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Author Topic: Competition Time!  (Read 81154 times)
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Speigass Offline
banzai
EIR Veteran
Posts: 114


« Reply #20 on: October 02, 2009, 02:09:56 am »

Whermacht/PE:


Panzerjäger Bren 731(e)


The Panzerschreck also constituted the main armament of what was probably the first armored vehicle in history equipped with AT rockets, the Panzerjäger Bren 731(e) ("tank hunter" Bren, consecutive foreign vehicle type number 731, "e" for english origin). The original german tank hunter bren in actionconcept of a small tank saw the development of a vehicle in the 6 - 10 ton range under the designation E-5 Wanze ("bedbug"). (see below).

In the meantime the germans had captured a number of the english Bren carrier armoured tracked vehicles during the course of the war. They were found most useful and therefore used in german service under the foreign-vehicle designation Bren 731(e).
Among other uses - most served as machine-gun carriers, others were equipped with 3,7cm PaK AT guns as tank hunters - they were converted to improvised tank destroyers with a mount of three Panzerschreck tubes and utilised by the Panzer-Zerstörergruppen ("tank-destroyer groups") who also took with them other AT weapons such as the Panzerfaust. The conversions were done by the field maintenance shops. The Bren vehicle had a length of 3.65m (12 ft.), a width of 2.05m (6 ft. 9 in.) and a height of 1.60m (5 ft. 2 in.). It weighed 4 tons, was armoured up to 12mm (0.47 in.) and used an 85hp Ford V-8 engine that made the little tank destroyer comparably agile and enabled it of speeds of up to 35mph. The Panzerjäger Bren was used mainly on the Eastern Front.

The triple RPzB 54 mounts which can be seen in the picture was also fitted to some SdKfz 251 halftracks and even Kübelwagen jeeps; in the army administrative papers of Jan. 15th 1945 a detailed instruction for the mounting of  triple Panzerschreck launchers onto SdKfz 251 armored halftrack personnel carriers was publicized which was intended for the tank-hunters of the mechanized infantry Panzergrenadier-battallions.


Although for ingame balance 1 shrek mount would be enough. Also some other light vehicle could be used like swimwagen or halftracks. Concept of mounting handheld AT on light vehicles could be used in allied armies also.

All stats same as vanilla bren just add 1 PE shrek (lower dmg) and add 150 ammo cost. No trasport capacity. Vet could include - moving accuracy increase and cover bonus.

Finnaly you get low pop, high mobility and high munition cost vechicle, which is rather fragile. Could be perfect to supplement Wher vehicle based AT department.
« Last Edit: October 02, 2009, 02:29:03 am by Speigass » Logged

Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #21 on: October 02, 2009, 02:50:56 am »



Sanitätskraftwagen I Ausf. A

Health ~400  Sight    30
Cost    300 Manpower  80 Munitions 100 Fu               
Population 4 Max Speed 2.5 Acceleration 1.2 Deceleration 1 Rotation 20 Pool Value 2
Damage 0 (maybe give an MG upgrade for selfdefense, that is similar to Priest MG)

Armour - Stug Armour

Healing aura that is bigger than the scout car. Has to be set up to heal. Much like a Wehrmacht Airborne Medic team.

Human crush: true
Heavy crush: false
Veterancy gain: Could either be none at all, or like Cromwell Command tank it could gain Vet through units nearby killing enemies, same rate.

Upgrades: Priest top MG (70 mun), Sideskirts(50mun), Repairkit (30 mun), Smoke canister(20 mun/Vet3)
Veterancy:Vet1: Recieved Damage 0.85
                        Vet2: Recieved Damage 0.85, Healingrate +10%
                        Vet3: Recieved Penetration 0.9, Smoke canister available

Role: Wehrmacht is the only race that doesn't have a healing station, so i thought it would be a different use, instead of medkits. It's a light/medium tank, that can stay at the front line, but won't withstand everything.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #22 on: October 02, 2009, 02:58:42 am »



T48 57mm GMC

Basically the american 50 mm halftruck.

Upgrades: Repairkit (25 mun)

Role: I would see it as mobile AT, that's cheaper than a tank destroyer. It's a fast moving 57mm without AP rounds though.
I could see it as part of Armour Company, but then again it would possibly fit into Infantry aswell. It shouldn't be affected by Tank reapers though, because that would be over the top, same with AP rounds me thinks.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #23 on: October 02, 2009, 03:15:49 am »



Tier 3 Unlock for Defensive Doctorine
210mm Nebelwerfer 42



Basically the same Nebelwerfer with extra price and extra range.

