Faction + Commander Name: UKF Hit-and-run Operations
Theme: Incorporating mobile combined arms warfare influenced by the US Army, the UKF use their own flavor of chaos with an infantry summoned smoke barrage, a mobile mortar, quick infantry movement, a fast moving tank destroyer and air support to retreat or push ahead with.
Provides more mobile options for UKF and an earlier smoke option compared to using other commander abilities or the Cromwell smoke (which is great by itself). Might fill in too many weaknesses for the UKF however these seem a bit different to what other people are posting, other than the M10 Achilles which was mentioned, however this one has the firefly gun on it which is quite powerful and would be expensive.
Unit and Ability Roster
Slot 1: Pyrotechnics Smoke Barrage
0CP
Adds a 30 ammo on use ability for infantry sections.
Requires pyrotechnics to be upgraded for infantry sections, allows for a quick smoke barrage with the same mechanics as the coordinated fire.
Slot 2: Universal Carrier Mortar
2CP
75 Ammo upgrade for the Universal carrier
Upgrades the Universal Carrier with a mortar, has to set up when it stops, incredibly susceptible to pretty much any anti vehicle options but is quick. 2 inch/3 inch mortar.
Slot 3: Assault
4CP
Identical to Commando Regiment Assault
Slot 4: Lend Lease M10 Tank Destroyer
8CP/0CP (alternatively can be built similar to the US variant)
Call in M10 Tank Destroyer
Identical to the American version, the 17-pounder version seems it would be too similar to the firefly. I'm interested in a cheaper option to the Firefly, with better AT abilities than the Cromwell.
Slot 5: Strafing Support
12CP
Identical to Vanguard operations strafing support.
Strategies and Rational
I feel like the a lot of the tools UKF have at the moment are in a good place, however emplacement seems lackluster and too much of an investment for a static target. Adding a mobile mortar option which is also unique to the British and having it on a unit that can find itself obsolete in the mid game will flow nicely. With the addition of snares on engineers you are able to protect it from axis light armor however it will die incredibly quickly to almost anything that looks at it. The early smoke is something that is not possible outside of a few limiting doctrines for the UKF or building a mortar emplacement(a play style that a lot of people, including myself may forgo) but still requires a decent ammo investment to get early on, the Cromwell smoke is one of the best in the game but it's quite a bit later and requires significant tech. Assault feels great to give some speed to position your sections, and strafing support can turn the tides in engagement assuming you amass that much ammo somehow as the UKF. The M10 is something that I really like, it feels like the firefly is much too big of an investment and while the UKF have great anti tank guns, it's a mobile option that will move around with your Cromwell's to hunt tanks down.
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