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4th General For Each Faction, Have anyone thought about it ?
The General
post 19 Jun 2013, 10:47
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I'd personaly like to see a Russian general with the weapons Russia uses today,or which will be used shortly( Such as Su-50, Su-35, Tu-22M3, Ka-52, T-90MS, T-95, 9A52-4 Tornado, S-400 Triumf etc.).


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Genmotty
post 19 Jun 2013, 11:44
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QUOTE (Knjaz. @ 18 Jun 2013, 18:34) *
10% ROF could be a better choice, if it's available from the start. And yes, I'd actually support such an "aura" for current ECA. At least for either Royal Guard and/or mechanized warfare generals.
10% ROF is hard to abuse.

Double conscripts are there only to symbolize that he can produce/field more stuff simultaneously, not that his manpower is higher. (his armored reserves are definitely higher, though) By building 2 instead of one, player would get no advantage in either cost or build speed. If it takes (fictional numbers) 6 seconds and 100$ to build 1 conscript, that Nikolai would be building 2 conscripts in 12 seconds and 200$. I'd even say thats a disadvantage, at start.

Reserve forces and mobilized versions of equipment are always sub-par compared to the first line troops, but are much more numerous. That's the whole point of this general. And it's not directly comparable to China - When playing China, you make alot of cheap stuff at start, with more expensive stuff later. With that one, you make expensive stuff at start, with cheaper stuff later.


I'd suggest ROF buffs aren't as easy to visualise the impact of. After all, have you seen how you can stack the buffs up from Heroics, Stockpile and Targeter for an automatic Paladin tank gun? I'd rather not see any more units being able to pull out those kinds of crazy fire rates, which is why I'd stay clear of the ROF buff. Damage, fair point, in fact it is a great idea. But let's consider conscripts for instance, buffs on buffs on buffs suddenly you might be turning your RPGs and Igla's onto full auto...

I strongly support the ECA getting a general low level buff round their HQ buildings. That is actually an excellent idea.


The thing with having 'many units' though from the point of view of if he is meant to be 'the reserve' is why aren't those units at the front?

It's not good strategy to have 2x the amount of units in the rear, than at the front and that makes it not make a lot of sense. Why does the reservist have a ton of units 'on call' but the ones meant to be doing the fighting in the fluff don't really. I might argue that, although I can understand the change is for 'queueing purposes', you could just build more barracks. There is a loss in micro time with the 2nd Barracks sure, but we might like to remember that Russia gives its Conscripts better equipment than the Chinese, so rather than flooding the battlefield with men, instead there should be more focus on good use of those men.

See I was thinking about having the Krepost have an upgrade that would give a recruitment station for Conscript production which would help with you being to be 'offensive-defensive' by having men on standby. Yet then I thought this might be frankly under used since many people are ingrained into short-cutting their barracks, and would be OP to have them have access to Igla and RPG soldiers, and by that point you have a barracks anyhow, so you might as well make it a replacement for the barracks. While fair enough it didn't feel in the spirit of what is was meant to represent, which was border guard posts.

Hence I scrapped that idea and went with a mobile 'unit production' unit with the Commissar who would have that exact theme of having 'units on standby' ready for the fight. But with a fair cooldown and 'at location' trigger you wouldn't be able to use it like an extra paradrop GP you would either have to keep your commissars at base to have them group there for free units, or if moved forward can get reinforcements direct from 'off nearest map edge'. Which is more likely to get there than a group of units at base when they are needed.


I wouldn't consider a reservist general to have lots of numerous kit, afterall you would have to refurbish and check it all over again, as well as deploy the most recently mothballed, before the last mothballed, and you ain't really going to do that unless if current kit is running out...which suggests a war going poorly. Ok, sure that occurs up to where we are in the fluff so far. But it goes back to the point of keeping everything in the rear. It doesn't quite make much sense. It's like saying;

"We have fields and fields of tanks ready to go Zhukov, what shall we do?"
"Stay there boys, I've got to fight these Dutch."

Rather I would say any reservist general should get 'sub par kit' as standard because they aren't frontline soldiers, but because they are in the reserve have better access to economy/logistics stuff which still allows the building of some of the 'standard kit' where they can. Thus weaker initially, but like what a reserve is designed to do, which is hold an attack initially, then press the counter attack.

Zhukov represents the Russian doctrine of drawing up the artillery, then bombarding a target and pressing the attack
Aleksandr represents high-tech stuff and the 'special service' divisions that pack more attack firepower than most
Orlov represents the rapid reaction and deployment forces tasked with specialist missions.


QUOTE
Shilka is there only to be "in line" with reserve/refurbished units. I guess there'd be almost no difference between it and the Mobilized version of Tunguska I proposed.

As for alot of arty, it's honestly something I forgot to do - remove TOS-1. Fixed now. Yes, he doesn't have a garrison clearing unit, with exception of RPG trooper. (well, could've thrown a BMPT here, but it wouldn't fit him, at all) As for that 122mm arty, it's there only to exist as a separate weaker arty unit that you can get for free - a replacement for BRDMs which I'm not that big fan of. It'd be weaker than those 152mm/203mm SPGs, definitely.

Such amount of arty is also required due to his sub-par ground force. While it has the numbers, it won't have the firepower of it's Chinese counterpart, and his air (as originally intended) would be greatly limited due to lack of MassProd.


I don't have much problem with the Shilka at all really, afterall the Rhino is basically just the Kodiak without MG on turret. The Tunguska could be replaced by it (perhaps the Shilka gets more armour vs small arms) but it's the same unit really. I'd rather something 'interesting' as the reserve replacement that isn't like the other kit.

I mean, if say we went with the Shilka why not make a thing of its 'hot barrels' give a burst fire mode where the barrels don't 'get hot', but can only fire in short say 3s bursts with a 2s cooldown between clips, or a 'running hot' where you get say 15s of clip, but then 'bad things happen' (adapt the Gatling cannon weapon code).

Or we adopt something that looks and functions somewhat different as a hypothetical unit such as the ZSU-57-2 as a 'base inspiration' and give it the most powerful 'Tier I' AA, but otherwise it is a slow fragile unit that has a delay before firing due to much much older sights which means that aircraft/helicopters can typically can take it out before it even begins to fire. Hence require multiple units 'in batteries' to be effective.


Thus really working with the theme of 'old crappy equipment'. In fact, if either of those ideas replaced the Tunguska for such a general, that really would give a good feel for things. Sure the Rhino 'works' still, but the other equipment to quote Borat;

“Not so much...”



In terms of artillery it will always 'still be good' to a degree, and although I can see your reasoning that other equipment isn't as good, I don't think handing out a lot of artillery stuff is a good way to go about this. All SPG basically look the same, and the Pion looks a bit like the BMP with Sprut upgrade, and also has a slight problem with being reconciled with the ECA Howitzer if we are comparing gun calibres (IIRC)...mind you there is also the Mista there as well not reconciled, but then we might argue that the range is offset by it firing with 'plunging fire' onto target, rather than perhaps the ECA that use more explosive rounds and fires at a flatter angle. Perhaps the odd use of the Mista has something to do with the quality of fixed defences...I speculate.

QUOTE
Main idea is to have an armoured "combat" version of MTP with much better survivability and, as a bonus, with pair of conscripts in it - and to make it fit the looks of Russian ground forces. Machine-gun is there just for giggles. It should be kinda weak. (definitely not stronger than supply truck MG, prolly weaker)


Concur, with the MTP its a good idea for the unit it adds flavour for the notion of independent rearguard actions.

