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Author Topic: FoF -- Create your own faction...  (Read 12686 times)
0 Members and 7 Guests are viewing this topic.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« on: July 21, 2010, 04:35:24 pm »

A small challenge to those who wish they could contribute to a mods development.

Using the unit lists from the FOF thread (4th post) and looking at the factions that have already been posted and created by myself lets see if you can create any uniquely challenging and balanced companies based on the same concepts.

notes:

you can make 4 trees of 4 unlocks per unit type: Infantry / Support / Armor.

listing them as I did the US_infantry is ultimately the best way to do it. Ie: men per squad/#of weapons.  

ie:
http://forums.europeinruins.com/index.php?topic=15642.0
American Infantry Faction

INFANTRY SELECTIONS
US INFANTRY
NFANTRY SECTIONS
free:

Riflemen
Sticky Riflemen
Engineer
Recon Rangers
Captain Team
Spotters

Company 1.:  Support Riflemen
tier 1: Riflemen Firesupport Bar squad  --  6 man, 4 bar rifles, grenades
tier 2: Riflemen M1944 Johnson squad   --  4 man, 2 Johnsons (toggle), 2 smg.
tier 3: Riflemen M1919A6 light machine gun squad, 4 man, 2 M1919A6.

Company 2.: Assault Riflemen

tier 1: Riflemen Riflegrenade squad --  6 man, 3 rifle grenades.
tier 2: Riflemen Thompson squad --  6 man, 5 thompsons
tier 3: Riflemen Flamethrower squad – 5 man, 1 flamethrower, 3 Thompsons

Company 3.: Assault Rangers (heroic armor/ Fireup)
tier 1: Ranger Assault SMG squad -- 4 man, 4 Smgs, smoke nades
tier 2: Ranger Firesupport Bar squad -- 4 man, 4 bar Rifles, stun nades
tier 3: Ranger Flamethrower squad -- 4 man, 1 flamer, satchels

Company 4.: Anti-Tank Rangers (heroic armor / fireup)
tier 1: Ranger Boyz AT squad -- 2 Boyz guns, 5 men.
tier 2: Ranger Bazooka squad -- 2 Bazooka's, 4 men.
Tier 3: Ranger RR squad -- 2 RRs, 4 men.



Things to note:

-Specialized companies need to have a downside. Ie airborne companies that use all airborne infantry need to be limited in vehicle selections.

-actual in game balance will be decided by myself

-pricing for both doctrine unlock and unit cost as well as spam management will represent units usefulness.

-weapon damage / range / accuracy will be balanced as per FOF standards.

-- Any type of unit is do able.  Hopefully we have a model for it thou, either now or shortly later.

-- FOF is not a historically correct mod, it just needs to be balanced on itself.


So take a chance, see if you can create something that COULD be used...

Currently created by salan:
US:
Infantry
Airborne <not posted, feel free to post one>
Armor <not posted, feel free to post one>

German: (will rename later)
Panzer (armor)
Volksturm (defensive ambushers)


Currently planned to be created:

UK:
Infantry
Armor
Commando's (glider)

Canadian:
Infantry
Armor
Artillery

Polish:
Airborne
Freedom Fighters

Russian:
Infantry
Armor


German:
PanzerJager ((tank hunters)) (apcr tanks)
Mechanized Infantry
Airborne
Glider Airborne
Artillery
general defensive division (not sturm)
Blitzkrieg style division
Terror style divison

Italian:
Infantry ( i have Italian infantry weapon models.. heh )


ultimately any common thread you can come up with, the germans I was going to attempt to base loosely on real unit ideas so as to have a common thread in them.
« Last Edit: July 21, 2010, 05:13:21 pm by salan » Logged

Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #1 on: July 21, 2010, 05:01:47 pm »

