I need more hot selfies posted here Tycho. |
Good to see a thread on .org Dane! |
Matt Damon is actually playing Tycho in the "Celchuuu experiance" |
Yes, please fix. It is terribad |
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Cool stuff, I really like this new way of getting things. Much more accessable and user friendly. |
Someguy, I love both those ideas! Big yes to both!!! |
Well Kor, Luftwaffe has that squad paradroppable at 10 cp. Yeah I agree Brandens should probably be another commander. Just some thoughts on paper so to speak. |
Hello everyone.
So I have an idea for a very fun commander for the OKW. Based more a less on actual tactics employed during the Battle of the Bulge by commando/special forces genius Otto Skorzeny.
0 CP - "Radio Decryption"
Similar to how it works with the Soviet army, you would be told what the enemy is building or upgrading. When units appear on the field from off map etc. This would be an example of the German commandos capturing US radios and listening in on troop movements etc.
2 CP - "Commandos" 280 MP 5 man Squad
These English speaking Germans would be called in to blend into American lines and sew discontent and chaos behind enemy lines. How they would work is they would look identical to American Riflemen, they would speak American with German accents (some of them) in the casual unit chatter. So an American player could detect them by paying attention to the unit chatter. Also commanders have to make sure these units are moving so a unit moving where they did not get ordered would be known to be an enemy "Commando" unit. Smart OKW players would learn to mimic enemy movement so with proper micro these units could be very effective. NOTE *American soldiers will NOT fire on German commandos until detected as an enemy unit.*
Abilities - American weapon packages - 60 munitions (you will be issued whatever weapon upgrade the American player has purchased, ala m1919, BARs or Zooks)
- Booby traps -45 munitions (Can trap buildings and capture points)
- Camo - 20 munitions (Commandos can cloak when moving in heavy snow/water/mud and when hiding behind cover)
3 CP - "Disinformation" 80-100 munitions
This ability will simulate the Commandos ability to us American radios to spread false information about the German army so the Americans would be seeing OKW trucks or structures placed in false positions.
4 CP - "Captured Sherman" 420 Manpower 75 Fuel
German commandos have captured a cache of American Sherman MBTs and can use them to defend the fatherland in times of strife.
6 - Brandenburgers 500MP 4 man Commando squad
Brandenburger Sabateurs can be paradropped or deployed from a neutral building anywhere on the map. These units are masters of concealment and demolitions.
Abilties-
-Heavy Demolitions charge -80 Munitions for the placement of a heavy charge that can cripple even the heaviest tanks and cause devestation to buildings and troops. Can be placed on anything.
-Close Quarters Weaponry -60 munitions Brandenburgers have found Thompson sub machine guns that excell in CQB combat if called into a building. If paradropped they have G43 light rifles with a sniper option upgrade for one of the soldiers scopes for 60 munitions.
-Anti Tank Grenades-35 munitions to throw an anti tank grenade. Really only useful as last resort, but garentee a critical on a vehicle.
Anyway guys, just some rough thoughts let me know what you think.
_Rogers
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Casting |