The aircraft were an excellent idea.
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Genmotty
post 19 Jun 2013, 13:05
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Since V.V. is essentially just the same as Wihelm, but in the Alps, well perhaps I shall redact that entry in favour of a different ECA take. In this case the general is of 'unknown' nationality...the French Forign legion gave me the inspiration for how to represent all the other smaller nationalies in the ECA all under one leader...well...




Mikula “Komar” Kivimaki

Branch: ECA Foreign Legion
Tactics: 5th Column & Partisan Irregulars
Restrictions: No Howitzer / Restricted heavy unit builds / Weakned production buildings / Basic defenses only
Boons: Cheap production buildings / Hidehole infantry ambush shelters / Improved mobile support

Bio:
With the collaspe of ECA resistance in the east following the breakout of war ECA Generals looked among themselves for someone to take on the role of keeping up the resistance in eastern Europe. They would not have to look far before an answer was settled on. The French foreign legion had long turned irrgulars, and misfits into a hardened millitary force, and its ability to generate a strong 'espirit de corps' would be some of the reasons why the legion would step up to the task of irregular and milita recruitment.

In the opening phase of the conflict Kivimaki would find himself field promoted to General following General Beaumont being taken out via russian airstrike while the legion deployed to west Poland. A declared 'Estonian' in the legion, he is the only member of the legions high command that has ever been able to keep his old life aninominous and has never spoken of his life outside of the legion.

This is respected by many other soliders in the legion who joined from the US, China and other nations who had fought in the wars with the GLA, yet found it difficult to return to civilian life, or otherwise have reason to start life anew.

As the legion pressed forward with the Budswehr it would become apparent that the conflict would escalate into full conflict and Kivimaki would take the forsight to establish numerous resistance lairs during the fall back by recruiting and training local partisans and 'digging in' to the local terrain.

As such Kivimaki would order much of his heavy equipment back west with the Budswehr instead relying on field mechanics and mobile units to sow havok on the advancing Russian forces, and later in their rear with Infilirators and ambush actions.


Special Buildings:

Field Barracks
Replaces Barracks

Since legion forces fight somewhat outside the normal order of battle, formal army bases are rarely set up, vital equipment being installed into shipping containers and hauled by truck to be set up in termpory bases as the line retreats, or later to move with the formal army units.

As such while Field Barracks are half the cost of your typical ECA barracks but can only recurit volenteers soliders, not heal them. They are also much weaker against most forms of attack ordinance as the containers are hardly bullet proof and the tents and camo netting although made from fire resistant material will not in any way stop a tank shell...

Upgrades: Resistance Lair (~$1,000, 45s)
A combination of camonetting, refrigeration units and moving equipment underground it is possible to mask the presence of a single barracks making it practically invisible to all but the most advanced stealth detection units. This has allowed several resistance groups to operate from positions deep within enemy lines well after the front has moved on. The downside is that to prepare to 'dig in' such a Resistance Lair takes a fairly long time, and can cost a fair deal to implement.


Field Mechanics
Replaces Warfactory

Much like Field Barracks, the legion units have drawn the short straw in vehicle production and maintenance, while lacking the bomb proof mechshop of the standard ECA armed forces, it sacrifices protection for set up cheapness and speed, yet pays for this price in limitations of some of the equipment that can be deployed which instead can only be granted via the deployment zone. Unlike the Field Barracks it is impractical to dig such bases in for resistance networks.

Produces: Raid Rovers, Archer Artillery, Wotans, Pandur, Lynx, Mole Minelayers

#Note: You still get the Deployment Zone as normal so you can always recruit additional heavy/tank units via that. Likewise R&D center for Protocol Units



Special Units:


Partisans
Mainly Poles, Czechs and Fins who have found their nations overrun but who have retreated with and joined the armed forces as irregulars or been smuggled into a Resistance Lair. Slightly cheaper than Felin solider to recruit, Partisan networks take a little more time to train their soldiers for asymmetric warfare than it does for the ECA to train their soldiers for a conventional fight. These grim warriors armed with captured Russian AK-??, and Molotov cocktails can match (and often best) small units of Conscripts or Russian tanks. Unlike Commandos Partisans are not supplied with true explosives (The commando type) unless the Pandora protocol is activated, as wonton destruction of civilian infrastructure and IDE cleanup operations are not desired by ECA commanders.

Ability: Build Hidehole
Partisan can build small one man shelter that double as a way of staying hidden on the battlefield, as well as providing a modicum of defence as a firing position. Partisans should be commanded to 'hold fire' if engaging is not desired to remain hidden.

#anyone remember port-a-loo or tent garrisons...similar notion, but stealthy? Whoever came up the shelter idea. This is how it could be incorporated.



Marksmen
Lacking formal training, the supply of sniper rifles to resistance groups can give mixed results, the most common being that they cannot guarantee clean hits on their target and more bullets miss their target than hit. That said, with slightly longer range (and even more so when garrisoned) than normal troops even a single marksman can hold up an infantry advance without covering support vehicles.

Thus marksmen are best employed in number on the defence to be effective in insuring that they can hold an attack at bay. When used on their own in the open it is more likely that enemy infantry will be able to close with the marksman and take her out before she can score enough kills.

#Would use an 'accuracy' weapon code like described former



Raid Rover
The conflict with the GLA has shown just how effective mounting a gun on an otherwise civilian chassis can be effective. The vast numbers of SUVs, Small Vans and otherwise suitable civilian vehicles is readily available for ECA mechanics to convert into a cheap support platform.

Such vehicles are somewhat unwieldy having poor acceleration and turning properties due to weight and viewing restrictions from up armouring them and providing a weapons turret, but otherwise effective at providing heavy machinegun cover to the troops. Unlike technicals or Humvees Raid Rovers only take a single passenger, the gunner.

Raid Rovers initially come with a heavy machinegun.

Upgrades: Nano Armour, Hydrogen Fuel Cells, Starstreak AA Missile rack (clip size 3, otherwise standard felin MANPADs), Grenadier rack (Grenadier heavy grenade launcher).

#Note: Not bike logic, just normal unit upgrade logic.


Archer 2 SPH Artillery

(Tier II artillery)
Several nations in the ECA have had their own variants of self propelled artillery platforms, but non have been as good as the 8 wheel drive armoured Swedish Archer variant* produced on licence for the Polish and Czech armed forces as well, while the mortar track has found favour with the large armed forces of western Europe, the free forces found quickly that the Mortar tracks it utilised would get overrun in the face of an armoured attack and were sent back west. Hence the ability to 'shoot and scoot' while falling back from the Russian advance, or in chasing up to the front to give support would find the Archer 2 SPH being the remains of the kit that could escape the Russian 'steamroller' and hence have mostly found service in the legion.

While it take a short moment to set up for firing, it can provide both sustained 'light support fire' with great accuracy enough to take out individual tanks or infantry groups or can provide a massed barrage at location rapidly emptying its autoloader hopper of shells, however it will take some time to reload.

Unlike heavier self-propelled artillery the Archer SPH is hardly a robust platform in the face of small and medium arms fire and should be kept out of the direct fight, yet unlike other forms of artillery it is more specifically geared to taking out field units including tanks rather than emplacements and so should not be used against defences, rather it should employed in a 'pepper potting fashion' to support an advance, while letting mole bombs deal with hardened positions.

Other than GLA rocket buggies it would be the fastest artillery unit in the game.

