I made some notes for a Vietnam gone WW3 setting where USA/ARVN are at war with China/PAVN. I think it'd be great because the mixture of weaponry present in Vietnam is almost as interesting as World War II. You had Carbines like the M1/M2 and SKS, Battle Rifles like the M1 Garand and M14 and MAS-49, Assault Rifles like the Type-56/AKM and M16, and Submachine Guns were not irrelevant yet. The use of helicopters would add some interesting abilities like dropping off a squad or acting as a temporary reinforcement point, not to mention close-air-support that is more responsive than loitering airplanes.
U.S.G.I. - US Army riflemen, their superior marksmanship allows them to excel at ranged combat, but they can be overwhelmed by close range attacks. 5 men with M14 Battle Rifles, can upgrade to 3 M16 Assault Rifles.
Ability to throw M26 Fragmentation Grenade, and fire M72 LAW.
Notes: USGI are designed to be contrasted with PAVN Troops, using long range semi-automatic weapons as opposed to the rapid-fire assault rifles. Their upgrade to M16 rifles improves their firepower at all ranges and reflects the Army's attempts to catch up to their adversary.
PEOPLE'S ARMY OF VIETNAM (NORTH VIETNAM)
PAVN Troops - Low quality Infantry with high quality gear, inferior at long range but can overwhelm an enemy with superior firepower up close. 6 men with Type-56 Assault Rifles, can upgrade to 1 RPD Light Machine Gun.
Ability to throw Fragmentation Grenade, and use undetermined anti-tank projectile.
Notes: Same as mentioned above, but the addition of a magazine fed light machine gun (automatic rifle style profile) will improve their damage and allow them to hold their ground once the Americans get M16's.
ARMY OF THE REPUBLIC OF VIETNAM (SOUTH VIETNAM)
ARVN Riflemen - The backbone of South Vietnam, the ARVN Riflemen suffer from outdated equipment, but make up for it in availability. 5 men armed with four M1 Garands and one M1918 Automatic Rifle, can be upgraded to 4 M2 Carbines OR replace M1918 with M1919A6.
Ability to throw Mk II Fragmentation Grenade, Fire M72 LAW.
Notes: The ARVN are equipped with US war surplus from past conflicts, they're heavily contrasted by the more modern PAVN. The free stock BAR helps lesson the blow of casualties against superior firepower, and they can be reconfigured for aggressive or defensive tactics with their upgrades.
PEOPLE'S LIBERATION ARMY OF CHINA
Skirmish Troops (T1) - Light infantry tasked with probing enemy positions and holding captured territory. 6 men armed with Type 56 Semi-Auto Rifles (SKS)
Abilities to be determined. May have some 'retreat from suppression' ability to emphasize their probing role. Frontline Troops (T2) - Highly trained and devoted volunteers, these soldiers are best used to exploit gaps in enemy defences. 6 men armed with Type 56 Automatic Rifles.
Ability to throw Fragmentation Grenade.
Notes: The use of 2 stages of infantry is an interesting and unique concept, like Grenadiers and Panzergrenadiers or Conscripts and Shock Troops. The conceptual use is for Skirmish Troops to probe and engage the enemy while Frontline Troops take more aggressive actions. As the name suggests, Frontline Troops will become the predominant unit of the PLA by late-game.
This faction's tech tree is kind of a dumpster fire and it more or less always has been. I can't decide if the existing tech tree is better or not than what USF had prior. On the one hand it is good they redid the units that get unlocked with CPT and LT, that is definitely better than the way it was, but then they jacked the fuel and man power costs for teching sky high it made the changes almost pointless.
All that's needed to really fix the USF tech tree is to place either the AT gun or MG into the Barracks after teching and then add something else, something trivial like the M5 HT to replace the AT gun or MG in the tech tree.
Teching is incredibly risky (and super expensive) with USF so if you get it wrong it's GG.
I actually very nearly got to that AT gun switch, just edited my OP to it . ..
I play ranked, but I'm no pro, just a disclaimer
I'd split the USF techs into one for weapon teams/more defensive gameplay (LT) and the second for light vehicles/more offensive gameplay (CAP)
AT Gun (unlocks after T1 or T2)
(the 'CP upgrade' half techs are removed) T1 (Platoon CP?)
T2 (Company CP?)
ANOTHER UNIT: Rangers/pathfinders etc . . .
T3 (Battalion CP?) (require T1 or T2)
- 'Unlock weapon racks' changed to 'weapon rack authorization'. Officers can use weapon racks freely before the upgrade is given, it just allows rifleman & other infantry access.
- Grant Rifleman global AT nades at T3 (suggested in other thread).
- Give Major weapon crates for zooks and bars when deployed (can use models from SOV SVD airdrop crate) Reduces micro from running back to equip from weapon racks.
- Order activation upgrade for T1 & T2 once T3 unlocked. Allows back-teching without popcap drain
--------------------------------------------------------------------------------------------------------- Armour rework From 'state of doctrinal armour' thread
- 76mm sherman removed and replaced with Easy 8s in commanders, Easy 8 moving accuracy restored, but kept as Anti-tank focused unit.
- Vet 1 vehicle crews gain 'applique armour' ability to use on Shermans & Sherman Easy 8s.
Ability requires vehicle to be within vicinity of a vehicle wreck and when used, applies armour taken from the wreck to the tank to create a Sherman Jumbo. Mobility nerfed to the floor, armour & HP increased but weapons unchanged. Can stack with dozer upgrade, but dozer HP buff removed (retains armour buff)
Then the USF armour line-up looks like:
- M4 Sherman: All-rounder
- M4A3E8 Sherman: Fast, flanking anti-tank Sherman (Doctrinal) Given HVAP with vet1 & moving accuracy returned. But AI nerfed
- M4 Jumbo/MA3E8 Jumbo: Slow heavy assualt tank (a late-game screening alternative to the rifleman meatgrinder) Can repurpose unused 76mm Sherman skin with a new icon
The armour rework then gives USF a strategy other than rifleman blob to take damage late game. Drawing the late game focus to a more balanced combined arms force instead of rifle blob backed up by Jacksons.
I recall that last Winter Patch someone proposed that AT Rifle Grenade would unlock for Riflemen regardless of their vet level after producing a Major as a part of "T4 passive bonuses" design that's going on, similar to how Mobilize Reserves unlocks on all Conscripts after building Soviet T4. I think that's a good way of doing it that wouldn't affect balance too much.
I think losing a rifle squad mid-late game is too punishing if you have your own armour on the field because USF tanks rely so heavily on mobility and snaring enemy armour to survive.
This change won't effect early or mid game so much, but will make it easier for a USF player to know that they have a for-sure snare capable unit they can build and position in front of their fragile tanks.
Hopefully giving USF a less hectic and micro-heavy late game.
Should be bundled into the existing base grenade upgrade for no extra cost
How else would you do it?
All of your army is following attack move in one place, how else would you defend your completely open flanks and backline while your army marches forward like moba creeps on mid lane?
Welp, clearly a l2p issue.
Spread out, move about, use recon, light vehicles are good for stopping harassment, learn when to concentrate forces and when to spread them out.
Never think of caches as an anti-cap measure, they're a resource structure that requires defending, use when you have manpower to burn and build them successively from the furthest back points to the most vulnerable.