Most of the Stats are exactly same, except its Speed is slower Like 1-1.5 units slower, fires different Shells, has longer reload and better range.

Range: 100 + Nebelwerfers current range.
210 Rocket Barrage. 6 Shells, no Incindiary Effect. Rocket Artillery Shell stats

Price: 500 Manpower 45 Munitions 175 Fuel.
Pop: 10
Pool Value: 5

Cooldown: 210 Rocket Barrage 400 seconds

Buyable Upgrades.

Smoke Barrage 50 munitions: High intensity 6 shell Smoke barrage. Cooldown 200 for both abilities
Medkits 15 munitions.

Veterancy levels
Vet 1 30xp
Vet 2 80xp
Vet 3 170xp


Veterancy:
Vet 1     Speed 1.0
Vet 2    Received Accuracy 0.9, AOE 0.75, Recharge -20s
Vet 3    Recharge -20s, Damage 1.3


Model suggestion. Increase the size of 150mm to make it slightly bigger.
Firing: Fires 6 Nebelwerfer shells, only explodes in ground contact like RA shell.


+Powerful Artillery piece cable of damaging vehicles and infantry
+Useful Smoke barrage to cover up quick attacks
+Useful when both sides are entrentched
+Can destroy units more effectively


-Easy to Counter Barrage
-Expensive
-Costs 10 pop to keep on field
-Moves slowly

« Last Edit: October 02, 2009, 05:24:05 am by NightRain » Logged

Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
GeneralGlacko Offline
EIR Veteran
Posts: 134


« Reply #24 on: October 02, 2009, 03:30:52 am »



Do i really need to repeat myself over and over again?

The 15cm sIG 33 auf Panzerkampfwagen I Ausf B.
A short range artillery piece with Stuh Damage and arch but a longer range overall.
8pop and 180fu
Veterancy(could be the same as the ht stuka)

Also a similar version of this on the hetzer.


There were also other verisons of the sIG on things like the Panzer 2 and Panzer 38T chassis.
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Speigass Offline
banzai
EIR Veteran
Posts: 114


« Reply #25 on: October 02, 2009, 03:36:40 am »

M6-GMC



4 pop. 200 manpower. 30 fuel.
Vet should include. Vehicle cover and moving accuracy improvement.
It is heavier (+100hp) jeep with greyhound gun. Can ambush when stationary (aka m18). Can not fire directly in front, only sides and back.

Its role to harass lone cappers in gangs or setup hit and run ambushes.
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #26 on: October 02, 2009, 05:15:09 am »

Pz.Kpfw IX "Goering"









Tier 4 Unlock for Terror Company
"Goerings monster"


Almost perfect construction takes it's best from famous King Tiger and Tiger. It has no weak points like Tiger or King Tiger, there is no rear armor!
"Build in" panzerfear makes it impossible to flank, reliable tank (oh come on who looks on occasional threabreaks).




Price: 3001 Manpower 1250 fuel
Pop: 25
Pool Value: -5



Buyable Upgrades.

Extra fuel for 5 extra 5 minutes, cost 100 fuel. Smoke 50 munis.

Veterancy levels
Vet 1 200xp
Vet 2 800xp
Vet 3 2000xp

Veterancy:
Vet 1    Experienced mechanics makes lower chance of threadbreak 20%
Vet 2    Can cammo in yellow cover
Vet 3    Flank speed.

Model suggestion. Just mix KTs and Tiger model scale 2.

+KT fans gonna cream their pants
+Useful Smoke barrage to cover up quick attacks from flanks.
+It's wreck is not crushable can block roads.
+In theory best tank in the game (best armor, best gun)
+Uses the best experience from Tiger and King Tiger construction


-Not noob friendly
-Expensive
-Fuel and track problems
-You have to stay on the roads to use it's max speed of 1
« Last Edit: October 02, 2009, 05:21:44 am by Draken » Logged
Mukip Offline
EIR Veteran
Posts: 450



« Reply #27 on: October 02, 2009, 05:35:55 am »

British Paratroopers.



T3 doctrine "Arnhem Veterans" adds Paratroopers, Paratrooper Lt. and Paradropped 6 Pdr AT gun for the Commando doctrine intended to replace Tommies, Lts and 6 Pdrs and give the option to field a full airborne force along with Commando Support weapons, tetrarchs etc.

