Company of Heroes 2

Company of Heroes 2

The Advanced Powers 3.6.4
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Kel'Thuzad Aug 19, 2018 @ 8:06am
[WIP] The Advanced Powers Online Manual
This page is incomplete, and will be expanded upon over time. Bear this in mind. Information presented here *may* not represent the current build completely accurately.

[A nice mod banner here would be great]

What's this?
This thread exists to give players a good general understanding of new factions and units, as well as show off some in-universe lore for units. If a lore article has a * beside it, it has not been checked by Phylla, and may be subject to change.

The Advanced Powers Story
[Include the image on the main page discussing mod lore]

You are the commanding officer of a unit in the Second World War. From the beginning, when German aggression began to make europe run red, something sinister was stirring. From the madmen of Nazi science facilities, megalomanical engineers, sadistic generals or twisted an inhuman things best left unspoken of, the German Reich gained an early and consistent upper hand in the war effort against the allied nations, using bizarre eldrich pseudo-mythical science and 'magic', technology centuries ahead of its contemporaries, and a fervent fanatical nation willing to do anything to win the war, the allied nations have suffered blow after blow. Now, after fervent development, attempted reverse engineering of axis equipment, and a fresh wave of reinforcements, both allied and axis powers plot new offensives as the horrors of war grind at men's bodies and minds. Will the allied nations somehow withstand and overcome the onslaught? Will the Axis powers reign as undisputed masters of the world? That remains for you to decide, commander. Good luck.*

Faction Breakdown:

[Image of the vanilla Ostheer icon here]
Vanilla Wehrmacht (Ostheer):
"The conventional forces of Nazi Germany and her allies are improved from the days of Weimar germany to be sure, but most of their technology remains, albiet robust, fairly straight-forward, and easily comprehended by both commanders and soldiers. The German Army stands as an all around effective faction augmented by excellent heavy armor and competent well trained general purpose soldiers."

[Faction Strengths]
+Great all-around roster, perfect for new players
+Outstanding cost effectiveness for basic Grenadier infantry, quality Infantry-based anti tank via Panzergrenadiers.
+Good, often cost effective armored choices, esp. with commander call-in tigers.

[Faction Weaknesses]
-Few specialized infantry
-Subpar (FOR GERMANY) artillery options, besides commander LefH howitzers.
-Panzer IV tanks and StuG III tanks behave very differently; the IV is now less effective against armor in its class and the StuG is less a tank destroyer and more of an assault gun; German midgame armor is not what it used to be.
-Lacks any real stand-out units or abilities that can give it an edge, besides Wunder-Kampfers, which are shared between all german factions
-May be considered 'simple' by CoH and TAP veterans.

[Units]
WIP.

HQ:
Pioneer
"Pioneers, unsurprisingly, retain their typical jobs of being battlefield repair, construction, and support units in axis platoons. Their role is almost completely unchanged now compared to its duties in WW1. Now, Pioneers have many defensive and advanced emplacements and bunkers which can aid axis defense of forward positions. They can also lay, or detect and remove, minefields. The one noticeable change, is their lucky acquisition of the all around acclaimed FG42 rifle, following positive performance reviews of the weapon during its early trials and time with luftwaffe ground forces units. The FG42 used by the pioneer corps is not exactly the same as it is seen elsewhere, bearing mass production simplifications of the firing mechanism, magazine, and ammunition load. Pioneers are taught to suppress and spray these weapons in careful bursts in combat, covering one anothers reload; as these troops are not intended for direct combat, the idea is that they will provide a heavy volume of fire, and be capable of defending themselves from close in attackers, while they do their essential work for the reich. Compared to fallschimjaeger's use of the weapons, pioneers perform poorly- but dont let that discourage their use; no frontline is home without the humble workmen who forge victory from the earth.