Upgrades: Nano Armour, Hydrogen Fuel Cells, Cluster Munitions, Targeting Computer (same as the Mortar track to gain range bonuses from a spotting unit)

#Since you don't get access to Jadgmamutt or Leopards unless via the deployment zone, I might consider a form of tactical artillery good vs tanks might be a good idea as a stop gap replacement.

#I can't remember if Wolfgang gets artillery or not, but if he does, such a unit might be very appropriate with him and his 'elastic defense' in Blitzkrieg mechanised warfare...

*Might use the Swedish name and weapon howitzer, but In my mind I have the image of this as the hypothetical model;





Special Ability:

Infiltrator
5 Star Rank

While Commandos and Partisans may be effective in disrupting field operations, infiltrating an enemy military base can be much more tricky. The legion has to select nationals of the country who have unwavering support for the legion and fighting the ECA cause. This is no small order, since volunteers for such suicide operations are slim indeed.

Infiltrators are equipped and trained to impersonate officers, civilian contractors or otherwise low level soldiers who may have high level access. They are then inserted via round about methods directly into the military base and so appear as if out of nowhere.

From here they hide in plain sight while they prepare their mission and hence conduct their mission to sabotage supplies, cut base power or disrupt base communications with strategic support branches. Of course such operations cause immediate suspicion within the personal of a base, if indeed the infiltrator has yet to be spotted via the commanding officer.

Hence these infiltration missions are nearly always suicidal ones and infiltrators are given a cyanide capsule before setting forth.

Ability (on spawn cooldown ~30s): Cut Power
Ability (on spawn cooldown ~45s): Sabotage Supplies (~ -$2500 from supply centres)
Ability (on spawn cooldown ~1mins): Disrupt Communications (reset GPs)

#In this way although you can spawn the unit directly into an enemy base, you still have to have it wait around a little while before you can conduct your mission. Thus there is the opportunity for a player to keep 'checking around' for infiltrators in his/her base, rather than immediately having the unit spawn next to a building, then hack it. It's also designed to present uncertainty in the defending player since if the unit is set to be 'untargetable' in a simmilar way to how civilian units are, then even if they have stealth detection it can be bypassed, since the inflitrator/spy is a cut above your normal stealth units by being an imposter! Hence they would have to keep scanning their base for a man who is not meant to be there.

This post has been edited by Genmotty: 19 Jun 2013, 13:15
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ubermensche
post 19 Jun 2013, 13:31
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QUOTE (Knossos @ 4 Jun 2013, 7:30) *
I noticed just [u]ONE[/u] lacking in ECA;

Prince George VI of Hanover
Faction: ECA
Branch: Air Force
Tactics: Heavy Air Support and Paratrooper Divisions

Story: Due to the near-wipeout of ECA's Air Force, what's left of it is enough to be commanded by one general. Born in the well-regarded and affluent family of the Hannover lineage, in a young age, he was immediately captivated by service on the Royal Air Force when an Air Force Colonel took his father, Prince Christian of Hanover, accompanied them in their official visit to RAF Base Northolt. Due to his family's influence, he managed to skip through the position ladders quite easily, and by the time he was 45, he became Deputy Commander (Operations) of the entire Royal Air Force. Due to the sudden death of the Deputy Commander-in-Chief of Operations, he took the position, just in time when ECA aircraft were destroyed right on their bases at Mainland Europe. Now, he commands the only remaining dedicated Air Units ECA has, plus 2 division's worth of Paratrooper regiments of the Royal Army, plus the entire Royal Air Force Regiment as his personal guard on his airbases. When things went badly for the ECA, he was granted temporary control of the entire air force arsenal of the ECA.

Exclusive General's Powers:

Paratrooper Drop: Sends either one, two or three transport aircraft to send out paratroopers. A plane consists of 5 Felin Riflemen, 5 Panzerfausts, a medic, an engineer, and two Lynxes.

Commando Drop: Reloads much faster now.

Mjollnir Protocol: Allows the construction of Black Widow Field Support Helicopter. Arms Vulcan bombers with Pandora-class Nuclear bombs, armor and health of every air units enhanced by 25%. Harriers replaced by Panavia Tornado Fighter-Bombers and Tiger replaced with AgustaWestland Apache.

Exclusive Units:

Black Widow Field Support Helicopter: Fascinated by the effectiveness of Helix attack groups in the previous Global War against GLA, Britain decided to take it "up to eleven" with the prototypical Black Widow. On the outside, it looks like nothing more than a heavily converted Chinook helicopter. But there is more into this than meets the eye. Nano-robots swarming below this helicopter repair any vehicle underneath its area and effect, and if the situation warrants, can form a nigh-invincible barrier to protect the Black Widow. It has two 20mm Miniguns as its basic weapon, and its roomy interior could be converted to a mini-AWACS platform (giving it extreme line-of-sight), a battle bunker where ten men could fit and fire upon enemies below, or be converted into a Hellfire Missile Launcher. Due to the it being a prototype, and the lack of flyable Chinook airframes within the Royal Air Force, only one could be fielded in battle.

Panavia Tornado Fighter-Bomber: Luckily for the Royal Air Force, its stock of Panavia Tornado IDS (Interdiction/Strike) wasn't hit by the surprise Russian Attack. Instead of the more common Brimstone Missile, Prince George's most elite pilots use the rarer and the more long-ranged Nimrod Missile, which has been licensed to be manufactured by BAE Systems several years before Israel decided to turn its back against the outside world. It has better range than the Brimstone, and due to its smaller size, the Tornado could carry eight of them, nearly double the amount Harriers could carry. Although they have the same warhead (and therefore the same damage), this shows that sometimes, Quantity beats Quality.

AgustaWestland Apache: Taking into consideration of the Tiger's weakness against massed anti-air infantry, Prince George opted to use the Apaches instead, earning him poisonous looks from other ECA Generals. Although largely unused in the modern 21st century, the Apache still packs a punch with its 8-shot Hellfire missiles. It also has a machinegun, and has an automatic chaff dispenser found in most American aircraft.


I like this one a lot!

Allow me to add/modify some stuff:
1) Tornadoes and Apaches come by default, or it would take just way too long for them to join the battlefield.
2) Since Tornadoes aren't a VTOL type aircraft, how about giving him an actual airfield?
3) Paratrooper: standard infantry of the general. It is armed with the same L85A3 as ECA commandos. Much more resilient than the standard Felin. Does better damage against infantry. Can switch to Carl Gustav 84mm recoilless rifle (which kinda just makes it an ECA commando I guess). No Starstreak MANPADs. Replaces both Felin and Panzerfaust.
4) AW101 Merlin transport helicopter. Being primarily an airborne general, I think he should have a transport helicopter to ferry his paratroopers around. The transport helicopter is by default armed with 2 FN MAG machine guns for self-defense. Dies as much damage as the Russian supply gatherer. Can be upgraded to MEDEVAC chopper. Gains the ability to set-up an evac area (like the US HUMVEE). However the ECA evac area both heals infantry within a radius and collects fallen troopers, with will generate a little income of around 50$ per fallen soldier collected.
5) Frank Jaeger gets the ability to call in a Vulcan carpet-bomb strike.

And I absolutely LOVE your idea of the Mjollnir protocole. I suppose the nano-orbs can also repair neighboring aircraft?
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Knossos
post 20 Jun 2013, 11:38
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QUOTE (ubermensche @ 19 Jun 2013, 20:31) *
I like this one a lot!

