Faction + Commander Name: USF Spearhead Company
Theme: Clear the battlefield with the Stuart Satan and the Sherman Calliope for Rangers armed with the lethal M1919.
Unit and Ability Roster
Slot 1: M1919
Upgrade available from 3CP.
Identical to other USF Companies.
Slot 2: Rangers
Call-in unit, available from 3CP.
Identical to Ranger Company
Slot 3: Stuart Satan
Call-in unit, available at 5CP (or from teching like vanilla Stuart)
Costs 270 MP and 70 Fuel
A stuart flamethrower tank.
Slot 4: P47 Rocket Strafe
Similar to the Tactical Support Company strafe, but this ability fires rockets instead.
Ability, available at 10 CP
Cost 150 Munitions
Slot 5: M4 Sherman Calliope
Call-in unit, available from 10CP
Identical to Tactical Support Company ability
Strategies and Rational
The idea behind this commander is to offer the USF more variations. In 2v2 USF lacks the rocket artillery if they dont choose Tactical Support Company but with this commander they can. This commander also focus on the Ranger unit that needs more usage and the M1919 can give them that.
|
Faction + Commander Name: USF Tactical Assault Company
Theme: Support the frontline with airborne marksmen and AT infantry while the Sherman Crocodile torch the enemy. Sherman Easy 8s will fight of the enemy armor with aerial support of the P47s.
Unit and Ability Roster
Slot 1: Sherman Easy 8
Ability available from 0CP.
Identical to Rifle Company.
Slot 2: Sherman Crocodile/Zippo
Available from 0CPs in the Battalion Command Post
Costs 320MP and 100 Fuel
(Is it possible for the Sherman turret to shoot fire?)
Like a KV-8 in a Sherman body. Smoke works but no mg turret upgrade.
Slot 3: Sniper
Call-in unit, available at 1CP
Costs 360 MP
1-man Sniper marksman as a Pathfinder model.
Can set beacon for airdrops.
Slot 4: Paratrooper Engineer squad
Identical to the Recon Support Company Airdropped Combat Group Paratroopers but without the AT gun
Call-in, available at 3 CP
Cost 380 MP
Slot 5: P47 Rocket Strike
Ability, available from 12CP
Identical to Airborne Company ability
Strategies and Rational
The idea behind this commander is to offer the USF more variations. With this commander you can deal with Ostheer snipers directly and the Sherman Crocodile is a cheaper way to deal with infantry, comparing to the Bulldozer Sherman. |
Faction + Commander Name: OKW Luftwaffe Support Doctrine
Theme: The Luftwaffe Support Doctrine will destroy the enemy with lethal bombings and strafing runs, support your infantry with reconnaissance and weapon drops.
Unit and Ability Roster
Slot 1: Recon Pass
Ability available from 2CP.
Identical to Luftwaffe Ground Forces.
Slot 2: Fallschimjäger
Call in unit, available from 3CP
Identical to Luftwaffe Ground Forces.
Slot 3: Pak 40 Airdrop
Call-in unit, available from 3CP
Costs 125 MP and 60 Munitions
Similar to USF Airborne Company.
Slot 4: Airborne Assault
Identical to Luftwaffe Ground Forces
Ability, available at 12 CP
Slot 5: Strategic Bombing
Ability, available from 14CP
Costs 250 Munitions
Leftover ability from the Ostheer. Works much like the old Air Supremacy Operation from the Commando Regiment from UKF.
Strategies and Rational
The idea behind this commander is to make aerial heavy doctrine for OKW, much like the Luftwaffe Supply Doctrine or Close Air Support Doctrine from Ostheer. |
Faction + Commander Name: UKF Tactical Artillery Regiment
Theme: Bombard your enemys with the 25-Pounder Howitzer and Land Mattress and pave the way for your infantry. The RAF will recon your attacks and defend your lines.
Unit and Ability Roster
Slot 1: Assault
Ability available from 4CP.
Identical to Commando Regiment.
Slot 2: Valentine
Call in unit, available from 5CP
Same as Royal Artillery Regiment except the Valentine's Concentration Barrage ability also involves the 25-Pounder.
Slot 3: Land Mattress
Call-in unit, available from 8CP
Identical to Mobile Assault Regiment.
Slot 4: Hold The Line!
Identical to Special Weapons Regiment.
Ability, available at 8 CP
Slot 5: 25-Pounder Howitzer (Emplacement) [if not possible Sexton)
Passive ability, available from 8CP to be built by the Royal Engineers.
Costs 400 MP and 50 Fuel
(i'm not 100% sure how this will work, i've seen the 25-Pounder Howitzer be available as an emplacement in mods and in the modding guide here on coh2.org. Preferably just the howitzer (like for the other factions) without the emplacements around it. If this is not possible and it have to be in the form as an emplacement the brace ability should not be available to make it similar to the other factions howitzers.)
Strategies and Rational
OKW, OST and Soviets all have variations on their commanders with artillery pieces. With this commanders UKF would have that aswell. The UKF also needs more alternatives to using the indirect fire of the Land Mattress.
Additional Context
Using the 25-Pounder Howitzer is an smart solution to get some simple variation for the UKF. |
Faction + Commander Name: UKF Royal Armor Regiment
Theme: Unleash the more mobile M10 Achilles and Stuart to crush the enemy. Take control of the battlefield with recon from the command vehicle and raid operation. Use the advanced assembly to always keep your vehicles repaired.
Unit and Ability Roster
Slot 1: M10 Achilles
Available from the Company Command Post, available from 0CP.
Costs 400 MP and 140 Fuel
A buffed up Wolverine, more similar to the Jackson. More damage and penetration. Same abilites as the Wolverine.
Slot 2: Raid Operation
Ability, available from 1CP
Identical to Vanguard Operations Regiment.
Slot 3: Designate Command Vehicle
Ability, available from 2CP
Identical to Royal Engineer and Tactical Support Regiments.
Slot 4: Advanced Assembly
The Forward Assembly can be upgraded to a Advanced Assembly making it a repair station for emplacements and vehicles.
Available at 3 CP
Slot 5: Stuart
Call in unit, available from 5CP
Costs 270 MP and 70 Fuel
Identical to USF Stuart.
Strategies and Rational
The M10 Achilles will offer the UKF a more mobile tank destroyer. The Sherman Firefly is a good tank destroyer with its tulips but its slower speed and turret rotation makes it vulnerable to flanks something the M10 Achilles is not with its high speed and mobility.
The Stuart light tank is a good substitute for the AEC and opens up the player to using the Bofors AA gun.
The other three abilites supports the use of tanks and lets the player use the vehicles to its fullest.
Additional Context
The M10 Achilles used the 17 pounder gun instead of the weaker M10 Wolverine 3-inch M7 Gun.
The Stuart was used by the brits before the americans joined the war and it might have similar abilites and usage as the AEC but because of it being a call-in the Stuart makes it possible for the player to go for the Bofors and a light vehicle in the same game something the brits have very few options to do at the moment.
The Advanced Assembly could also be swapped out for the Vehicle Crew Repair
|
Ok got it! I'll take a look at another map (hadn't thought about that).
Thanks for answering. |
Hi, i im making a map and i have the "...shared territroy", "starting territory team" and "map entry point" but no Base MGs appear. I watched and read some tutorials but can't find them in the menus in world builder.
Are they supposed to just appear with the three points i just mentioned (the three ones you need to save the map) or do you make them yourself in some way? |