MG42
The Machinengewehr 42 is the pinnacle of the mounted tripod based heavy weapons platform. Its actual design and build remains very similar to its MG34 predecessor, but with the added benefit of even greater fire rates and accuracy in the hands of a skilled user. The MG42 has been further improved by this new german regime by swapping the standard rounds with an effective polymer AP round that can punch through light vehicles and infantry just fine, produced in large numbers, these new rounds may very well come to replace all small arms munitions in time. In any case, these weapons do surprisingly good work against vehicles- while remaining the all around best-in-class machine gun. Allied units that get their hands on them almost never allow them to part, and several iron crosses have been guaranteed by sturdy hands holding just such a weapon system. Guns like this are what ultimately ground the russian forces on the Rzhev front into indistinguishable piles of disembodied limbs, and will eagerly and promptly end any infnatry platoon's efforts with but a single, shrill bark of its unique death-rattle.

Health:
Weapon: HMG-42 with AP rounds
Squad Size:
Cost:

Logistics Officer:
"Sometimes called 'box-men' affectionately by german forces, these officers exist only on the front to coordinate localized resource sharing and vehicle withdrawals. Typically, logistics officers are young up and coming officer wash-outs or cowards who coudlnt or wouldnt cut it in the army, navy, or air force. As a result, they have zero command authority and are spurned by troops when they pretend to have any other role other than sitting at base and assisting with supplies. They are armed with a simple pistol for self defense, but are not regularly tested for their efficiency with it. Even still, their uncanny ability to ensure out-dated or captured vehicles and infantry return to the back lines is legendary among common soldiers. Often, though the men wont respect them, they will offer small favors and assistance in the vain hope they will be sent home next for 'rest and refit.'

Health:
Weapon: Pistol
Squad Size:
Cost:

[Building 1]
Grenadier:
"The meat and potatoes of the axis war machine, and not so secret weapon of any axis assault, is the Grenadier- a tough frontline veteran with excellent long range combat skills thanks to ingenious underslung rifle grenade launchers affixed to their sturmgewehrs, the Grenadier need only try to outlast his competition, as his grenades give him a significant tactical edge that allied infantry platoons would struggle to defeat. In particular, grenadiers penalize lazy enemy platoons that do not bother to spread their forces out, with their somewhat inaccurate rifle grenades often landing amidst other troops in large concentrations. Grenadiers gain an additional benefit as well, the LMG 42, a highly effective and devastating weapon system, able to tear through infantry out of cover quite quickly. For anti tank purposes, the squad does posess some basic AT abilities, but Grenadiers are much better suited to dedicated anti infantry work, while their panzergrenadier counterparts focus on tanks. Between the two, this faction posesses some of the best basic infantry ever assembled, and should be used for any occasion, being equally excellent on the attack or the defense."

Health:
Weapon: Sturmgewehr with grenade launcher, LMG 42.
Squad Size:
Cost:

Anti Materiel Sniper:
"During the reichs rearmament programme, outside influences did affect decision making processes in the wehrmacht. The use of anti tank single shot 'rifles' interested the germans. The concept was sound, but so often therifles in question were weak and unable to properly penetrate most armor systems, like their own Panzerbusche 39's. A solution was decided upon when a team of engineers built a new concept anti tank rifle for the new regime; a hard hitting gun with a massive round and controlled recoil and accuracy thanks to technology decades ahead of its time, German marksmen now deploy with a weapon well suited to terrorizing infantry platoons and neutralizing light enemy armored formations. Snipers are superb supporting soldiers for any activtities

Health:
Weapon: Basic Sturmgewehr
Squad Size:
Cost:

Mortar:
"As development continued at a rapid pace, infantry regiments needed modern light artillery to combat battlefield threats, and requisitioned a new man portable artillery system for such a purpose. The rocket-mortar, as it is called by the allies, was the answer. Keeping the same general shell size as the old 81mm mortars they came to replace, these weapons enjoyed a higher velocity and perhaps improved accuracy compared to most other light mortars, but that was all- in truth, the rocket mortar's primary appeal is the terror they inspire on the enemy during barrage launches, the screeching sound of their rounds seemingly reminiscent of other deadlier threats. To be clear, these weapons are not to be underestimated; costs did not go up during the redesign of the weapon, and as a result many can be fielded. Their primary purpose is as always to wipe out hostile light artillery and damage troop concentrations.