Canadian Armed Forces
Infantry (trench building/ sandbags)

free

Canadian Infantry
Canadian Sappers
Canadian Recon
Lieutenant
Captain

Vickers mg
2 pdr mortar

Grizzly Medium Tank (m4 sherman repainted and slight differences)
Staghound

Company 1: Princess Patricia's Canadian Light Infantry

Tier 1: Canadian Bren Squad - 5 man, 2 bren, grenade
Tier 2: Canadian rifle grenades - 5 man, 2 rifle grenades, grenade
Tier 3: Canadian Assault team - 5 man, flamethrower, grenade
Tier 4: Canadian Shock Troops - 5 man, sten (Elite Armor, Fireup)

Company 2: Canadian Royal Highland Regiment Black Watch (heroic armour)

Tier 1: Canadian Black Watch - 5 man, 5 sten gun
Tier 2: Canadian BW anti-tank - 5 man, 2 bazooka
Tier 3: Canadian BW infiltration - 5 man, stealth, marksman 60s cooldown
Tier 4: Canadian BW Lieutenant Squad - 5 man (heroic charge)

Company 3: Canadian Entrenchment Specialists (emplacements) (sandbag/trench 50% time reduction/ inc dfensive in cover?)

Tier 1: Canadian Defensive Experts - Lieutenant with 5 man squad
Tier 2: Canadian At Defensive - 5 man, 2 at boys
Tier 3: Canadian AI Defensive - 5 man, 2 brens
Tier 4: Multi role Defender - 6 man - 1 bren, 1 bazooka

Company 4: Canadian Mechanized

Tier 1: M3 Halftrack w/ basic Canadian infantry squad - m3 ht, 5 man squad with grenades
Tier 2: M3 Halftrack w/ Canadian multi-role Squad - m3 ht, 5 man, 1 bren, 1 bazooka
Tier 3: Kangaroo Recon - kangaroo carrier, 5 man, marksman 120s cooldown


Royal Canadian Artillery
Free

Canadian Infantry
Canadian Sappers
Canadian Recon
Lieutenant
Captain

Vickers mg
2 pdr mortar

Grizzly Medium Tank (m4 sherman repainted and slight differences)
Staghound

Company 1: Canadian Artillery Infantry Support (Emplacements, Trenches)

Tier1: Canadian Heavy Bren Squad - 5 man, regular rifle (toggle to make immobile and bring out 3 Brens)
Tier2: Canadian Sapper Piat -4 man, 2 piat
Tier3: Canadian Sapper Mine - 4 man, 2 mine

Company 2 - Static Artillery

Tier 1: 2 pdr supercharged mortar
Tier 2: 25 pdr artillery
Tier 3: Supercharged 25 pdr Artillery - 120 second Walking artillery

Company 3 - Mobile Artillery

Tier 1: Priest 105 howitzer carrier
Tier 2: Sexton 25 pdr Carrier http://en.wikipedia.org/wiki/Sexton_%28artillery%29
Tier 3: Sexton GPO (Gun Position Officer) boosts ROF and accuracy, Reduces Cooldown

Company 4 - Hardened Artillery Defences

Tier 1: Vickers MG emplacement
Tier 2: 6 pdr emplacement
Tier 3: 17 pdr emplacement

Canadian Armour
Free:

Canadian Infantry
Canadian Sappers
Canadian Recon
Lieutenant
Captain

Vickers mg
2 pdr mortar

Grizzly Medium Tank (m4 sherman repainted and slight differences)
Staghound

Company 1 - Ram Command

Tier 1: Ram mk 2
Tier 2: Ram Badger (ft)
Tier 3: Ram CCT

Company 2- Tank Killers

Tier 1: Ram with AP
Tier 2: Firefly
Tier 3: Grizzly with HVAP

Company 3- Tank Ambush (cloak when Hulldown give hulldown a 30s cooldown between position change?)

