After many hours of axis play I have come back to the USF commanders. Hopefully there will be less OP lying around.
Calvary Company
1) Spotting riflemen
2) T13 TD half track 75mm
3) Re-Allocate vehicle
4)M3 + Calvary riflemen
5)T-19 105mm Hmc half track
Air Assault Company
1)Thompson weapon rack
2)Recon Loiter
3)Rocket strafing run
4)Mg strafing run
5)P47 rocket Loiter
Picket Company
1)Picketmen
-6 men. m1's. Stats near penals.
-70mm recoiless ability. Like faust but less penetration.
-frag
-flare
-Can build yellow cover
- Single LMG .30 upgrade
2)Picket .50 cal. 5 men. ap rounds
3)LMG for picketmen unlocked
4)Picket 57mm. 5 men
5) 105mm howitzer 5men. buildable
Ranged assault company
1)pathfinders
2)37mm heavy weapons team
3).30 caL LMG weapon rack
4)m10
5)artillery
Thunder Company
1)Sargent.
-upgrade a riflemen squad. get 1 Thompson get four weapon slots.
2)manpower to muni
3)grayhound
4)Chaffee Light tank
5)155mm artillery
Advanced Operations company
1)WC51 M6 37mm
2)sandbags/ Fighting positions
3)barrage flare
4)105mm artillery
5)75mm Sherman jumbo
-76mm upgrade
Ranger Company
1)wc51 truck - this might be too much
2)dropped in mine field
3)rangers
4)Dedicated artillery. Pinpoint single shot
5)Anti tank cluster mines
Recon company edit
-Drop the Spotting riflemen. add rocket strafe
-Recon loiter should be awesome and last for a very long time
-double m18 hellcats. in place of Para support drop
Mechanized company edit
-9 cp. Sherman 76mm. Ap and white phoperus rounds.
-----------------------------------------------------------------
Late additions:
Fighting dog company
1 Trench
2) Random weapon drop
-Zooks or BAR's
-3 weapons for 120 muni. Air dropped.
3) Zeroing mortar barrage
-Hones in on units in Selected zone for extended period of time.
4)76mm at gun emplacement
5) Air superiority (has a notification when enemy air is present)
Black cat motor company
1)medical station
2)sandbags/ fighting position
3)hull down
4)Pop mines / Pipe explosives
-Pop mines are cluster mines that work like shu mines. If one is triggered they all blow.
- Pipe explosive are linked minor explosives that have to be triggered by the layer. Ambushes and clearing ground. You place them in Links like barbed wire. As soon as there done they explode.
-From SPR
5)calliope m4
American commanders Part 2
26 Apr 2015, 23:03 PM
#1
Posts: 96
27 Apr 2015, 06:28 AM
#2
Posts: 1740
I have to say this is one of the few times that I can say some of these commanders actually make sense.
Air assault sounds interesting but might be a bit too strong.
Ranged assault is also nice and I also like Advanced operations very much.
Ranger is cool too.
The other one's are of course also interesting but I am simply not a fan of new units because the chance to get them added into the game is almost zero.
The commanders I prefer have usually only have one new unit if any but give new tactical options.
Good job!
Air assault sounds interesting but might be a bit too strong.
Ranged assault is also nice and I also like Advanced operations very much.
Ranger is cool too.
The other one's are of course also interesting but I am simply not a fan of new units because the chance to get them added into the game is almost zero.
The commanders I prefer have usually only have one new unit if any but give new tactical options.
Good job!
27 Apr 2015, 15:40 PM
#3
Posts: 96
I have to say this is one of the few times that I can say some of these commanders actually make sense.
Air assault sounds interesting but might be a bit too strong.
Ranged assault is also nice and I also like Advanced operations very much.
Ranger is cool too.
The other one's are of course also interesting but I am simply not a fan of new units because the chance to get them added into the game is almost zero.
The commanders I prefer have usually only have one new unit if any but give new tactical options.
Good job!
Honored to here you say that. Honored.
27 Apr 2015, 20:11 PM
#4
Posts: 509 | Subs: 1
I like your commanders but I think this is one of the thousands good suggestions that relic will never take into account.
Anyway, good job!
PS: I like picket commander!
Anyway, good job!
PS: I like picket commander!
27 Apr 2015, 23:49 PM
#5
Posts: 1026
I think an interesting air power ability would be "air superiority" or something similar, which prevents hostile airstrikes being used for the duration of the ability (45-60 seconds, perhaps). A way to provide cover for offensives against something like CAS, which can just suppress blobs with impunity. But the USF player couldn't spam it, because it costs munitions. Or if they did, they would not be able to use muni for anything else.
28 Apr 2015, 00:53 AM
#6
Posts: 3103 | Subs: 1
Air assault sounds interesting but might be a bit too strong.
I don't see the problem, it'd be like Jaeger Infantry Tactics which was hardly amazing back when we didn't realize heavies>not heavies so badly, 'cause you probably ain't gonna have enough munitions to use all of it.
28 Apr 2015, 16:59 PM
#7
Posts: 168
Yeah, I too love the look of these commanders!
Well done.
Well done.
28 Apr 2015, 18:35 PM
#8
Posts: 1484
T-95 Tank Destroyer
Can we throw this in a commander?
Can we throw this in a commander?
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