This rework was aimed at the teching structure of the british army, specifically at the specialisation system. The first version of this mod will not include any attribute changes to any of the existing units. The mod itself is mostly finished and just requires a few minor adjustments/improvements; it should be released within the next week or so.
Unfortunately, this mod uses a fair few of the items provided by the Lend Lease Assault Doctrine (81mm Mortar, M5 halftrack and tommy assault packages) so that doctrine is pretty useless now.
I would appreciate any feedback on these ideas (Just as a disclaimer, I am primarily a 1v1 and 2v2 player so these ideas might be biased towards those modes)
Rework Notes:
Forward Assembly
I wanted the forward assembly to play a larger role in the smaller game modes without impacting its use in the larger team games. As such, the forward assembly is now the first stage of tech for the British.
•Now costs 80 manpower and 10 fuel
•Built by Tommies
•Sappers, snipers and the universal carrier are now built from here
•Can be placed anywhere in friendly territory
•Medics and forward retreat point still available as before
•Limit to one Forward Assembly at a time
Platoon Command Post
Represents the second stage of tech and provides the first set of specialisation options.
•Now requires the forward assembly to be built
•Costs 200 MP and 45 Fuel
•6-pdr AT gun buildable
•M5 halftrack buildable (but requires a specialisation choice)
New Specialisation: Shield Tactics
Specialise the British Army into a static, defensive combat style
•Costs 100 MP and 15 Fuel
•Sappers can build bofors and mortar emplacements
•M5 halftracks can now lay M6 AT mines (identical to USF utility car mine)
•Bren Weapon Racks now available for research (I am struggling to implement this so subject to
change; Ideas for replacements welcomed)
•Tommies can throw sticky AT satchels (identical to USF Cav Rifleman ability)
•Exclusive with sword tactics
New Specialisation: Sword Tactics
Specialise the British Army into a mobile, aggressive combat style
•Costs 100 MP and 15 Fuel
•AEC Armoured cars are available
•M5 halftracks can be upgraded with quad .50 cal turrets
•Tommies can be upgraded with the assault packages (ability taken from lend lease assault
doctrine)
•PIAT weapon rack available to be researched (I am struggling to implement this so subject to
change; Ideas for replacements welcomed)
•Exclusive with shield tactics
Company Command Post
The company command post has remained almost exactly the same, except the Hammer and Anvil tactics have been slightly improved.
•Costs 200 MP and 115 Fuel from 280/115
•Requires either Sword/Shield tactics researched
Specialisation: Hammer Tactics
•Tank combat
-Comet Tanks available for combat (unchanged)
-Emergency war speed (unchanged)
-Damaged vehicle tracking (unchanged)
•Sapper Unit
-Demolitions sappers capable of laying demo charges and throwing light gammon bombs
available for deployment
-Demo sappers are more effective at frontline combat than regular sappers
-This is a complete new unit, not an upgrade to existing sappers
•Heavy Weapons
-Tommies can throw heavy gammon bombs (unchanged)
•Advanced Artillery
-Pyrotechnic Tommies can now call-in smoke artillery from the base howitzers
Specialisation: Anvil Tactics
•Tank Combat
-Churchill Tanks available (unchanged)
•Sapper Upgrade
-Sappers can be upgraded to Heavy Sappers (unchanged)
•Heavy Weapons
-Sappers can place booby traps on friendly territory points
-Sappers can construct 17-pdr AT gun emplacements
•Advanced Artillery
-Territory points provide larger lines of sight (unchanged)
-Airburst shells are now fired by base howitzers (unchanged)
5 man upgrade
•Moved from the HQ to the company command post
•Cost from 150 MP and 30 Fuel
Additional Notes/suggestions:
I have not implemented any of the following, they are just suggestions
•Now that the 5 man upgrade has been moved to the company command post and the weapon racks are no longer guaranteed, the base power of tommies can be partially reverted so that they don’t get curb stomped in the early game.
•The universal carrier comes slightly later than before so its armour nerf could be partially rolled back
•Reaching the medium tank tech is also significantly slower so the Cromwell may receive some love?
My major concerns about this mod:
•Homogenisation
-I have added a few units and abilities (mortars, AT satchels etc) which may bring about concerns
regarding the British losing some of its unique “flavour”
-I hoped to address this by making the units/abilities of concern exclusive to the specialisation
choices, i.e. you can have a mortar but not AT satchels as well
•Lend Lease Assault Doctrine
-R.I.P
•Tech timings
-I am worried about total tech costs and their timings as I have not had the chance to test them
in an online environment (internet is potato at the moment)
•Weapon Racks
-Not sure if splitting the racks into exclusive specialisations is the right move (if I can even
get the implementation right anyway XD)
Big shout out to RoastinGhost. I see he also has some ideas to make the brits more spicy, definitely worth a look as well.
Thanks for taking the time to read this novel of mine. Hope its not too terrible.
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