New Commander Suggestions for existing factions.
Posts: 600
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
Posts: 1042
The Anti-tank tactics seems very familiar...
Posts: 102
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?
Posts: 4951 | Subs: 1
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.
Posts: 3103 | Subs: 1
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.
Posts: 238
Posts: 204
Each time you chose this commander in game you get 5 random abilitys.
Best for players with RN Jesus blessing would like this commander
Posts: 600
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.
Posts: 3103 | Subs: 1
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.
Posts: 2561
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.
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.
Posts: 2561
Oh because this game is soooo realistic.
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.
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.
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