Allow me to add/modify some stuff:
1) Tornadoes and Apaches come by default, or it would take just way too long for them to join the battlefield.
2) Since Tornadoes aren't a VTOL type aircraft, how about giving him an actual airfield?
3) Paratrooper: standard infantry of the general. It is armed with the same L85A3 as ECA commandos. Much more resilient than the standard Felin. Does better damage against infantry. Can switch to Carl Gustav 84mm recoilless rifle (which kinda just makes it an ECA commando I guess). No Starstreak MANPADs. Replaces both Felin and Panzerfaust.
4) AW101 Merlin transport helicopter. Being primarily an airborne general, I think he should have a transport helicopter to ferry his paratroopers around. The transport helicopter is by default armed with 2 FN MAG machine guns for self-defense. Dies as much damage as the Russian supply gatherer. Can be upgraded to MEDEVAC chopper. Gains the ability to set-up an evac area (like the US HUMVEE). However the ECA evac area both heals infantry within a radius and collects fallen troopers, with will generate a little income of around 50$ per fallen soldier collected.
5) Frank Jaeger gets the ability to call in a Vulcan carpet-bomb strike.

And I absolutely LOVE your idea of the Mjollnir protocole. I suppose the nano-orbs can also repair neighboring aircraft?



For the Tornadoes, I actually plan to spawn them like the desert flies or hips from ShW. Nano-orbs repairing aircraft might be an interesting prospect, but I dunno about the coding; is it possible?

You're right about the transport helicopter; he does need that.


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"The biggest problem of humanity is that it sees the failures first before the successes."

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InterestedPlayer
post 7 Jul 2013, 3:46
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QUOTE (InsurgentCell @ 3 Jun 2013, 13:29) *
Faction - United States of America -
General George H. Smith
Branch- United States Army R&D
Tactics: Overbudget, overly technological, and excellent morale (because of all the documentaries he puts out overemphasizing their superior equipment)


So, a stereotypical Pentagon general, like in the Pentagon Wars. Sounds about right.
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ComradeCrimson
post 14 May 2014, 3:10
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Thread necro.

The "Free" 93rd Mechanized Reserves Battalion, Vukovi's Volks

Led by "Captain" Vukovi Makhnoviv


Stationed: Unknown, but their operations seem to extend from France, Italy, Germany, Czechslovakia and even Northern Spain, being detached from the main Russian force.



Backstory:
"Captain" Makhnoviv was a regular run of the mill conscript; but during the course of the war during offensive operations in France and the subsequent nuclear attacks of the ECA, the liquidation of officers by General Alexsandr; many troops on the frontline became quite distraught and some even deserted.

Makhnoviv lost their commander at the hands of Alexsandr's internal agents "discharging" them and instead of following the orders of a replacement Alexsandr issued them, Makhnoviv, a popular trooper amongst his battallion led a mutiny against his CO. Deposing of him, they declared themselves the "free" 93rd Conscript division, and still loyal to the Federation, operated as a rag tag group of pro Russian paramilitary.

They like to drink, smoke, fart, make love and fight, and generally avoid the wrath of the Shock Divisions and avoid the main Russian army so they do not have access to a constant stream of equipment, but they have both high spirits and the popularity of the common footsoldier on their side.

They also have connections to the Russian Black Market and the many Arms Suppliers also deal under the table to the 93rd and Vukovi's Volks, Vukovi having a built up reputation.


The Free Conscripts have the following:


Increased prices for all vehicles by 40%, except Arms Dealers which are reduced in price by 20% and faction related vehicles are excluded from the price hit.

Industrial plant costs 3500 credits to build.

Cannot build shock troopers or tesla tanks.

Cannot build airfields.

Cannot build Golems or Sentinels.

Does not have access to Topols.

All infantry reduced by 15% in price, and Conscripts themselves only cost 15 credits per.


Has an upgrade that can make Conscripts much tougher by providing flak armour to them, but this will both slow their movement by about 10% and raise their cost to about 50. Upgrade costs about 2000 credits.

Infantry:

Shock Troopers are replaced by Volks, which are the seasoned guerrilla fighters of Vukovi's Volks, or Vukovi's wolves. They are highly experienced and the most well equipped in his army and are armed with looted Felin infantrymen rifles and can plant multiple semtex charges to a total of 3. These can be placed in an area to produce a trap to kill or damage units within an area once detonated, or they can be placed around a structure to help demolish it. They are stealthed except when moving or firing and are benefited by the goggles and expanded ammunition upgrades the normal conscript has access to. Volk's are also famous for what they call their "bundles of joy" which is essentially a pipebomb combined with a thermobaric charge that they managed to salvage from old, obsolete RPG Conscript Thermobaric rockets (that were banned by the Russian military and re-assigned to the Chem divisions) which explode and send red hot nails and other shrapnel within a small radius, with a small thermobaric blast erupting. These grenades are able to clear structures.

Vukovi's Volks cost about 400 in price. In terms of actual strength, they are a bit more tougher then rangers in terms of hitpoints, same amount of damage as a felin rifleman, and move about the same as one. They are weaker then Shock Troopers and can be run over; and are just about as resistant to chem, fire and radioactive weaponry and effects as any other infantryman.

Vehicles:


Arms Dealers are both reduced in cost by about 20% and are available once a war factory is built. They are improved and carry a basic machine gun that has to be manned by a conscript; and the machine gun does modest damage. (About the same amount of damage as a US Ranger.)

The 93rd has access to 2 unique vehicles, all modified custom vehicles of the traditional Russian army and looted battlepieces from the ECA.

The Svin'ya, or The Pig, (sometimes nicknamed the Big Pig) which is a replacement for the BDRM and Mishka, and is useless on it's own having no weapons but is fairly well armoured. Rides on drill treads and has 6 garrison slots; can clear mines and costs roughly 1200. Amphibious to boot, about as armoured as a Kodiak. Produced from the war factory.
Produced by essentially scrapping a BDRM and a Mishka and exchanging parts/adding armour. Called the Pig for the grunting the engine makes and the squealing the treads make whenever the run over something. Or someone.

(Note this vehicle is NOT hit by the 40% price increase all other vehicles suffer.)

Khozey Mamonty's: These tanks are essentially stripped down Jagd Mammuts, looted from the battlefield, their armour used either for the Svin'yas or sold to the Arms Dealers for cash, they have reduced armour (reduced by about 40%), painted with Russian Patriotism as they are captured German vehicles and as a result are much much faster both in normal speed and turn speed (turn speed by 20%, speed by about 30%). They retain their damage and their range but the relatively exposed, naked, or "skinned mammoths" are now more vulnerable to enemy fire.

Cost is roughly 20% less then a Jagd Mammut.

(Note this vehicle is NOT hit by the 40% price increase that all other vehicles suffer.)

Their War Trucks also got an ability to carry troops (A total of 6) instead of supplies, making them act as early transports if need be. Absolutely no stat changes to the vehicle itself though.

Unique Hero: Vukovi Makhnoviv, the charismatic conscript leader fights on the ground as he always has, and he is armed with the following:

His trusty assault rifle with a bayonet attached, armed with armour peircing rounds able to do some damage versus vehicles, kill infantry, and his bayonet also provides another way to slaughter infantry instantly without revealing himself.

He is also armed with special little "bundles of joy" he has which can both clear structures, and if he gets close enough, can lodge these into vehicles either through the barrel of a tank or essentially through any opening he can find and it'll erupt in thermobaric burst that cleans out the structure/vehicle, and vehicles will be de-piloted and able to be taken over by your own infantrymen, giving vehicles to your cause.

He is also able to capture buildings, being a conscript himself, by hoisting the flag on a building. His capturing goes much faster as he is able to hoist the flag faster then a typical conscript, years of war honing his skills and his brethren on the field strengthening his fiery, patriotic resolve.

