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New Commander Submission - BRITS

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12 Jan 2019, 08:46 AM
#21
avatar of Crecer13

Posts: 2182 | Subs: 2

Faction + Commander Name: UKF Canadian Assault Regiment

Theme: Canadians were always known as the Commonwealth's "shock troops", all the way since World War 1 they had proven themselves in the muddy fields of Passchendaele up to the urban fighting of World War 2. Using American equipment together with stout Canadian men and British air support are a sure recipe for victory.



Canadian infantrymen can be reinforced with body armor, since in most cases it was worn under a uniform, there is no need to change the skin, only the characteristics.

12 Jan 2019, 15:07 PM
#22
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 765 | Subs: 2

Demolition Regiment

1 CP: Demolition Sappers
- 260 Manpower
- 5 man squad (can be bolstered up to 6)
- Retains all Royal Engineers abilities
- Can not be upgraded with heavy engineers
- Can be upgraded with a minesweeper
- Can lay demo charges
- Can throw light gammon bombs
- Can throw heavy gammon bombs

1 CP: Raid Operations

1 CP: 3 in Mortar or 2 CP: 4.2 In Mortar (120mm mortar) or 0 CP: 2 in light mortar (USF mortar)

5 CP: Valentine

8 CP: Mortar Cover

12 Jan 2019, 17:05 PM
#23
avatar of blancat

Posts: 810

Royal Cavalry Regiment

Theme : This regiment is focusing on "combined arms and mobile attack"
M3 command vehicle can supply weapon and buff allies unit for "combined arms"
churchile crocodile tank destroy enemy line while "combined arms" is attacking and Typhoon Rocket strike will protect allies vehicle


0cp) Cavalry infantry section - 280/26 mp, 4man-squad(can increase the size to bolster upgrade), Equipped 4 sten smg and can upgrade 2 thompson(60 muni)
cover bonus deleted, can upgrade medic kit or Pyrotechnics Supplies

Cavalry infantry can attack while they are boarding universal carrier

ability : mills bomb(need unlock), Smoke grenade(need vet1), gammon bomb(hammer tatic), M6 mine(anvil tactic)

Vet 0 target size 0.88

vet 1 : can access smoke grenade, cooldown -20%

vet 2 : received accuracy -20%, reload time -20%

vet 3 : accuracy +20%, unit can sprint during command vehicle buff


4cp) M3 command vehicle - buff allies units(=command vehicle buff), can resupply weapons, 300MP/40fuel

6cp) Vehicle Crew Repairs

12cp) Typhoon Rocket strike = USF P-47 Rocket strike

13cp) churchile crocodile tank


Strategies and Rational

cavalry IS is good CQC unit and can be enhanced if vehicle is near to him

In early game, UKF players can play aggresive with cavalry IS&universal carrier

Resupply M3 command vehicle support mobile attack and drop the weapon for organize attack formation on the field directly

In late game, Chuchile crocodile will demolish enemy weapon team defense line and Typoon can protect allies vehicles from enemy counter attack



12 Jan 2019, 23:18 PM
#24
avatar of LordRommel
Senior Mapmaker Badge

Posts: 278 | Subs: 1

Faction + Commander Name: UKF Canadian Assault Regiment

Theme: Canadians were always known as the Commonwealth's "shock troops", all the way since World War 1 they had proven themselves in the muddy fields of Passchendaele up to the urban fighting of World War 2. Using American equipment together with Canadian men and British support as well as tactics are a sure recipe for victory.

Unit and Ability Roster

Slot 1: Assault "Tommy" Section

4 or 5 man squad armed with American M1A1 Thompson SMGs and equipped with No. 77 WP Grenades as per RoastinGhost and others' suggestions. Ideal mobile infantry squad meant for urban close quarter fighting as well as spearheading infantry assaults. Crecer13 also suggested an armor upgrade for them but I'll leave that up to the balance team.

Slot 2: M1 81mm Mortar team or ML 4.2 Inch Mortar team

Mobile mortar team meant to support infantry attacks with close indirect fire, perfect for clearing out enemy garrisons and MGs as well as providing friendly infantry with smoke cover.

