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Make your own C&C faction!


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Make your own C&C faction!



Hello!
Have you ever been playing a C&C game and thought "these teams are pretty good, but I've got this idea..."? Well now's the time to share your ideas! Post your own faction here to show off your own perfect (or maybe not) C&C team!

Nodlied and I were part of a similar thread back at BHP and we thought we'd do something similar here.

The rules are simple; simply follow the guidelines below, and try to keep your faction balanced. Also use spoiler if you're going to post a lot of text and images to make it easier to navigate the thread.

When you post a new faction make sure it has the following:
  • A faction name
  • An outline of the style/background of your team
  • A list of tier 1-3 units (land, sea, air) and buildings (construction yard, refinery, turrets, etc.) *
  • A commando unit
  • A super weapon
  • Team strengths/abilities and weaknesses

*Unit and building instructions:


When describing units include this info:

  • Name
  • Type (aircraft, watercraft, land unit, tier level)
  • Cost (just estimate!)
  • Prerequisites / where it's built from (buildings or research)
  • Role the unit plays / abilities
  • A description

When describing buildings include this info:

  • Name
  • Cost (money)
  • Power requirements
  • Prerequisites
  • Role it plays / abilities
  • A description

 



You might also want to include:

  • Summary phrase or motto
  • Preferred team colour
  • Team goals/ambitions
  • Some important faction people (generals, commanders)
  • Some history of the faction
  • An introductory narrative

Remember that the game your faction would fit into follows the standard C&C formula, so try to include things like engineers, power plants, harvesters and the like - though feel free to mix it up as much as you want.
There's no restriction on time period or technology level either, so go nuts!

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I forgot to post an example so here's one!

 

The Tetsec States (Les États Tetsec)

An alternate futuristic French society focusing on TNO asteroid mining mining, advanced computing technology and robotics. Their art style is reminiscent of the 1960's. In an era of worldwide peace they are one of earth's few remaining weapons manufacturers - a position they are granted due to their position as the Head of the UN security council. The chief exports of the states are therefore armed drones and small arms, but also general IT, education, rare earth minerals (from the asteroid mining endeavors), and of course; cheeses and wines.

The states also manage two colonies in the solar system. Avilnir on Jupiter's Callisto, serving as a colony of researchers and scientists, as well as spaceship construction facility, and Port de Soleil on Neptune's Triton, which is an automated refueling and resupply station that serves as a last stop before the voyage into the Kuiper belt.

 

Typically, a ship will take about 7 years to travel from earth to the asteroid it has targeted and back. Voyages are managed by private companies, and each ship will typically have a crew of 180-240 astronauts. In order to be economical then, each ship brings back an enormous amount of minerals, hydrocarbons, and ices.

 

Their team colour is neon blue.

 

The States rely mostly on automated drones adapted from peacekeeping roles. While this means their productions are rather cheap and that they cannot be affected by anti-organic tactics, have above-standard line-of-sight, and great attack range, their units are also very vulnerable to electric type damage, and generally don't have much protection against heavy weapons of any kind.

Their team relies almost exclusively on advanced technology - so Tetsec bases are extremely vulnerable to having their power cut. However their sensors are incredibly advanced, so sneaking into a base will prove difficult.

 

Units

 

 

Tier 1:

  • Mineur [land]
    $1000, built from recombination forge
    An industrial mining drone with heavy armor
  • Capteur [land/air]
    $20, built from assembly
    A simple scouting drone, the Capteur is unarmed but very fast and can see a long way. It also detects stealth. It can be targeted by ground or air units.
  • Travailleur [land]
    $50 built from assembly
    Basic infantry unit, a simple tracked drone used normally for repairs or exploration. It is armed with appreciable firepower but little armor.
  • Défenseur [land]
    $100 built from assembly
    Basic infantry/siege unit. This drone is only slightly slower then the travailleur but must deploy to fire. It features decent splash damage firepower, which can be devastating in number.
  • Calmar [sea]
    $90 built from plate-forme
    Basic seaborn infantry drone, drills boat hulls from up close. Has a high speed and attack but low armor.

Tier 2: (requires control center)

  • Programmeur [land]
    $120 built from control center
    A human engineer who can build bridges, capture enemy buildings or instantly repair friendly ones. Can also automatically repair drones in a radius around him.
  • Antiaérien [land]
    $150 built from assembly
    A powerful drone platform designed to combat aircraft. It also has an effective ground missile that works as artillery.
  • Soldat de Métal [land]
    $200 built from assembly
    This is the best automated drone unit in the Tetsec's arsenal. A bipedal military-grade drone armed and armored well. It is especially effective against enemy armor.
  • Observateur [air]
    $100 built from assembly
    A stealthed aircraft that can only be targeted by other aircraft. It has a long view range and a powerful anti-air attack.
  • Moineau [air]
    $250 built from assembly
    The moineau is a very effective bomber, with high armor and good speeds. It uses a large laser that must recharge after 6 shots.
  • Saumon [sea]
    $170 built from plate-forme
    A powerful frigate drone that can target aircraft as well.

Tier 3: (requires laboratoire)

  • Nano [land/sea]
    $5 built from assembly
    A tiny machine that is stealthed when not moving, the nano is useless on it's own but can become an enormous swarm the more are grouped together. Nano swarms incapacitate their target and destroy it by breaking it down. They can only target machines/vehicles or buildings
  • Gendarmerie [land]
    $400 built from control center
    Advanced infantry that break the mold of the team. Gendarmerie are stealthed infantry armed with sniper rifles that excel at destroying enemy infantry or buildings. They are slow moving and expensive, but are very resistant to damage due to their armor. Although their normal attacks cannot damage vehicles, sometimes (1/30) they get a 'lucky shot' and can kill a tank with one or two shots.
  • Atmosphère Trémie [air]
    $800 built from assembly
    A space-faring transport shuttle, this unit can transport up to 8 units anywhere across the map extremely quickly and entirely safely due to it's travelling though space, however after each trip it must recharge the boosters for a few minuets.
  • Trojan Satellite [air]
    $1200 built from laboratoire. The player may only have 3 at a time.
    An expensive satellite that floats slowly and randomly across the map. When instructed it will release a payload of gravity bombs below itself, becoming inert afterwards. It cannot be targeted or destroyed by enemies.
  • Baleine [sea]
    $800
    A large destroyer drone that can store, repair, and release up to 10 calmar's. It is especially effective against buildings.
  • <Commando> Pierre Cailloux [land]
    $1000 built from control center
    Earth's top drop pilot and agent, Pierre drives a bipedal drone equipped with automatic satellite tracking and uplink devices. While the drone itself is unarmed, it allows Pierre to target units and buildings from range for orbital strikes. When destroyed, Pierre survives as an infantry unit with the capacity of a programmeur while having higher health and being armed with a railgun. If he returns to the control center a new drone is supplied for him.

