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Southafrican units
Die Hindenburg
post 26 Nov 2016, 6:15
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Visuals
Logo: A ROTR style version of the coat of arms of southafrica, with two spears in a x, and two arrows in a I I Position, like so IXI
Building material: Hesco bastions, white roofs, steel factory style layouts, but with lech machinery and more fuel tanks, supply crates and landing zones as well as some infield equipment, each building houses a truck
Armoury camo: Light tan with yellow/sand lines, with black team color. with dirt on the tracks and some minor uncleaness.
Infantry cloth: Mostly sand color, with faction color backpacks and role specific helmet colors. Weapons are ECA level detailed

Construction:
A Military HQ at the start can construct the SAMIL (20/60/100) series of trucks, upgrades of tiers enhance the HQ and unlocks tier 1 S60 and the Tier 2 S100 which are for larger structures
A gamer select one of some buildings according to its tier, but they are one use, cost is split between truck and structure, can not really be moved once "unfolded" into structure
A Series 20 can "unfold" intro a Barracks as well as: Launch Rail, Generator, Field Garage, COM-Station, Supply Stash .Is Tier 0 and can be build right at the start
60s unfold into large generators, Armoury, defenves and tech centres, while 100s can become hybrid generators and Air control stations as well as Arsenals

Power: Upgrade a SAMIL 20 tier 0 vehicle with a generator, for some power, later the 60 provied more power and a 100 the most power. These trucks actually require energy without generators even when not upgraded or assigned.

Supplies: This vehicle type fufill also a supply collector and, upgraded as Supply stash, stash it. They can repair vehicles when upgraded as repair units

Defence: A Tier 1 can unfold into a 23mm Flak, a 84mm Mortar and a ZT4 ATGM-Launcher, the only defences that can move but still require power and aree weak vs structures/defences and are slow

Superweapon: The air control calls in 4 swardrons of Cheetah supersonic fighter-bombers that saturate the area with bombs, cannons and rockets. They can be intercepted easily but their numbers, as well as the fact they come from all four corners of the map, makes more them effective at supporting assaults. They move fast, and their weapons are more effective vs structures, though less vs superheavies.

Tier mechanic: Upgrade tier one is availbe at start but at high cost, tier 2 needs a armory and tech centre.

South Africa's arsenal is largely, almost completly indegenous, designed, produced and fielded by Southafrica, except ammo and fuel.

Infantry:
Grunt are the starting infantry, armed with CR-21 carbines, while they are rather mediocrie, like a rebel or guard, and lacking their abilitiles, they can be upgraded infield, for free, into one of these:
1. Agent, tier 1 infantry that carry SP1 sidearms and remote detonatable charges, stealthed and can deactivate defences, but not other strucutres. Fast movers but fragile,
2.Pionier tier 0 infantry, armed with MAG-7 shotguns , they repair defences and only defences, and lastly can deploy mannable turrets, a Mortar, a Heavy MG and a Grenade MG which require grunts to be manned
3.Scout tier 0 infantry, large sight radius but no detection, carries BXP, stealthed. Can mark enemies via ability, which increases damage they take.
4.Marksman tier 0 infantry, outfitted with R4 DMR rifles, inflict higher damage and are the mainline infantry that can capture structures

Fire Support Team, two guys, one with a M4 mortar, and the other with a Mini-SS, one deploys and fires the mortar, the other always fires the Mini-SS MG to suppress infantry. Can throw a M854 smoke to debuff via ability

AT/SA Infantry: Fires FT5 HEAT/RA vs ground (can be intercepted but not fooled), and V3 Darter vs Aircraft (fastest aa missiles in ROTR, can be intercepted/fooled but with dificulty)

PAW-Trooper, degarrison and anti defences, do work well vs ground but their PAW-20 has a ammo system, the first salvos are fired very fast, once depleted the rof sinks to a low.

Crew. When a southafrican vehicle is destroyed, a armed dude, like a pilot, is released, armed with a Z88 pistol. Can't gain veterancy, and does not work like a pilot for exp transfer.

Zambo: Commando of southafrican forces, NTW-14,5 AM-Rifle that costs money to use each time but kills pilot, used via ability, not useable vs superheavies. Uses a Protecta slug gun when fighting normally, and gets stronger actually the less health is left. Can destroy also defences with NTW-14,5. Stealth when not firing.

