Well. One of the things that I liked most here was the fun idea of posting your own company creations. (thy Akranadas).
http://forums.europeinruins.com/index.php?topic=10433.0I thought of reviving this idea (in a new thread mainly because of all the changes that happened). Though the rules he set are good. So please try to stick to them:
- No Fantasy units, by this I mean; things like the the Ratte or Maus. None of those types of units should be included within your doctrines.
- Unlockable units should be able to be used from the current pool of units we have, or other mods units. So to keep it within the confines of what a team of modders could do, try to think of unlockable units that are already in game, either through ToV units or Single Player units or even units featured in other modifications. Infantry would be the easiest.
- Try to balance the doctrines within our current game. Think of it they would exist alone side other doctrines in europe in ruins and what they would bring to the game to make them interesting enough.
Again, to reiterate my first sentence.
"First of all I should point out that the following thread is purely for fun only and in no way reflects the future of Europe in Ruins."
And with that, lets just have some fun.
So I´ll try to post a company
.
Now as a forword: This is merely a draft and is not so easy to do because the new doctrines are mainly buffs while the unlocks are unlocks for purchasable improvements and new Units.
Right now I think the thing which is mainly op are the range bonuses I give. Even strong infantry can get smashed by M10s or tank assaults.
Fortress Europe (Wehr/PE)
Availibility:
Infantry: 30
Vehicles: 10
Armour: 12
Support: 18
Reserve: 10
Availible Units:
Pioneers
Volksgrenadiers
Grenadiers
Panzergrenadiers
Tank Buster Grenadiers
Pioneer Minesweeper
Mg 42
Pak 38
Mortar 81
Sniper
Nebelwerfer 41
Stug
Marder
Panzerkampfwagen IV (Panzer 4)
Motorbike
Halftruck (NOT iht)
Munitions Halftruck
Puma (both variants)
Doctrine(will go from T1 - T4)Infantry Specialization (Only applies to infantry units)Fully trained: -10% Suppression
Experianced: +10% Accuracy, -10% Incoming Acc. in Green/Heavy Cover
Battle Hardened: -15% Incoming Accuracy, +10% Damage
Sturmdivision: +20% HP, Gain one free Handgrenade use and one free Panzerfaust use
Mechanized SpecializationPanzergrenadiers: Units with a Halftruck arrive 75% faster
Combined Assault:
All Vehicles (except bike) Infantry(20m) -30% Incoming Suppresion, -5% received Dmg.
Tank Hunting: Stugs/Marders/Paks/50mmPuma +10% dmg
Sticking together:
All Vehicles (except bike) Infantry (15m) -20% Cooldown -20% Reload
All Infantry (except Pioneers) Vehicles (15m) +5m Range, -10% Cooldown -10% Reload
Teeth and Nails SpecializationDigging in: Infantry can build trenches, Wire and Sandbags 50% faster.
Holding out: Infantry/HMG in Yellow/Green/Heavy cover -15% received damage
This is ours:
Infantry/HMG/Mortar in friendly territory and/or cover +10% Acc. +5m Range
You can not advance:
Support weapons in friendly territory -15% Cooldown -15% Reload -15% Received damage
Doctrine UnlocksGun SupportLefehld: Unlocks the 105mm Leichte Feldhaubitze 18 (copy of the 105 howitzer).
Pak 40: Pak38 can purchase AP rounds 35 mun, 2 uses; Pak 40 unlocked
Improved Optics:
Marder/Stug/Pak can purchase Improved Optics at 35 mun +5m Range +10% Accuracy
Small Arms SpecializationG 43: Grenadiers, Volksgrenadiers can purchase G43s
Weapon oversupply:
Grenades purchasable for every infantry unit(30 mun,Pineapple range)
Doubleschreck availible (240 mun)
Improved Barrels:
Purchase for 15 mun (Volks/Panzergrens) 20 mun (AT Grens, Grenadiers) +5m Range +5% Acc.
Infantry SpecializationOfficer Training: Officer Availible for purchase
Fire from the sky: Firestorm [Battle Advantage 1/3]
Sturmtruppen: Infantry units can purchase another man