Tier 1: Grizzly w/ HDCloak
Tier 2: Achillies with HDcloak
Tier 3 : Grizzly Skink AA w/HD Cloak
« Last Edit: August 06, 2010, 06:30:09 pm by Spartan_Marine88 » Logged

Yes that's me, the special snowflake.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #2 on: July 21, 2010, 05:04:43 pm »

don't forget the support weapons and vehicles Wink
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #3 on: July 21, 2010, 05:13:35 pm »

check out the full list of the US infantry ..


http://forums.europeinruins.com/index.php?topic=15642.0  2nd post.  complete list of units is the 4th post
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #4 on: July 21, 2010, 05:32:07 pm »

deleted condenced into first post
« Last Edit: August 06, 2010, 06:01:33 pm by Spartan_Marine88 » Logged
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #5 on: July 21, 2010, 06:12:48 pm »

actually there is a sexton model currently in game, and will be released real soon !

btw you need to look at that other thread to see how the other portions were done Wink
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Spartan_Marine88 Offline
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Posts: 4838



« Reply #6 on: July 21, 2010, 06:41:16 pm »

actually there is a sexton model currently in game, and will be released real soon !

btw you need to look at that other thread to see how the other portions were done Wink
will do, just wanted to get my thoughts down first
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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #7 on: July 21, 2010, 11:41:20 pm »

U.S. Airborne Faction

Infantry Selection(All with fireup)

Free:
Airborne -- 6 carbine, nades

Able Platoon(Assualt)(all with nades, satchel)
T1: Riflenade Airborne -- 2 riflenade, 4 carbine
T2: M3 grease Airborne -- 6 m3
T3: Tommy Gun Airborne -- 5 tommy
T4: Flamethrower Airborne -- 4 carbine, 1 flamethrower(without satchel)

Baker Platoon(Fire support)(all with supressive fire)
T1:Airborne Rifleman -- 6 garand
T2:BAR Airborne -- 2 BAR, 4 garand
T3:M1941 Johnson Airborne -- 1 m1941, 4 garand
T4:M1919 Airborne -- 1 m1919, 3 garand

Charlie Platoon(Anti-tank)
T1:Light AT Airborne -- airborne squad with stickies, at nades
T2:AT Rifle Airborne -- 2 boyz at rifle, 4 carbine
T3:Bazooka Airborne -- 2 bazooka, 4 carbine
T4:Recoliess Airborne -- 1 m18, 3 carbine

Dog Platoon(Pathfinders)(all with cloak, improved LoS, increased speed)
T1:Airborne Pathfinders -- 2 carbine, reduces para drift in aura
T2:Airborne Sniper -- 1 m1903, cloak
T3:Airborne Sniper Team -- 1 m1903, 1 carbine, cloak, 2nd member gets m1903 when 1st member dies
T4:OSS detatchment -- 4 m3, without cloak, ambush, can either paradrop or building deploy, nades, satchel, at nades

I'll get the support and tank selection up later.
« Last Edit: July 22, 2010, 12:38:16 am by rifle87654 » Logged

hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
Does he have a problem?
Anyway he's hilarious.
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #8 on: July 21, 2010, 11:46:36 pm »

Aussies please Salan Smiley than ill dl ur mod in a second
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #9 on: July 22, 2010, 12:05:40 am »

Aussies please Salan Smiley than ill dl ur mod in a second

I believe there are ANZAC models out there which would go along way for him to saying yes
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Uunderfire Offline
EIR Veteran
Posts: 206


« Reply #10 on: July 22, 2010, 04:44:24 am »

salan, if I well understood ( your mod is a bit complicated ), if I want to make a French doctrine ( I know you will laugh but that's fall of france so  Tongue ) I must create 3 new doctrines wit an infantry, support and armor selection in each doctrin, with the system you explained in your thread ?

PS: I'm gonna dl the mod, didn't dl it before  Grin
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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #11 on: July 22, 2010, 04:47:34 am »

salan, if I well understood ( your mod is a bit complicated ), if I want to make a French doctrine ( I know you will laugh but that's fall of france so  Tongue ) I must create 3 new doctrines wit an infantry, support and armor selection in each doctrin, with the system you explained in your thread ?

