UKF; ANZAC Regiment
Let me know what you guys think and how we could improve this, i'd love to hear!
Unit and Ability Roster
Slot 1: Defensive Positions
-Allows Royal Engineers to Construct Tanktraps.
-Allows Royal Engineers to Construct Machinegun Emplacements.
(Similar to the Vickers K base emplacements, only far less durable.)
-Unlocked at 2CP
-MG Emplacements are available ONLY when HQ is fulled teched.
-MG Emplacements will cost 200MP and 60Muni
Slot 2: ANZAC Sections
-Allows the deployment of ANZAC Sections.
-ANZAC Sections are almost identical to Infantry Sections, but do not benefit increased rate of fire from their cover and do not have access to grenades.
-ANZAC Sections can deploy "Volley fire"
(Similiar to Rear Echelons, Although ANZACs can deploy this and move at 40% of their base movement speed but suffer +35% recieved accuracy unless positioned heavy cover)
-ANZAC Sections spawn with access to the benefits the Pyropackage aswell as starting with a Vickers K Lmg.
-VET1: -10% to recieved accuracy, +10% to accuracy.
-VET2: -+20% to line of sight, Units now self heal outside of combat but only if they are within heavy cover.
-VET3: Replaces "Volley fire" with "Suppressive fire". Suppressive fire now slows the targeted unit to 50% of their base speed movement speed.
-Cost of "Volley fire" 40muni and cost of "Suppressive fire" increased to 50muni.
-Deployed for 320MP
-Unlocked at 2CP, from the Command Bar.
Slot 3: Advanced Cover Combat
-Almost identical to "Mobile Assault Regiment"
-ANZACs will benefit the standard cover bonus in cover while active.
-Unlocked at 3CP
Slot 4: Counter battery
-Identical to "Advanced Emplacement Regiment"
Slot 5: Forward Observation Post
-Identical to "Tactical Support Regiment"
-Unlocked at 8CP
Strategies and Rational
My goal with this mix is to add a more cover based gameplay focusing on building the battlefield in your favor and keeping the enemy on the other end of your defenses.
Like any defense focused strat this may be powerful, but in reality I imagine could easily countered by, off map artillery, rocket artillery and Offmap strikes.
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I've been playing with flyingpancake and a couple other friends as he stated and we found a few flaws but overall the patch seems to really bring used to most commanders we'd otherwise not use, here are my thoughts;
USF Mechanised Company: Although not really a strong commander Cavalry riflemen are a welcome unit but could be better a 0cp imo, WC 51 is good but is probably better with a "Command" upgrade instead of a 50cal one, as it holds no use till you buy it other than capturing and cover. to balance that slap a fuel price and a bit more manpower.
USF Armour Company: Assault engineers are preforming good for price but I'm not sure if it should cost 280mp or come out at tier 1, M10 is next to useless because its still locked in battalion Headquarters and you would get it by the time the enemy has a Panther if they are keen to rush it, but besides the point you would not pick it over the Jackson if both are available at the same Tier. And lastly the elite vehicle crew upgrade is a great edition now that it at least increases repair time seeing as most crews go down with their ship.
UKF Tactical Support Regiment: Changes to this doctrine are all a huge welcome, Recovery Sappers actually have a use and don't cost you and arm for a second Sapper you don't want forward headquarters being available from the Assembly is great for maps with no garrisons and isn't just a Dead ability on most maps. Air resupply would be better if the ability was 400mp and no ammo, locked at cp4 other than that the mortar is better than the Vickers and isn't redundant
UKF British Artillery Regiment: Valentine really needed this change and the "Increased sight" ability better matches its new playstyle, it is also not just a crutch against almost everything.
UKF General: Sappers with HEAT Nades are exactly what UKF needed, thank you!
USSR Urban Defense Tactics: Shock troopers are even more scary but, definitely worth it now I think this is relatively balanced. 45mm AT gun is honestly great in its current form, I love it! and its also not over preforming against heavy armour its perfect! Booby trap suits this doctrine well but I recommend upping it from 50 to 55 or 60 munitions. Forward HQ great like the UKF version, would be nice to have its own model though.
USSR NKVD Rifle Disruption Tactics: I didn't play much of this one to be honest but on books seems like a beautiful new commander with a new playstyle to bring to the table.
USSR General: KV-2 is a lot more potent and scary, but not over preforming,
OKW Elite Armoured Doctrine: By far my favourite changes are the OKW ones, the 221/223 is a great addition to OKW's arsenal but I can't help but wonder if it should come out as a 223 instead of a 221 when its not really that useful without the upgrade, simply just up the purchase price. Emergency repair is great cheap on field repairs when you just can't spare a pioneers time and panzer commander is way more of a tempting pick in its current state. Lastly the Sturmtiger is no longer the Oneshotting wunderwaffe of a tank it used to be but its definitely way more versatile and can hold its own way better, I love it like this!
OKW Overwatch Doctrine: Jaegers are definitely fitting for this doctrines play style especially with increased damage versus garrisons and first strike bonus from camouflage, LEFH is abit of a mystery to me but oddly enough I think it fits.
WEHR Defensive Doctrine: Allot of this doctrine I disagree with but I do agree with the Ostruppen it fits, it comes out early and its not broken. Concrete bunkers are almost useless and espensive, I would never pick it over a standard MG Bunker unless I wanted base repairs and I think Hull down would suit this doctrine way better than the Pak43. Stug E seems meh for this doctrine.
WEHR Infantry Doctrine: Veteran leaders upgrade is great and making medkits free is great! Stormtroopers are pretty meh also, I'd rather they spawned with Kar98ks and Upgraded to 2 MP40s and 2 STG44s for 70 munitions or something.
WEHR General: The 250 is amazing and makes it viable it really shapes itself into a role we need!
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