Metternich
Feldmarschall General
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His Imperial Majesty
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« on: March 07, 2008, 03:25:04 AM » |
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This is the german counterpart to the British faction I posted yesterday.
BUILDINGS AND GENERAL UNITS
Tier 1: Building: Forward Barracks (150mp, 15f) Units: Italian Regulars (240mp), Spotter (100mp), Company Commander (250mp) Vehicles: Volkswagen Type 82 Scout (150mp) Upgrades: Geplänkel Kommand Add-On (200mp, 20f)
Tier 2: Building: Light Combat Barracks (FB+SK add-on) Units: Panzer Grenadiers (255mp), Pioneers (240mp), Regiment Commander (300mp, 10f) Vehicles: PaK 38 (310mp), Panzer I (230mp, 30f) Upgrades: Kampfwagen Kommand Add-On (220mp, 30f)
Tier 3: Building: Heavy Combat Barracks (LCB+KWK add-on) Units: Brigade Commander (450mp, 20f), LMG Team (220mp) Vehicles: Sd.Kfz 232 Armored Car (300mp, 30f), Panzer II (300mp, 40f) Upgrades: Haupt Schlacht Kommand Add-On (240mp, 50f)
Tier 4: Building: Main Battle Command (HCB+HSK add-on) Units: Division Commander (600mp, 30f) Vehicles: Panzer III (380mp, 60f), Panzer IV (410mp, 80f) Upgrades: NONE
DOCTRINES
Scout Regiment:
Left Side: Resource Securing
Raid (1): Allow light vehicles to capture points. Radio Equipment (1): 232 armored cars and Type 82 Scout Cars may secure a sector and thus increase the resources gained. Observation Posts (3): Pioneers may build Observation Posts on any point. Increases the sight radius and output of the point. In addition to bonus given by the Radio Equipment.
Right Side: Rapid Deployment
Combat Preparedness (2): Type 82 Scout Car is upgraded with an MG 34 and the sight radius of all units is slightly increased. Close Support (4): Infantry and vehicle build times reduced by 25% Rapid Escalation (4): All light and medium vehicles and infantry have their man power and fuel cost reduced by 33%
Armor Regiment:
Left Side: Panzer Support
Infantry Training (2): Infantry move more quickly when near vehicles so as too keep up with an assault. Light Combat Group (3): An off map group of 2 Panzer III’s may be called in (700mp). Heavy Combat Group (6): An off map Tiger I may be called in (1200mp, limit one per game).
Right Side: Advanced Armor
Flamenpanzers (2): The Panzer I may be upgraded with a flamenwerfer in the stead of one of its MG’s (50a) 50mm L/60 Cannon (3): Panzer III’s are upgunned to the new longer 50mm gun giving it better range and penetration. KwK 40 75mm L/43 (3): Panzer IV’s may be upgraded to the G model with the longer, more powerful main gun.
Support Regiment:
Left Side: Engineers
Light Pioneers (1): Call in light pioneers from off map (120mp). Can repair vehicles, emplacements and buildings, as well as construct fortifications. Advanced Pioneers (3): Light Pioneers can repair vehicles more quickly and may construct repair stations (150mp, 15f) and trenches. Heavy Emplacements (3): All Pioneers can construct PaK 38 Gun Emplacements (400mp, 15f) and build tank emplacements to allow tanks to take shelter from enemy fire.
Right Side: Aid and Supply
Aid Stations (1): All pioneers can construct aid stations which heal near by infantry and can recover casualties from the field (150mp, 15f). Flak 88 (2): All pioneers may deploy the Flak 88 AA/AT gun (400mp, 75f). Heavy Equipment Depot (4): Heavy weapons (LMG 34 (100mp), Panzerbüchse 39 (80mp), and Satchel Charge Package (180mp)) may be produced for squads to pick up for a man power cost instead of ammo cost. Built in command territory (220mp, 15f).