The ML 4.2 Inch Mortar is per again RoastinGhost's suggestion, I don't really mind either one.

Slot 3: Vehicle Crew repairs or Air Supply Operation

LoopDloop suggested that I replace the Hold the Line ability as it's not working properly with something a bit more practical, especially when combined with the Achilles. Other than that I had an idea of adding the Air Supply Operation so it's possible to have a choice between a smaller and faster mortar and an AT gun drop or a bigger and slower more powerful mortar like the ML 4.2 Inch Mortar which can then be chosen. Ultimately I will leave the decision on these abilities up to the balance team as they probably know what's better than me, I'm just here to suggest some new ideas.

Slot 4: 3-inch M10 "Achilles" Tank Destroyer

Commonwealth variant of the American M10 Tank Destroyer, provides a cheaper and earlier coming alternative to the expensive and slow Firefly.

Slot 5: Strafing Support

Call in the Flyboys, the Royal Air Force stands by for strafing support, from the Vanguard Operations Regiment.

Strategies and Rational

I have always felt that the Canadians were under-presented in CoH2 because there were a lot more Canadian-esque units in CoH like the Canadian Infantry section found in the British Campaign, the M7 Priest as well as the 25 pounder also had Canadian voiced crews. Apart from that, the British are lacking mobile assault close quarter infantry apart from the Commandos, mobile indirect fire that doesn't cost fuel like the Land Mattress and a less expensive and more mobile tank destroyer.

Additional Context

Here's a funny little picture I took from the All Units Mod a long time ago which pretty much sums up my idea, minus the Assault Section and the other abilities:


I had a similar concept for the UKF but i called the "assault tommies" "scottish Riflemen" :D
I like the concept.
14 Jan 2019, 07:52 AM
#25
avatar of Monsta

Posts: 2

Mobile Support Regiment

SLOT 1: Tank Hunters Infantry Sections (2 CP 300 Manpower)

Infantry sections with Boys AT rifles and AT grenades for use against light vehicles.

SLOT 2: M1 81mm Mortar Team (2 CP)

Mobile mortar team meant to support infantry attacks with close indirect fire, perfect for clearing out enemy garrisons and MGs as well as providing friendly infantry with smoke cover.

SLOT 3: M3 Supply Halftrack (4 CP 270 Manpower 30 Fuel)

Dispatch a Resupply M3 Half-track. This unique Half-Track can reinforce units and deploy weapons on the frontline

SLOT 4: Hold the Line (8 CP 250 Ammo)

Infantry units in friendly territories gain increased defense. After a period of time,Hawker Typhoons strafe enemies on the frontlines with rockets and machineguns.

SLOT 5: Sherman V Tank (0 CP T3)

Dispatch a 75mm Sherman tank to the battlefield. Highly effective against armor and infantry.

14 Jan 2019, 08:12 AM
#26
avatar of Crecer13

Posts: 2182 | Subs: 2

I'm surprised why no one has suggested the BL 5.5-inch Medium Gun. After all, she is very much like the Soviet ML-20 howitzer.

14 Jan 2019, 22:58 PM
#27
avatar of WingZero

Posts: 1484

Tommys with Thompson sounds AMAZING!
16 Jan 2019, 15:41 PM
#28
avatar of wortarion666

Posts: 1

UKF. Reconnaissance Regiment (it shifts UKF style from heavily-defensive to cunning and unpredictable.)
0 cp. Radio interception
3 cp. Infiltration commandos. can be upgrade with minesweeper, can to lay modified M6 mines, have Coordinated Fire
4 cp. Valentine. with Observation (All units in its detection arc are revealed on the minimap and on-screen), without Concentration Barrage
5 cp. False artillery. like in CoH1
11cp. Typhoon Attacks
"Conducting surprise rear attacks, combined with reconnaissance and artillery strikes, will lead the enemy into confusion, which will allow for a decisive frontal attack"
17 Jan 2019, 18:10 PM
#29
avatar of Qeit

Posts: 61

Advance Regiment
Focused on disorientation and sudden strikes.

