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Author Topic: An Idea For Armored Infantry/Mechanized Infantry For Armour Doctrine  (Read 20921 times)
0 Members and 11 Guests are viewing this topic.
Lt_Apollo Offline
EIR Veteran
Posts: 380


« on: July 01, 2009, 10:47:38 am »

Basically I came up with this idea for the OMG mod and it evolved into their ability to load units into HT from the launcher. But it is my belief that the American Armour doctrine is currently lacking in most regards as to unit diversity and capabilities; my proposition is the inclusion of the Armored Infantry or Mechanized Infantry. These units wound fight basically right next to allied tanks and protect them from the various axis anti tank weapons that have really reduced the capabilities of the armored doc.

These units would not necessarily be elite infantry but more of a mechanized form of the rifleman that gains significant bonuses while around tanks or HTs. the concept is that these units would be equipped with a closer range anti infantry soldiers that would provide excellent counter against shriek squads or stormy ambush teams. These units would be generally weaker in terms of heath and Armour than their ranger/airborne counterparts but when combined with armored support they would be dramatically more effective. Another feature of the mech infantry is to provide light AT by featuring a possible upgrade to a bazooka this would help protect allied Sherman tanks from enemy tanks attempting to flank them and give the allies additional AT capabilities.

Example Unit

Squad size: 5 men: 4 soldiers 1 sergeant
Un-upgraded equipment: 4 m1 carbines with increased fire-rate and higher damage but lower range and accuracy at medium to long range also sarg has a single Thompson SMG
Upgrades: Frag Grenades (2 Uses), Thompson SMG (4) Bazooka (1), and Veteran Sergeant.

Doctrine Upgrades can include
Anti Tank Team  (Unlocks second bazooka)
Spearhead (extra suppression resistance and unlocks a sprint ability NOT FIREUP)

Bonuses From Tanks (only gained by proximity to your tanks not teammates also works for HTs)
1. Very high suppression resistance
2. faster fire rate
3. Reduced damage
4. Faster Movement
5. lower received accuracy

Squad has Brit LT fallow ability witch is only usable on tanks (not light vehicles)

This unit would add flavor to the Armour doctrine wile giving the unique armored capabilities.

Link to original Idea
http://www.omgmod.com/index.php?topic=743.0
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VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #1 on: July 01, 2009, 11:30:55 am »

Riflemen work fine as it is.  Try it out.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #2 on: July 01, 2009, 12:01:15 pm »

Riflemen don't gain buffs from being around tanks, though.
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VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #3 on: July 01, 2009, 12:01:57 pm »

Riflemen don't gain buffs from being around tanks, though.
No, but using them with halftracks is quite effective.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #4 on: July 01, 2009, 12:05:37 pm »

Victor if you're referring to your horde of Halftracks loaded with Riflemen, no. Just no.
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Let's talk about PIATs in a car.
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #5 on: July 01, 2009, 12:11:31 pm »

Victor if you're referring to your horde of Halftracks loaded with Riflemen, no. Just no.
Well, it works well against non-PE.  And it's not like I've mastered it yet, after all.  I'm not a pro, but I still manage to make a stinking mess of quite a bit of a Wehrmacht army most of the time.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #6 on: July 02, 2009, 06:04:27 pm »

hey this idea is to add more incentive to go armour, not about introducing a general unit to all doctrines. just think about it victor, your stratagy for a mechaized division with a unit that benifits from these situations and is built for them, thus giving more players the insentive to adopt new stratagys sutch as yours or actualy use a combined arms gameplay to brake a line.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #7 on: July 02, 2009, 06:13:26 pm »

Couldn't you do the same with a Bar + Nade squad and Flamethrower in a HT?

It drives up, suppresses, nades, and the flamers clean up.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #8 on: July 02, 2009, 06:50:51 pm »

yes you could but once again the introduces a multifunctional armour assisting unit that can provide dedicated at support and heavy anti infentry support to a doctrain that by defeat cant get it. (read full post befor you coment including upgrades and bonuses)
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #9 on: July 02, 2009, 07:11:03 pm »

So you want rangers lite? Seriously?

Why not just apply more bonuses to infantry near tanks?

Shit, while we sit around making new units for doctrines, where are my FJ PAKs and MG42s? Give them the FJ Ambush ability!
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #10 on: July 02, 2009, 07:24:13 pm »

the point is not for a ranger light bu for a mechanized highly mobel rifleman that when combined with armoured units becomes a truly effective unit. without an armoured unit the squad basicly suffers from low accurcy and range meaning almost no ability to fight mid ranged skermishes, and the lack of fire up means they have no way to brake supresion other than avoiding it by staying near armour. there are key difrances, also the squad should only be able to get tomie guns or bazooka not both leading to a more specific unit that acts like a support grenadier squad, to add to the difrances the normal unit would have less health (maybe soldier armour) and less men.

Please actualy read main post next time.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #11 on: July 02, 2009, 10:17:38 pm »

But it does nothing that Riflemen with a similar buff from the doctrine, Riflemen can get a BAR, they can get Nades, and they can get stickies and a zook.

So the only thing you really need is the Cover from nearby tank or reduced Suppression doctrine ability types.
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Schultz Offline
EIR Veteran
Posts: 679


« Reply #12 on: July 03, 2009, 01:51:40 am »

AmPM not all things have to involve around the tedious bar suppression - flame enges. Additionally not everything have to involve around one infantry unit. I dont think its a bad idea at all to include a new unit of that kind for the american armor.
Even a unique skin, and name and different weapon would do a lot to differentiate and expand a little on american versatility.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #13 on: July 03, 2009, 01:53:28 am »

Then why not give PE new units? Scorched Earth and Tank Destroyers only have 1 infantry type too. It just so happens in the mod they removed the upgrades and made them into separate units.

Could do the same with Riflemen if it would make you feel better.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #14 on: July 03, 2009, 01:56:39 am »

Quote
Then why not give PE new units?

No.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #15 on: July 03, 2009, 01:57:43 am »

Why Jack, all my infantry are the same, give the assaults heroic armor, that way they can be different!
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #16 on: July 03, 2009, 01:58:21 am »

They are already different.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #17 on: July 03, 2009, 02:00:51 am »

as different as rifles with bazooka, rifle with bar

its the same unit, with a different base upgrade used to make it a so called "Separate" unit.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #18 on: July 03, 2009, 02:02:59 am »

Those are different units.
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Schultz Offline
EIR Veteran
Posts: 679


« Reply #19 on: July 03, 2009, 02:04:23 am »

Man dont get burned. Of course its all about skins and upgrades/abilities. How different to make is the mod's choice.
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