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Commander Suggestions for Fun Part 2

24 Jul 2014, 14:39 PM
#1
avatar of Partisanship

Posts: 260

A few members in my community were talking about this idea so I thought I'd share it.

usfusfGround Artillery Company

Collateral damage has been known as one of the most commonly used strategies by the Allies, tallying up large amounts of casualties as well as leveling cities. This doctrine will focus on both recon and artillery, spotting and breaking down enemy fortifications or wiping their army off the map before they can be a threat.

R.E. Spotter Kit
Command Points: 1
Cost: 40 Ammunition
Duration: N/A
Cooldown: N/A
Description: Rear Echelon squads can give up one of their rifles to gain a radio pack and binoculars. Gain's "Spotting" skill, improving artillery accuracy.
Specifics: "Spotting" works similar to SU-85's forward scope. By reducing 15 peripheral vision, Rear Echelon squad gains an additional 30 distance at a 30 degree angle. Rear Echelon squad can no longer move, but Spotting can be toggled on and off without any cooldown penalty. Enemy units that are spotted during "Spotting" will gain a 5 second debuff after staying within spotting area for 2 seconds. Spotting targets includes infantry, armor as well as buildings. Artillery fired near units with debuff have a higher chance of hitting the spotted unit.

Riflemen Flares
Command Points: 2
Cost: Self-explanatory (already exist)
Duration: Self-explanatory (already exist)
Cooldown: Self-explanatory (already exist)
Description: Self-explanatory (already exist)
Specifics: Self-explanatory (already exist)

Collateral Damage
Command Points: 4
Cost: 80 Ammunition
Duration: 30 seconds
Cooldown: 90 seconds
Description: Haste artillery units to fire more frequently rather than accurately, effectively blanketing large areas rather than hitting specific target.
Specifics: M1 75MM Pack Howizter and M8A1 Howizter Mortar Carriage will fire twice as fast during duration. Spread will increase by 50% during this time, but this side-effect can be slightly negated by using "Spotting", even though it may leave the Spotting squad liable to being bombed as well.

Specific Barrage
Command Points: 4
Cost: 40 Ammunition
Duration: N/A
Cooldown: 20 seconds
Description: All artillery units can fire a barrage that is extremely accurate, but require proper spotting to work.
Specifics: M1 75MM Pack Howizter, M8A1 Howizter Mortar Carriage, and M40 155mm mortar carriage can all fire 3 rounds that are extremely accurate (similar to Soviet Mortar's Vet 1 barrage). It targets units instead of a specifics area, and requires the unit to have "Spotting" debuff on them to fire. Barrage rounds will arrive at the area the unit has last been 1.5 seconds ago.

M40 155mm Mortar Carriage "Long Tom"
Command Points: 10
Cost: 550 Manpower 200 Fuel
Duration: N/A
Cooldown: 90 seconds
Description: Also known as "Big Shot", the Long Tom is known for its stupendously large cannon capable of both artillery and armor piercing. However, unprotected crew as well as long reloading leaves the behemoth very vulnerable when unsupported.
Specifics: Long Tom can turn on and off Artillery mode, requiring a 2 second set-up and pack-up time. Long Tom cannot move after setting up and has a range equal to 152mm howizter. When set-up, Long Tom must be manually set to fire a barrage, consisting of three shots with a strong AOE radius of 7 offset by a scatter of solid 5 regardless of distance as well as a 30 second cooldown. Damage is 200 with a penetration of 150 when Long Tom is in Artillery mode. When Long Tom is not in Artillery mode, it can fire horizontally at targets, but requires a manual command to do so. Firing in this state deals 300 damage with a penetration of 180 offset by a 30 second cooldown. Long Tom has a hitpoint of 600, front armor of 120 and rear of 100. During Artillery mode, the long gun is similar to a weapons crew and is susceptible to being decrewed by small arms fire. Re-crewing Long Tom needs 4 men.

Image from Wikipedia
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