PS: I'm gonna dl the mod, didn't dl it before  Grin
Just make your doctrine tree with some imagination.
Like I do.
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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #12 on: July 22, 2010, 05:31:16 am »

Support Selection

Free:
Ground Support Infantry -- 1 tommy, 1 BAR, 3 garand, 3 carbine

Easy Platoon
T1:Airborne Medic -- 2 colt, heal
T2:Airborne Officer -- 1 tommy gun, both offensive and defensive bonus in aura, can't be surpressed
T3:Airborne Engineers -- 3 carbine, can build defences
T4:Airborne Radioman -- 1 radioman with carbine, 1 carbine, air recon, air strafe, air bomb, air smoke, supply drop

Fox Platoon(Support Weapons)(all with abandon weapon, carbine assistant/guard)
T1:Airborne HMG Team -- 1 gunner, 2 guards, surpressive fire, ap
T2:Airborne Mortar -- 1 gunner, 1 loader(can use carbine when undeployed), 2 guards, smoke, barrage
T3:Airborne ATG -- 1 gunner, 1 loader, 3 guards, ap
T4:Airborne 75mm Howitzer -- 1 gunner, 1 loader, 3 guards, can toggle indirect/direct fire

George Platoon(Glider-Borne Infantry)
T1:Glider-Borne -- 4 carbine, 4 garand, nades
T2:Fire Support Glider-Borne -- 3 BAR, 4 garand, supressive fire
T3:Assualt Glider-Borne -- 6 m3, nades, satchel
T4:AT Glider-Borne -- 3 bazooka, 3 carbine, stickies

How Platoon(Glider-Borne Veihcles)
T1:Jeep
T2:Recoiless Jeep
T3:Assualt Jeep -- Jeep that carries a 4 man squad consist of 2 carbine, 2 m3, nades
T4:Britsh-Lended Tetrarch
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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #13 on: July 22, 2010, 06:37:17 am »

Armored Selction

Free:
Britsh-Lended Bren
M3 HT
M4 75mm

Item Platoon(Tank Destoryers)

T1:M10
T2:Britsh-Lended Archer
T3:M18
T4:M36

Jig Platoon(Light Vehicles)
T1:M20
T2:M8
T3:T17
T4:Staghound

King Platoon(Halftracks)
T1:Quad HT
T2:Mortar HT
T3:Gun Motor Carriage HT
T4:Medic HT

Love Platoon(Light/Medium tanks)
T1:Stuart
T2:M24
T3:M3 Grant Medium tank
T4:M4 Croc
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #14 on: July 22, 2010, 04:37:23 pm »

salan, if I well understood ( your mod is a bit complicated ), if I want to make a French doctrine ( I know you will laugh but that's fall of france so  Tongue ) I must create 3 new doctrines wit an infantry, support and armor selection in each doctrin, with the system you explained in your thread ?

PS: I'm gonna dl the mod, didn't dl it before  Grin

no its 1 doctrine, but each doctrine in itself has 3 sections.  What I did was broke the traditional in game doctrine system.  You can litterly unselect your doctrine and select another, saving what you bought from the other.  It doesn't reset your selections.  And all doctrines are simply unit unlocks and the game progresses through 'research' terms instead of unlocking powerful abilities.

so you would need to create a french company, call it something, and follow that thread.. ie armor:  would have less potent infantry section and less number of infantry... support would be things that support armor and armor would have more numerous armor units then say a airborne company.

there is a french mod out there with all the models as well so you can see what people have done or not...

usually its variations.  The fun of FOF is that its not historic and it ultimately will have enough combinations of any type of forces.


my current idea on the french freedom forces would be to have units mimicing the infiltration / storm trooper abilities as freedom fighters and very light vehicles compared to the heavies of other factions.

limitations CAN make a system fun if its balanced in power and price...
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #15 on: July 22, 2010, 04:40:46 pm »

on a good note i got half through the infantry units being added so far.. it takes time and I'm working an awful lot atm.
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Grundwaffe Offline
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Posts: 1128