Unique Buildings:


All typical Russian defenses are replaced by essentially a cheaper form of Component towers and ECA bunkers.

Outpost: A blank slate sorta foxhole thing with just a burning barrel to keep people warm and some sandbags, costs about 250, can be garrisoned by 3 infantry to fire out of. (Essentially like a firebase without the gun, can be shot down while inside.)

- Flak Gun outpost: Garrisoned by at least 1 conscript to operate it to a max of 3 (the more the faster it fires) and is a anti air and tank gun, bad versus infantry. Fires at roughly the speed of typical Golem if only manned by one conscript, if fully manned will improve to about that of a BDRM's shell fire rate. Improvement costs about 900 credits.

- Machine Gun Outpost: Pretty self explanatory, can be garrisoned by 3 conscripts, a large machine gun operated by them. The Machine gun does about the same damage as the ECA Guard tower and has about the range of a typical RPG trooper, and if fully manned, fire's about as fast as the guard tower. Cannot fire over other buildings.

Costs about 900 for the improvement. Special note to keep in mind is that the conscripts act as garrisoned, and if upgraded with goggles can still see stealth units.

These defenses are roughly 20% weaker in terms of hitpoints then their Component tower cousins.


Edit: Just as a note; this was originally thought of as a joke for a Drunken Deserter faction but I actually liked the idea; so if some things seem a bit goofy, they are.

On another note to explain the cost of the infantry now; besides gathering recruits from deserters and the like; Vukovi has a fair bit of underground and viral media to get lots of militia's and Eastern Europeans on his side. He's very popular with the locals of those nations and those looking to fight a bit more independently without dealing with the Russian Auxillary detachments find employment in his army. So he's got loadsa volunteers, just equipment is the issue.

This post has been edited by ComradeCrimson: 23 Jul 2014, 7:31


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Serialkillerwhal...
post 14 May 2014, 5:36
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No, you move.



Russia: General Boris Ivanov Vodiski

Tactics: Attack Move

Starts with 4 levels of Mass Production (Can upgrade for 100% Discount) but units are literally trucks with guns and fake tank piece attached. Conscripts give him money to produce (They cost -100$) but have no weapons. The only way to let them survive a large battle is liberal use of the Commissar's ability to shoot allied infantry, buffing nearby infantry.

(In other words: A sterotypical WWII Russian general)

This post has been edited by Serialkillerwhale: 14 May 2014, 9:45


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ComradeCrimson
post 14 May 2014, 6:10
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QUOTE (Serialkillerwhale @ 14 May 2014, 6:36) *
Russia: General Boris Ivanov Vodiski

Tactics: Attack Move

Starts with 4 levels of Mass Production (Can upgrade for 100% Discount) but units are literally trucks with guns and fake tank piece attached.

(In other words: A sterotypical WWII Russian general)


If you wanted a stereotypical WW2 Russian General, you'd need to have hordes of unarmed men attacking machine gun emplacements with mass produced tractors with tank turrets on them.

Oh, and massive amounts of Katyusha rockets and commissars shooting their own men tongue.gif




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HMS Warspite
post 14 May 2014, 6:32
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I got another

General Dante Fierazzi

Faction: European Continental Alliance
Branch: ECA Covert Forces
Location: Sealand, UK or Trieste, Italy
Tactics: Covert Support

What you need to know:

-He is a close friend of General Charles, hence, having access to British stuff.
-Not meant to replace his close friend, but rather, as a supplement. (After all, he does not have access to Charles' airforce and artillery. mindfuck.gif ). Charles is fire support, while Dante is skirmish support, akin to General Thorn.

Features:

-NH-40 Pegasus Transport: Transport version of the Pegasus helicopter exclusive to him. Has no attack. Is stealthed, but can carry only about 5 soldiers. Benefits from the Manticore Protocol.
-ECA SpecOps: Replaces many regular soldiers. Is slightly tougher than regular infantry by default. Comes in a variety of soldiers
=Rifleman: Equipped with the HKFN-35G (fictional) assault rifle (more powerful than FELIN) and can be upgraded from the barracks with Starstreak Manpads. Can be upgraded to be stealthed, or with assault armor (soldier becomes tougher and cannot be crushed by vehicles, becomes an exoskeleton with Venom Protocol).
=Anti-Tank: Equipped with Gen. Dante's version of the Panzerfaust (more accurate than Panzerfaust), can be upgraded with the garrison clearing vacuum warhead. Unlike the regular Panzerfaust trooper, takes up only 1 transport slot on the Lynx. Can be upgraded to be stealthed, or with assault armor (becomes an exoskeleton with Venom Protocol)
=Medic: Equipped with a first-aid kit and an SA-80 assault rifle. He acts as an enhanced medic. Not only does he recover fallen allies, but he can also deploy into a field hospital, which provides enhanced healing, and automatically recovers fallen troops, all in a significantly wider range than in soldier form. Can be upgraded to be stealthed, which, in addition to breaking when attacking, breaks when deploying into a field hospital, which is stealthed, or can be upgraded with assault armor (becomes exo-skeleton with Venom Protocol). Replaces the Medic Commando from Gen. Dante's Commando drop (This one is stealthed and has assault armor by default and can NEVER be benefitted with exoskeleton).
-His Lynx APC, Mobile Sensor Array and Bloodhound FAC can be upgraded to be stealthed. Can also be upgraded with assault plating (can then benefit from the Manticore Protocol).
-His Radar Helicopter is stealthed, which breaks upon detecting stealth units.
-His Dogs, Grenadier, Engineer, Combat Pioneer, Frank Jaeger and his commandos from his commando drop come with assault armor by default (a bit redundant for Grenadier and Frank Jaeger, but they can use the extra toughness).
-His Jumpjet Troopers can be upgraded with Assault Armor.
-His Engineer can deploy into either a stealthed repair depot [works like the Tech Repair Depot (not Tech Repair Bay), and has a wider range than the ordinary engineer, replaces the ordinary engineer deploy], or a nanobot core (requires Manticore Protocol, makes soldiers untargetable)
-Upon researching the Pandora protocol, all his soldiers become almost immune to radiation.
-His Tiger Gunships and his Pandurs can benefit from Manticore protocol.
-Some of his vehicles are more expensive (the armor and probably the artillery in particular).
-Has access to General Charles' sniper unit.

This post has been edited by Bergzak: 14 May 2014, 6:45
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teslashark
post 27 May 2014, 17:36
Post #86



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Here we go...

QUOTE
General Rivoire - USA PMC and National Security General

A brigadier general who spent most of his career on staff and intelligence armchair positions, Rivoire volunteered to take over the task of mobilising America's reserves and boosting homeland security after the infamous "Jarman Kell & 40 theives" incident in California. He used this position to became the poster boy for patriotic rallies and civil right to arms, while vigourously inspecting various military boneyards to retrive reuseable hardware for National Guard forces. He was eventually permitted to have a commanding position in the oversea warzones, at which he co-ordinates various American and European private armed security contractors and supplies them weapons more suited for area defense and urban warfare. It is rumoured that he runs a profiteering operation between American foreign investments and his army units.

Infantry:
Defense Contractor - $200, replaces Ranger; fires faster than Ranger but has slightly lower health.
Watchman - $500, replaces Pathfinder; fires faster but not camouflaged when shooting.
CIA Operator - $1000, infantry with small arm; can disguise as any infantry; special ability to call in a single air strike by laser designator every 3 minutes after GP purchase.

