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Author Topic: Create another company! [New Costs]  (Read 18572 times)
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fldash Offline
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Posts: 9755


« on: February 28, 2007, 10:40:59 am »

Using only 30 population cap, 3000 manpower, 300 munitions, and 150 fuel, create a company.  Remember to adhere to the doctrine rules, for example you can't have Rangers and Airborne since they are apart of two different companies.  Do not worry about doctrine abilities. A few examples are posted at the bottom.

Special thanks to Rez for the attached spreadsheet which will make creating your company a breeze!

Allies:

The following consume 2 population cap each:
Engineers: 110 MP
Riflemen: 150 MP
Jeep: 160 MP, 5 Fuel
.30 Cal HMG: 210 MP, 20 Mun
Mortar: 390 MP, 60 Mun
Sniper: 360 MP, 30 Mun

The following consume 3 population cap each:
57mm AT Gun: 550 MP, 50 Mun
Rangers: 220 MP, 70 Mun  (Infantry Division Only)
Airborne: 220 MP (Airborne Division Only)
Airborne 57mm AT: 600 MP, 50 Mun (Airborne Division Only)

The following consume 4 population cap each:
Halftrack: 650 MP 70 Fuel
M8: 550 MP  50 Fuel
M10: 800 MP 140 Fuel

The following consume 5 population cap each:
Sherman: 1200 MP  220 Fuel
Crocodile: 900 MP 350 Fuel, 50 Mun
Calliope: 600 MP 250 Fuel, 500 Mun (Armor Division Only)

The following consume 6 population cap each:
Pershing: 1700 MP  400 Fuel (Armor Division Only)
Howitzer: 1400 MP 300 FUel (Infantry Division Only)

Add ons, per squad: (cost is the amount to outfit the squad, usage is in-game cost)
Wire Snippers:  10 Mun cost (Engineer)
Mine Sweeper: 20 Ammo cost (Engineer)
Demolitions:  40 Mun cost, 65 Mun usage (Engineer)
Flamethrower:  30 Mun cost (Engineer)
Mines: 25 Mun usage (Engineer)
Bunker: 100 Mun (Infantry Division Only)
Medic Station: 100 Mun (Infantry Division Only)
Grenades: 25 Mun cost, 25 Mun usage (Various)
Stickies: 70 Mun cost, 35 Mun usage (Riflemen)
BAR: 50 Mun cost, 50 Mun use (Riflemen)
AP HMG Rounds: 70 Mun usage
SMG: 75 Mun cost (Infantry Division Only) (Rangers)
Recoiless Rifles: 170 Mun cost (Airborne Division Only) (Airborne)
Satchel Charge: 40 Mun cost, 60 Mun usage (Airborne Division Only)
Quad Upgrade: 100 Mun cost
M8 Armor Skirts: 50 Mun cost
M8 Machine Gun: 50 Mun cost
M8 Mines: 40 Mun usage
AP AT Rounds: 90 Mun usage
Sherman Gun Upgrade: 200 Mun cost
Sherman MG Mount: 100 Mun cost
Sherman Smoke Upgrade: 40 Mun cost, 80 Mun usage
Sherman Crab Flail: 100 Mun cost
Crocodile Bulldozer Upgrade: 50 Mun cost


Axis:

The following consume 0 population cap each:
Goliath Remote Bomb: 50MP, 150 Mun

The following consume 2 population cap each:
Pioneers: 80 MP
Volks: 130 MP
MotorBike: 120 MP, 5 Fuel
MG42 HMG: 240 MP, 30 Mun
Mortar: 400 MP, 55 Mun
Sniper: 360MP, 30 Mun

The following consume 3 population cap each:
PAK38 AT Gun: 420 MP, 50 Mun
Grenadiers: 190 MP
StormTruppen: 240 MP (Blitz Division Only)
KCH: 280 MP, 100 Mun
Officer: 260 MP (Defensive Division Only)

The following consume 4 population cap each:
Halftrack: 500 MP  50 Fuel
Puma: 600 MP  70 Fuel
Nebelwerfer: 1000 MP  120 Fuel
Stuh: 800 MP, 130 Fuel (Blitz Division Only)

The following consume 5 population cap each:
Stug: 800 MP  150 Fuel
Panzer: 1300 MP  220  Fuel
Ostwind:  800 MP 260 Fuel

The following consume 6 population cap each:
Panther: 1700 MP 370 Fuel
Tiger: 2200 MP 450 Fuel  (Blitz Division Only)
Tiger Ace: 3000 MP 700 Fuel  (Terror Division Only)
Flak 88: 900 MP 150 Fuel (Defensive Division Only)