Vehicles
SAMIL Trucks. Can fuffil many things for the gamer if used correctly, no use as offensive unit though

Vulture:Compact Scout UAV build by launch rail upgrade, cannot be directly controlled, detects stealth

Gecko 8x8:. A light attack vehicle armed with a M4 commando Mortar, long minimum range, select smoke or bombs

Walker: Small walker based, more realistic of course, armed with Y3 AGL, can temporally walk faster when needed

Olifant, a tier 2 tank with 140mm cannon, the only tank in Southafrican arsenal, and the only tracked vehicle as well, heavy armour,coax-MG, anti-air grenade cups, but mostly to soak up enemy fire, GP along with MBombe

Nyala MRAP: A mineimmune, blast resistant transport, armed with a HMG. Can transport 8 men, but moves a bit slow

ZA-SPADS: Modernized with a 40mm autocannon in one side, and a Darter-Launcher at the other, highly effective but short ranged AA unit

Rhino: 155mm howitzer with normal HE-FRAG and also two special rounds, RF-Jammer that work like ECM/Flare shells and long reloadable incendiary shells for special attacks can fire one the move, but slower.

Mbombe: Its turret composes of AT-Missiles, a 14,5mm autocannon, anti-air grenade cups and a anti-missile system, a tier 2 heavy vehicle, fast and nimble for its class, and can even garrison 1 additional fireport. GP

Valkiri MRLS long range rockets that can be intercepted, pack much power, and can fire also AT-Mine cluster or fire a entire barrage at one location.

Aircraft
Rooivalk
Only helicopter with explosive primary cannon, AT missiles and AA missiles. Allrounder with high HP. The Rooivalk could use a Alpha strike, in which it fires all its weapons on one target for a short time, long recharge
The Rooivalk has one glaring weakness, it needs to be relaoded at the airfield.

Oryx: Transport heli with 10 slots, doesnt stand out that much, though it is rather cheap for its class.

Support Aircraft
Denel Koala, simple looking, but effective in dropping 1 gecko and 1 walker

AH-1 Alpha: Strafing attack helicopters filled with rockets, bombs and fuel tanks

SKUA support uav confers boni to near ground units

MUPSOW cruise missile: While in flight after called in, the player can select its warhead

This post has been edited by Die Hindenburg: 26 Nov 2016, 6:27
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(USA)Bruce
post 27 Feb 2017, 19:14
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The Forums American Hotshot Flyboy
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Superweapon: "The air control calls in 4 swardrons of Cheetah supersonic fighter-bombers that saturate the area with bombs, cannons and rockets. They can be intercepted easily but their numbers, as well as the fact they come from all four corners of the map, makes more them effective at supporting assaults. They move fast, and their weapons are more effective vs structures, though less vs superheavies."

It suggests its a mixture of ECA's bomblet airstrike and something like a-10, but the corners of the map means that they'll use the spectre gunship code.The way they can move their weapons from target to target also suggest that.

They gave up nuclear weapons for the morals, also nukes are chinas special area or to an extent russias.Neutron weapons are ECA's ingame and lorewise chinas too.
Nukes would not fit south africa what so ever,
Also just because the spectre gunship is an american thing doesnt mean its alien tech.Hell alongside the old US navy ships sold off in the lore, the old spectre gunships were also sold worldwide.


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where
post 27 Feb 2017, 21:48
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QUOTE ((USA)Bruce @ 27 Feb 2017, 20:14) *
Superweapon: "The air control calls in 4 swardrons of Cheetah supersonic fighter-bombers that saturate the area with bombs, cannons and rockets. They can be intercepted easily but their numbers, as well as the fact they come from all four corners of the map, makes more them effective at supporting assaults. They move fast, and their weapons are more effective vs structures, though less vs superheavies."

It suggests its a mixture of ECA's bomblet airstrike and something like a-10, but the corners of the map means that they'll use the spectre gunship code.The way they can move their weapons from target to target also suggest that.

They gave up nuclear weapons for the morals, also nukes are chinas special area or to an extent russias.Neutron weapons are ECA's ingame and lorewise chinas too.
Nukes would not fit south africa what so ever,
Also just because the spectre gunship is an american thing doesnt mean its alien tech.Hell alongside the old US navy ships sold off in the lore, the old spectre gunships were also sold worldwide.

Agree with you. You have point.
Thanks.
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