Health:
Weapon: Rocket Mortar
Squad Size:
Cost:



[Specialization 1: Japanese]
[Stylized WW2 japanese propaganda poster]
"Coerced by German 'Military Advisors' or acting on their own free will, The Imperial Japanese have deployed far and wide across the Pacific theater of operations, cooperating closely with allied German Far East division units to maintain their overseas empire and prop up the struggling japanese empire. The Empire of Japan reciprocates by sending some of its army personnel west- under the watchful eyes of their german superiors. Equipped with a variety of aging and experimental technology, the Japanese posess surprising flexiblity, tenacity, and wealth as well as numbers thanks to their new empire. Are the Japanese pawns of Nazi Germany? Partners? Are the Japanese the ones manipulating their ally to their own ends? Who is to know as asia burns, and Japanese hegemony is secured at the sharp end of a bayonet."
WIP

[Specialization 2: Mechanized Infantry]
[A german wearing an exo-suit, or power armor or something]
'An evolution of the panzergrenadier concept, Mechanized Infantry regiments are crack units suitable for a wide variety of tasks, considered elite and highly mobile, the force forgoes some lighter assets to make way for their startling heavy infantry and hard hitting if somewhat limited armored reserves. Provided this costly force can attain the resources it so desperately needs, it is a force to be reckoned with on the battlefield, although commanders are often loathe to risk their expensive and elite troops on risky missions because of the significant investments made in their forces. Perhaps understandably, these companies of troops have perfected the Wunderkampfer concept, and can field more of them with greater efficiency than any other german force.
WIP

Vanilla OKW:
[Image of the OKW vanilla game faction symbol]
"Newer divisions and regiments of the Wehrmacht fall into this group, loosely called 'Oberkommando Weste' due their prevalence on the western front, though in truth these warriors fight for germany everywhere as replacement forces. Unlike allied predictions, these new battle-groups are just as effective as their old counterparts if not more so, trading some of the expertise of their kameraden for more specialized duties and hard hitting but somewhat rarer super-heavy armored pieces, which are sure to give these divisions the edge they need to fight, win, and prevail."

[Faction Strengths]
+Arguably the best anti tank in the game via the Hydra.
+Incredible heavy armor options like the Sturmtiger (Kriegsender) and King Tiger, with access to the same Panthers that used to be the best the Ostheer had barring commander exclusives.
+Insanely cost effective and powerful LeIG light artillery pieces, easily capable of dominating hostile fortifications and troop concentrations.
+Some early game harrasment opportunities with vehicles like the Kubelwagen, esp. now that Logistics officers can refund them once they become irrelevant.

[Faction Weaknesses]
-Terrible (FOR GERMANY) basic Volksgrenadier infantry, that are essentially worse than grenadiers in most meaningful ways, and even cost slightly more.
-Lacks substantial good infantry choices besides commander-call ins until late game.
-New incredible tanks cost even more, and are not available until late in the game; no StuG for dedicated anti infantry, meaning the Luchs must be relied upon lest enemy heavy infantry destroy exposed armor. King Tiger reduces income when deployed.
-Extremely Fuel-hungry faction, easily crippled by poor map control.
-May be considered 'simple' by CoH and TAP veterans.

