Tactical support regiments engineers could be turned into a dedicated anti garrison unit. Heavy gammon and democharges could be potential choices for them and they would add additional choice of early game potential in urban maps.
demolition sapper already exist and is designed for that task. |
The ideas of merging mg and atg drop to free up a slot in the form of beacon is very solid. still, if beacon be come an ability, let rm or echelon buil them, too, and if a mp cost is add, the beacon should be more durable.
Also, for Viper, as far as i know, the Springfield sniper rifle weapon profile using mossin nagand animation so i dont think it will go anywhere. So, how about give pfs 4 garand with long rangre profile and an 1x scope rifle upgrade after one officer ? They will be inline with jli. |
I had experimental modding on FOP with just the recon run and mg straff. The straff is locked behind company cp so that the fop upgrade can be available at 2cp. The two ability keept are both air support since this Commander is a guy from Raf.
I dont know what can be done about recovery sapper but demolition sapper in royal engineer to replace the lackluster flamer upgrade will be very nice. Technically they are pre exist unit so it wont violate the rule. |
And to make matters worse, the brits start with those terminator squads from second 1. Okw has absolutly nothing so say early game.
Brits vs OKW 2v2 is just broken, plain and simple. Make assIS 2 command points so its in line with shocks and falls, sounds fair no?
At 0cp, ass section are basically ass gren clone with similar weapons profile and worse default RA, and they are in a doctrine with no late game. Meanwhile okw stat with squad with 60+ close range dps and better Ra than most mainline.
Put ass sections at 2cp is fine, but dont forget to give them 4x Bar upgrade and put a crocodile in the end of that doc. |
If anything, a new, limited to 1, "company sharpshooter squad" with scope garand and an anti sniper ability will be nice in rifle coy.
The concept is somewhat like the jarger command squad.
Little chance to happen, i know.
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My think On rifle coy:
- bundle Re rifle nade with Rm flare in to 1 slot.
- Replace fire up with cover to cover.
- Do something with E8. |
How about combining Sprint with thompson upgrade and calling it CQC training. Allows the commander to focus on rifleman and utility. This would be a regular upgrade so that the calvary rifleman stay unique to it's commander.
Im afraid Rm with sprint and thompson will simply become better cavrm with same weaponry of 2x thompson and more utilities.
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One can have a munitions para drop like in the campaign. Change p47 rocket to tactical bombing strike is also solid. P47 rocket can be improved and move to tactical support as a stand alone or just bundled with gun run to make something like ukf strafing support.
So it will look somewhat like:
0cp: Pathfinders with support weapons drop on beacon.
3cp: Para
3cp: Smoke drop.
4cp: Muni drop.
10cp: Bomb strike. |
Replace raid with wc51 is nice. As is, raid is very underwhelming compare to ukf versions and usf vehicle can already cap with crews on top of that, making the ability very redundant.
For the Greyhound, turning it into At Oriented unit like Aec can make the cut. May be improve it mobility and give it a smoke screen, slap aec treat shot on top and be done. Then it can be built from hq at the same requirement as Stuart/aaht. |
A Thompson infiltration unit might be cancerous since they would melt infantry the fastest out of all infiltration units, wouldn't they? At least, with first strike they would definitely melt faster than Commandos, Storms, and Falls.
They will spawn as 4 or 5 man and just with carbine. Thompson upgrade may provide just three guns and increase squad size to 5 or 6. They will have camo as now but no fist strike. |