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New Commander Suggestions for existing factions.

28 Aug 2015, 16:47 PM
#1
avatar of Corsin

Posts: 600

So with the arrival of the british, i for one am abit dissapointed that Relic didnt make any new commanders for USF or OKW. I feel both factions have large holes in their design which the 2 vanilla factions dont. This is usually down to the commanders of the two vanilla factions giving a good range of options and tactics.

So without futher-adoo here are my suggested ideas for new commanders for these factions. (Some include units or abilities that do not yet exist but the mechanics are there and wouldnt be difficult to make).

OKW Commanders


OKW Counter-attack tactics

1-cp Breakthrough
2-cp Jager Lights
3-cp Nade assault
6cp - Smoke barrage
14cp Veteran Tiger tank (NOT a tiger ace! comes at vet 2, can reach vet 5 and has smoke launcher ability).


OKW Support Commander

1-cp HMG34 team
3-cp Defence fortifications
6-cp Flares (the recon ability)
10-cp Sector Artillery
11-cp HUMMEL :)



OKW Elite Infntry

1-cp HMG34
2-cp Panzer Fusils
3-cp STG44 red sights upgrade (but 60 ammo not the stupid price it is now)
3-cp Sturm Officer
10-cp Field Packages (Allows volks to have 2 shreks per squad with no extra cost than its current upgrade price + gives panzer fusils stealth in cover).



OKW Anti-Tank tactics.

0-cp Teller Mines
3-cp Double Shreks
3-cp Spotting scopes
6-cp Hetzers
14-cp jagdpanther



USF Commanders

Supply mastery doctrine

0cp - Fuel/Munitions cashes build twice as fast for 150MP (will give a good bonus in team & 1v1 games).
4cp - Airdrop of fuel/ammo (same as luft supply)
6cp - Fuel - Ammo conversion
8cp - Upkeep reduction (-25% the upkeep Manpower income consumed by population).
13cp - Reinforce the line! (Callon of x1 grayhound, x1 AT gun and one x1 E8 sherman and x1 M10, 700MP 200 fuel).



Advanced prototype doctrine

0cp - Assault engineers
1cp - Radio triangulation (built by RE's)
6cp - White Phos barrage
10cp - Calliope
14cp - T29 Heavy tank (equipped with smoke launchers)



Mechanized doctrine

1-cp IR Pathfinders
3-cp M5 Callin with rifles equipped with BAR's
6-cp Smoke barrage
8-cp M24 Chaffee call-in
10-cp Time on target artillery


Rangers battalion

0cp - improved fighting positions + RE;s ability to build tank traps ect.
2cp - Ranger squad (same stats/abilities as campaign)
3cp - Grayhound call-in
8cp - Mark Vehicle (same as sov ability, making ranger zooks more effective).
8cp - Artillery gun. (M114 155mm (155mm Howitzer M1)



Allied co-ordination tactics


0-cp Rifles ability to see further
3-cp Airborne drop
8cp M24 Chaffee call-in
8cp - Artillery gun. (M114 155mm (155mm Howitzer M1)
11cp - Dangerclose fire-for-effect (250 ammo, any officer may call in artillery on the entire sector he is currently in. The effect will last 30 seconds however the artillery will end 5 seconds after the officer leaves the sector or is killed).




Thats all folks!


If relic is reading this pleasssseeee give these armies more :(








28 Aug 2015, 17:14 PM
#2
avatar of MarcoRossolini

Posts: 1042

Interesting ideas. :)

The Anti-tank tactics seems very familiar...
28 Aug 2015, 17:38 PM
#3
avatar of Snipester
Patrion 39

Posts: 102

I would like to see OKW get a commander that helps deal with artillery pieces.
28 Aug 2015, 18:43 PM
#4
avatar of Corsin

Posts: 600

I would like to see OKW get a commander that helps deal with artillery pieces.


You mean like the one with flares and Hummels? ;)
28 Aug 2015, 18:56 PM
#5
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Could just replace useless abilities in Luftwaffe like Valiant Assault and the Air Strike ability with ME262 recon run and ME262 bombing run respectively in order to give OKW a stock howitzer counter.
28 Aug 2015, 23:01 PM
#6
avatar of Corsin

Posts: 600

Could just replace useless abilities in Luftwaffe like Valiant Assault and the Air Strike ability with ME262 recon run and ME262 bombing run respectively in order to give OKW a stock howitzer counter.