Add ons, per squad: (cost is the amount to outfit the squad, usage is in-game cost)
Wire Snippers:  10 Mun cost
Mine Sweeper: 20 Ammo cost (Engineer)
Demolitions:  40 Mun cost, 65 Mun usage
Flamethrower:  30 Mun cost
Mines: 25 Mun usage
Bunker: 50 Mun
Bunker Install MG: 50 Mun (Defensive Division Only)
Bunker Install Med: 50 Mun (Defensive Division Only)
Bunker Install Repair: 50 Mun (Terror and Blitz Division Only)
Grenades: 15 Mun cost, 15 Mun usage
Assault Grenades: 35 Mun cost, 35 Mun usage  (Blitz Division Only)
Panzerfaust: 10 Mun cost, 50 Mun usage
MP40: 50 Mun cost
Grenadier LMG: 125 Mun cost
Sturmtroopen MP44: 80 Mun cost  (Blitz Division Only)
Sturmtroopen Bundled Grenades: 35 Mun cost, 35 Mun usage (Blitz Division Only)
Panzershrek: 125 Mun cost
Officer Rout: 45 Mun cost, 40 Mun usage (Defensive Division Only)
Officer Bombardment: 45 Mun cost, 55 Mun usage (Defensive Division Only)
Medical Kit: 20 Mun cost, 20 Mun usage
Halftrack flawenwerfer: 100 Mun cost, 30 Fuel cost
Walking Stuka: 500 Mun cost, 250 Fuel cost  (Defensive Division Only)
Puma Upgraded Gun: 160 Mun cost

Examples:
Allies
Remaining  0 / 50 / 120 / 0
#x Unit (Pop / MP / Mun / Fuel)
1x .30 Cal HMG  (2 / 210 / 20 / 0)
1x Mortar  (2 / 390 / 60 / 0)
6x Riflemen  (12 / 900 / 0 / 0)
1x M10 Tank Destroyer  (4 / 800 / 0 / 140)
2x Upgrade: BAR  (0 / 0 / 100 / 0) w/2 max uses
3x Engineers  (6 / 330 / 0 / 0)
2x Jeep  (4 / 320 / 0 / 10)

Axis
Remaining  0 / 370 / 10 / 15
#x Unit (Pop / MP / Mun / Fuel)
4x Grenadiers  (12 / 760 / 0 / 0)
2x Upgrade: Panzershrek  (0 / 0 / 250 / 0)
1x Mortar  (2 / 310 / 40 / 0)
1x StuH42  (4 / 800 / 0 / 130)
1x Motorbike  (2 / 120 / 0 / 5)
2x Pioneers  (4 / 160 / 0 / 0)
1x Upgrade: Mines  (0 / 0 / 0 / 0)
2x Sturmtruppen  (6 / 480 / 0 / 0)

Remember, all upgrades are squad-based.  There are NO universal upgrades.  Engineers/Pioneers will be needed to build structures (bunkers, medic station, etc).

Create as many companies as you want of as many doctrines!  There's a good chance these will be used in an upcoming play test of the battles.

When posting your company, please give me the full amounts of manpower and munitions left, regardless of the number of times you plan to use an ability.  If you are able to use the spreadsheet, it's best to copy the Summary box on the right to your message as in my example above.

Also, when specifying a squad upgrade, unless you specify that you want one squad to have multiple upgrades, the upgrades will be on separate units when possible.  For example, if you have 4 Grenadier squads and you specify you want 2 panzershrek upgrades, I'm going to put one on two different squads instead of two on one squad.

[attachment deleted by admin]
« Last Edit: March 01, 2007, 12:06:40 pm by fldash » Logged
Ucross Offline
Honoured Member
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Posts: 5732


« Reply #1 on: February 28, 2007, 12:10:06 pm »

We are playing these companies in the alpha and using them to balance the game.  Please try to come up with the most IMBALANCED and powerful company you can.  The more successful your company is against all of the others the more important your contribution.
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SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #2 on: February 28, 2007, 12:23:45 pm »

2   Puma
6   Grenadiers
2   Upgrade: Panzershrek
1   Mortar
1   Pioneers

Basic idea is to harass with the Pumas and kill off any infantry I can, while the Grenadiers protect the Pioneers and Mortar crew. Pioneers repair the Pumas, Mortars kill AT guns, Grenadiers kill armour with the panzerschrecks.
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #3 on: February 28, 2007, 12:52:31 pm »

The Storm is coming


4   Sturmtruppen
2   Upgrade: Panzershrek
2   Grenadiers
2   Motorbike
1   Volksgrenadiers
1   MG42 HMG
1   Nebelwerfer


My Company used to be the one on the reversed northern position of Sturzdorf. Maybe i can get on the fixed eastern Position of Semois or southern Sturzdorf.