« Reply #16 on: July 22, 2010, 04:41:42 pm »

*waits for Axis design*

Cheesy
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SublimeHauken - Back from the dead - Since 2007'
rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #17 on: July 25, 2010, 08:41:03 am »

Made by Calstifer
ANZAC Forces
(1)ANZAC Light Infantry
Free:
ANZAC Scouts: 4 man squad armed with Basic carbines. Has a decent speed/good LOS.
Fire support: A 4 man squad armed with a Browning lmg and 3 rifles
Anti Tank: A 4 man squad with two Boys At rifles, but is slower than airborne
ANZAC light Infantry: A 6 man squad with 2 Thompsons, 2 boys At rifles that is fast and can see far distances.
1.Scout
T1:LOS and slight speed upgrade
T2:Squad increased to six men
T3:Squad is armed with 2 Thompsons
2.Fire Support
T1:Squad gets larger damage with rifles
T2:Suppression is added (only slightly bigger than MG42)
T3:Armour bonus (upped by one)
3.Anti-Tank
T1:Increased rate of fire
T2:Ambush ability unlocked (Can unlock ambush in cover)
T3:Boys At Rifles upgraded to Recoilless
4.Light Infantry
T1:LOS and Speed increased (To match scout squad)
T2:Thompsons upgraded to LMG, Boys At rifle upgraded to RR.
T3:Ambush ability unlocked.
(2)ANZAC Special forces.
Free:
Infiltration squad:A 4 man glider borne squad armed with 2 smg and 2 rifles.
Concealment squad: A 6 man squad that is armed with smoke grenades and rifles.
Explosives squad: A 4 man squad armed with rifles and bundled grenades
Special Forces Marksman: Armed with a sniper rifle and can cloak, as well as being glider dropped and being able to throw grenades.
1.Infiltration
T1:It becomes airbone dropped
T2:It becomes infiltratable
T3:It gets 2 more men and 1 more smg
2.
T1:Multiple smoke grenades thrown
T2:Squad has access to concealing smoke.
T3:Squad armed with two Smg
3.Explosives
T1:Rifles get upgraded
T2:Squad gets Satchel charge
T3:Squad can attach satchel to tank like sticky bomb (can also do buildings and ground)
4.Marksman
T1:Marksman gains access to concealing smoke
T2:Marksman get paradropped in
T3:Marksman has access to sticky bombs and better grenades.
(3)Support
Free:
Radioman: Armed with only a pistol, he can call in revealing flares to the battlefield
Suppressive squad: A 6 man squad armed with an Hmg and 5 rifles
Officer Squad: A three man squad, two armed with rifles and one armed with a pistol with an inspiring officer that increases the damage and range of the troops around him.
1.Radioman
T1:Ability to request 1 crate of supply drop
T2:Upgraded LOS
T3:A flight of three bombers in formation do a run on the requested location.
2.Suppressive
T1:Suppression increeced
T2:Setup time sliced in half
T3:Hmg range increased, 2 men get smg
3.Officer
T1:Inspirational influence area increased
T2:Inspires further accuracy as well as damage and range
T3:Squad increased to 5, two with rifles, one with pistol and 2 with smg
4.Hero
T1:Personal range and damage increase
T2:Inspirational area increased.
T3:Has the ability to call a flare
Made by Calstifer
« Last Edit: July 25, 2010, 08:44:44 am by rifle87654 » Logged
Calstifer Offline
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Posts: 123


« Reply #18 on: July 25, 2010, 08:46:50 am »

Dont think the red font is big eneough Tongue. Still, that was blood sweat and tears. And 1 am. Oh god.
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"This man is incapable of doing the most simpleist of tasks.

I recommend never asking this person to do any tasked deemed easy for infants. Ever." -Various sorces.
Unkn0wn Offline
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Posts: 18379


« Reply #19 on: July 25, 2010, 08:53:27 am »

1am qualifies as 'oh god'?
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