 

 

 

Buildings

 

 

  • Mainframe - $3000 - no power requirement - no prerequisites
    The Tetsec construction yard, the Mainframe allows the construction of other buildings.
  • Fusion Réacteur - $700 - provides medium power
    A Helium-3 fusion reactor that provides ample power. When destroyed it has a chance to explode, damaging anything nearby.
  • Recombination Forge - $1200 - requires a little power
    This plant breaks down minerals deposited into it and provides an income stream. It is slower at providing money then other refineries, but produces slightly more per load.
  • Communications Facilité - $800 - requires a lot of power
    This building allows the use of radar, and detects incoming attacks in the nearby vicinity.
  • Sensor Node - $100 - requires a little power - requires communications facilité
    A tower loaded with electronic sensors to detect stealth and see over a long distance. The sensor node can be built anywhere your units can see, but you may only have 8 at any time.
  • Assembly - $500 - requires a little power
    A small factory that produces tier one ground and air units. It can also repair drones.
  • Control Center - $1400 - requires a lot of power - requires assembly and communications facilité
    A large building that produces some units, and is needed to produce advanced drones. If destroyed, advanced drones go offline. You may have multiple of this building to prevent that.
  • Plate-Forme - $900 - requires a lot of power - requires assembly and communications facilité
    The Chantier Drone produces waterborne units. It must be built in water.
  • Laboratoire - $2000 - requires a lot of power - requires control center
    Advanced units require this building, and it lowers construction time for units substantially.
  • <Superweapon 1> Flash Bulb - $1800 - requires a lot of power - requires laboratoire
    This superweapon disables the chosen enemies's power supply for a few minuets by triggering a huge emp burst from space.
  • <Superweapon 2> Port de le Astre - $2000 - requires a lot of power - requires laboratoire
    Once charged this building docks a space freighter, supplying the player with a huge amount of money and providing near-instant build times for a few minuets.

    Defensive:
  • Riot wall - $20 - no power requirement - requires assembly
    A simple and weak wall that severely damages tanks that roll over it.
  • Laser Turret - $120 - requires a little power - requires assembly
    Adapted from scientific apparatus this laser is effective against slow moving units, as the damage it does increases the longer it is focused on a target.
  • Tour d' Emp - $200 - requires a little power - requires communications facilité
    This building functions like the laser turret for aircraft, firing a beam that damages the aircraft faster the longer it is focused on it
  • ADS emitter - $900 - requires a lot of power - requires control center
    A high powered microwave emitter, adapted from riot control. The damage it does can chain from unit to unit, damaging faster and faster the longer the foes are under the effect. It is especially powerful against organic units or watercraft.

 

 

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I forgot to post an example so here's one!

 

  • ADS emitter - $900 - requires a lot of power - requires control center

    A high powered microwave emitter, adapted from riot control. The damage it does can chain from unit to unit, damaging faster and faster the longer the foes are under the effect. It is especially powerful against organic units or watercraft.

 

 

So wouldn't that be Active Denial System Emitter, the emitter part seems redundant.

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I forgot to post an example so here's one!

 

  • ADS emitter - $900 - requires a lot of power - requires control center

    A high powered microwave emitter, adapted from riot control. The damage it does can chain from unit to unit, damaging faster and faster the longer the foes are under the effect. It is especially powerful against organic units or watercraft.

 

 

So wouldn't that be Active Denial System Emitter, the emitter part seems redundant.

 

 

C'est vrai, mon ami!

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Very well then, let's do this. (Only general info thus far. Rest coming later. :v)


League of European Powers

v.9935

Logo.

 


LEPICON2Done_zps22yn2k0q.png

 



Story.


The League of European Powers was formed shortly after the end of the Great World War One and the treaty of Versailles. With the Austro-Hungarian empire disbanded and the German Empire defeated, the Entente were victorious. However, it did come at the cost of the Russian Revolution in 1917 in which the Bolsheviks rose to power. The Russian Civil war didn't go well for the Russian White Movement and their supporting allied forces, and the reds quickly overran Russia. Not satisfied with Russia, the Bolsheviks now set their eyes on Poland and the Ukraine and mounted their offensive. The Ukrainians and Poles were overwhelmed after losing Warsaw in 1921, which alerted both Britain and France. They realised that Berlin and Vienna would be next on Lenin's list and decided to prepare an expeditionary force to help out Austria and the Weimar Republic.

With the Baltic states, Czechoslovakia, and Hungary unable to defend themselves, the red menace spread across eastern Europe. The original Anglo-Franko expeditionary force was unable to prevent the Bolsheviks from taking Poland and, in their retreat, the German Freikorps was the only thing standing between the red army and Berlin. With socialists and communists starting revolutions across Europe and the Freikorps desperately outgunned against the massive red army, the Entente and their former Central Power enemies decided on something drastic.


Enter the League of European Powers.

To restore the traditional order and fight the Bolsheviks, the victorious Entente of the Great World War One decided to lift and ease many points of the Versailles treaty and provided equipment to get the German-Austrian warmachine going again. A new war against Bolshevism had begun.

The initial LEP push to bolster defenses on the German front and the lifting of the siege of Vienna was successful, although it was found that the new Mk. VIII Liberty tanks were inadequate, even against the rather undiciplined red army. However, the Bolsheviks weren't defeated just yet and retreated and regrouped. Many legendary battles, such as the liberation of Berlin, the encirclement of Western Poland and Eastern Prussia, happened during this war. The war waged on until 1924 when the Bolsheviks were ousted from office by an angry Russian population and a new democratic duma was installed, Petrograd already under the control of the LEP.

With the war finally over, the nations of Europe could finally lick their wounds and rebuild their nations. However, the League continued its existance and ensured its dominant possition in the world, proving to be a rival to both the United States and the Empire of Japan.


Today, the LEP's armies are undergoing a massive modernisation, many of its equipment designed and produced during the Great World War One and War against Bolshevism. New equipment is replacing that, that is obsolete and the things that can still be useful are being upgraded. Sadly, the modernisation programme will take a few years to see its completion and with new conflicts, including a German civil war, on the horizon, we might see an interesting mix of old and new. However, the LEP isn't afraid of what's coming, for it already demonstrated it's ability to survive in the war against Bolshevism and during the great depression of 1927.

Today, the League is as strong as it has ever been. Today, the League is as ready as it has ever been.

Today is 1933.


Other general stuff.

 

 

The League of European Powers rely on their true and tested doctrines from the Great World War One, the War against Bolshevism and the numerous other small conflicts in which they were involved.

 

If the enemy force is only small and weak, the LEP moves in quickly with its infantry and trucks while being supported by other fast vehicles as dictated by its 'small scale conflict doctrine'. Generally, their tactics and the manner in which they fight stays the same.

 

However, if the enemy force is large and strong, the LEP reverts back to it's 'large scale war doctrine'. This time, the LEP will hold the line by using trench warfare. Once the time comes to attack, LEP tanks will support their infantry to push the frontline forward.

 

Here are some of the strenghts and weaknesses of the League.

+ Infantry units gain accuracy, range, and rate-of-fire bonusses when in cover or when garrisoned in buildings.

+ Artillery is easy to massproduce and is available early.

+ The lack of missile and rockets make anti-missile defenses redundent.

+ FT-17s are available extremely early, being produced from the Field Barracks.

+ The airforce has a good chance of not activating enemy tracking devices.

+ Modernisation grants more powerful units.

+ Not very power dependend.

+ Good at positional warfare.

 

- Other than some modernisation units, the transport truck, and the armoured car, the LEP is very slow. FCM 2Cs are even slower than slow.

- Aircraft are slow.

- Combined-arms tactics are necessary to succeed in an assault.

- Without Modernisation, pushing your enemy from the map will be harder than it should be.

- Lack of mobile early-game anti-air and anti-tank.

- Deploying and moving field guns and artillery requires above average micro, and a lot of trucks.

- Modernisation takes a lot of time and a lot of money.

 

Faction colour: Gold.