Vehicle:
MRAP - $600, replaces Humvee; 6 seats; can add a machinegun for $100 per unit but cannot arm TOW missle.
M60-120S - $900, replaces Crusader; lower health.
M1 Barricade - $1300, very heavily armored tank with flashbang special ability; requires GP to unlock.
Mobile Guardian Launcher - $1600, replaces Tomahawk/WASP Hive; can relay positions and attack air like Guardian Missle Silos.
Infrasound Riot Truck - $1200, replaces Microwave Tank; does not have AOE; can garrison 1 infantry unit.
No Avenger and ground drones.

Aircraft:
Kiowa - $1600, armed with anti ground MG and automatic target designator; can upgrade to have antiground rockets.
No other helicopters except Little Bird and Osprey.

Structure:
Watch Box - $800, replaces Firebase; armed with MG and can garrison 4 infantry units; for $600 can get a PDL and target designator combinition which costs 1 electricity.
Insertion Point - $2000 to build base structure, replaces Supply Drop Zone, $500 and 0:10 to select deliver mode permenantly; delivers 5 Defense Contractors per 2:00 through untargetable helicopter; or, 1 M60-120S per 3:00 or 2 Watchman per 2:30.
No Cyclops.

Upgrade:
Acoustic Detection Kit - $2000, MRAP and M60-120S gains stealth detection.
AP Sniper Rounds - $2500, Watchman gains 50% more damage and can clear garrison one shot at a time.
Streamlined Logistics - $2000, replaces Supply Line, additional 20% income.
Refurbished Motor Blocks - $2500, vehicles do not lose speed when damaged.

No Waypoint Targeting and Chemical Suits.

Power:
1 Star - Product Field Placement - promotes infantry unit in a small radius.
1 Star - Surplus Vehicle Conversion - unlocks M1 Barricade tank for War Factory and M60-120S delivery for Insertion Point.
3 Stars - Attack Drone Relay - gives CIA Operators the ability to call in airstrikes.
3 Stars - Flashbang Drop - replaces pamphlet drop, uses Chinese Y-8 instead of B-52.


This post has been edited by teslashark: 28 May 2014, 3:51


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Darky
post 27 May 2014, 17:45
Post #87



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QUOTE (Pepo @ 3 Jun 2013, 20:33) *
I think they are quite few options for making then WITHOUT repeating generals of shockwave and ZH
Anyway i'm making one:
Name:peter,walker
Faction:us
Branch:ampibious assaults
Tactics:(this genereal will only suit if water units are make)this general center on water warfare.it have much beter ships and ampibious vehicles that enable him to do unpredecent surprise attack.his vehicles are all amphibious ,but are less armoured than other us generals.instead of rangers it have marines,and the airfleet can be refuel in his aircraft carrier


"Repeating generals of Shockwave"? All Generals in Shockwave, including the vanilla are completely distinct from eachother. You have no idea what you're talking about.
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Pepo
post 27 May 2014, 18:15
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QUOTE (DarkyPwnz @ 27 May 2014, 18:45) *
"Repeating generals of Shockwave"? All Generals in Shockwave, including the vanilla are completely distinct from eachother. You have no idea what you're talking about.

thanks for doing a demostration of your necromancy power by repling a 1 year old post screwyou.gif

and you simply don't have an idea of what i was talking about.the fact that you gave whatever meaning to my post without putting into contex add more to how useless and fool your post is

This post has been edited by Pepo: 27 May 2014, 18:16
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teslashark
post 28 May 2014, 2:10
Post #89



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QUOTE (Pepo @ 27 May 2014, 9:15) *
thanks for doing a demostration of your necromancy power by repling a 1 year old post screwyou.gif

and you simply don't have an idea of what i was talking about.the fact that you gave whatever meaning to my post without putting into contex add more to how useless and fool your post is

Well, ComradeCrimson necroed this first and there's several posts inbetween...


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HMS Warspite
post 28 May 2014, 7:53
Post #90


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Here's another:

General Konstantin Yevtushenko

Faction: Russian Federation
Branch: Russian Army
Tactics: Field Logistics and Defense, Scouting and Mobility
Location: Somewhere near the Finnish-Norwegian-Russian border

What you need to know:

-General Konstantin Yevtushenko is tasked on border watch
-He is suspicious about General Aleksandr
-He is a close friend of General Orlov

Features:

-His Supply Centers can undeploy into a truck resembling that of an MAZ (I think of the old placeholder) and can deploy when needed. The undeployed Supply Center is armed with a powerful but slow-firing machine gun that is excellent against infantry and can be strong against light vehicles.
-His Supply Trucks are tougher, and have a more powerful machine gun.
-His Construction Cranes are tougher, and is now armed with a powerful but slow-firing machine gun.
-Mishka Mod 2 - Replaces Mishka, is faster, and comes with a Conscript with IR Goggles by default (different from the Conscripts trained in barracks). Is slowed down once upgraded with fireports, but is tougher.
-Heavy Trooper - Serves as Yevtushenko's version of Aleksandr's shock troopers. Is equipped with a light machine gun and a powerful grenade launcher. Good against vehicles and infantry, and has some capabilities against aircraft, but is weak against aircraft, despite anti-aircraft capabilities.
-BTR-T Troop Carrier - Replaces the BMP, once Tier 1 is reached, can deploy into a tough bunker. Troops can attack inside, but the BTR-T cannot attack.
-MTP-5 - Replaces MTP Recovery Vehicle. Can deploy to be tougher, increase vehicle attack and increase repair range.
-TOS-2 Demonfire - Replaces Buratino. Can deploy to increase range and be effective against heavier vehicles.
-KamAZ 63968 MRAP - replaces Arms Supplier, is tougher, is armed with a machine gun, and, when deployed, not only generates $20 in streams, but also increases infantry attack.
-T-125 Protector Tank - Replaces Sentinel, is less tougher, and packs less of a punch, but is cheaper and faster. Can be upgraded with Arena Defense System or Anti-Aircraft Guns.
-9K55 Altai - Replaces Tunguska. Can deploy to detect stealth and gain increased range.
-T-99M2 Armata Mod 2- Replaces Kodiak. Can deploy to increase firepower and range, and also give it enhanced anti-infantry capabilities (though not as good as the 9K55 Altai.)
-Ka-72 Hellion B - Replaces the Hellion, can detect stealth.
-Mi-35 Herd - Serves as Yevtushenko's version of Orlov's Hind, can paradrop ammo, but can carry only 2 soldiers.
-Rank 1 General's Power - Ammo Dump (basically, the same with the USA), is required for Arms Supplier and MTP-5 attack increase, and Mi-35 Ammo Drop.
-Rank 3 General's Power - Money Drop. Drops
=Level 1: $5000
=Level 2: $7500
=Level 3: $10000

This post has been edited by Bergzak: 29 May 2014, 5:20
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Darky
post 17 Jun 2014, 21:31
Post #91



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Dick Richard Johnson
USA Humvee General

Made infamous in the Global War on Terror by his ruthless hit and run tactics that put the GLA to shame, General Dick Richard Johnson has elite Humvee-class vehicles at his disposal.

Strengths:

Rushes very well, has elite hit and run units.