The Paratroopers use parachutes and Commandos keep their gliders, they are meant to deploy separately since they have somewhat different roles.

Paratroopers:
300 Manpower, 6 man squad. (cost would need playtesting)
Upgrades:  Brens, rifle grenades.
*They have Commando stats and Tommy equipment (no stens or smoke grenades).  Commandos with Tommy upgrades basically similar to Airborne Riflemen.

Paradropped 6Pdr Atg

400 Manpower, 110 Munitions
*Obviously, Commandos manning an Atg.

Paratroop Regiment Officer
170 Manpower, 40 munitions
*Just an Lt. who paradrops.
 
There is a Commando model in the PE campaign that uses a helmet instead of a beret that would be perfect and fairly straightforward to use.  I think there are already too many unit unlocks in the Commando tree though, so I suggest merging Commando Jeeps and Tetrarchs as a tier 1  or something (they aren't used that much anyway so encourage Tetrarchs a bit).

« Last Edit: October 02, 2009, 05:43:37 am by Mukip » Logged
StonewaII Offline
EIR Regular
Posts: 6


« Reply #28 on: October 02, 2009, 06:01:26 am »

Area Denial Special Unit (Scortched Earth)

PzKpfw II Flammpanzer II Ausf.D “Flamingo”

I would like to propose an area denial unit for the scorched earth doctrine. I think it fits the theme quite nicely.

Design
The PzKpfw II Ausf D and PzKpfw II Ausf E were unsatifactory in the field due to their suspension and many were converted to other uses. One of these was to have two flame throwers placed on the front track covers. These flame throwers had a range of about 35 - 40 yards and were mounted on trackguards on each side in special turret-like cases (Spitzkopfe) that allowed them to operate at 180 degrees radius. There was also a machine gun for self defense.

Each flame-thrower had its own fuel tank with 160 liters capacity which was enough to fire 80 "shots" at the maximum range of 25 meters. Flame-thrower's fuel consisted of a mixture of oil and gasoline that was "shot" with help of pressurized nitrogen stored in six pressurized tanks. Flame-thrower was ignited with acetylene "lighter". For additional armament MG34 7.92mm were carried inside. Machine gun was mounted in a small rotating turret (Kugelblende). Its crew consisted of three men (driver, radio operator and commander/flame-thrower operator) and its armor protection ranged from 14.5mm to 30mm thickness.

Doctrines   Scorched Earth

Pop   8
Can airdrop   No
Can glider   No
Manpower   300
Ammunition   0
Fuel   90
In reserve   2
In supply   2
PP cost to supply   2
Vet modifier   160
Upgrades   German Repair Ability Light (Cost: 0/25/0)
Vet 1   Received Damage 0.85
Vet 2   Received Accuracy 0.75,  Health 1.15
Vet 3   Accuracy 1.2, Damage 1.2, Range +10
   









« Last Edit: October 03, 2009, 07:56:20 am by StonewaII » Logged
BigDick
Guest
« Reply #29 on: October 02, 2009, 06:10:04 am »

Mortar Karl



faction: PE


armor: Ostwind armor

pop: 12

ammunition: fires one 600mm 2t round ... ingame as modified version of avre petard rounds (6 times bigger splash)



reload cooldown: 180sec



range: 105 howi range

speed: 3

price: 500MP 250Fuel

usage: break through allied support weapon walls (at guns+hmgs defensive positions and stuff)




http://www.youtube.com/watch?v=m-mYxJA_V_8
« Last Edit: October 02, 2009, 06:12:50 am by BigDick » Logged
BigDick
Guest
« Reply #30 on: October 02, 2009, 06:44:47 am »

Schiessbecher

german version of multi functional rifle nades




faction: PE


type: panzer grenadier upgrade


fire modi:
  - normal riflenade: range 30, can shoot like british riflenades above hedges and buildings

  - weitschuss (far shoot): more gun powder, can't shoot above buildings or hedges and has a flat trajectory with a range of 40
  
  - Gewehrnebelgranade (smoke nades): fires smoke rounds range 35
  
  - Gewehr-Propagandagranate (propaganda nade): fires propaganda messages to the enemy and debuffes accuracy -25%, duration 15 sec, cooldown 60sec, area cirle of 15 range

  
  - Gewehr-Fallschirmleuchtgranate (PE lit up): reveals stealth units (sniper) in that area (circle 15 range) and give line of sight, duration 15 sec, cooldown 60 sec