 

 

 

 

 

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Well, I'll do another one :p (it's a great way to de-stress I find)

 

The Orange Empire

The Orange Empire is an early modern colonial empire existing on another planet. The Empire is in the midst of an age of exploration and scientific endeavour, its people optimistic and brave, its celebrities adventurers and inventors. The homeworld of the Empire is home to numerable hostile predators and terrible seismic events - situations which have conspired to force the people to live differently to how we would be used to: the Orange Empire's cities float via fantastic science and their civilisation almost entirely exists in the atmosphere. Of course they visit the ground regularly and have bases and other bastions there, but the sky is their true home. Their art style is a retro-futuristic age of discovery theme (1600's-1800's) with beautiful European architecture. The Empire's colonial mindset is more or less wholesome, and they regularly employ mercenaries and otherwise from tribes they 'liberate'.

 

Their team colour is bright orange.

 

hmpmKfd.png

 

The Orange Empire have the unique advantage that all their buildings are mobile. However this also means that their buildings have much less health, and are very vulnerable to anti-aircraft fire. Their units are mostly focused on aircraft, but they also have some powerful infantry units. They can't construct boats of any kind, as aircraft fill that role for them.

They are very vulnerable to anti-aircraft weapons all around, but excel at fighting other ground units and most aircraft.

 

Units

 

 

Tier 1:

  • Mining team [land]
    $1200 built from assay office
    A group of hardy colonial miners, the mining team isn't as well armoured as other mining vehicles, but it can garrison like infantry and blow up buildings or slow vehicles with TNT.
  • Orange Rifleman [land]
    $80, built from military camp
    Standard infantry, but surprisingly resilient. The Orange Riflemen are very slow firing, but are hugely effective in numbers when firing in volley. The can garrison buildings.
  • Swordsman[land]
    $100 built from military camp
    Although slightly outdated, this weapon is still effective at slicing though enemy infantry. The swordsman can 'rush' enemy infantry to quickly close in before decimating their lines.
  • Support officer [land]
    $120 built from military camp
    This officer encourages the men around him, increasing hit points and providing healing. He cannot be destroyed by '1-hit' attacks.
  • Adventurer [land]
    Cannot be trained - automatically produced by explorer's guild
    Adventurers are special units that have very long line of sight, stealth (and detects stealth), and powerful attacks. Adventurers have unique loadouts when spawned - some are demolitions, some are snipers, some are sappers. Regardless, they can be given the instruction to automatically explore the map and seek out units to attack.

Tier 2:

  • Sapper [land]
    $120 built from military camp
    The sapper functions as an engineer.
  • Mechanical Crab [land]
    $180 built from workshop
    The only tank built by the Orange Empire, this multi-purpose steam-powered mechanical walker provides anti-armour weapons as well as weak anti-air capacities. It can also 'dig in' to deploy as a siege cannon.
  • Automated Carriage [land]
    $250 built from workshop
    A very fast, moderately armoured transport that can take up to 8 infantry units.
  • Fixater Craft [air]
    $90 built from workshop
    The simplest aircraft used by the Empire, this balloon carries with it a small turret that can fire at ground or air units. Only really dangerous in number but useful as bullet shields or to support other units.
  • Triumph Attacker [air]
    $150 built from workshop
    This medium airship lacks speed but has a very appreciable armament against enemy aircraft, and can drop bombs on buildings below.
  • Triplane Fighter [air]
    Built with airpad
    These fast planes are incredibly effective at fighting enemy aircraft or strafing ground troops.

Tier 3:

  • Ingenius [land]
    $300 from military camp
    A brilliant engineer, encased in a steam-powered exoskeleton of her own design - the Ingenius attacks with high powered electrical bolts and arcs that fry mechanical units.
  • Revengance class Bomber [air]
    $900 built from workshop
    These gigantic flying wing bombers move slowly but have high health and deliver devastating blows to ground targets.
  • Sprite Dreadaere [air]
    $700 built from workshop.
    This aircraft is a more powerful attacker, featuring capable anti-air attacks, we well as long range rocket bombardment of ground targets. It can also carry up to 5 infantry which it releases via parachute.
  • <Commando> Guliver Giamba [land/air]
    $1000 built from explorer's guild
    The Orange Empire's most widely loved and respected figure, Guliver is famed for his invention of a portable flying apparatus. In battle he eliminates vehicles with ease with his exploding bullet revolver, and he has the ability to quickly take to the skies via his steam-powered jetpack/wings to escape dangerous situations.

 

 

 

Buildings

 

 

All Orange Empire buildings float a few meters above ground by default (where any unit can target them), but can be tasked to move. When moving they float higher; operate at 50% speed/efficiency, and can't create new units, but they can only be targeted by anti-air units.

  • Founder's Hall - $3000 - no power requirement - no prerequisites
    This beautiful building serves as the centre of the colony for a Orange Empire's base. Building permits are sold here to allow more buildings to be constructed.
  • Skymill - $400 - provides power
    This building acts as a wind turbine, collecting lots of power from the winds in the air. Unlike most other buildings, Skymills generate more power when moving, but they have very little health.
  • Assay office- $1200 - requires a little power
    Here mining permits are given out to mining teams, and taxes are collected on what they bring back.Mining teams can only return to the office when it is not moving.
  • Explorer's Guild - $700 - requires a little power
    The explorer's guild is little more then a pub, but it attracts adventurers - which is spawns over time (although they can't leave the building unless it is landed) - and allows the map to be drawn.
  • Military camp- $600 - requires a lot of power
    The military camp produces infantry units and acts as a powerful tower that can attack both ground and air, even when airborne.
  • Workshop - $1200 - requires a lot of power - requires military camp
    The workshop produces most flying and ground vehicles. It can produce flying vehicles while moving.
  • ​Institute of Science - $1200 - requires a lot of power - requires explorer's guild and workshop
    The institute of science allows advanced units to be created
  • Recruitment office - $800 - requires a little power - requires institute of science
    This special building allows the construction of a random enemy team's basic infantry at your military camp. It can be instructed to shuffle the unit every 5 mins.
  • Airpad - $300 - requires a little power - requires workshop
    This small building supports one triplane - is either is destroyed the other is destroyed too. It also refuels and resupplies the planes.
  • <Superweapon 1> Glorious Statue - $1900 - requires a lot of power - requires institute of science
    This superweapon takes a while to charge but once charged can instantly convert a group of enemy units to your side via its sheer glorious-ness.
  • <Superweapon 2> ​Seismic Hammer - $2200 - requires a lot of power - requires institute of science
    A gigantic weight suspended high above the earth, when dropped this causes a huge earthquake at the targeted site, obliterating buildings.

    Defensive:
  • Palisade - $30 - no power requirement - requires military camp
    A wooden wall that is surprisingly effective at stopping bullets but quickly disintegrates against explosions or flames, your units can shoot over it. It can't be moved.
  • Airspray - $140 - requires a little power - requires military camp
    This defence shreds enemy aircraft, but also damages friendly ones that fly into the flak it produces.
  • Faller $80 - no power requirement - requires workshop
    This airbourne mine does not attack, but if 'destroyed' will drop to the ground causing a huge explosion.
  • Encampment - $200 - requires a little power - requires explorer's guild and military camp
    A groundbound camp that packs a punch against any foe, the encampment can additionally garrison up to 6 infantry.
  • Steamdrive Cannon - $1000 - requires a lot of power - requires institute of science
    This huge cannon must be built on top of a military camp (replacing it) but delivers massive damage to ground targets and can fire while moving. It is slow firing but effective at siege.

 

 

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Right, time for tier one.


League of European Powers

v.994

Logo.

 




LEPICON2Done_zps22yn2k0q.png

 



Story.