Weaknesses:

No tanks. (like they mattered in the first place)

Unique Vehicles:

King Humvee: Carries 8 infantry, better armored than a regular Humvee. Infantry inside gain a Range bonus and can fire out of the fireports.
Veenook: Special Chinooks that have built in with King Humvees full of Elite Missile Defenders. Built from the Supply Center once the War Factory is unlocked.
Veemanche: Otherwise regular Comanches that spawn King Humvees full of Elite Missile Defenders at their crash site.
Tomahawk Humvee: Floats like an Humvee, stings like a Tomahawk.
Microwave Humvee: Disables units and buildings, fries infantry with microwave beams. No AoE of death when firing.
Veebulance: Repairs Humvees around it quickly.
Crusader Humvee: Equipped with a Crusader cannon. Never gets built.
Humvee Drone: Old, obsolete humvees turned into drones. Can be upgraded with TOW missiles.
Combat Veenook: Has three slots that can be filled with Humvees of any kind. Infantry inside the fireports in the humvees can attack. Humvees can attack out the fireports.
Humvee Hive: A tough, well armored humvee that burrows into the ground and spawns Humvee Drones. These Humvee Drones cannot be manually controlled.
Lord Commander Humvee: Hero unit for the faction, can only exist one at a time. Has 12 fireports, which can garrsion humvees only. Armed with a large laser cannon.
Avenger Humvee: He always wanted a laser gun and now he has it.

Unique Infantry:

Elite Missile Defender: Fires missiles at x1.5 the range of a regular Missile Defender.

Unique Upgrades:

More Humvees: Humvees are built more quickly.
Even More Humvees: Humvees are built even more quickly.
Mother of All Humvees: Upgrade to the Fuel Air Humvee General's Power, a Humvee is dropped which then explodes like a MOAB.

Unique General's Powers:

Humvee Drop: 3 King Humvees, 3 Tomahawk Humvees and 3 Veebulances per level.
Command Center Inflation: Command Centers can be sold at 3000 credits.
Humvee Strike: An off-map force of Gliding Humvees strafe the target area with TOW missiles and Missile Defenders.
Fuel Air Humvee: A lone Humvee is paradropped, which then violently explodes like a regular Fuel Air Bomb.
Guardian Humvee: A flying Humvee is sent over the battlefield, using laser cannons and very long ranged PDL to engage both enemy ground targets, enemy aircraft and enemy missiles. Invulnerable to enemy fire.
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Karpet
post 17 Jun 2014, 22:55
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^ Seems like Kireto's ideal general, or pretty much any vanilla ZH USA player.

This post has been edited by Karpet: 17 Jun 2014, 23:31


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Admiral*Alex
post 18 Jun 2014, 17:13
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QUOTE (DarkyPwnz @ 17 Jun 2014, 16:31) *
Dick Richard Johnson
USA Humvee General

Made infamous in the Global War on Terror by his ruthless hit and run tactics that put the GLA to shame, General Dick Richard Johnson has elite Humvee-class vehicles at his disposal.

Strengths:

Rushes very well, has elite hit and run units.

Weaknesses:

No tanks. (like they mattered in the first place)

Unique Vehicles:

King Humvee: Carries 8 infantry, better armored than a regular Humvee. Infantry inside gain a Range bonus and can fire out of the fireports.
Veenook: Special Chinooks that have built in with King Humvees full of Elite Missile Defenders. Built from the Supply Center once the War Factory is unlocked.
Veemanche: Otherwise regular Comanches that spawn King Humvees full of Elite Missile Defenders at their crash site.
Tomahawk Humvee: Floats like an Humvee, stings like a Tomahawk.
Microwave Humvee: Disables units and buildings, fries infantry with microwave beams. No AoE of death when firing.
Veebulance: Repairs Humvees around it quickly.
Crusader Humvee: Equipped with a Crusader cannon. Never gets built.
Humvee Drone: Old, obsolete humvees turned into drones. Can be upgraded with TOW missiles.
Combat Veenook: Has three slots that can be filled with Humvees of any kind. Infantry inside the fireports in the humvees can attack. Humvees can attack out the fireports.
Humvee Hive: A tough, well armored humvee that burrows into the ground and spawns Humvee Drones. These Humvee Drones cannot be manually controlled.
Lord Commander Humvee: Hero unit for the faction, can only exist one at a time. Has 12 fireports, which can garrsion humvees only. Armed with a large laser cannon.
Avenger Humvee: He always wanted a laser gun and now he has it.

Unique Infantry:

Elite Missile Defender: Fires missiles at x1.5 the range of a regular Missile Defender.

Unique Upgrades:

More Humvees: Humvees are built more quickly.
Even More Humvees: Humvees are built even more quickly.
Mother of All Humvees: Upgrade to the Fuel Air Humvee General's Power, a Humvee is dropped which then explodes like a MOAB.

Unique General's Powers:

Humvee Drop: 3 King Humvees, 3 Tomahawk Humvees and 3 Veebulances per level.
Command Center Inflation: Command Centers can be sold at 3000 credits.
Humvee Strike: An off-map force of Gliding Humvees strafe the target area with TOW missiles and Missile Defenders.
Fuel Air Humvee: A lone Humvee is paradropped, which then violently explodes like a regular Fuel Air Bomb.
Guardian Humvee: A flying Humvee is sent over the battlefield, using laser cannons and very long ranged PDL to engage both enemy ground targets, enemy aircraft and enemy missiles. Invulnerable to enemy fire.


Here are some tips to improve your army a little, IF you want them

Instead on the Crusader Humvee, how about a Assault Humvee (the thing that was cut from General Thorn) or a LOSAT Humvee

Ambulance is all ready based on a Humvee so the Veebulance, in name at least, is reduntant ,but if you want a repair unit the Repair vehicle could work (Repair vehicle is cut vehicle from the Super Weapon general that repair armored vehicles instead of healing infantry) Link for more info

Avenger Humvee: same as the Veebulance already based on the Humvee

Humvee Drone seem to predictable ,and in my opinion dumb . . . ,but for the Humvee drone you could turn it into a Humvee that launches drones similar to the WASP instead of a Humvee that is a drone

For the Veemanche, its ability seems odd and a little op; sending in a squad of Helicopters and then when the enemy destroyed them you get, for free, a squad of King Rocketvees (King Humvee in this case/or in the vanilla Humvee case a Humvee filled with missile defenders) so maybe an idea that isn't so op is that a normal Comanche like you had except it can transport four solders into battle (envision the troop spot and maybe the whole helicopter in the paint job as a Humvee) it would act like a flying Humvee with more punch.

Lord Commander Humvee: in my option very dumb I think you should have Colonel Burton as a hero

And get rid of the Mother of All Humvees, Fuel Air Humvee, Guardian Humvee, and Humvee Strike; they seem to predictable and (in my option dumb ideas)

This post has been edited by Admiral*Alex: 18 Jun 2014, 17:18


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Darky
post 18 Jun 2014, 22:11
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QUOTE (Admiral*Alex @ 18 Jun 2014, 18:13) *
*genuine attempt at balancing the faction*


lol k

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Admiral*Alex
post 18 Jun 2014, 22:27
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Look below for the updated version

This post has been edited by Admiral*Alex: 19 Jun 2014, 0:58


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Admiral*Alex
post 18 Jun 2014, 22:28
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I've had this idea in my head sense the end of the Zero Hour Campaign: A Rouge US General, Defecting to Europe (In this case the ECA) because Europe needs US protection

Name: General Caires (most likely going to change, I'm open to suggestion)
Faction: Rouge (USA)
Branch: None, Rouge
Tactics: Intrenched Defenses,Combined Arms Assault, and High-Tech

General Caires was part of the US forces stationed over in Europe before the 'Invasion' of Germany, though during the 'Invasion' he was visiting Paris during his liberty which means he was cut off from his forces when the French closed the bridges over the Rhine River because the release of bio toxins in the river. Thus preventing him from liberating General Ironside's base in Stuttgart allowing for the remaining forces to launch a country wide counter-attack liberation Germany from the GLA. Thou because he wasn't able to get passed the French Blockade and reinforce EUCOM , EUCOM fell to GLA forces which caused General Caires to have regret ever sense, but thanks to the president at the time gave him the vacant position of General of Advanced Weapons which formally belonged General Townes. After several years as General of Advanced Weapons he created numerous projects like the famous CYCLOPS laser system and the array of drones that the US fields today.

