I totally agree with the paratrooper idea. Though infantry is the backbone a airborne version which is faster and more versatile is needed. Because unlike ww1 the 1o1st airborne helped fight against the germans in ww2 in a brand new scheme of fighting
New Units
Cargo Plane- a plane that can carry light tanks, armoured cars and paratroopers as well as motorized infantry.
Paratroopers-They are soldiers that act like infantry but are stronger and faster and can jump out planes, they are in between infantry and commandos
Polish Research Line- The Tankette, TKS-20 mm and others.
Cavalry- This comes with the Polish line that is fast like motorized deadly like a armoured car or a infantry unit.
Uprisers- So this unit has damage and health in between the militia and infantry but say you would put a unit of uprisers and make them hidden (the special feature)if you were Poland in Poznan bordering Germany and the next day Poznan was invaded with the uprisiers hidden then you can activate them with the unit on them.
Thanks for stopping by, and please give credit.
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Zhukov was the well known marshall of the soviet union, who repelled the japanese in 1940 in the far east, before leading the counter attack at Moscow and leading the soviet army until the battle of Berlin. Sadly ended up a few years after the war as a commander of the Odessa district, because of Stalin's jealousy.
Steiner was the commander of the 5.SS Wiking, a Division of the SS made up of nordic volunteers. Famously known for his role in the Battle of Berlin, where, unable to attack, he put Hitle-r- in one of his most famous rages.
I agree the tank destroyer speed works against its use. It is even slower than a heavy tank on plains. It takes longer for a tank destroyer to get to the battle areas. As you said, a tank destroyer should be lighter and thus faster than tanks. Since they move so slow, they almost have to be in the right places ahead of an attack. so, they usually don't get used in attacking tank stacks since they slow the attack down. They may have some use as a defensive unit against tanks. Tanks can be dual purpose attack and counter-attack. A tank stack with a heavy tank works better than tank destroyers. Heavy tank is faster than tank destroyer. In a tank battle, it can take more damage than a tank destroyer. If someone uses tank destroyers, I would like to know how they use them and their reasons for using them.VIRVCOBRV wrote:
The majority of the roster is already underused as is... I almost never see tank destroyers or strategical bombers or rockets fighters on the battlefield. To me the slow speed of tank destroyers is ridiculous, the very concept of an anti-tank-lighter-than-a-real-tank is to make up the lessened defense by augmenting its mobility (and yes i know some countries like Germany had a different doctrine there). They're barely faster than AT canons... The best option still remains infrantry + light tanks + tac bombers, more original combinations tend to fall flat.Focus should be put on balancing the current available units to make the underdogs more relevant ; this is certainly no time to introduce such a thing as cavalry...
And forget trying to move a tank destroyer from one province center to another province center to head off a LT. It will rarely be able to get there in time to be on defense.
I did find niche uses for tank destroyers.
1) A level 4 tank destroyer, strength 8, can usually keep an urban province from rebelling by itself.
2) A tank destroyer armor class is a good urban province defender. It has 30 hit points in cities. It does lose 50% strength but so do any attacking armor units.
3) It can be a road block to a single attacking armored vehicle blitz. Still moves too slow but if it is close enough, it can work.
4) Tank destroyer has no manpower maintenance which can help if manpower is tight.
Naval bomber niche: Attacking unescorted transport ships.