The League of European Powers was formed shortly after the end of the Great World War One and the treaty of Versailles. With the Austro-Hungarian empire disbanded and the German Empire defeated, the Entente were victorious. However, it did come at the cost of the Russian Revolution in 1917 in which the Bolsheviks rose to power. The Russian Civil war didn't go well for the Russian White Movement and their supporting allied forces, and the reds quickly overran Russia. Not satisfied with Russia, the Bolsheviks now set their eyes on Poland and the Ukraine and mounted their offensive. The Ukrainians and Poles were overwhelmed after losing Warsaw in 1921, which alerted both Britain and France. They realised that Berlin and Vienna would be next on Lenin's list and decided to prepare an expeditionary force to help out Austria and the Weimar Republic.

With the Baltic states, Czechoslovakia, and Hungary unable to defend themselves, the red menace spread across eastern Europe. The original Anglo-Franko expeditionary force was unable to prevent the Bolsheviks from taking Poland and, in their retreat, the German Freikorps was the only thing standing between the red army and Berlin. With socialists and communists starting revolutions across Europe and the Freikorps desperately outgunned against the massive red army, the Entente and their former Central Power enemies decided on something drastic.


Enter the League of European Powers.

To restore the traditional order and fight the Bolsheviks, the victorious Entente of the Great World War One decided to lift and ease many points of the Versailles treaty and provided equipment to get the German-Austrian warmachine going again. A new war against Bolshevism had begun.

The initial LEP push to bolster defenses on the German front and the lifting of the siege of Vienna was successful, although it was found that the new Mk. VIII Liberty tanks were inadequate, even against the rather undiciplined red army. However, the Bolsheviks weren't defeated just yet and retreated and regrouped. Many legendary battles, such as the liberation of Berlin, the encirclement of Western Poland and Eastern Prussia, happened during this war. The war waged on until 1924 when the Bolsheviks were ousted from office by an angry Russian population and a new democratic duma was installed, Petrograd already under the control of the LEP.

With the war finally over, the nations of Europe could finally lick their wounds and rebuild their nations. However, the League continued its existance and ensured its dominant possition in the world, proving to be a rival to both the United States and the Empire of Japan.


Today, the LEP's armies are undergoing a massive modernisation, many of its equipment designed and produced during the Great World War One and War against Bolshevism. New equipment is replacing that, that is obsolete and the things that can still be useful are being upgraded. Sadly, the modernisation programme will take a few years to see its completion and with new conflicts, including a German civil war, on the horizon, we might see an interesting mix of old and new. However, the LEP isn't afraid of what's coming, for it already demonstrated it's ability to survive in the war against Bolshevism and during the great depression of 1927.

Today, the League is as strong as it has ever been. Today, the League is as ready as it has ever been.

Today is 1933.



Other general stuff.


The League of European Powers rely on their true and tested doctrines from the Great World War One, the War against Bolshevism and the numerous other small conflicts in which they were involved.

If the enemy force is only small and weak, the LEP moves in quickly with its infantry and trucks while being supported by other fast vehicles as dictated by its 'small scale conflict doctrine'. Generally, their tactics and the manner in which they fight stays the same.

However, if the enemy force is large and strong, the LEP reverts back to it's 'large scale war doctrine'. This time, the LEP will hold the line by using trench warfare. Once the time comes to attack, LEP tanks will support their infantry to push the frontline forward.

Here are some of the strenghts and weaknesses of the League.
+ Infantry units gain accuracy, range, and rate-of-fire bonusses when in cover or when garrisoned in buildings.
+ Artillery is easy to massproduce and is available early.
+ The lack of missile and rockets make anti-missile defenses redundent.
+ FT-17s are available extremely early, being produced from the Field Barracks.
+ The airforce has a good chance of not activating enemy tracking devices.
+ Modernisation grants more powerful units.
+ Not very power dependend.
+ Good at positional warfare.

- Other than some modernisation units, the transport truck, and the armoured car, the LEP is very slow. FCM 2Cs are even slower than slow.
- Aircraft are slow.
- Combined-arms tactics are necessary to succeed in an assault.
- Without Modernisation, pushing your enemy from the map will be harder than it should be.
- Lack of mobile early-game anti-air and anti-tank.
- Deploying and moving field guns and artillery requires above average micro, and a lot of trucks.
- Modernisation takes a lot of time and a lot of money.

Faction colour: Gold.



Tier 1.



Base structures.
Forward HQ.

$2000
The Forward HQ is where the commanders are located. It can construct structures by sending out construction crews and it controlls the flow of command.

Field Generator.
$300.
+20 power.
In order to provide electricity to the base without relying on the national power networks, the LEP can construct small Field Generators.

 

Resource Centre.
$2000.
-5 power.

Resource Centres control the flow of outgoing and incomming resources. That way, an army can always be supplied with what it needs.

 

Forward Barracks.

$800.

-5 power.

Garrision slots: 5. - Cannot be cleared.

Infantry and other ground units slowly heal/repair nearby.

The Forward Barracks is the place where the men eat, sleep, train and do just about anything when not on duty. Men can quickly be called upon from this facility. Additionally, the Barracks doubles up as a bunker, allowing the LEP to build a strong defensive possition early on.

 

Mechanised Command.

$1800

-5 power.

The Mechanised Command produces nearly all combat vehicles the LEP needs.

 

Forward Docks.

$1500
-5 power.

Naval units will slowly repair nearby.

The docks produces and repairs all naval units of the LEP.

 

Radio Centre.

$1000

-15 power.

The Radio Centre is required to start T2 operations and unlocks the minimap.

 

Support structures.

Trench

$250

Garrison slots: 6

Can only be dug by Line Infantry and Pioneers.

Trenches form the mainstay of the LEP defenses, providing cover for infantry but still allowing tracked vehicles to cross them unhindered.

 

Barbed Wire

$10 for each tile

Barbed wire can be layed by Pioneers and prevent enemy infantry from crossing.

 

Gun Emplacement

$500

Gun Emplacements prepare a patch of ground for housing a three field guns. The guns used in the emplacement depend on the choice of the commander.


Infantry.

Line Infantry

$100

Can dig trenches for $250

Line Infantry use Lee-Enfields to attack their enemies. When in danger, Line Infantry can fix their bayonets to defend themselves. Due to their dicipline and high moral, they are resistant to non-conventional attacks. (Should somebody come up with magic or some other psychic weaponry.) With modernisation packages, they can upgrade into semi-automatic rifles to give them a rate-of-fire boost.

 

Grenadier

$200

Grenadiers are not what they used to be. They use modified rifles to fire grenades at longer distences. They can switch between normal fragmentation grenades and the new HEAT grenades for use against enemy armour. Like Line Infantry, Grenadiers are well diciplined and have high moral.

 

Pioneer

$500

Pioneers are unarmed infantry units that can capture enemy structures. Additionally, the pioneer can build extra defenses such as trenches.

 

 

Vehicles.

Bedford Truck

$500

Collects supplies, moves guns and acts as an infantry transport.

Payload: $300, 1 gun, 8 infantry units.

Bedfords are the bread and butter of the modernised armies. They're already so widespread that they're available without modernisation packages and have completely replaced the horse in the army. They are the primary logistics unit and a good commander will have enough of them on standby to quickly move guns and infantry around.

 

Renault FT-17

$300

FT-17s have been manufactured in huge numbers and, thus, are pretty much available anywhere, including the Barracks and the Mechanised Command. They are slow and don't have a lot of armour, but they carry a machine gun that excels at supressing enemy troops. Additonally, the machine gun can be replaced with a short barreled 37mm gun, removing the constant and supressive fire in favour of additional effectiveness against dug in troops and light vehicles.