Remaining:   
0   Pop
50   MP
20   Mun
20   Fuel




« Last Edit: February 28, 2007, 03:27:37 pm by APEX » Logged
Rez Offline
EIR Regular
Posts: 19


« Reply #4 on: February 28, 2007, 01:23:16 pm »

Remaining  1 / 0 / 0 / 10
#x Unit (Pop / MP / Mun / Fuel)
3x Pioneers  (6 / 240 / 0 / 0)
2x Upgrade: Flamethrower  (0 / 0 / 60 / 0)
1x StuH42  (4 / 800 / 0 / 130)
2x Motorbike  (4 / 240 / 0 / 10)
2x Mortar  (4 / 620 / 80 / 0)
1x Sturmtruppen  (3 / 240 / 0 / 0)
1x Sniper  (2 / 360 / 30 / 0)
1x MG42 HMG  (2 / 240 / 30 / 0)
2x Volksgrenadiers  (4 / 260 / 0 / 0)
2x Upgrade: MP40  (0 / 0 / 100 / 0)

StuH42 is the only AT asset here, so to keep it alive, I have 3 pioneer squads.  The Sturmtruppen are there for scouting while cloaked, giving the mortars, StuH, MG42, and sniper long-range targets.  For up close, the 2 flamethrowers and 2 MP40-weilding Volks squads should do well.  I threw in two bikes to reveal enemy snipers and for general scouting and harassment duties.

This force should do well on attack or defense, long or short-range, rain or shine.  As with most companies at this resource-point level it would be severely crippled if the StuH were to die, so keep it safe and you should have no trouble.
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Sgt So and So Offline
EIR Regular
Posts: 14


« Reply #5 on: February 28, 2007, 01:34:22 pm »

Company not added.  Sticky upgrades useless without left over munitions to use the ability.

1 Ranger w/ SMG
3 Riflemen (Sticky Upgrade)
1 Riflemen (No Upgrade)
2 engineers
1 Halftrack
1 M8 w/ MG
2 jeeps

pop: 0
mp: 440
ammo:0
fuel:0

This army is dedicated to tactical, hit-and-run warfare.  The 1 engi squad would stay back and build defenses and fortify strongpoints while the other engi squad would travel with the Halftrack and with the unupgraded rifles as support.  The 3 rifles and 1 Ranger squad would make up an effective anti-tank and anti-infantry land-taking force, with the M8 as support.  The 2 jeeps would be both recon and interference forces, flanking AT guns and forcing the enemy to relocate his forces.
« Last Edit: March 01, 2007, 11:21:25 am by fldash » Logged

_____________________
17th Defensive Comapnie
Rez Offline
EIR Regular
Posts: 19


« Reply #6 on: February 28, 2007, 02:20:34 pm »

Remaining  1 / 30 / 0 / 0
#x Unit (Pop / MP / Mun / Fuel)
1x M10 Tank Destroyer  (4 / 800 / 0 / 140)
4x Engineers  (8 / 440 / 0 / 0)
1x Mortar  (2 / 390 / 60 / 0)
2x Jeep  (4 / 320 / 0 / 10)
1x Sniper  (2 / 360 / 30 / 0)
3x Rangers  (9 / 660 / 210 / 0)

No fancy upgrades here.  This force is AT-heavy, but is weak against HMGs and other infantry-stopping units.  However, if the 3 Rangers and M10 can eliminate all enemy AT assets, it won't matter.  Once all enemy AT is gone, the M10 can prance around with impunity, and with 4 engineers to repair, the M10 should have no trouble staying battle-ready throughout the fight.
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fldash Offline
Founder
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Posts: 9755


« Reply #7 on: February 28, 2007, 02:30:00 pm »

Updated the spreadsheet company builder in the first post to include the Sherman Crab Flail.
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Rez Offline
EIR Regular
Posts: 19


« Reply #8 on: February 28, 2007, 02:46:58 pm »

Remaining  6 / 20 / 0 / 5
#x Unit (Pop / MP / Mun / Fuel)
1x M10 Tank Destroyer  (4 / 800 / 0 / 140)
5x Engineers  (10 / 550 / 0 / 0)
5x Upgrade: Flamethrower  (0 / 0 / 150 / 0)
1x Jeep  (2 / 160 / 0 / 5)
3x Sniper  (6 / 1080 / 90 / 0)
1x Mortar  (2 / 390 / 60 / 0)

You wanted crazy, well you got it.

