs in, then I start letting in the T70, and things cascade from there
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The boring option would be either the M5 or the SdKfz 251 Halftrack; as either will allow on field and in action reinforcement of our powerful infantry and team weapons
The M5 will also give us AAA; which will be very important because I would expect people to use a lot of off map strikes and strafes against this faction
The Ambulance might be handy too, but it more limited - albeit cheeper
The Konigskubel will still be good; and would give early game a Gren/Strum/Kubel combo that counters all its early game counters.
My dark horse candidate would be the IR Halftrack; I think this is pretty useless and rarely build it, but it would help make up for the lack of off-map AT.
Edit: Recon damnit
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http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery/post/246133
Here is the anti faction, either the lowest voted or the stuff with no votes at all:
Builder:
Rear Echelon Troops
Core Infantry:
Assault Engineers
&
Pathfinders
Elite Infantry:
Irregulars
Partisan Tank Hunters
&
Ostruppen Reserve
Upgrade:
BAR
Machine Gun:
MG-34
Indirect Fire:
M1 75mm Pack Howitzer
Direct Fire:
7.5cm le.IG
Raketenwerfer 43
(I also note that last round was the first time no one voted for any OKW stuff)
++++++++++++++
That faction does actually sound kind of fun, and I can see some od synergies working
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Also the dodge is 0cp again, not that makes it suddenly attractive compared to the rest
LOL at the elite infantry of the least popular faction
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chose okw flak halftrack due to its insane potency when used impeccably.
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Wow, this one is an incredibly hard decision. I wish I could pick two or three.
Well some of them will show up again because there will be lots of overlap (the Puma for example will probably be available as a Light Tank and a Tank Destroyer)
This will be the only chance for things like the Kubel though
I'm pretty sure the m20 also has AA capabilities so that makes it the best option imo, but all factions have more than 1 light vehilces so can't we get two from this one
LOL at the elite infantry of the least popular faction
Still the cheapest way to get Shreks. I'm pretty certain someone could make that work. If nothing else you do have plenty of choices so you'd have a cheap, crappy soft counter for whatever you ended up against.
I want Obers inside M3
Someone needs to do the stats on Shocks in an M3 v Obers in an M3
didnt choose m20 because i believe this fantasy faction would have normal mines?
They have whatever abilities their units have
So the Sturms can lay wire and mines but not build caches
If you want bunkers you have to have Grens build them
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eg. like Wehrmacht with the battleplans, like OKW with trucks or Soviet...?
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Also, i chose puma and ill vote for luchs as the light vehicle - but the t-70 will probably win there.
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that little beast... the fear in your opponent as your creep up, turret looks over hovers there for a few seconds, pgrens, standing there, looking at the turret. wondering if they should shoot or run .. and POW!, corpse everywhere
can easily force a whole army to retreat by looking at it
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it is a fast mobile unit of my choice that if used properly can annoy the living garden out my opponent. as well as a potent anti infantry unit.
The vet two scout range is amazing for wanting to peer into the open for enemies, not only that, it can take out some tanks if used with finesse.
Widely underused, also a very cost efficient late early, early mid game unit that can set a stand point if you are competent enough to hold the lead
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What kind of tech'ing structure does this fantasy faction have?
eg. like Wehrmacht with the battleplans, like OKW with trucks or Soviet...?
OKH linear structure, doesn't mean you can't skip building tiers but you do have to research them
If this faction ever gets balanced it will be around teching cost
Will there be more than one light vehicle? All factions have at least two light vehicles, if im not mistaken.
Well some of them will show up again because there will be lots of overlap (the Puma for example will probably be available as a Light Tank and a Tank Destroyer)
This will be the only chance for things like the Kubel though
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