 

Rols-Roys
$500
Unlike the FT-17, the Rols-Roys cannot supress infantry but comes equiped with two machine guns. It's the fastest unit in the LEP inventory and can detect stealthed units. This unit obsoletes with modernisation.

 

75mm 1897

$700

Comes with free Bedford Truck

This common field gun is the mainstay of LEP artillery. Although it is no longer used as indirect fire artillery, it still packs a punch against enemy ground targets using direct fire. It is the premier anti-tank unit until higher tech units arrive. The Bedford that comes with it allows the commander to quickly move it to its designated target and, if necessary, allow it to redeploy elsewhere quickly.

 

2cm FlaK

$700

Like the 75mm 1897, this gun comes with a Bedford to move it around. However, due to the nature of the flak gun, the 2cm has trouble depressing its gun far enough to reliably hit ground targets. The gun will be upgraded to vierling configuration with modernisation.

 

105mm Howitzer

$900

Like the other field guns, the 105mil comes with a Bedford to move it around. It can fire a rather constant barrage of inaccurate high-explosive rounds at a targeted area. It doesn't have great range, but it will do. Obsoletes with modernisation.


Naval units.

Protected Cruiser

$1500

The protected cruiser is heavily armoured and armed, if a rather slow. It carries enough guns to fire a constant stream of high-explosive shells at the enemy targets, be them ground or naval targets. It has good range for a tier one ship but suffers from low mobility and from having no defenses against air targets. Obsoletes with modernisation.

 

Escort Cruiser

$800

Escort cruisers are armed with multiple 2cm guns to fend off enemy air attacks. It is faster than the Protected Cruisers but doesn't have enough armour to survive if focused down. Can detect submerged units. Obsoletes with modernisation.

 

Transport Craft

$1000

Payload: 12 infantry, 4 light vehicles, 2 heavy vehicles, 1 super heavy vehicle.

Making use of new technology, the amphibious transport craft can easily move across the seas as well as beaches to quickly transport troops across the seas without having to resort to harbours.


Upgrades

37mm Puteaux

$100

On: FT-17
Type: Limited to unit.

The 37mm will replace the machine gun on the FT-17 to provide it with greater firepower against enemy light vehicles and dug-in infantry. However, it will no longer be able to supress infantry as easily as it did before.

 

Machinegun Nest

$200

On: Gun Emplacement

Type: Limited to structure.

Upgrading the Gun Emplacement with a Machinegun Nest will fit three machine guns to the gun emplacement. These guns are effective at supressing infantry and, when caught in the open, killing them with deadly efficiency.

 

Field Battery

$1000

On: Gun Emplacement

Type: Limited to structure.

Upgrading the Gun Emplacement with a Field Battery will fill its slots with three dug-in 75mm 1897 guns to defend against enemy armour.

 

Flak Battery

$1000

On: Gun Emplacement

Type: Limited to structure.

Upgrading the Gun Emplacement with a Flak Battery will fill its slots with three dug-in 2cm guns that will only fire at enemy air targets. The guns will be upgraded to the vierling standard with modernisation.




 

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All Did you say... another?

 

Time for the illuminati!

 

Circulus Penrose

Emerging from the mists of history as a half-forgotten legend the Circulus Penrose are finally prepared to move their plans into action. Existing as a secret society made up of influential bankers, kings, politicians, and despots, they have always had their hand in the world's affairs, since the dawn of civilisation. Their power is enormous, they have the entire world at their whim - whole countries will jump when they tug the strings. Now, for the first time in history, they are becoming physical and visible in the universe.

 

Their team colour is black.

 

The Circulus Penrose are absolute undisputed masters of manipulation and stealth, however, their actual armed forces are weak. To win as this team requires a very savvy commander. Generally they are terrible at fighting 1v1 but are excellent at manipulating enemy teams to fight each other and then swooping in on what's left.

 

Their biggest team advantage is that their entire base and all units are disguised by default. When a game is first started another team is chosen (e.g. League of European Powers), and the other players are told this is what they are playing as. The Circulus player will then have all their buildings disguised as that teams', and will be able to produce Tier 1 units from that team in addition to their normal units.

In addition, special Ciculus units (not those captured or disguised) do not show team colours unless viewed by a stealth-detecting unit

 

Units

 

 

Tier 1:

Note that the player will have access to the chosen 'disguise team's units from tier 1.

  • Mining truck [land]
    $1000, built from vault
    A mining truck, disguised as the selected team's.
  • Leech [land]
    $200, built from vault
    A small, stealthed drone that can attach to enemy harvesters. It will not reveal itself in any way other then that it saps the ore collected by the truck it is attached to.

Tier 2:

  • Agent [land]
    $150 built from reeducation facility
    A stealthed engineer who can infiltrate enemy buildings to steal funds, unit technologies, or cut power, or repair bridges and friendly buildings.
  • Sheeple [land]
    $120 built from reeducation facility
    A fanatical civilian of the New Order, completely impervious to mental attack, that attacks with whatever was on hand. Some are melee, some are ranged, all are very fast.
  • Surveillance Van [land]
    $400 built from reverse engineering bay
    An inconspicuous black van that can disguise as a chosen enemy vehicle. It has a long line of sight and can detect stealth. Most usefully, it can take down aircraft flying above with laser pointers in the pilot's eyes, without warning the enemy player they are under attack. It can also transport up to 5 infantry units.
  • Black Helicopter [air]
    $500 built from Airbase
    A stealthed aircraft that hovers. It's machinegun is effective against enemy foot troops or aircraft.
  • Chemspray Plane[air]
    $550 built from Airbase
    This aeroplane is always moving (in circles if not sent elsewhere) and leaves behind clouds of chemicals that erode enemy aircraft flying through them, and also damage enemy vehicles on the ground.
  • Embarger [sea]
    $300 built from Hydrobase
    A large, slow, incredibly high-health barge that is used to blockade the ocean. It cannot attack, but it can 'capture' enemy aquatic infantry, giving them to your team.

Tier 3: (requires Area 61)

  • Shock Trooper [land]
    $500 built from reeducation facility
    A soldier of the New Order, armed with high impact submachine weapons and tear gas to incapacitate enemy infantry. They cannot be run over.
  • Bilderburger [air]
    $1000 built from Airbase
    A gigantic airship that converts enemy vehicles below it with malicious code transmitted downward, there is not limit on how many vehicles it can convert, but it takes 4 seconds between conversions. It is otherwise defenceless.
  • IFO [air]
    $1400 built from Airbase.
    A captured and rebuilt UFO, this superfast ship can abduct enemy infantry, converting them to your side (they respawn at the reeducation facility), or dismantle enemy buildings, giving you the resources it cost to build them.
  • Deep Link [sea]
    $900
    A submarine that is effective against enemy shipping, or that can surface to launch missiles at enemy buildings.
  • <Commando> Grand Circulus [land]
    $3000 built from reeducation facility
    It costs a hefty sum to make the Grand Circulus enter the fray. He appears as a man in a suit to the player, but to enemies he appears as one of their leaders. His disguise cannot be seen through, and he cannot be destroyed. If his health is depleted - via indirect fire or superweapons - he will disappear, but can be retrained for $300. No one knows his real name. When tasked on an enemy's production building, he disables it. When tasked on an enemy radar, he makes your team invisible on it. When tasked onto a refinery or construction yard, he siphons money to your account. When tasked on an enemy commando, he bribes them to your side - but only if he is in range for 10 seconds. He can take over any enemy ground vehicle, and when it is destroyed he will emerge without a scratch.