[Units]

HQ Tier 1:
Sturmpioneer:

Hydra:

MG42:

Volksgrenadier:
"Volksgrenadiers are the new model of axis soldier formed by the German Reich, initially concieved as a replacement to Grenadiers, Axis industry was more than up to the task of ensuring these soldiers were adequately equipped- but that's all. Compared to their Grenadier counterparts, Volksgrenadier are notably worse in most ways, not particularly great assault troops, not long range specialists, lacking rifle grenades, and without any special weapon. In any case, the Volksgrenadiers are competent soldiers, able to stand up well against other basic infantry. Useful when supported with friendly elements or used in numbers."

Health:
Weapon: Basic Sturmgewehr
Squad Size:
Cost:



Logistics Officer:

[Specialization 1: Chemical Troops]
"In abject rejection of prior international treaties and promises made, germany has delved deep into a militarized chemical weapons, which is now seeing mass production trials via elite frontline forces organized for the sole purpose of clearing enemy fortifications and hard points. Due to the effectiveness of the first units, German armies have comissioned more of these unique elements, and though logistics are not yet capable of equipping the entire army with these weapon systems, certain military groups are securing large numbers of the equipment to arm and maintain regiments and companies of these forces as shock and terror implements designed to shatter enemy lines and sow confusion and terror as all-consuming chemical weapons and acids rain down upon unsuspecting allies."
WIP

[Specialization 2: Project Phoenix]
[Picture of a nazi zombie]
"Project Phoenix was originally concieved during the First World War as a means of winning the total war by recycling the bodies of fallen germans, creating new soldiers out of their war dead through a variety of proposed means. The Kaiser, and virtually the entire military staff of germany at that time, laughed the idea out and stripped it of any resources and funding, discrediting the scientists involved. Driven underground during the interwar period, these scientists continued their work, attempting to raise cadavers into useful war slaves. At last, they succeeded, and presented their findings to a new German Regime, one much more receptive and morally bankrupt. Work began immediately to weaponize and improve the initial concept further, changing initial test subject's wild feral attacks to coordinated, friend-foe identifying shamblers, and through years of work, develop 3 'Generations' of military undead. Generation 1 is the basic combat model, a cadaver reanimated with simple intelligence capable of following orders and some limited initiative, but no survival instinct. Generation 2, with either restored memory and identity- in the case of Death Troopers, or vastly improved strength. Generation 3 undead are truly special; the final culmination of the next step for humanity; a complete improvement of the entire human being, perfectly crafted with enhanced intellect and extreme killing ability. Working together, all three generations take to the field, a seemingly unstoppable menace that feeds on the enemy dead, using fallen friends and foes to heal and reinforce their ranks- an axis soldier isnt truly dead, until he is killed twice, as they saying goes."
WIP

[Soviet icon here]
Vanilla Soviets:
"The Red Army is an army built on lessons learned in blood. From failure in the winter war, to near catastrophic defeat at the hands of the sadistic Nazi invaders, the Soviet union was bled deeply, and learned much. They know better than anyone that their early technological deficit was a weakness to be exploited by their fascist enemies,and that it will take not simply new inventions, but soviet willpower, soldiers, and a fervent patriotic zeal to restore the motherland to greatness, retake her lost lands, reclaim her people, and save the world with the power and pride of the Soviet Nation. To this end, any sacrifice is acceptable- no cost to great. For if the Union fails now, it will not simply be the Soviet Man who falls, but the world, and maybe mankind as we know it as well."

[Faction Strengths]
+Outstanding Economy boosts.
+Cheap, spammable infantry and medium tanks.
+Potentially highly cost effective spammable 'elite' units - but dont assume they are as effective against the german onslaught as they once were.
+Capable of overwhelming firepower thanks to its still-excellent artillery options, numbers, and potential early-midgame strength as a rush/map control faction.
+Almost all armored vehicles are ridiculously cost-effective, meaning it matters less how 'good' they are, and more 'how much can they cost the enemy' before they die.
+Soviet armored main guns remain (cost) efficient against enemy armor thanks to their high calibers.