1 CP. Field Recovery Operations.

3 CP. Smoke Raid Operation.

4 CP. Counter Battery.

12 CP. Advanced Specialization.
- Passive ability. Requires tier 3 specialization, effect depends from chosen spec.
- Allows to research both Bofors and AECs.
- Anvil tactic now provides active ability "Brace yourself!" Affects only tier 3 tanks (Churchill included, but works differently for it). Costs nothing. Long cooldown.
- When active, affected tanks now take less damage (10% most likely), but immobilized. 10 seconds cooldown after activation - you can't instantly undo it.
- Churchill tank gains increased accuracy for it's MGs and Vet 1 shooting dudes. :) Still immobilized, 12-15 second cooldown before ability can be deactivated.
- Additionaly, Anvil tactic grants passive combine arms - infantry gains small received accuracy and sight bonuses, while tanks gains small MG reload bonus.
- Hummer tactic now provides active ability "Mark Vehicle". Available only for Comets and AECs.
- "Mark Vehicle" costs 30 muni and improves accuracy against marked vehicle. Doesn't stack itself, but can stack with soviet "Mark Vehicle".
- Additionaly, Hummer tactic grants RadioNet bonus (same as USF) to all tier 3 vehicles (values may be different for different tanks) including Comet.

12 CP. Strafing Support.

Pros:
- Focused on disruption.
- Can provide good support.
- Boosts late-game options.

Cons:
- No elite infantry or tank call-ins.
- Requires Anvil or Hummer specialization.
- Kind of munition heavy.
18 Jan 2019, 00:22 AM
#30
avatar of Luciano

Posts: 712

Royal airforce regiment

Its the raf but in coh lol

1st slot

Commando glider or foward logistics glider (3 cp, call in unit)

2nd slot

Air resupply operation (4 cp)

3rd slot

Hold the line (8 cp)

4th slot

Strafing support (12 cp)

5th slot

Air supremacy operation (12 cp)
18 Jan 2019, 10:57 AM
#31
avatar of Stark

Posts: 626 | Subs: 1

UKF – Scotish Highlander Regiment



Theme: base of Scottish divisions in UKF army. Universal design commander filling the main gaps in faction design: new main line infantry, indirect fire and mobile tank destroyer.
Unit and Ability Roster

SLOT 1 – Scotish Infantry Squad - new scotish main line infantry as replacement for Infantry Section
• 0 CP
• Cost: 280 MP
• 5 model squad, equipt with lendfield rifle.
• Cover bonuses doesn’t apply. Compare to Infantry Section it features better accuracy in move, better rate of fire but worse effectiveness in static position in cover.
• Grenades and AT grenade available after markI grenade is upgraded in HQ
• Has to weapon upgrades
_o Scope rifles – gives extra accuracy in longer range and sight – 60 ammo
_o Thompson assault package – gives 2 thompsons and buffs reciving accuracy –75 ammo
• Unit Can’t be upgraded with Heal package, bulster doesn’t apply
• Voice line – British sniper (also has scotish voice line) other option
unit can be renamed and redesign as for example polish soldiers (common in UKF and voicelines available in soviet campaign). Name of commander ajusted.

SLOT 2 – 3-inch mortar team
• 1 CPs
• Cost: 240MP
• Statistics, performance and vet system base on ostheer mortar
• Mortar model used from USF mortar team
• Abilities: barrage and smoke barrage
• Vet 1 ability: phosphorus round

SLOT 3 – Artillery Officer – elite infantry squad can be called on the battlefield - units already exist in game files and it was present in UKF beta
• 3 CP
• Cost 300MP
• 4 men squad equipt with stens
• Only 1 squad can be deployed on the battefield
• Vet system and performance similar to British Airlanding officer
• Vet 0 ability – unit calls a base artillery barrage – cost 40 ammo
• Vet 1 ability – can call smoke cover barrage on small area – cost 25 ammo
• Vet 2 ability – Flare – calls 1 artillery flare that reviel the pointed sector of the map (it works like panzerfuzz or soviet sniper flare but without fire animation) – cost 30 ammo

