Heavily inspired and formatted similarly to Omega's Japanese Faction thread, i thought i'd give it a shot. Because the marines weren't the only blokes to fight in the pacific theatre.
This faction is modelled off the tactics and unit formations during the pacific front, not north africa
if there was to be an Australian faction. I wouldn't want them to play like the British. slow moving troops? have to be blobbed up to be effective? not in jungle warfare. the Australian military forces in WW2 were expert jungle fighters (maybe not the early battles in PNG, kokoda etc, but later on, certainly) and this is clearly shown in the causality to kill ratio in most of the land battles during the pacific campaign.
The Australian faction boasts a incredibly large infantry diversity. from cheap under equipped light infantry conscripted into the various militia battalions, to heavy well trained professional soldiers, and effective guerilla commandos. The lack tanks, scouting cars, armoured cars, and these armoured assets that they do have are expensive.
Their AT options are mostly infantry based, Boys Anti-Tank Rifles, PIAT's, and field guns.
Starting Resources: 440MP 40 Fuel
Tier 0 - Australian Headquaters
Sappers, 200 mp
4 man builder unit equipped with Lee Enfield rifles. They build all base buildings, limited defensive structures, and mines.
-Vet Ability-
- Flamethrower, Portable, No 2 upgrade - 60 munis
- Mine Detectors - 30 munis
- Booby Trap - Anti-Infantry grenade tripwire - 25 munis
- Wire Obstacle - fashioned out of sticks and wire - similar placement to the soviet conscript sandbags, except it blocks cover and light vehicles (scout cars, armoured cars)cannot pass through it
- Foxhole - trench can garrison 1 squad, that gives them heavy cover. also can be used by HMG squads to give heavy cover, and mortar squads to increase range mortar, and give heavy cover.
- Fuel and Munitions Caches: 200 MP
Field Hospital: 150 mp 20 Fuel
Built by Sappers, 4 nurses spawn around the building and heal nearby infantry
Tier 1 - CMF Command: 120 mp 30 fuel
Requirements: None
Militiaman: 220 MP
6 man volunteer squad, all armed with Lee Enfield rifles. Effective Long to Medium ranges, lose DPS at close range.
-Vet Ability- Mad Minute: all 6 members of the squad fire their rifles extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 munis, if squad has SMG upgrade, half the suppression time.
- %50 chance to automatically retreat when suppressed.
- always retreats when pinned.
- Owen SMG Upgrade, outfits 2 squad members with the Owen Sub-Machine gun, making them more effective at close ranges - 30 Munis
- Mills Bomb - 25 Munis - Requires upgrade
- Boys Anti-Tank Rifle - 60 Munis - Replaces 2 squadmember's rifles with the Boys Anti-Tank Rifles. Requires Boys Anti-Tank Gun upgrade.
2-Inch Mortar Squad: 240 MP
6 Man squad, Armed with Lee-Enfield Rifles and a 2 Inch Mortar. The 2 Inch Mortar is a light mortar compared to the Russian and soviet 3~ Inch mortars. it has a small range, is inaccurate, but has a extremely fast firing rate.
The crew that aren't using the mortar do not have decreased DPS, like the russian maxim and mortar crews. they do the same damage as anyone else with a lee-Enfield
- HE barrage
- Smoke Barrage
-Vet Ability- Illumination Round - Fires a Illumination Flare round that reveals the fog of war in a radius - 25 Munis
Vickers HMG squad: 240 MP
4 man squad, supresses slower than the MG42, but has the same radius and does more damage.
-Vet Ability- Mark target - Marks targeted enemy squad or with tracer rounds and increases their received accuracy and makes it easier to penetrate. - 20 Munis.
- AP rounds - 30 Munis
Boys Anti-Tank Rifle Upgrade: 120 MP 25 Fuel
Enables Militiamen and AIF infantry to be equipped with 2 boys-anti-tank rifles.
Tier 2 - AIF barracks - 200 MP 50 fuel
Requirements: none
AIF Infantry: 340 MP
5 man squad, armed with Lee Enfields. high HP and armour, also high reinforcement cost.