[Faction Weaknesses]
-Some of the worst infantry-based anti tank options in the entire game, with PTRS rifles effectively being nerfed due to germany's substantial tank improvements. Against other allied factions, soviet AT is often incapable with dealing with large numbers of allied armored firepower, barring overwhelming ZiS-3 AT spam.
-Armored survivability is questionable for all but the heaviest armored pieces.
-Slow faction due to constant need to replace manpower and armored casualties.
-Outright bad defensive options.
-Players will often feel 'out-gunned' for most of the game, until they begin to swarm and overwhelm.

[Units]
WIP.

[Specialization 1: Revolution of the People]
[Cool propaganda poster image here]
"The Soviet people see this war as an end-war for the survival of their way of life, and the human race as they know it. Every soviet man woman and child has been mobilized and has his or her place in the war machine. Even still, sometimes homefront contributions are not enough, and when the inexorable advance of the German juggernaut reaches another soviet population center, a great rebel yell resounds from the spirit of the russian nation. Former clerks, peasants, and workers grab weapons, becoming great heroes of the Union. This spontaneous courage has been channeled by the soviet regime by a non stop propaganda machine that has accepted that in order to win it may need to simply arm its people, give them minimal training, and point them toward the fascist enemy. Partisan action, huge swarms of patriotic infantry, and detachments from soviet heavy armored divisions are re-routed to the Revolution of the People as commissars of the Politburo shout patriotic rhetoric. These forces are always well supplied, and though casualties are expected, several creative soviet citizen-comrade-commanders have shown that shrewd use of underhanded tactics and careful application of overwhelming numbers and firepower can ensure the fascist invader bleeds every bit as much as the bitter russian defenders of the Union."
WIP

[Specialization 2: Armored Rush]
[Picture of tons of russian t34 tanks here]
"To defeat the enemy without fighting- to go where he is not, to sieze the initiative, to strike only when convenient- these are concepts from Sun Tzu's art of war, and are also key points in Russian deep battle philosophy. Soviet armored divisions practice this, by emphasizing speed, mobility, and quality over raw numbers and materiel. In fact, Soviet troops of armored divisions are some of the most veteran, due to their higher survival rate. Cunning soviet commnaders know that to fight the german juggernaut when he is at his strongest is suicide, and so couple a doctrine of rapid assault with huge swarms of tanks to break the back of the german war machine and bloody frontline units without ever having to deal with the german at his strongest. And if a pitched battle does occur? The Armored Rush doctrine dictates that every commander mobilize T34's in the dozens, pushing entire platoons of medium and later even heavy tanks out to meet the enemy, backed up by dependable infantry comrades who thirst for a chance to be the first inside the (hopefully) bombed out flattened ruins of Berlin. Presently, they lash out and duel with german armored divisions throughout the Siberian Front. All these highly motivated, highly decorated troops need is a leader ruthless and tenacious enough to retake the motherland. That leader could be you, comrade."
WIP

[Image of the UKF faction Icon]
Vanilla U.K.F. (British)
"The United Kingdom has resisted fascist expansion from the beginning, being one of the earliest to take up arms against Germany. Alas, that also ensured they were one of the earliest to suffer defeat against unfair, powerful german arms. The United Kingdom and her colonies now stands defiant against the seemingly inevitable nazi march, fiercely defending her shores from uninterrupted German air raids, stealth bomber attacks, commando landings, and naval embargoes. Her people are defiant, bitter, and war weary, though none dare show it. British Soldiers fighting in mainland europe know that defeat there means that the next theater of wall will be their own fair island, and with a calm resolution, are prepared until every young Lad, and every fresh round, is dispensed in the defense of King and Country. Britain shall never, ever be a slave- even if it falls as a result."*

[Faction Strengths]
+All around-good infantry, with basic commandoes being a great choice for any playstyle and strategy.
+British Defenses remain somewhat effective at stemming the german tide, best coupled with armored and infantry support.
+One of the 'tougher' allied factions, featuring a slightly higher troop and armor survival rate than other factions due to a variety of factors.
+Capable of rapidly 'taking and holding' single territories at a time, creeping up toward the axis forces
+Very good artillery

[Faction Weaknesses]
-Questionable infantry-based AT, especially with regards to the 6 pounder AT gun and PIAT launchers.
-Slightly worse economy than other allied nations, due partly to generally slightly more expensive vehicles.
-Poor midgame performance.
-Requires close armor-infantry cooperation to effectively fight. Will typically need a numerical or tactical advantage to win on an assault against an equal force.