SLOT 4 – M10 „Achilles” tank destroyer – cheaper and more mobile tank destroyer, alternative for Firefly Sherman tank.
• 0 CP
• Cost and performance same as in USF version
• vet abilities same as in USF version
• aditional Vet2 ability – selfrepair – heal 200HP for 30 ammo (I leave numbers to balance team)

SLOT 5 – Royal Air Forces support – allow player to call 1 single passage of Typhoon with rocket and mg volley. Good vs infantry blobs and tanks – especially with engine damage
• 10 CP
• Cost: 100 ammo
• Calls 1 Typhoon plane that fires volley of rockets on pointed area
• plane makes only 1 passage
• It can also suppress enemy infantry
• It also damage the ally units – friendly fire
• Cooldown: 75 sec

Strategies and Rational:

General idea is to fill the weakness of basic British design flows like antigarisson tools. Lack of mobile mortar squad was very problematic for UKF players who had to fight mg spam. Currently revamp Special Weapon Regiment allow to drop mortar and AT gun. It’s great idea but it’s locked in 4CPs which is way, way too late for British Faction. Therefore simple call-in mortar team locked behind 1CP, design and balance similar to ostheer mortar could be perfect unit to add.

UKF faction also has the smallest amount of call-in infantry squads. Commandos are more stealth elite unit that cannot fight vs main line infantry on the open ground. To diverse the British early game build order, starting strategy I suggest to add new unit: Scottish infantry squad. It’s base on historical Scottish division fought in Normandy around Caen. Adding this form of infantry and not for example Canadian infantry team it’s because there is already a Scottish voice line in British Sniper. Unit will also be able to throw AT grenades which IS mainly still lack and will have 2 weapon upgrades for long-range fights and mid-range and mobile gameplay (similar to volks 2xstg upgrade). 5th man bolster I leave to balance team.

Third unit – Arillery officer was present in Beta tests. Gives a lot of artillery options to the faction, with versatile vet abilities spread across all vet points. That reword the player who keep his unit alive not only by better performance in combat but also with additional abilities like smoke cover or flare.

Scottish division were equipped with British version of M-10 Tank destroyer. This unit will be a replacement for more expensive and slow Firefly Sherman tank – perfect vs medium tanks like p4 or in bigger groups vs really heavy tanks like KT or JT. Unit is already balance thanks to recent revamp of US Armor company.

Last slot is left to ammo ability – Typhoon AT strafe. To not make this commander too much overpower the ability will give only 1 passage of Typhoon plane which fires AT rockets and mg volley suppressing infantry. Ability base on already existing Typhoon strafe located in forward HQ (special weapon regiment).

It’s also good to point it out that all abilities and units are already existing in game (Typhoon strafe is available in British HQ – special weapon regiment, artillery officer was present in Beta tests). High diversity of abilities and units allow it to be used in all game modes and counter versatile tactics.

Additional Context:
Units that also could be used in this commander as replacement for meansioned above: 25p emplacement, M-5 Stuart light tank, Sherman or Cromwell command tank, Hold the Line ability
It also worth pointing out that new commander patch could be perfect moment to add additional experience income for British faction after building each tier (similar to USF faction).
21 Jan 2019, 08:24 AM
#32
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

Adding new units requires a lot of testing, so it's best to use old units/abilities:

BRIT+5th Airbone Regiment
5th Airbone Regiment. The name is in honor of the 5th anniversary of coh2

THEME
This commander commemorates the 5th anniversary of coh, so you can deploy the Forward Logistic Glider and build powerful units to fight against the enemy.
to clear the enemy terrain you can throw Mortar Cover on the enemy or clear it with the powerful flame of the crocodile.