Mortar provides smoke cover for the 5 flaming engies to advance.  3 snipers will make quick work of any specialty squads (eg. HMG, AT guns, mortar, etc) that may bother you, plus, they make great scouts while cloaked.  The Jeep is there to counter enemy snipers and Sturmtruppen.  Lastly, the M10's sole purpose is to kill StuGs.
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Harry Palms Offline
EIR Veteran
Posts: 129


« Reply #9 on: February 28, 2007, 04:37:58 pm »


"So Regiment wants us to hold this stinking hole of a village. Set up, men. I want MGs enfilading the side streets. Wire up the exits, create a funnel. Let em roll in and don't fire until you can smell the sauerkraut. Now get moving!"

Remaining  0 / 110 / 0 / 5
#x Unit (Pop / MP / Mun / Fuel)
1x M10 Tank Destroyer  (4 / 800 / 0 / 140)
2x Rangers  (6 / 440 / 140 / 0)
1x Jeep  (2 / 160 / 0 / 5)
5x .30 Cal HMG  (10 / 1050 / 100 / 0)
4x Engineers  (8 / 440 / 0 / 0)
2x Upgrade: Flamethrower  (0 / 0 / 60 / 0)
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Forefall Offline
Honoured Member
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Posts: 1926


« Reply #10 on: February 28, 2007, 05:04:26 pm »

These ammunition limits are too minimal to really test the game imo.  More resources, especially fuel and munition, should be added to really test the system and balance.  Also, snipers should cost more munitions imo, primarily due to the difficulty in countering them with a set unit composition.

That being said, here's my 2 companies:


Support

Volks x2
KCH
MG42 HMG
Sniper x2
Mortar
Motor Bike
Pak38 AT Gun x 2
Pioneer (flamethrower) x2


Imba

KCH x2
Sturmtruppen (dual Panzersheck upgrade)
Volks x6
Pak38 AT Gun
Halftrack
Pioneers
420 Mp remaining for reinforcement
« Last Edit: February 28, 2007, 05:06:28 pm by Forefall » Logged
Dasfubar Offline
EIR Regular
Posts: 49


« Reply #11 on: February 28, 2007, 05:17:06 pm »

Not nessasarily OP, until they get bars and stickies Smiley.

3 Rangers (to take out armoured threats and flank mg's)
-1 grenade upgrade
1 Halftrack
1 engineer
7 riflemen (take droped weapons, "The meat shield")

530 mp for reinforcement
65 munitions for the grenades
80 fuel

----------------------------------------------------------
If this group lasts longer upgrade priorities are:
1) 1 or 2 bars for the riflemen
2) quad .50 for 1/2track
3) smg's for rangers
4) grenades for rangers and riflemen
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ConquestSavior Offline
EIR Regular
Posts: 4


« Reply #12 on: February 28, 2007, 06:25:26 pm »

Defensive:

Remaining  0 / 250 / 25 / 95
#x Unit (Pop / MP / Mun / Fuel)
1x PaK38 AT Gun (3 / 420 / 50 / 0)
2x MG42 HMG (4 / 480 / 60 / 0)
1x Mortar (2 / 310 / 40 / 0)
1x Grenadiers (3 / 190 / 0 / 0)
1x Upgrade: Panzerschrek (0 / 0 / 125 / 0)
1x Pioneers (2 / 80 / 0 / 0)
1x Halftrack (4 / 500 / 0 / 50)
1x Motorbike (2 / 120 / 0 / 5)
5x Volksgrenadiers (10 / 650 / 0 / 0)
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Raddish Offline
The one who wasnt what was
EIR Veteran
Posts: 193


« Reply #13 on: February 28, 2007, 07:49:11 pm »

101st "Doom Divers" Airborne Regiment

1x Airborne  (3 / 220 / 0 / 0)
1x Airborne  (3 / 220 / 0 / 0)
1x Airborne  (3 / 220 / 0 / 0)
1x Airborne 57mm AT  (3 / 600 / 50 / 0)
1x Airborne 57mm AT  (3 / 600 / 50 / 0)
1x Airborne  (3 / 220 / 0 / 0)
1x Airborne  (3 / 220 / 0 / 0)
1x Airborne  (3 / 220 / 0 / 0)
1x .30 Cal HMG  (2 / 210 / 20 / 0)
1x .30 Cal HMG  (2 / 210 / 20 / 0)
1x Upgrade: Satchel Charge  (0 / 0 / 40 / 0) w/2 max uses