[Units]
WIP.

[Specialization 1: Raid]
"Take your pick: the SAS, Royal Marine Commandoes, Red Devil paratroopers, or simply Army Commandoes, are all elite hard hitting british special forces, who have pulled off daring raids and special operations deemed literally impossible by some. So succesful, in fact, that Brtiish high commnd has dictated that should these men ever be deployed in numbers in frontline combat, it be in a specialized combat force of their peers. These elite hard hitting airborne, seaborne, and land infiltrating groups of special forces troops can strike anywhere, do anything, beat anyone- or at least thats what the propaganda says. Whether they prove to be anything more than a spark of hope in a tired nations depends on how effectively their commanders can marshall their unique abilities, excellent infantry, and surprisingly robust armored elements against the seemingly insurmountable axis menace. Now more than ever, the fates of so many have never rested in the hands of so few."
WIP

[Specialization 2: Trench Warfare]
"The british Rifle Regiment has had to adapt to a life of suffering; endless gas attacks, armored advances as far as the eye can see, german machine-men with machine minds and machine-guns, and unthinkable horrors too terrible to dwell upon. Most nations would pack it in at the thought of any sort of 'common defense' against such unthinkable forces. The British tommy raises his trench spade in defiance. Bringing old war lessons to a new war's battlefield, the Rifle Regiments of Great Britain succeeded at last, after many reforms and many horrible losses, at doing what they always intended; fighting for every sodding inch of the King's country, erecting continent and island wide defensive works more sophisticated and deep than any made during the first world war, shelling the enemy with heavy howitzers, un-ending mortar shells, and slow brutal grinding assaults, trench warfare specialists draw a line in the earth that none may cross without suffering just as much as the british nation has. And when all hope seems lost, when the defenses begin to crack and fail, the regiment may rely upon its hard hitting, exceedingly flexible infantry, its Bulldog Churchill assault tanks, and the skills of the legendary Blackwatch regiment, to ride to glory one last time, and remind the Germans they were always the masters of the trench.
WIP

[Image of the USF faction icon]
Vanilla U.S.F. (United States)
"U.S.F. forces deployed across almost every front in a bid to halt nazi aggression. They met panzers unlike anything their pitiful M-3 Lee tanks were designed to fight in Afrika, mechanically advanced super-soldiers in Italy, and horrors best left classified in the mass-graves of France. Still, G.I.'s fight on bravely, gladly laying down their lives for life, liberty, and the pursuit of happiness- dying so America may never see a swastika raised on its shores. And die they do- with increasingly out of date tanks, and the new M26 pershing only barely able to keep up with axis arms, American forces rely on flexible, large platoons of infantry flush with weapons from their arms industry, and a rogues gallery of specialized armored vehicles which, if used in coordinated numbers by a tenacious commander, can still do 'superior' axis panzers insult by reducing them and their glorified toy soldier counterparts to scrap. America is determined to see this war won and its liberty secured, and will make every contribution necessary to that effect- until the conflict ends with an unconditional german surrender."