In my opinion there should be quiet a lot of units, buildings and other options added to the Game:
Units:
Infantry:
- Anti-Tank Unit (Strong against Tanks, weak against other Infantry Units)
- Paratroopers (Deployable by Airplane from Airstrips, otherwise just as effective as other Infantry)
- Officers (Weaker than all other Infantry, but increases Attack Power and Moral of the Troops)
- Marine-Infantry (More Expensive than normal Infantry, but much quicker in Boarding and Unboarding of Transportships)
- Scouts (Double the Distance of Sight and quicker Movement on the Battlefield, weak Unit)
- Medics ( Slow Regeneration of Health to Infantry Units, but only to maybe 80% or 90% of Health)
- Machine Gun Squad (Strong against Infantry, weak against Tanks)
- Police/Paramilitary unit (Weak in attacking Cities, strong in defending cities, slowly increases Morale in occupied cities)
- Mortar Squad (strong in attacking cities, weak in defending cities)
Tanks/Vehicles:
- Engineer Squad (Slow Regeneration of Health to Tank Units, maybe decrease repair time of buildings in conquered Cities, or increase defense of Units (like they would have digged trenches)
- Tank Commander (see Officers, but with Tanks instead of Infantry)
Planes:
- Transport Planes (Transports two Infantry Units or one light Tank unit to an Airstrip within reasonable Distance)
- Recon Plane (Flies long Distances, has no ability to fight, but can be used to fly into other countries for Recon Missions without provoking a war)
Ships:
- Medical Ship (slowly treats Infantry units in a certain radius, both on land and on water, easy to sink by enemy ships and planes)
- Smaller Ships:[list=1]
- Fregattes ( small accompanying Ship- strong against Ships, weak against submarines
- Corvettes ( Fast Ships, weaker against Ships, stronger against Airplanes)
[*]Fleet-Captain (or Rear-Admiral) ( like the Officer and Tank Commander, but for Ships)
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Special Units:
- Country Specific Special Forces, with individual strengths and weaknesses, e.g.
- USA -> US Army Rangers
- UK -> SAS
- etc.
- 11th Airborne Division Paratrooper, US (Paratroopers, obviously)
- Foreign Legionaire, France (Infantry)
- Panzer Lehr Division, Germany (Heavy Tank)
- Gurkhas, UK (Infantry)
- etc.
- Gen. Montgomery, UK,
- Gen. Patton US,
- Gen. Rommel, Germany
- etc.
Buildings:
- Boot Camp (Decreases Production Time (by maybe 5-10% per level, with 5 levels) for Infantry Units, maybe only 2-4 can be built by each country)
- Farms (Increases Production of Food, can only be built in cities with food production)
- Military Academy ( Allows production of officers, Tank Commanders, Fleet-Captains and the Country Specific General, Country Specific Units) (only one per country)
- Hospital (allows Infantry Units to heal, faster than with Medics and up to 100%, can only be built in major cities)
- Forward Operating Base (can only be built in occupied regions, allows to repair and heal units (slowly), increases Morale (very slowly) and increases defense for the region (only slightly), increases travel speed of units (slightly)
- New Living space (long building time, increase Man-Power produced by Region slightly, but also increases use of Food)
- University (increases Research speed, maybe only 2 per Country)
- Foreign Base: Allows other Players to station their troops in a region, giving them a defense boost, in case of occupation by that foreign country or preparing an invasion together with the other country
- Bunkers (decrease Damage by Air Units to Ground Units)
Other Options:
- Civilian research options: increasing the economy, increasing production speed, reducing costs of units...