Remaining   
2   Pop
60   MP
120   Mun
150   Fuel

"Were the airborne, were ment to be surrounded"
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Sgt So and So Offline
EIR Regular
Posts: 14


« Reply #14 on: February 28, 2007, 09:05:20 pm »

Curses!  Lets see... time to make a new company...  Undecided
#x Unit (Pop / MP / Mun / Fuel)
2 Engineers(4/220/0/0)
2 AT guns (6/1100/100/0)
1 .30 cal (2/210/20/0)
1 Rangers (3/220/70/0)
     -Tommy SMG (0/0/75/0)
1 Halftrack(4/650/0/70)
1 M8 (4/550/0/50)

leftovahs!
pop: 8
mp: 50
mun: 35
fuel: 30

The ultimate defensive, AT allied companay!  Two engis transported around the battlefield, setting up insane sandbag fortifications for the rangers while the ATs and MG set up behind.  Plus, an M8 for harrassment.
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fldash Offline
Founder
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Posts: 9755


« Reply #15 on: March 01, 2007, 09:31:59 am »

Updated first post and spreadsheet with the following changes:

Goliath is now a unit, not an upgrade.  It costs 0 Pop, 50 MP, and 150 Mun.

Medical Kit upgrade for axis added.   It costs 20 Mun per squad, and 20 Mun per use.
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Raddish Offline
The one who wasnt what was
EIR Veteran
Posts: 193


« Reply #16 on: March 01, 2007, 09:53:20 am »

Company added with slight modification.  Added Halftrack and took away 2 Volks squads. This allows 830 MP worth of reinforcing and still allows you 5 panzerfaust shots.

The Unwilling Army

1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Volksgrenadiers  (2 / 130 / 0 / 0)
1x Upgrade: Panzerfaust  (0 / 0 / 10 / 0) w/5 max uses
1x Upgrade: Panzerfaust  (0 / 0 / 10 / 0) w/5 max uses
1x Upgrade: Panzerfaust  (0 / 0 / 10 / 0) w/5 max uses
1x Upgrade: Panzerfaust  (0 / 0 / 10 / 0) w/5 max uses

Remaining   
0   Pop
1050   MP
260   Mun
150   Fuel

« Last Edit: March 01, 2007, 11:26:56 am by fldash » Logged
Raddish Offline
The one who wasnt what was
EIR Veteran
Posts: 193


« Reply #17 on: March 01, 2007, 09:59:15 am »

The Steel Legion

1x M8 Armored Car  (4 / 550 / 0 / 50)
1x M8 Armored Car  (4 / 550 / 0 / 50)
1x M8 Armored Car  (4 / 550 / 0 / 50)
1x Engineers  (2 / 110 / 0 / 0)
1x .30 Cal HMG  (2 / 210 / 20 / 0)
1x Riflemen  (2 / 150 / 0 / 0)
1x 57mm AT Gun  (3 / 550 / 50 / 0)
1x Riflemen  (2 / 150 / 0 / 0)
1x Riflemen  (2 / 150 / 0 / 0)
1x Upgrade: BAR  (0 / 0 / 50 / 0) w/2 max uses
1x Upgrade: Stickies  (0 / 0 / 70 / 0) w/3 max uses

Remaining   
5   Pop
30   MP
110   Mun
0   Fuel
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Rez Offline
EIR Regular
Posts: 19


« Reply #18 on: March 01, 2007, 10:04:15 am »

Remaining  2 / 120 / 20 / 65
#x Unit (Pop / MP / Mun / Fuel)
3x PaK38 AT Gun  (9 / 1260 / 150 / 0)
3x Knight's Cross Holders  (9 / 840 / 0 / 0)
2x Motorbike  (4 / 240 / 0 / 10)
1x Halftrack  (4 / 500 / 0 / 50)
1x Upgrade: Halftrack Flamenwerfer  (0 / 0 / 100 / 30)
2x Pioneers  (4 / 160 / 0 / 0)
1x Upgrade: Flamethrower  (0 / 0 / 30 / 0)


3 AT guns should be able to take out enemy armour.  Just keep them cloaked and only fire on armour.  The 3 KCH and Flamenwerfer halftrack will very quickly mop up infantry.  Pioneers repair while bikes reveal snipers and harass.

I really like using KCH as they're tough as nails and cut through infantry like a hot knife through butter.
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fldash Offline
Founder
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Posts: 9755


« Reply #19 on: March 01, 2007, 11:20:32 am »

I will be going through this thread and putting notes in posts of companies I didn't add because I didn't feel like they were balanced enough.
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