-Vet Ability- Mad Minute: all 5 members of the squad fire their rifles extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 Munis
- Boys Anti-Tank Rifle - 60 Munis - Replaces 2 squadmember's rifles with the Boys Anti-Tank Rifles. Requires Boys Anti-Tank Gun upgrade.
- Bren Gun Upgrade - 60 Munis - Replaces a squad member's rifle with the bren gun, increases DPS. Increases Mad Minute suppression time
- Designated Marksman Upgrade - 60 Munis Replaces a squad member's Rifle with a Telescopic Lee Enfield. Enables the 'Snipe' Ability
- Snipe - 25 Munis, 30 second cool down. Designated marksmen kills targeted unit. Requires Designated Marksman
- Can only upgrade with equipment twice on each squad.
- Mills Bomb - 25 Munis - Requires upgrade
Mills Bomb M36 upgrade: 120 MP 25 MP
Upgrades AIF infantry and Militamen with the Mills Bomb. Enables them to throw one for 25 munis.
3 Inch Mortar Squad: 250 MP
4 man squad. Longer range mortar. equivalent of the Russian and German one.
-Vet Ability- Illumination Round - Fires a Illumination Flare round that reveals the fog of war in a radius - 25 Munis
- Anti Tank Booby Trap - The Mortar Squad bundles 81MM mortar shells in the ground. it sets the shells off when a heavy enough object presses them into a scrap metal sheet buried under them. high damage, Immobilizes or causes heavy engine damage and shreds nearby infantry. - 60 Munis.
- Barrage HE
- Barrage Smoke
Ordnance QF 18-pounder: 340 Manpower
6 Man squad armed with Lee Enfields. They push the 18 Pounder gun around, 2 of them are required to load and fire the gun, slow firing rate but high damage to tanks.
-Vet Ability-
- HE barrage - 45 munis. Fires 6 HE shells at location. Longer range than the ZIS's ability. Long time between shells are fired, due to long reload time.
Tier 3 - Calvary Regiment Field Base - 200 MP - 50 Fuel
Requirement: Tier 1 Or 2
2 pounder anti-tank gun carrier: 240 MP 30 fuel
Light Anti-Tank Gun on the gun carrier chasis, light damage to medium and heavy tanks, but effectively counters light tanks and armoured cars due to long range and fire rate.
-Vet Ability- Barrage - Fires 4 HE shells at target location.
- Lock Down - Immobilities while ability is active. increases range, and fire rate further. cannot move.
PIAT squad - 300 MP
5 man squad equipped with 2 PIAT's and 3 Lee Enfields. Acts much like the PIAT's from coh1. can shoot over hedges, etc with line of sight, or attack ground. effective against light and medium tanks.
-Vet Ability- Mad Minute: all 3 members of the squad armed with rifles fire extremely fast, but less accurately, resulting in target squad becoming suppressed - 30 Munis
Stuart Light Tank: 280 Manpower - 55 Fuel
Effective Anti-Infantry and Anti-Light Vehicle. doesn't do so well against medium or heavy tanks, anti tank guns or tank destroyers.
-Vet Ability- Mark target - Marks targeted enemy squad or tank with tracer rounds and increases their received accuracy - 20 Munis. Tank must be stationary.
Tier 4 - Armoured Division Headquarters - 275 MP 90 Fuel
Requirements: All previous Tiers
Matilda Tank 320 MP 90 Fuel
Anti-Infantry Tank, Well armoured. slow. 2 Pounder main gun not effective against other tanks.
-Vet Ability- Overdrive - The crew pushes the tank further then they're trained to. Tank moves faster, but receives engine damage after the ability ends.
- Matilda "Frog" Upgrade: 60 Munis - Replaces the 2 Pounder with a flame-thrower. increases close-range anti-infantry damage.
Grant Tank 300 MP 115 fuel
British version of the M3 Lee. Boast 1 75mm gun, 1 37mm gun, 4 machineguns. extreme anti-infantry. can also can kill light tanks and medium tanks when supported, counted by anti tank guns and heavy tanks.
-Vet Ability- Directed fire - Crew temporarily aims all cannons and available machine guns at targeted tank/squad. long cooldown.
- Button - 45 Munis - Buttons target tank/vehicle. disables its guns and makes it move really slow it temporary.