 

 

 

Buildings

 

 

All Circulus Penrose buildings are disguised as opponent buildings unless otherwise stated - as long as there's power. The player will be able to see their own buildings behind the fake 'cloak' over them.

  • Base of Operations- $3000 - no power requirement - no prerequisites
    The sinister base where Circulus Penrose plots are hatched. It allows the construction of new buildings.
  • Water Fuser - $600 - provides medium power
    Using suppressed fusion technology this plant produces power from H2O
  • Vault - $1200 - requires a little power
    The refinery, produces mining trucks
  • Decoy Power plant - $400 - no power requirement
    This building looks exactly like a power plant to your opponents but is in fact simply a decoy and destroying it doesn't affect your power supplies
  • Reeducation facility - $700 - requires a little power
    This building trains infantry.
  • Surveillance up-link - $1000 - requires a lot of power
    Linking up to the global telecommunications grid - including all browser history - allows the Circulus to have radar as well as see everything all opponents see.
  • Reverse-engineering bay - $1200 - requires a little power and reeducation facility
    This factory produces surveillance vans. In addition, any converted vehicles brought into it are destroyed but allow the player to produce them.
  • Hydrobase - $1000 - requires a lot of power - requires reverse-engineering bay
    This facility produces watercraft.
  • Airbase - $900 - requires a little power - requires reverse-engineering bay
    Allows the production of aeroplanes
  • Area 61 - $2000 - requires a lot of power - requires
    Advanced units and buildings require this structure
  • <Superweapon 1> Chemical Activator - $1800 - requires a lot of power - requires Area 61
    This superweapon is disguised as a reverse-engineering bay by default, but when firing is visible. It causes units at it's target to become enemies to all players.
  • <Superweapon 2> Devil's HARP - $2200 - requires a lot of power - requires Area 61
    Once charged this building emits a gigantic burst of electrical power, causing a hurricane at the target site, destroying buildings and units

    Defensive:
  • Wall - $50 - no power requirement - requires reeducation facility
    A simple wall
  • Decoy turret - $120 - requires a little power - requires reeducation facility
    A fake turret that can't damage but appears as a high level turret of the team selected at start
  • Control Field - $600 - requires a little power - requires Surveillance up-link
    This tower is stealthed but causes a powerful seep to health for up to five units at once nearby - both ground and air
  • Override - $900 - requires a lot of power - requires Area 61
    Automatically 'mind controls' enemy ground units of both organic and mechanical kinds - disguised as anti-aircraft

 

 

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And so we continue with tier 2.


League of European Powers

v.9945

Logo.

 





LEPICON2Done_zps22yn2k0q.png

 



Story.


The League of European Powers was formed shortly after the end of the Great World War One and the treaty of Versailles. With the Austro-Hungarian empire disbanded and the German Empire defeated, the Entente were victorious. However, it did come at the cost of the Russian Revolution in 1917 in which the Bolsheviks rose to power. The Russian Civil war didn't go well for the Russian White Movement and their supporting allied forces, and the reds quickly overran Russia. Not satisfied with Russia, the Bolsheviks now set their eyes on Poland and the Ukraine and mounted their offensive. The Ukrainians and Poles were overwhelmed after losing Warsaw in 1921, which alerted both Britain and France. They realised that Berlin and Vienna would be next on Lenin's list and decided to prepare an expeditionary force to help out Austria and the Weimar Republic.

With the Baltic states, Czechoslovakia, and Hungary unable to defend themselves, the red menace spread across eastern Europe. The original Anglo-Franko expeditionary force was unable to prevent the Bolsheviks from taking Poland and, in their retreat, the German Freikorps was the only thing standing between the red army and Berlin. With socialists and communists starting revolutions across Europe and the Freikorps desperately outgunned against the massive red army, the Entente and their former Central Power enemies decided on something drastic.


Enter the League of European Powers.

To restore the traditional order and fight the Bolsheviks, the victorious Entente of the Great World War One decided to lift and ease many points of the Versailles treaty and provided equipment to get the German-Austrian warmachine going again. A new war against Bolshevism had begun.

The initial LEP push to bolster defenses on the German front and the lifting of the siege of Vienna was successful, although it was found that the new Mk. VIII Liberty tanks were inadequate, even against the rather undiciplined red army. However, the Bolsheviks weren't defeated just yet and retreated and regrouped. Many legendary battles, such as the liberation of Berlin, the encirclement of Western Poland and Eastern Prussia, happened during this war. The war waged on until 1924 when the Bolsheviks were ousted from office by an angry Russian population and a new democratic duma was installed, Petrograd already under the control of the LEP.

With the war finally over, the nations of Europe could finally lick their wounds and rebuild their nations. However, the League continued its existance and ensured its dominant possition in the world, proving to be a rival to both the United States and the Empire of Japan.


Today, the LEP's armies are undergoing a massive modernisation, many of its equipment designed and produced during the Great World War One and War against Bolshevism. New equipment is replacing that, that is obsolete and the things that can still be useful are being upgraded. Sadly, the modernisation programme will take a few years to see its completion and with new conflicts, including a German civil war, on the horizon, we might see an interesting mix of old and new. However, the LEP isn't afraid of what's coming, for it already demonstrated it's ability to survive in the war against Bolshevism and during the great depression of 1927.

Today, the League is as strong as it has ever been. Today, the League is as ready as it has ever been.

Today is 1933.



Other general stuff.


The League of European Powers rely on their true and tested doctrines from the Great World War One, the War against Bolshevism and the numerous other small conflicts in which they were involved.

If the enemy force is only small and weak, the LEP moves in quickly with its infantry and trucks while being supported by other fast vehicles as dictated by its 'small scale conflict doctrine'. Generally, their tactics and the manner in which they fight stays the same.

However, if the enemy force is large and strong, the LEP reverts back to it's 'large scale war doctrine'. This time, the LEP will hold the line by using trench warfare. Once the time comes to attack, LEP tanks will support their infantry to push the frontline forward.

Here are some of the strenghts and weaknesses of the League.
+ Infantry units gain accuracy, range, and rate-of-fire bonusses when in cover or when garrisoned in buildings.
+ Artillery is easy to massproduce and is available early.
+ The lack of missile and rockets make anti-missile defenses redundent.
+ FT-17s are available extremely early, being produced from the Field Barracks.
+ The airforce has a good chance of not activating enemy tracking devices.
+ Modernisation grants more powerful units.
+ Not very power dependend.
+ Good at positional warfare.

- Other than some modernisation units, the transport truck, and the armoured car, the LEP is very slow. FCM 2Cs are even slower than slow.
- Aircraft are slow.
- Combined-arms tactics are necessary to succeed in an assault.
- Without Modernisation, pushing your enemy from the map will be harder than it should be.
- Lack of mobile early-game anti-air and anti-tank.
- Deploying and moving field guns and artillery requires above average micro, and a lot of trucks.
- Modernisation takes a lot of time and a lot of money.

Faction colour: Gold.



Tier 1.



Base structures.
Forward HQ.
$2000
The Forward HQ is where the commanders are located. It can construct structures by sending out construction crews and it controlls the flow of command.

Field Generator.
$300.
+20 power.
In order to provide electricity to the base without relying on the national power networks, the LEP can construct small Field Generators.

Resource Centre.
$2000.
-5 power.
Resource Centres control the flow of outgoing and incomming resources. That way, an army can always be supplied with what it needs.

Forward Barracks.
$800.
-5 power.
Garrision slots: 5. - Cannot be cleared.
Infantry and other ground units slowly heal/repair nearby.
The Forward Barracks is the place where the men eat, sleep, train and do just about anything when not on duty. Men can quickly be called upon from this facility. Additionally, the Barracks doubles up as a bunker, allowing the LEP to build a strong defensive possition early on.