- Government Options (maybe part of Civilian Research Options) Gaining an Advantage by gaining a Disadvantage, e.g. Rationing Food, decreases Food Consumption ->decreases Morale, can be switched on and off, takes 12 hours to start and 12 hours to stop.[list=1]
- Draft, increases Speed of unit production for 48 hours, increases price of units for 72 hours
- Propaganda, increases Morale, decreases Production of money
- Re-Election, boosts all production and construction for 24 hours, can only be held every 7 Days
- Mobilizing the Reserve, boosts Infantry and Light Tank production for 12 Hours by 50%, and increases movement of troops by 20% can only be done once per game
- War Mongering, increase Attack Power against one Nation, for 12 Hours, decrease Defense Power against all Nations, for 24 hours, can only be activated every 36 hours
- Nobel Prize or University Funding, increase Research time for 12 Hours, but decrease Money production by 50% for 24 hours
- National Holiday, boost production of units and construction for 24 hours, but stops production of goods for 24 hours
[*]Adding the option, of annexing a state instead of conquering it completely, e.g. two countries at war, one country loses, but instead of destroying them completely they can be given the choice to either surrender or die, when the surrender they get to keep most of their original regions, but automatically pay half of their production to the winner team, as well as 50% of the total points of the loser team are now counted towards the winning team. The Losing Player has now the chance to either rebound from this and rebuild his military and regains his freedom or can live as a "parasite" at the site of the winning state working for them and winning a bit of glory, when the Winning Team wins in the End
[*]Instead of supplies; The own government Senate or other Instance similar to a Senate demands certain regions to be conquered or other players to be attacked or Armies and/or Buildings to be built or a certain Production of Goods to be reached. When these terms are reached, morale or production of goods can be boosted, if they are not met, Morale or production of Goods can be reduced
[*]A Fast-Game Mode would be interesting: A whole Game with 2-10 Players on a World Map or Europe Map, but it only lasts for 2-4 hours, therefore everything will be much faster, less strategical planing more Mayhem and Fun
[*]Also the option to give Nicknames to Armies would be nice
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I was unsure in which Thread to put this, so I just decided to post it in this one, I hope this gets to the Developers and other Gamers like my Ideas. And some of them will be implemented into the game. I also apologize for my English, it isnΒ΄t my first language.
I'm just going to point out a few things:Zeus wrote:
- Anti tank units are already a thing. Check the vehicle section for anti-tank guns. They are classed as infantry(armor class they belong to, which is how other units calculate how much damage they will do per attack cycle) with very strong armor defense and little else.
- The scale of this game is far larger than you appear to give it credit for. The smallest infantry unit is the Commando, and that is still regimental size. So all the suggestions you've given are 'already' incorporated into the structure of current infantry units. The paratroopers are an idea, though.
- Units already heal, if they are in your territory(if the territory isn't rebelling), they will heal at day change, 15% of their damage taken. Ships will heal anywhere at sea, planes will heal if they are still attached to an airfield in some way(either flying between bases, resting on a base, or returning from an attack run). Usually, wounded troops are wounded for life, so they are replaced with new troops(incorporated in the upkeep of most units where this problem is relevant). So hospitals are not relevant, simply due to the sheer size of most of the units in the game(the smallest size is a brigade(smaller than a regiment in this game). At least of the units which actually give a unit size that isn't ship or aircraft specific.).
- Interceptors have always been recon planes. A recon plane is typically an interceptor without machine guns, or just a normal interceptor with the pilot told to hold his fire.. So there isn't much reason for them, especially with the newest update, which prevents aircraft from attacking neutrals out of turn.
- Typically, frigates and corvettes were convoy escorts, not fleet units. Their guns are pretty much good for one thing, and one thing only, and that is hitting the thin hulls of surfaced submarines(which in this game is physically impossible), and mostly carried depth charges and other anti-sub weaponry, with some anti-air to deal with german bombers outbound from France. And as said, unit sizes in this game make it so they are artificially represented in the current game with the larger units.
- A flagship is not a physical ship... Flagships can be as small as torpedo patrol boats if need be, but obviously aren't because they can not accommodate the admiral and his staff. But flagships are any ship which flies the flag of the commander in control of a group of ships, typically a fleet or taskforce. Battleships and carriers are usually best suited to the task of being a flagship, but cruisers can also serve as flagships in a pinch or be built to serve as a flagship, as the Japanese did with their heavy cruisers. The flagship is designated by the flag, Not the vessel itself. A battleship isn't a flagship until there is physically an admiral present on-board and his flag raised on the mast of the respective vessel.
- Fortifications already serve the purpose of the Bunkers you suggested. It decreases damage in general, from everything except level 4 rockets and nuclear rockets, which completely ignore the fortification bonus.
- There already is an option for negotiations... It's called talking to another person, with text. It is what the diplomacy and messaging tabs are for.
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