Doesnt really contribute to adding new content and new options tho, id rather see a bunch of new interesting commanders than 2 abilities changed yet still gimped by overpriced Falshims.
29 Aug 2015, 01:43 AM
#7
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post28 Aug 2015, 16:47 PMCorsin
Rangers battalion

0cp - improved fighting positions + RE;s ability to build tank traps ect.
2cp - Ranger squad (same stats/abilities as campaign)
3cp - Grayhound call-in
8cp - Mark Vehicle (same as sov ability, making ranger zooks more effective).
8cp - Artillery gun. (M114 155mm (155mm Howitzer M1)

Automatically makes it broken.

At least the demo charges would need the same munition cost like everyone else...but that's probably just the tip of the iceberg of the AA Rangers.
29 Aug 2015, 02:30 AM
#8
avatar of Skabinsk

Posts: 238

I like your ideas
29 Aug 2015, 02:41 AM
#9
avatar of Midconflict

Posts: 204

4 new commanders. The RNG commander.
Each time you chose this commander in game you get 5 random abilitys.

Best for players with RN Jesus blessing would like this commander
29 Aug 2015, 03:20 AM
#10
avatar of Corsin

Posts: 600

jump backJump back to quoted post29 Aug 2015, 01:43 AMVuther

Automatically makes it broken.

At least the demo charges would need the same munition cost like everyone else...but that's probably just the tip of the iceberg of the AA Rangers.


Doesnt make them broken at all, and ofc the demo would cost the same....


These are layouts of commander possibilities, obviously pricing and balance would need to be worked into them.



4 new commanders. The RNG commander.
Each time you chose this commander in game you get 5 random abilitys.

Best for players with RN Jesus blessing would like this commander



That makes like.... zero sense... please explain.
29 Aug 2015, 03:38 AM
#11
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post29 Aug 2015, 03:20 AMCorsin
Doesnt make them broken at all, and ofc the demo would cost the same....


These are layouts of commander possibilities, obviously pricing and balance would need to be worked into them.

They were preeeettttttttyyyyyy broken in AA, even considering the AI's incompetence, so I'm correspondingly certain the "same" would not work in MP.
29 Aug 2015, 03:53 AM
#12
avatar of Omega_Warrior

Posts: 2561

Assault Company
You have been provided the full might of the United States Warmachine to overwhelm the enemy's position.

2cp - Rifle grenades - Riflemen can now fire rifle grenades

5cp - Supply drop - Drops supplies onto the battlefield that gives infantry that recover it a significant combat boost


7cp - Tank Assault tactics - Tank and tank destroyer crew are now resolved on assaulting the enemy position. When activated RoF is increased by 25% but speed is reduced by 25% as well.

0cp - M4a3e2 Jumbo Sherman 75mm - You now have access to the well armored jumbo sherman. Its heavy armor can take quite a beating from axis tanks to cover your units.

12cp - B-17 Flying fortress Saturation Bombing - After a long wait B-17s will slowly drop 500 pound bombs over a large area.
29 Aug 2015, 03:58 AM
#13
avatar of Corsin

Posts: 600

Assault Company
You have been provided the full might of the United States Warmachine to overwhelm the enemy's position.

0cp - M4a3e2 Jumbo Sherman 75mm - You now have access to the well armored jumbo sherman. It's heavy armor can take quite a beating from axis tanks to cover your units.

2cp - Rifle grenades - Riflemen can now fire rifle grenades

5cp - Supply drop - Drops supplies onto the battlefield that gives infantry that recover it a significant combat boost


7cp - Tank Assault tactics - Tank and tank destroyer crew are now resolved on assaulting the enemy position. When activated RoF is increased by 25% but speed is reduced by 25% as well.

12cp - B-17 Flying fortress Saturation Bombing - After a long wait B-17s will slowly drop 500 pound bombs over a large area.


Sounds pretty OP tbh

Flying Fortresses were part of a strategic bombing campaign, not a battlefield request.

I mean... you might as well say "they fire the Nuke!"

It wasnt an option to battlefield commanders, it was part of the "bigger picture" on air-raids.
29 Aug 2015, 04:03 AM
#14
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post29 Aug 2015, 03:58 AMCorsin


Sounds pretty OP tbh

Flying Fortresses were part of a strategic bombing campaign, not a battlefield request.

I mean... you might as well say "they fire the Nuke!"

It wasnt an option to battlefield commanders, it was part of the "bigger picture" on air-raids.
Oh because this game is soooo realistic. :loco:

It would just basically a really spread out arty strike.

Edit: I suppose you could change it to B-25s, but it's a crime not to have b-17s represented in this game in some form.
3 Sep 2015, 15:56 PM
#15
avatar of Loki

Posts: 96

I like you're idea's buddy. A lot of good stuff here. I'am constantly working on commanders my self. Maybe we will see some of these in the in the game. Well done
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