Mechanised Command.
$1800
-5 power.
The Mechanised Command produces nearly all combat vehicles the LEP needs.

Forward Docks.
$1500
-5 power.
Naval units will slowly repair nearby.
The docks produces and repairs all naval units of the LEP.

Radio Centre.
$1000
-15 power.
The Radio Centre is required to start T2 operations and unlocks the minimap.

Support structures.
Trench
$250
Garrison slots: 6
Can only be dug by Line Infantry and Pioneers.
Trenches form the mainstay of the LEP defenses, providing cover for infantry but still allowing tracked vehicles to cross them unhindered.

Barbed Wire
$10 for each tile
Barbed wire can be layed by Pioneers and prevent enemy infantry from crossing.

Gun Emplacement
$500
Gun Emplacements prepare a patch of ground for housing a three field guns. The guns used in the emplacement depend on the choice of the commander.


Infantry.
Line Infantry
$100
Can dig trenches for $250
Line Infantry use Lee-Enfields to attack their enemies. When in danger, Line Infantry can fix their bayonets to defend themselves. Due to their dicipline and high moral, they are resistant to non-conventional attacks. (Should somebody come up with magic or some other psychic weaponry.) With modernisation packages, they can upgrade into semi-automatic rifles to give them a rate-of-fire boost.

Grenadier
$200
Grenadiers are not what they used to be. They use modified rifles to fire grenades at longer distences. They can switch between normal fragmentation grenades and the new HEAT grenades for use against enemy armour. Like Line Infantry, Grenadiers are well diciplined and have high moral.

Pioneer
$500
Pioneers are unarmed infantry units that can capture enemy structures. Additionally, the pioneer can build extra defenses such as trenches.


Vehicles.
Bedford Truck
$500
Collects supplies, moves guns and acts as an infantry transport.
Payload: $300, 1 gun, 8 infantry units.
Bedfords are the bread and butter of the modernised armies. They're already so widespread that they're available without modernisation packages and have completely replaced the horse in the army. They are the primary logistics unit and a good commander will have enough of them on standby to quickly move guns and infantry around.

Renault FT-17
$300
FT-17s have been manufactured in huge numbers and, thus, are pretty much available anywhere, including the Barracks and the Mechanised Command. They are slow and don't have a lot of armour, but they carry a machine gun that excels at supressing enemy troops. Additonally, the machine gun can be replaced with a short barreled 37mm gun, removing the constant and supressive fire in favour of additional effectiveness against dug in troops and light vehicles.

Rols-Roys
$500
Unlike the FT-17, the Rols-Roys cannot supress infantry but comes equiped with two machine guns. It's the fastest unit in the LEP inventory and can detect stealthed units. This unit obsoletes with modernisation.

75mm 1897
$700
Comes with free Bedford Truck
This common field gun is the mainstay of LEP artillery. Although it is no longer used as indirect fire artillery, it still packs a punch against enemy ground targets using direct fire. It is the premier anti-tank unit until higher tech units arrive. The Bedford that comes with it allows the commander to quickly move it to its designated target and, if necessary, allow it to redeploy elsewhere quickly.

2cm FlaK
$700
Like the 75mm 1897, this gun comes with a Bedford to move it around. However, due to the nature of the flak gun, the 2cm has trouble depressing its gun far enough to reliably hit ground targets. The gun will be upgraded to vierling configuration with modernisation.

105mm Howitzer
$900
Like the other field guns, the 105mil comes with a Bedford to move it around. It can fire a rather constant barrage of inaccurate high-explosive rounds at a targeted area. It doesn't have great range, but it will do. Obsoletes with modernisation.

Naval units.
Protected Cruiser
$1500
The protected cruiser is heavily armoured and armed, if a rather slow. It carries enough guns to fire a constant stream of high-explosive shells at the enemy targets, be them ground or naval targets. It has good range for a tier one ship but suffers from low mobility and from having no defenses against air targets. Obsoletes with modernisation.

Escort Cruiser
$800
Escort cruisers are armed with multiple 2cm guns to fend off enemy air attacks. It is faster than the Protected Cruisers but doesn't have enough armour to survive if focused down. Can detect submerged units. Obsoletes with modernisation.

Transport Craft
$1000
Payload: 12 infantry, 4 light vehicles, 2 heavy vehicles, 1 super heavy vehicle.
Making use of new technology, the amphibious transport craft can easily move across the seas as well as beaches to quickly transport troops across the seas without having to resort to harbours.


Upgrades
37mm Puteaux
$100
On: FT-17
Type: Limited to unit.
The 37mm will replace the machine gun on the FT-17 to provide it with greater firepower against enemy light vehicles and dug-in infantry. However, it will no longer be able to supress infantry as easily as it did before.

Machinegun Nest
$200
On: Gun Emplacement
Type: Limited to structure.
Upgrading the Gun Emplacement with a Machinegun Nest will fit three machine guns to the gun emplacement. These guns are effective at supressing infantry and, when caught in the open, killing them with deadly efficiency.

Field Battery
$1000
On: Gun Emplacement
Type: Limited to structure.
Upgrading the Gun Emplacement with a Field Battery will fill its slots with three dug-in 75mm 1897 guns to defend against enemy armour.

Flak Battery
$1000
On: Gun Emplacement
Type: Limited to structure.
Upgrading the Gun Emplacement with a Flak Battery will fill its slots with three dug-in 2cm guns that will only fire at enemy air targets. The guns will be upgraded to the vierling standard with modernisation.





Tier 2. (Tier 2 isn't really anything special.)



Base structures.
Airstrip
$1500
- 5 power.
Airslots: 4
Automatically repairs and rearms aircraft.
The airstrip is where all aircraft are purchased and maintained. Simple as that.

 

Warcentre

$2000

- 10 power.

A warcentre is required for all tier 3 operations, allowing the commander to requesition the heaviest of equipment.


Support structures.
High-Explosive Mine

$10

Pioneers can lay HE mines that are effective at all ground targets. However, due to their small size, multiple mines are needed to cover an approach.


Infantry.
None! :v

I know, sucks to have no T2 infantry. But who needs them? Line infantry are good enough!


Vehicles.
Vickers Medium

$800

Vickers Medium tanks are armed with 3pdr guns capable of taking the fight to the enemy's tanks and structures. Or at least, they should. Their rapid fire 47mm doesn't deal a lot of damage, but the high rate-of-fire compensates for that. They also have a co-ax machine gun, but it tends to miss more than it hits. The Vickers is the premier medium tank of the LEP until they become obsolete with modernisation.

 

 

Air units.

Crebe

$800

Crebes are fighter aircraft armed with several machineguns. They can fight enemy aircraft and strafe enemy ground targets. They cannot be targeted by enemy heavy-anti-air.

 

 

Naval units.

Destroyer

$1000

Destroyers are quick, destroyers are weak. Destroyers can make any navy's life a hell due to their ability to scout ahead and use their big-ass torpedos?! Yeah, while the destroyer's guns are inacurate and quite weak, they can launch a spread of torpedos about once every minute. It does require additional input from the commander though which, together with their low survivability make them micro intensive units.

 

 

Upgrades
Gas Masks
$1000

On: All infantry units.

Type: Global
Issues gas masks to all infantry units which they will use when under gas or biological attack. They cannot open fire during such attacks, but at least they'll survive.