UNIT AND ABILITY ROSTER

M21 Mortar Half-track (copy/paste vehicle of USF, but with British crew, build from Platoon Command Post T2)
Forward Logistic Glider -
Vehicle Crew Repairs -
Mortar Cover -
Crocodile -

ADDITIONAL CONTEXT
The Glider is a very demanded unit because it allows to deploy the officer and the commandos.
M21 Mortar Half-track build it in T2 will give more and better strategies than the immobilized Mortar.
22 Jan 2019, 21:23 PM
#33
avatar of Luciano

Posts: 712

I've been thinking in another british commander after the hulldown tiger, what if we hulldown a firefly too? FeelsGoodMan

Advanced royal engineers regiment

1st slot

m2 flamethrower (0 cp)

2nd slot

field recovery operation (same as the royal engineers but also let sappers build tank traps)(1 cp)

3rd slot

hull down (similar to ost hull down)(5cp)

4th slot

HEAT rounds (similar as okw heat rounds) (7cp)

5th slot

churchill avre call in (12 cp)
FAx
25 Jan 2019, 22:49 PM
#34
avatar of FAx

Posts: 7

Faction + Commander Name: UKF Royal Armor Regiment

Theme: Unleash the more mobile M10 Achilles and Stuart to crush the enemy. Take control of the battlefield with recon from the command vehicle and raid operation. Use the advanced assembly to always keep your vehicles repaired.

Unit and Ability Roster

Slot 1: M10 Achilles

Available from the Company Command Post, available from 0CP.
Costs 400 MP and 140 Fuel
A buffed up Wolverine, more similar to the Jackson. More damage and penetration. Same abilites as the Wolverine.

Slot 2: Raid Operation

Ability, available from 1CP
Identical to Vanguard Operations Regiment.

Slot 3: Designate Command Vehicle

Ability, available from 2CP
Identical to Royal Engineer and Tactical Support Regiments.

Slot 4: Advanced Assembly

The Forward Assembly can be upgraded to a Advanced Assembly making it a repair station for emplacements and vehicles.
Available at 3 CP

Slot 5: Stuart

Call in unit, available from 5CP
Costs 270 MP and 70 Fuel
Identical to USF Stuart.




Strategies and Rational

The M10 Achilles will offer the UKF a more mobile tank destroyer. The Sherman Firefly is a good tank destroyer with its tulips but its slower speed and turret rotation makes it vulnerable to flanks something the M10 Achilles is not with its high speed and mobility.

The Stuart light tank is a good substitute for the AEC and opens up the player to using the Bofors AA gun.

The other three abilites supports the use of tanks and lets the player use the vehicles to its fullest.

Additional Context

The M10 Achilles used the 17 pounder gun instead of the weaker M10 Wolverine 3-inch M7 Gun.
The Stuart was used by the brits before the americans joined the war and it might have similar abilites and usage as the AEC but because of it being a call-in the Stuart makes it possible for the player to go for the Bofors and a light vehicle in the same game something the brits have very few options to do at the moment.

The Advanced Assembly could also be swapped out for the Vehicle Crew Repair
FAx
26 Jan 2019, 00:32 AM
#35
avatar of FAx

Posts: 7

Faction + Commander Name: UKF Tactical Artillery Regiment

Theme: Bombard your enemys with the 25-Pounder Howitzer and Land Mattress and pave the way for your infantry. The RAF will recon your attacks and defend your lines.

Unit and Ability Roster

Slot 1: Assault

Ability available from 4CP.
Identical to Commando Regiment.

Slot 2: Valentine

Call in unit, available from 5CP
Same as Royal Artillery Regiment except the Valentine's Concentration Barrage ability also involves the 25-Pounder.

Slot 3: Land Mattress

Call-in unit, available from 8CP
Identical to Mobile Assault Regiment.

Slot 4: Hold The Line!

Identical to Special Weapons Regiment.
Ability, available at 8 CP

Slot 5: 25-Pounder Howitzer (Emplacement) [if not possible Sexton)

Passive ability, available from 8CP to be built by the Royal Engineers.
Costs 400 MP and 50 Fuel
(i'm not 100% sure how this will work, i've seen the 25-Pounder Howitzer be available as an emplacement in mods and in the modding guide here on coh2.org. Preferably just the howitzer (like for the other factions) without the emplacements around it. If this is not possible and it have to be in the form as an emplacement the brace ability should not be available to make it similar to the other factions howitzers.)