[Faction Strengths]
+Easily the best allied infantry based AT in the game, though it relies on players heavily abusing Bazooka spam, thus making america extremely munitions hungry.
+Can compensate for mediocre troops with overwhelming firepower, allowing lesser infantry units to overwhelm better german ones.
+Tanks/vehicles are cheap, available relatively early, with lots of early-mid game harrasment and infantry support options.
+Solid heavy tank option in the M26 Pershing, eminently spammable and easily replaceable M4 shermans for the mid and late game.
+Fairly good late game vehicle AT, though may need to be used in 'squads' to effectively secure kills.
+Those two + points for infantry at the top? They apply for all your other allied buddies in a team game on your side. Like the soviet union, for example...

[Faction Weaknesses]
-Tank survivability arguably even worse than some soviet options.
-Elite infantry choices somewhat lacking compared to other vanilla factions
-Several early game vehicles will become completely redundant by late game unless micro'd extensively.
-Infantry are vulnerable; ambulances will need to be on standby at all times.
-Somewhat lacklustre artillery unless the player has access to Priests.
-Units that were mediocre-bad in the original game, like Rear Echelons, will be outright awful now.
-The M36 Jackson is the only TD unit that can pull its weight.

[Units]
WIP.

[Specialization 1: United States Marine Corps]
"The United States Marine Corps, now globally deployed as a 'problem solving' 'fire fighting' force, is fresh from its grinding island campaigns against the Japanese. Though their nemesis, Japan, still stands bloodied but alive, the United States Marine Corps has endured that regimes trial by fire, and emerged as true band of brothers, with espit de corps unmatched by many contemporaries of the conflict, marine forces brutalize axis units in almost every theater, often disembarking and leaving as quickly as they came, the Teufel-Hunden of America have carved their reputation as hard hitting elite forces in the chests of the germans they tear apart. Even still, the corps is suffering; unlike the better funded and far more numerous army counterparts, many of the United States' technological improvements have been unable to make it into marine hands, meaning the marines are stuck with a dogs breakfast of old gear to put into the hands of seasoned men. That's fine- marine's arent defined by the guns they carry or the fancy toys they bring, but by their skill- and they have that in spades. The army can keep its newfangled wonder weapons. The USMC will remind them that in this war, its guts and skill that matters."
WIP

[Specialization 2: Heavy Ordinance]
"Heavy Ordinance commanders, typically of US Cavalry or Armored divisions, are easily some of the most spoiled allied commanders of the entire war, posessing wide swathes of gear options, new experimental equipment, super-heavy tanks, and retro-fits for existing designs. The Heavy Ordinance doctrine relies on the 'rockets red glare' so to speak, something american commanders are calling shock and awe; mechanized assaults and armored spearheads, using freedom of movement and overwhelming firepower to make up for silly things like 'accuracy' and 'german superiority' - for while a german cyborg-zombie platoon may be super human, they are nothing to 8 barrels of hot smoking Vulkan Freedom, or a charge from a variety of bizarre and wonderful inventions the germans have cooked up with their R&D departments recieving blank cheques from the government, and a far shorter, simpler test and experimentation phase for new designs. Despite the risks of deploying a logistics hogging force of half-broken prototypes and trigger-happy gun nuts, Heavy Ordinance has delivered enough results for Allied generals to turn the other cheek to their antics. All except Patton, who has publicly declared his love for the Heavy Ordinance regiments and companies under his command- who reciprocate by treating the general like some kind of bizarre military god. Naturally, the marine's cant stand them, but tolerate their presence on the battlefield due to the sheer effectiveness of so much high powered weaponry localized in such a small place."
WIP
Last edited by Kel'Thuzad; Jan 27, 2019 @ 3:11am
Showing 1-2 of 2 comments
Kel'Thuzad Aug 19, 2018 @ 8:08am 
Thread locked; additional lore may be posted in subsequent posts, including potential short stories etc. Thread may be unlocked at Phylla's convenience.
Unusual Burb 🐦  [developer] Aug 5, 2019 @ 4:50am 
UPDATE: A proper TAP Guide will be in the works soon. We will release an announcement on both the Workshop page and Discord server once the guide is complete!
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