 

Smoke Rounds

$1500

On: All artillery units.
Type: Global

Issues smoke rounds to artillery units. Artillery units can change between HE and Smoke shells. Smoke will block line of sight for both parties.




 

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It's that time of week again, I'm in a computer lab at uni avoiding work!

 

Bismuth Consortium

After the great silence of 1986, in which all interstellar wormholes mysteriously closed without warning, the mining colony on B-98 7653 (Spinter) was left abandoned in the cold depths of space, thousands of light years from earth. Forming the Bismuth Consortium, the inhabitants consolidated their resources and began digging in... literally. Spinter's Sun Sethlans is incredibly active in the higher energy wavelengths, bombarding Spinter's surface with UV and Gamma radiation, and the planet has an atmosphere tenuous at best (despite terraforming operations) so the abandoned colonists moved almost all their operations underground. They found that the planet was rich in minerals and featured many large caverns, many of which they filled with hydroponic gardens and living quarters.

Now, a quarter of a century later, the Consortium houses a population just over 3 million in relative comfort due to careful management by competent leadership. Their underground cities extend over a large portion of the small planet, and downward too. However, the Consortium also came across what would was considered the greatest scientific discovery of all time in the caves of their planet, extraterrestrial life. Scientific curiosity at the discovery of lichens gave way to wonder and joy at the discovery and subsequent domestication of large herbivorous creatures, which finally gave way to terror at the discovery of vicious predators.

The Consortium now fights a war for their survival, as the mysterious predators (dubbed 'Cerbs' after Cerberus) relentlessly attack their perimeters.

 

Their team colour is Yellow (and black)

 

The Bismuth Consortium have access to extremely heavy ground units that are generally very slow but extremely high health. Their units focus on close combat - being adapted from mining technology - although this also means all Consortium units have a bonus to damage against buildings. In addition, their units and buildings are hardened against explosive or melee attacks, but are very vulnerable to any sort of elemental or unorthodox weaponry. They cannot construct water vehicles.

 

Bismuth is a team focused on defending/turtling or steamrolling. Their bases are mostly underground, and the only way to destroy a Bismuth base permanently is to empty it of garrisoned infantry and send your own in. Destroying aboveground buildings or entrances is a temporary measure, as Bismuth commanders can rebuild lost surface parts for free as long as the underground part remains intact. Bismuth bases can grow very large due to them having buildings that increase the team's stats in various ways when built.

 

Units

 

 

Tier 1:

  • Rolling Drill [land]
    $800 built from Refinery
    A slow mining truck that carries more ore then others and is highly armored.
  • Trooper [land]
    $100 built from Habitation Quarters
    Basic infantry unit, armed to deal with other infantry or light vehicles.
  • Rocket trooper [land]
    $140 built from Habitation Quarters
    Basic infantry anti-aircraft unit, can also target ground units to lesser effect.
  • Astrominer [land]
    $80 built from Habitation Quarters
    Siege infantry that attacks with a point-blank fusion cutter to melt through buildings. It can also be told to deploy, and will create a small cave at that location which can garrison up to 4 infantry to provide cover.

Tier 2:

  • Engineer [land]
    $190 built from Habitation Quarters
    Engineer unit that can take over enemy buildings or repair friendly ones.
  • Rover Buggy [land]
    $160 built from Vehicle Yard
    A cheap, fast, and light buggy that is very powerful against infantry.
  • APC [land]
    $200 built from Vehicle Yard
    An armored APC to transport up to 5 infantry. It can cross water, cliffs, and forests by digging underground.
  • Welder [land]
    $300 built from Vehicle Yard
    A heavily armored, slow moving siege tank that melts though buildings with a high-powered fusion cutter. It can also garrison Astrominers to provide additional cutting power. It has a short ranged laser attack as well, effective against armor, that also slows the target down (longer the more the beam is focused on it).
  • ASEC [air]
    $600 built from Airlift Silo
    Fast moving interception aircraft specialized to defend rather then attack, it must be near the airlift silo to refuel (but it doesn't have to land).

Tier 3: (requires Mission Control)

  • Jouster [land]
    $900 built from Vehicle Yard
    Tank armed with a rocket launcher that is, very, very powerful against slow targets. It can dig underground, becoming a rocket turret that is even more dangerous.
  • Paratrack [land]
    $800 built from Vehicle Yard
    A specialized light tank equipped with advanced targeting devices allowing long range bombardment as well as anti-aircraft attack. It is armed with powerful quad-machinecannons.
  • STENDAC [air]
    $1000 built from Airlift Silo
    A long range bomber with moderate anti-aircraft attack as well.
  • Vulcus Missile [land/air]
    $900 built from Airlift Silo
    When constructed, this missile is placed on the ground. Once ordered to attack it will fly to the site along the ground (where it can be shot down) and will explode once there. It doesn't cause much damage to individual units, but its explosive spreads this damage over a very wide area.
  • <Commando> Till Highgate [ground]
    $1000 built from Habitation Quarters
    The daughter of James Highgate, one of the original leaders of Bismuth, Till is driven to retain her people's home, and has taken up arms against the invading creatures. She is able to garrison anywhere on the map by digging into the ground, and is armed with an anti-infantry assault rifle. In addition, she can take over enemy buildings like an engineer, but will exit the building after having done so.

 

 

 

Buildings

 

 

Bismuth buildings are constructed underground. Many of their buildings also feature an aboveground part that can be targeted by enemies, but this can rebuilt for free as long as the underground part remains - although most buildings won't function without their aboveground parts. Bismuth bases can be garrisoned by infantry, and the only way for an enemy to destroy the base is for them to remove all garrisoned infantry (either by sending their own in, or by the splash damage caused by attacking aboveground structures).

  • Alpha Airlock $3000 - no power requirement - no prerequisites
    The main airlock that enemy units must enter to destroy your base. It cannot be destroyed otherwise, and engineers cannot enter. Allows buildings to be built.
  • Geothermal Plant $1000 - provides a lot of power
    An expensive but very powerful powerplant, it has some aboveground vents.
  • Refinery $1200 - requires a little power
    Processes minerals. It has an aboveground entrance and smokestacks.
  • Habitation Quarters $800- requires a little power
    Allows you to train infantry units. It has some aboveground vents and windows as well as an entrance for new units.
  • Observatory $900 - requires medium power - requires Habitation Quarters
    Allows radar and shows the location of all enemy aircraft. It has an aboveground telescope and instruments.
  • Hydroponic Farm $600 - requires medium power - requires Habitation Quarters
    Every hydroponic farm you build reduces the training time of infantry by 15% of the current time. Entirely underground.
  • Vehicle Yard $1400 - requires medium power - requires Observatory
    Allows the creation of vehicles, it has it's own aboveground entrance for new units.
  • Airlift Silo $1000- requires a little power - requires Vehicle Yard
    Allows the creation of aircraft or rockets, it launches aircraft/rockets aboveground via an elevator that can be destroyed.
  • Borehole $900- requires medium power - requires Vehicle Yard
    Every borehole you build reduces vehicle train time by 15% of the current time. Entirely underground.
  • Hospital $1100 - requires a lot of power - requires Vehicle Yard
    Building a hospital allows your infantry to automatically heal. Entirely underground.
  • Mission Room $2000- requires a lot of power - requires Vehicle Yard
    The briefing room that allows the construction of advanced buildings and units. It has an aboveground control tower.
  • Recycling Station $1500 - requires a lot of power - requires Mission Room
    Building a recycling station allows your vehicles to automatically heal. And gives you a refund worth 20% each time one of your vehicles is destroyed. Entirely underground.
  • <Superweapon> