Use actual in-game terminology.
4)T13 TD half-track gmc 75mm
5)T-19 105mm gmc half track
Pointless gimmick units.
4) Command Half-track
- Recon and Artillery abilities.
Replaces Major yet still useless.
1) Vehicle Scope’s. Increased vision when vehicles are static -- Includes light vehicles
- Upgradable
2) Rear echelons ability. Sandbags + M6 Mine + timed demo.
3) Vehicle smoke discharger -- includes light vehicles.
- Ability
4) Vet three riflemen ability. +1 weapons slot.
5) M4 76mm, wp rounds.
Most vehicles have sight range vet buffs, I'd rather something more useful like IR halftrack or camouflage than just more sight range.
Assault Engineers already do what you suggest to buff RETs.
An unlock that relies entirely on your T0 infantry to reach vet3, and then to actually spend munitions to make use of it, is almost as horrible as Trip Wire Flares.
76mm would just compete with Jackson, and still lose.
1)Thompson weapon Rack
2)Recon Loiter
3)Rocket strafing run
4)Mg strafing run
5) P47 rocket Loiter
SMGs to all units will be OP.
The rest are CAS wannabe ideas.
1)Picketmen
-6 men. m1's. Stats near penals. Reverse, good at long range because of semi-auto weapons. Poor at close range.
-70mm recoilless ability. Like faust but less penetration.
-frag
-flare
-Can build yellow cover
- Single LMG .30 upgrade
2)Medical Tent
3)LMG for picketmen unlocked. Limit one per unit.
4)Chaffee Light tank
5) 105mm howitzer 5men. buildable
That's literally replacement Riflemen+Paratrooper+Engineers combo.
Medic Tent that does what that Ambulance cannot do?
An unlock that unlocks a particular upgrade, but only for a particular call-in unit?
Chaffee is basically Stuart mated with Sherman
USF doesn't do emplacements, that's why they have 105mm Sherman.
1) Sargent.
- upgrade a riflemen squad. get 1 Thompson get four weapon slots.
- M6 Mine
- flare
- Frag
2) Supply Half-Track. Works like Opel Blitz truck.
3) Heat At Grenades For Infantry, Every member throws.
4) Bar/ zook unlocked
5) 75mm light barrage artillery
Riflemen becomes Assault Engineers, Captain and LT all in one package. Funny.
Unlock that literally serves to bypass research.
You know what, I'm stopping here. No point scrutinizing what are just ideas to introduce new units for the sake of new units.
0 CP-Forward Medical Detachment: deploys a WC51 jeep crewed by medics, does not have a turret. Opens up opportunities to skip the ambulance while giving options to improve mobility.
5 CP-Waco Logistics Glider: deploys a huge Waco supply glider to the battlefield. Locks down friendly territory it's in, allows reinforcement of troops around it, has weapon racks, and boosts income of territory it's in.
How does the "FMD" improve mobility options just by skipping ambulance? And wouldn't the tradeoff demand more fuel for the call-in unit? Be quite a cheat to offer a commander ability that allows non-fuel vehicle call-in, even if it's just ambulance clone. If anything it should be regular WC51 with option to upgrade for medical role, at least then it justifies a early vehicle strat with fuel penalties.
The glider ideas sounds overpowered, even if it also doesn't sound like British idea ripoff. IMO weapon racks and combat boosts to radius or even sector wide is good enough, the other benefits are already available by way of caches, Major and ambulance. To give it logistics themed, the radius buff could affect recharge or munitions costs instead of being Soviet FHQ clone.
you really think pershing shud be like the tiger ace? if i recall the allies had the advantage in massive material while axis were experiencing ALOT supply shortages. i think the pershing shud just be like the IS-2; just a regular heavy tank that can only be deployed one at a time
A commander featuring vet3 Pershing call-in should be like Tiger Ace, but other commander ideas could use the regular heavy tank limit but vet0. But that depends entirely on how Pershing performs compared to other USF units, it can't just be a Sherman/ Jackson combo, even Tiger isn't Panther/Panzer4 combo.