As the Euro-Russian War started the regret General Caires felt during the 'Invasion' returned after the eastern border of the ECA defensive border fell General Caires realized that with out American intervention Europe would fall to the red mense so he started creating contingency plans if case the president didn't enter the war. After the first two years of the war ,with Berlin on the front lines he designed that if Berlin fell to the Russians he would defect.

After several months passed after Berlin fell to Russian forces, General Caires landed his forces at the french port of Breast after sinking several Russian Submarines in his path (forcing the US president to declare him a Rouge agent and a traitor which he used to his advantage because Russian forces wanted to capture an American General allowing the Russian a massive boost to their technology) allowing several British Divisions to land on the continent before the subs where replaced a few weeks later preventing the remaining British army ,specially General Charles's unit from supporting the rest of teh ECA ;though, is turned out this was a blessing because a few weeks later the Russians landed at Ramsgate.

Because of the Russian navel presence during in the Atlantic the majority of the fleet under ,former, General Caires most of the Arsenal ships (What EA calls Battleships from the Second Mission of the US Campaign) and the USS Daedalus CVN-88 were force to remain in port during the Battle of Ramsgate. Though their present forced the Russian to mobilize several units to the area in case the fleet attempted to sort into the Atlantic because the Daedalus Battlegroup could destroy any Russian warship in the Atlantic because of the range of her air wing. (Basically the same as the Battleship Tirpitz during WW2) Though several smaller ships mainly the Cruisers, Destroyers, and Submarines were able to sortie into the North Atlantic and help their 'brothers' in arms during the war.
One noteworthy example was when the USS California (SSN-781) discovered the Odin prototype and savaged the LED emitter and all the information on it so the prototype could be recreated in Breast.

Once 'American' forces landed in Breast they started to set up a defensive line several miles from Breast to prepare for the retreating ECA forces to have a place to defend the port from the Russian Army. Once ECA forces reinforced his defensive perimeter the Russians couldn't breakthrough the grid and surrounded the defensive perimeter in a WW1 style counter perimeter, Coalition forces (Generals Caires and his European Allies) couldn't breakout and the Russians couldn't break in till the Russian Base was flanked by french forces from the south using a Pandora. Thus credit can be placed on General Caires's defensive line on the achievement on being able to hold out in Breast long after Paris and the majority of France fell to the Russian armed forces. Once teh surrounding area was cleared the equipment, mainly the Cyclops Array, was placed in major bases and cities to protect them from air assault or missile attack.

Army Former General Caires Commands: (As of 1.85 when it comes out)

Edit: (Forgot to explain something but it can be figured out, the number 0-3 is the tier the unit it needs and (GP) means Generals Power. Upgrades don't have a tier because they need that building to 'build' the upgrade)

ECA Barracks:
Ranger 0
Panzerfaust 0
Medic 0
Javelin Missile Team 1
Pathfinder 1 (GP)
Combat Pioneer 2
Grenadier 2
Seal 2 (GP)
Pilot 3 (GP)
Green Berets 2

Vehicle Production Facility:
Acolyte Tank 0
Lynx 0
Avenger 0
M1A4 Paladin 1
Microwave 1
Pandur IFV 1
Tomahawk 1
Wotan Array 2
Claymore Artillery 2
Stealth Tank 3 (from Generals X, basically a stealth ,souped up rocket buggy for the US)
Bradley 2

USA Airfield:
Raptor 0
Little Bird 0
Eurofighter 1 (In game not build-able ,but this General has it armed with two JDAMs)
Osprey 1
Nighthawk 2
Starlifter 2

Deployment Zone:
Viper 0
Tiger 0
Bloodhound 1
Harrier 2
Blackhawk 2 (GP)
Stealth Comanche 3 (Not in 1.85 but the current Comanche with a smaller payload, 4 missiles, but stealth)

Dog Kennel
:
Dog 0

R&D Compound:
Pandora
Manticore
Venom
Odin (A CL250, the Air lifter from the Deployment Zone, with a Wotan's microwave beam that can target ground and air targets or Missiles)

USA Power plant


ECA Supply Center:
Supply Trucks

USA Drone Facility:
Sentry Drone 0
Guardian Drone 1
Repair Drone 1
AT Drone 3
Mule Drone 2
Termite Drone 3

USA Detention Center (Tier One):
(Upgrades)
Armor Skirts
Shredder Rounds
Revolver Cannons
Rocket Pods
Drone Armor
Ceramic Armor
CIA Power (Button is located here)

ECA Solaris Reactor (Tier Two)
:
(Upgrades)
Alternate Ammo (Unlocks cluster bombs for the Eurofighter)
Composite Armor
Battle Network
Cluster Munitions

ECA Development Center (Tier Three):
(Upgrades)
Anti-Tank Guns (For the Acolyte Tank)
Stealth Training (For Seals and Green Berets)
Laser Range Finder
Gas Ignition Rounds

ECA Telecom Relay 2
ECA Telecom Tower (Requires Telecom Relay)

Defenses:
Fortification 0
Guard Tower 0
Skysheild 0
Protector Silo 1
Gun Turret 1
Mortar Pit 2
Artillery position 2
Cyclops Array 2

Super Weapons (Requires Solaris Reactor):
Solaris Relay
Tomahawk Storm
Cruise Missile Silo
--Can be upgraded to house a Neutron Warhead if the Pandora Protocol in unlocked

Edit: Forgot Generals Powers

1 Star:
Air Support:Unlocks Airfield
SOCOM Support: Unlocks Special Forces
Deployment Center: Makes this buildable
Tear Gas

3 Star:
Minefield (Three Levels)
Carpet Bomber (Three levels, like EA's, every level adds one more Vulcan Bomber)
Bulldog Turret (Three Levels)

5 Star (This level is suppose to be the point in the war that the US declares war on Russia):
MOAB
Guardian Angel
Saturation Bombing (Requires Level Three Carpet Bomber, calls in Three Vulcan Bombers and Two B-52s)
Experimental Vehicles

P.S. I do take suggestion on how to improve anything

This post has been edited by Admiral*Alex: 19 Jun 2014, 4:01


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Admiral*Alex
post 19 Jun 2014, 0:59
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QUOTE (DarkyPwnz @ 18 Jun 2014, 17:11) *
lol k


If your offended I was just trying to help.


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Karpet
post 19 Jun 2014, 2:22
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Comrade Bear
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He isn't offended. If I'm correct, his whole suggestion was a joke.


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Admiral*Alex
post 19 Jun 2014, 2:34
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QUOTE (Karpet @ 18 Jun 2014, 21:22) *
He isn't offended. If I'm correct, his whole suggestion was a joke.


It seemed like a genuine idea to me and I actually liked it.


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Banisher of Hope
post 19 Jun 2014, 3:55
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QUOTE (Karpet @ 18 Jun 2014, 21:22) *
He isn't offended. If I'm correct, his whole suggestion was a joke.


That what I assumed too. It was too over the top to be real...

This post has been edited by Banisher of Hope: 19 Jun 2014, 3:57
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