  Panzergranate (anti tank grenade): 61mm hollow charge, can be fired over hedges and buildings (range 30) and are able to penetrate light armor and low armored tankderstroyers (M10, M18)





 price: 90 mun

there could be a fictional incendiary riflenade mode that is given scorched earth, the AT mode is given tankhunter, and leuchtgranate (litup) and propaganda nade modes are given to luftwaffe, the smoke, far shoot and normal shoot can be used by all doctrines
« Last Edit: October 02, 2009, 07:17:35 am by BigDick » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #31 on: October 02, 2009, 07:07:50 am »

Pretty awesome Smiley
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #32 on: October 02, 2009, 07:32:27 am »

Bigdicks two proposals were ingenious indeed!
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #33 on: October 02, 2009, 07:53:56 am »

T4 for defensive doctrine:


88mm Pak 43 L/71


Range: 1 1/2 times the range of a normal Pak, same Sight range though
Gun: Same as the 88, but with higher reload, 1 1/2 reload modifier
Price: 500 Manpower 220 Munitions 100 Fuel.
Pop: 8
Pool Value: 4

Buyable Upgrades: Medkits 15 munitions, Focus fire 70 mun (Can fire a 3 shell artillery barrage in the normal firing range. 200 Seconds cooldown)

Veterancy levels
Vet 1 50xp
Vet 2 100xp
Vet 3 160xp

Veterancy:
Vet 1    Regeneration 0.035, Recieved Damage 0.85
Vet 2    Received Accuracy 0.8, Sight +5
Vet 3    Damage 1.2, Sight +10

Model would be bigger than the Pak38, same with the barrel.
Role:As a Defensive T4 it is a more mobile 88 that can break fortifications when attacking. It has a higher cost than pak/88, while its survivability is the same, and it can't cloak.
« Last Edit: October 02, 2009, 07:56:04 am by Baine » Logged
Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #34 on: October 02, 2009, 08:09:18 am »

I'm gonna try to model one of these ideas.
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"Chance favors the prepared mind"
BaleWolf Offline
Donator
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Posts: 147


« Reply #35 on: October 02, 2009, 08:29:23 am »

Flak 38


20mm single barrel anti-aircraft gun

Defensive doctrine
Can cloak in cover like the British 6lb
Same movement speed and arc of fire as Pak
Range of Flakverling
1/2 suppression of the Flakverling
Damage and shot output of Armored Car (As realistically it is the same gun 20mm=2cm...)

It's pretty much a single barrel, portable Flakverling.


I would model it as a Pak with smaller shield and smaller barrel.

Upgrades- Larger shield for green cover on the crew

Veterancy pretty much that of Flakverling.


Go to 7:35
http://www.youtube.com/watch?v=Agi85LB_g_Y&feature=related
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #36 on: October 02, 2009, 08:43:11 am »

A question to that, can you make it so, that infantry gets blown to pieces when hit by that thing from BaleWolf? Tongue
Would be cool shit.
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BigDick
Guest
« Reply #37 on: October 02, 2009, 08:47:50 am »

Sturmpanzer IV - Brummbär (The Grumbler)



faction: PE


type/armor: based on the panzer IV J chassis but turretless and with better frontal armor (100mm frontal armor could get frontal armor of hetzers or panthers) and 600HP

ammunition: 150mm petard avre (cooldown) or stuh42 (better splash than) rounds (Igr 38 FES 38kg round to break through buildings, defensive positions...) or using doctrinal upgrade on cooldown Igr 39 HI/A 29kg hollow charge to fight light/medium armor

range: 40-45

speed: bit slower than stuh42

price: 400MP 200Fuel

upgrades: skirts (to fight even airborneblobs), mg34



usage: help PE to deal with support weapon walls like AT guns (very strong and hard to penetrate by AT guns without AP rounds frontal armor) or hmgs, help the PE to deal with blobs and give them some kind of medium tank



here someone plans making a brummbär coh model in the future
but the hard part will be animating that thing
http://forums.relicnews.com/showthread.php?t=229028&page=1&pp=50
« Last Edit: October 02, 2009, 08:54:51 am by BigDick » Logged
Tymathee Offline
Donator
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Posts: 9741



« Reply #38 on: October 02, 2009, 08:55:23 am »

okay, here i was thinkin you could only do one, i'm gonna figure one out later.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Computer991 Offline
Donator
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Posts: 1219



« Reply #39 on: October 02, 2009, 09:05:10 am »

IT should be limited to one.
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