I just have some Ideas on what might make the US a more playable faction. Commanders are a way that one can add units, ability's, and such. There is already a lot of talk about buffing and rebuffing and nerfing. I am just suggesting an alternate way to handle the same situation. By simply adding, not modifying or taking away. Adding to the game as is. Hope this helps. |
Please excuse the names, they matter very little.
REARMAMENT COMPANY
0)S.E.S (Strike Echelon squad)[5 men, 5x Thompson/ 1x Springfield upgrade. Frags.]buyable
0)37mm At gun. (rapid fire ability, canister shot, HE round.)
6)M-10 wolverine
7)Fragmentation Quick drop. Artillery
8)Sherman upgrade package. (EXJ armor, Jumbo Armor, 76mm upgrade) buyable
ADVANCED TACTICS COMPANY
0)Casino Rifleman (2x Trench guns, Short fueze TNT)
1)Forward observers, riflemen.
4)Chaffee light tank
6)white Phosphorus barrage
11.)M26 pershing
SPECIAL WEAPONS COMPANY
1)Pathfinders
3)M8 Greayhound
3).30 cal Brownings
4)M18 hellcat
9)calliop m4 tank
HARDENED OFFICER COMPANY
1)T.K Pathfinders (5 man, 57mm recoiless ability, at mines, smoke0
2)Officer assault package. (All officer squads are 5 men, all members have thopsons)
3)Reinforcement rollover (Half price reinforcement for munitions)
4)Rangers
9)p-47 rocket strike
SMASH MOUTH COMPANY
0)3' inch Mortar team
1)T.K pathfinders
3)Paratroopers
9)P-47 rocket strike
9)E8
MOBILE COMPANY
1)M3 (Able to up grade to m13 through munitions)
3)m8 Greyhound
4)army rangers
6)155mm fixed howitzer
8)Sherman upgrade Package-- you have to buy these with fuel.
I would really like some feedback and some suggestions on these.
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A couple of things i hope u all like, and i hope someone up in relic will see.
Rear echelon squads: upgradable strike package. increase squad to 5, vet2 squad increase to six. weapon upgrades: 5x Thompson's/ 2x Springfield's. maybe smoke grenade. conscript ability to merge with other squads. maby strike package negate there ability to build.
riflemen: permanent multirole mine, from the start. at vet three option to upgrade to ranger squad. 6 men. possible m1 scope upgrade. Sandbags at vet one.
assault engineers: replace grease guns with thompsons. 5 man squad + possible grenade upgrade close range flame thrower, 50% more damage but 50% less range.
m3 half track: purchasable on tier 1 building, upgrades with 57mm at gun with ability to dig in, increasing survivability but permanently removing mobility. or anti-infantry upgrade with either multiple machine guns or a more tortoise-style covered mg with suppression while not moving.
Sherman: buy-able upgrades: 76mm gun , but still slightly weaker than easy eight. tier 1 armor upgrade expediant Jumbo "EXJ" armor. tier 2 jumbo armor upgrade, jumbo armor requires crew to exit to manually upgrade in captured territory, they will be just as vulnerable as strum tiger reload. These should cost fuel.
Pathfinders: non doctrinal first of all. upgrade one .30 cal lmg. 5 men at vet Three. effected by grenade upgrade at hq, same as riflemen(smoke only).
Artillery. US should have build-able howitzer, all the time. homes. late-game. non-doctrinal.
major: vet 3 squad increase to five. or install ability, allows major to garrison inside base. creating at gun in base. size depending on how op this ability is....
And all together, op. but maby we mix and match. Iam sure we can find the proper power working together. I would love some feed back, improvement suggestion and the like.
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