I propose a new infantry unit, it being the sniper. I've heard that they are just integrated within infantry, but historically, snipers were many a time working alone, with the german infantry held off for days sometimes during their westward march by a Brit or French squad of them, in the Winter War Russian units were being annihilated by them, Stalingrad, where the rubble and lack of German training led to crushing of soldier's morale, by the Germans against the invading US forces, approaching and encircling them with ease in dense vegetation due to fault in US doctrine, and by the Japanese forces in the jungles of the Pacific. And if you would argue its size, I do not believe Commando squadrons were all that big, either.
Features:
-would branch of immediately from the infantry tech, similar to armored car to light tanks (same day)
-incredible defensive value against soft class, 5-6 first level, offensive is weaker, at 1.5-2.5
-good defensive value against armor (simulates them waiting for crew to leave tank to refuel, repair, eat, etc.) at 4, but very weak offensive, .5-1
-+75% in cities and varied terrain, however, they were weak in mountainous and plain terrain which saw them little use in North Africa, -50%
Also add the armor class of "Specialist," (integrate the same to commandos)
-most infantry are weak when attacking the class,
offensive values: militia start at .3 and.5 for final level, infantry start at .8 and 1.5 at final level, not too sure on how much better motorized and mech should be
defensive values: militia get .8 to start and 1.5 for final, 1 to start and 2-2.5 for final level on infantry
-need ideas on armor effectiveness
-air and other bombardment would also be very weak against them
tactical bomber: .8 to start and scale to 1.5 for final, interceptor have no damage until level 4, .3 and .6 for final, strategic and naval start at .3 and scale to 1 for final
cruisers get same as latter, and battleships get same as tact (1.7 for nuclear)
arty gets get same as BB and tact
rockets get 1/3 of what they do to infantry, and nuke rockets and bombers just annihilate
The specialty of the class, however, is that they have the chance to "evade" damage, or rather, the enemy only has a chance of inflicting damage on them (don't rage yet, balance in mind):
militia-30% on offense, scales to 50%, and 40% on defense, scales to 60%
infantry-40%, scales to 60%, and 50% to 75%
motorized-+5% off infantry
mech- another +5%
armored car-?
LT-?
MT-?
HT-?
Tact-50% to 80%
other air- 40% to 60%
bombardments- 30% to 60%
rockets-60% to 80%
and it's hard to dodge a nuke
these percentages are registered separately per damage dealing unit, not the average of a stack
of course, to balance this out and simulate the small size of these units IRL, they get a deduction of very small health, with commandos going to 15 and snipers getting 10
help with armored effectiveness and overall criticism will be appreciated
Features:
-would branch of immediately from the infantry tech, similar to armored car to light tanks (same day)
-incredible defensive value against soft class, 5-6 first level, offensive is weaker, at 1.5-2.5
-good defensive value against armor (simulates them waiting for crew to leave tank to refuel, repair, eat, etc.) at 4, but very weak offensive, .5-1
-+75% in cities and varied terrain, however, they were weak in mountainous and plain terrain which saw them little use in North Africa, -50%
Also add the armor class of "Specialist," (integrate the same to commandos)
-most infantry are weak when attacking the class,
offensive values: militia start at .3 and.5 for final level, infantry start at .8 and 1.5 at final level, not too sure on how much better motorized and mech should be
defensive values: militia get .8 to start and 1.5 for final, 1 to start and 2-2.5 for final level on infantry
-need ideas on armor effectiveness
-air and other bombardment would also be very weak against them
tactical bomber: .8 to start and scale to 1.5 for final, interceptor have no damage until level 4, .3 and .6 for final, strategic and naval start at .3 and scale to 1 for final
cruisers get same as latter, and battleships get same as tact (1.7 for nuclear)
arty gets get same as BB and tact
rockets get 1/3 of what they do to infantry, and nuke rockets and bombers just annihilate
The specialty of the class, however, is that they have the chance to "evade" damage, or rather, the enemy only has a chance of inflicting damage on them (don't rage yet, balance in mind):
militia-30% on offense, scales to 50%, and 40% on defense, scales to 60%
infantry-40%, scales to 60%, and 50% to 75%
motorized-+5% off infantry
mech- another +5%
armored car-?
LT-?
MT-?
HT-?
Tact-50% to 80%
other air- 40% to 60%
bombardments- 30% to 60%
rockets-60% to 80%
and it's hard to dodge a nuke
these percentages are registered separately per damage dealing unit, not the average of a stack
of course, to balance this out and simulate the small size of these units IRL, they get a deduction of very small health, with commandos going to 15 and snipers getting 10
help with armored effectiveness and overall criticism will be appreciated
"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"
The post was edited 1 time, last by aDudeWhoDoesThings ().