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Apcr rounds men of war 2
Apcr rounds men of war 2





apcr rounds men of war 2

In order to unlock your support weapons, a choice between upgrades must be made, much like how the British must choose their units. I think this is a good blend of giving access to a new infantry unit, as well as what I think is one of the cooler aspects of the DAK, the choice here between crew weapons and mechanized units. The Artillery Command is what produces your support units. Mechanized Support - Unlocks Sd.Kfz 234/4s and Sd.Kfz 251/9s.Infantry Support - Unlocks PaK 41s and GrW 42s.Upgrades (Mutually Exclusive with One Another) There will never be more than 1 doctrinal unit that can be built from the base. The Tiger I can only be unlocked after every other base structure has been constructed. The DAK has limited healing options, so I wanted them to have a basic healing aura around their base. It’s everything you need to start off with, but focusing too heavily on them might delay you from getting better units later on. You can make your basic infantry, engineers, a light scout, and an MG. I envision this building to be very similar to the OKW base in that it produces a lot of your core army if you invest in it. Field Medics - 3 Medics will heal infantry near the base.Heavy Combat Packages - Unlocks the Throw Fragmentation Grenade, Plant Demolition Charge, and Launch HE/Flare abilities.Sd.Kfz 251/1 (Requires Doctrinal Choice and Command HQ).Sd.Kfz 232 (8-Rad) (Requires Doctrinal Choice and Command HQ).Spӓhtrupp Squad (Requires Doctrinal Choice).Panzerjӓger Squad (Requires Doctrinal Choice).Tiger I (Requires Construction of all other Commands).Building Overview Kampfgruppe Field Command This is all subject to balance changes in terms of numbers, but I'd like to keep the basic units and progression intact. Finally, I will go over my ideas for potential commander or abilities. In order to best organize this, I will list their base buildings and what units they create, followed by the units themselves.

APCR ROUNDS MEN OF WAR 2 UPGRADE

In order to access the Panzer Command, the player must unlock either both commands, or fully upgrade one command. Each of those has another upgrade which unlocks more units. The Field Command is the only building unlocked to start, with options to unlock either the Artillery or Siege Command. Each building is unlocked through a one-time purchase much like how the US forces function, except no unit is given upon research. The DAK base is a central structure with all buildings predetermined in their location. As a squad they’re incredibly weak, and unfit for frontline combat. Veterency is carried over to new weapons. When they recrew weapons, all four members will recrew. This squad is known as a Kanonier Squad, and are armed only with Kar 98ks and a single P08 Luger. They have a cheaper repair cost than any other germany infantry except Osttruppen, meaning they’re excellent for recrewing weapons if they had to flee. Weapon crews which normally require two units to man will instead decrew once they have been reduced to one soldier. The unique feature of the DAK is that their weapon crews can dismount their guns and fight as a weak infantry squad. I cannot stress this enough, this is supposed to be fun and balanced first and foremost. While most of the equipment is focused around 1943 in the African and Italian campaign, there are a small number of units that were not used in Africa, but for the sake of gameplay have been included. The DAK features some of the more exotic german weapons and vehicles, and has more emphasis on a mechanized army rather than an armored army. The DAK is a third German faction, aiming to fill the gaps in the existing two as well as provide their own unique playstyle. I realize this is incredibly long, but I wanted to cover as much as I could. I hope you enjoy reading over my proposal. I set out to create a third hypothetical German faction that would thematically be an alternative to the British, while bringing a lot to the table. The allies have the Soviets, Americans, and British, while axis only has two german options. When I look at the balance between axis and allies, it’s obvious that the axis have less options to choose from. Perhaps some of this could be inspiration for a future third installment. However, that doesn’t mean I can’t still have fun creating ones. I recognize that CoH2 is not adding any more factions.







Apcr rounds men of war 2