#28282
NEW-Red Army-Concept
1-Command squad >3 man elite squad (like knight cross)
Abilities - binocular,suppress immunity,heroic charge(break suppression for friendly units),sprint (move fast for short period,but move slow short time after sprint expire)
Weapons - one pistol,one rifle,one SMG.
2 - 120mm mortar > 3+1(crew+medic) man squad with slow rate of fire,powerful explosion and low/medium accuracy
abilities - 30% longer range than any mortar,don't reveal position in fog of war when shooting,mortar barrage after upgrade(rapid shooting > 5-8 powerful explosive bombs with low accuracy)
3 - ZIS-2 > 3+1(crew+medic) man team with entrench ability after upgrade.
4 - PTRD team > 4 man healthy squad,with powerful bonus against vehicle but low damage to tanks and low/medium accuracy against infantry
abilities - can build small special trench >four seats>1 squad (empty british mortar emplacement),get special molotov cocktail after upgrade able to damage engine from tanks
5 - support building to be transformed in slow moving but healthy truck
abilities - secure one sector and reinforce units
6 - ISU-152 recruited from tank factory and IS-2 to take his place in breakthrough
7 - lower even more health for conscripts but increase their damage and accuracy after upgrade(short living dangerous foes;especially when used in masses)
8 - heavy howitzer can produce one cheap stealthy unit for scouting (infantry or vehicle)
9 - propaganda doctrine to allow roadblocks
10 - medic truck to be quipped with AA Mg (loose healing ability and his purpose).
11 - strekely(or guards)get ability "guard the commander" (retreat to command squad) after upgrade
12 - upgrade call in artillery from snipers to cost 150 mun but number of shells to be doubled(powerful late period weapon)
13 - one special upgrade to be available(300 Mun/300Fuel) after researching all upgrades for units,increasing pop cap by 30%

http://www.worldwar2.ro/
Abilities - binocular,suppress immunity,heroic charge(break suppression for friendly units),sprint (move fast for short period,but move slow short time after sprint expire)
Weapons - one pistol,one rifle,one SMG.
2 - 120mm mortar > 3+1(crew+medic) man squad with slow rate of fire,powerful explosion and low/medium accuracy
abilities - 30% longer range than any mortar,don't reveal position in fog of war when shooting,mortar barrage after upgrade(rapid shooting > 5-8 powerful explosive bombs with low accuracy)
3 - ZIS-2 > 3+1(crew+medic) man team with entrench ability after upgrade.
4 - PTRD team > 4 man healthy squad,with powerful bonus against vehicle but low damage to tanks and low/medium accuracy against infantry
abilities - can build small special trench >four seats>1 squad (empty british mortar emplacement),get special molotov cocktail after upgrade able to damage engine from tanks
5 - support building to be transformed in slow moving but healthy truck
abilities - secure one sector and reinforce units
6 - ISU-152 recruited from tank factory and IS-2 to take his place in breakthrough
7 - lower even more health for conscripts but increase their damage and accuracy after upgrade(short living dangerous foes;especially when used in masses)
8 - heavy howitzer can produce one cheap stealthy unit for scouting (infantry or vehicle)
9 - propaganda doctrine to allow roadblocks
10 - medic truck to be quipped with AA Mg (loose healing ability and his purpose).
11 - strekely(or guards)get ability "guard the commander" (retreat to command squad) after upgrade
12 - upgrade call in artillery from snipers to cost 150 mun but number of shells to be doubled(powerful late period weapon)
13 - one special upgrade to be available(300 Mun/300Fuel) after researching all upgrades for units,increasing pop cap by 30%

http://www.worldwar2.ro/
Last edited February 19, 2010 at 8:02 PM by PSIHOPAT