UNITS
Italian Regulars: Light infantry with generally poor performance. 4 men armed with K98k Rifles. Can build the forward barracks and are the starting infantry. Upgrades: Satchel Charge Package (100a), Panzerbüchse 39 (70a)
Spotter: Un-armed officer with binoculars. Can sight for infantry and vehicles increasing their accuracy. Has a large sight radius and is adept at spotting camouflaged units. Upgrades: Sniper Rifle (200mp, 50a)
Company Commander: Lightly armed officer who is required oversee the upgrade to the next level of command. When near friendly units, he provides a boost to combat ability. (Max 5 per game) Upgrades: NONE
Type 82 Scout Car: Fast recon vehicle. Un-armed unless upgraded by the scout regiment. Can transport officers without them loosing their command radius. Upgrades: NONE
Panzer Grenadiers: Heavy infantry trained to operate with vehicles. 3 men armed with K98k’s. Upgrades: LMG 34 (75a), Panzerbüchse 39 (70a), Satchel Charge Package (100a)
Pioneers: 3 engineers capable of repairing vehicles and structures as well as building bunkers (150mp), sand bags, barbed wire, and tank traps. Upgrades: Satchel Charge Package (100a)
Regiment Commander: Lightly armed officer. Required to oversee the upgrade to the next level of command. May call in an off map artillery barrage (150a). Provides significant combat bonuses to all units within his radius of influence. (max 2 per game) Upgrades: NONE
PaK 38: AT gun, same as wehrmacht gun in current game. Upgrades: NONE
Brigade Commander: Lightly Armed officer, required to oversee the upgrade to the next level of command. May call in an air strike of bombing or strafing runs from off map (200a). Provides defensive and offensive bonuses to all units within his radius of influence. (max 1 per game) Upgrades: NONE
LMG 34 Crew: Fast crew trained to operate the LMG 34. Effective at pinning enemy infantry. Upgrades: NONE
Sd.Kfz 232 Armored Car: Heavy scout car. Effecive against infantry and light vehicles. Armed with an MG and a 20mm autocannon. Upgrades: NONE
Panzer I: Light tank armed only with twin MG 34’s. Light armor, but effective as a heavy reconnaissance and anti-infantry vehicle. Upgrades: Flamenpanzer I (50a)
Division Commander: Un-armed officer. Provides great bonuses to all units within his radius. May call in artillery (150a) or air support (200a) in on enemy units. May call in a guard of elite Panzer Grenadiers who will not leave his side (300mp). Upgrades: NONE
Panzer II: Light panzer effective at dealing with infantry or light vehicles. Fast moving and armed with both a 20mm autocannon and an MG 34. Upgrades: NONE
Panzer III: Medium panzer effective at dealing with enemy vehicles. Initially armed only with a 37mm main gun and 2 MG 34’s. Upgrades: 50mm L/42 Main Gun (85a, 10f), 50mm L/60 Main Gun (Armor Reg. only) (Free).
Panzer IV: Medium panzer effective at dealing both with enemy light armor and infantry. Initially armed with the short 75mm L/24 KwK 37 and 2 MG 34’s. Upgrades: 75mm KwK 40 L/43 (armor reg. only) (100a).
Tiger I: Super heavy tank that is very slow over sand. Limit 1 per game. Upgrades: NONE
Light Pioneers: 2 man squad armed with K98k rifles that are capable of deploying wire, sand bags, bunkers, and all the emplacements of the Support Regiment commander. Upgrades: NONE
Flak 88 AA/AT: Heavy gun capable of engaging both enemy aircraft and armor. Upgrades: NONE
UPGRADES
Geplänkel Kommand Add-On: Constructs an additional wing on the original forward barracks allowing second tier units to be built. Requires supervision of the company commander. Kampfwagen Kommand Add-On: Constructs another wing onto to the original forward barracks allowing third tier units to be built. Requires supervision of the regiment commander. Haupt Schlacht Kommand Add-On: Constructs a final wing onto the forward barracks allowing fourth tier units to be built. Requires supervision of the brigade commander. Satchel Charge Package: Allows the unit upgraded with the package to throw or place a satchel charge capable of destroying an enemy tank at close range or blowing up bridges or buildings (50a per satchel in addition to cost of package). Panzerbüchse 39: Equips the squad with two AT rifles. While in use, the squad is immobile. The rifles are effective against light vehicles and light armor, but are inadequate to engage heavier tanks. LMG 34: Equips one member of the squad with an LMG 34 machine gun. Effective against infantry and very light vehicles. Sniper Rifle: Upgrades the spotter to a sniper. Once upgraded, the spotter no longer provides accuracy bonuses to nearby squads. Flamenpanzer I: Field modification to the panzer I replaces one MG with a flamethrower. Makes the panzer more effective against buildings and infantry in cover. 50mm L/42 Main Gun: Makes the panzer effective against heavier tanks and infantry. 50mm L/60 Main Gun: Makes the Panzer III even more effective against enemy armor and provides greater range. 75mm KwK 40 L/43 Main Gun: Makes the Panzer IV highly effective against enemy armor, though less effective against infantry.
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