Strategies and Rational

OKW, OST and Soviets all have variations on their commanders with artillery pieces. With this commanders UKF would have that aswell. The UKF also needs more alternatives to using the indirect fire of the Land Mattress.

Additional Context

Using the 25-Pounder Howitzer is an smart solution to get some simple variation for the UKF.
27 Jan 2019, 01:04 AM
#36
avatar of FLy1nRabBit

Posts: 19

Ground Operations Regiment


Theme


By bringing the British to their full defensive potential, this commander is all about taking ground and holding it at all costs. Infantry sections can quickly cobble up defenses until the royal engineers can arrive. Command vehicles and resupply half tracks will support engaging units holding the line until a forward headquarters can be setup to guide and provide artillery and air support.


Defensive Operations
0 CP: Infantry sections can repair and build everything engineers can, besides vehicles.


Designate Command Vehicle
2 CP: Designate a target vehicle as a Command Vehicle. The Command Vehicle will improve nearby units and increase the recharge rates of commander abilities.


Resupply Half-track
4 CP: Dispatch a Resupply M3 Half-track. This unique Half-Track can reinforce units and deploy weapons on the frontline.


Hold the Line
8 CP: Infantry units in friendly territories gain increased defense. After a period of time, Hawker Typhoons strafe enemies on the frontlines with rockets and machineguns.


Forward Headquarters
10 CP: Designate an occupied ambient building as a Forward Observation Post. This building can direct air and artillery support with unique abilities.


Additional Text:

- N/A
27 Jan 2019, 01:09 AM
#37
avatar of Mechanized

Posts: 7

UKF; ANZAC Regiment


Let me know what you guys think and how we could improve this, i'd love to hear!

Unit and Ability Roster



Slot 1: Defensive Positions

-Allows Royal Engineers to Construct Tanktraps.

-Allows Royal Engineers to Construct Machinegun Emplacements.
(Similar to the Vickers K base emplacements, only far less durable.)

-Unlocked at 2CP

-MG Emplacements are available ONLY when HQ is fulled teched.

-MG Emplacements will cost 200MP and 60Muni

Slot 2: ANZAC Sections

-Allows the deployment of ANZAC Sections.

-ANZAC Sections are almost identical to Infantry Sections, but do not benefit increased rate of fire from their cover and do not have access to grenades.

-ANZAC Sections can deploy "Volley fire"
(Similiar to Rear Echelons, Although ANZACs can deploy this and move at 40% of their base movement speed but suffer +35% recieved accuracy unless positioned heavy cover)

-ANZAC Sections spawn with access to the benefits the Pyropackage aswell as starting with a Vickers K Lmg.

-VET1: -10% to recieved accuracy, +10% to accuracy.

-VET2: -+20% to line of sight, Units now self heal outside of combat but only if they are within heavy cover.

-VET3: Replaces "Volley fire" with "Suppressive fire". Suppressive fire now slows the targeted unit to 50% of their base speed movement speed.

-Cost of "Volley fire" 40muni and cost of "Suppressive fire" increased to 50muni.

-Deployed for 320MP

-Unlocked at 2CP, from the Command Bar.

Slot 3: Advanced Cover Combat

-Almost identical to "Mobile Assault Regiment"

-ANZACs will benefit the standard cover bonus in cover while active.

-Unlocked at 3CP

Slot 4: Counter battery

-Identical to "Advanced Emplacement Regiment"

Slot 5: Forward Observation Post

-Identical to "Tactical Support Regiment"

-Unlocked at 8CP

Strategies and Rational



My goal with this mix is to add a more cover based gameplay focusing on building the battlefield in your favor and keeping the enemy on the other end of your defenses.

Like any defense focused strat this may be powerful, but in reality I imagine could easily countered by, off map artillery, rocket artillery and Offmap strikes.
28 Jan 2019, 21:23 PM
#38
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

Submissions are now closed. Thank you to everyone who has taken the time to post their ideas.

The Balance Team will now be assessing the best proposals for the next stage of this update
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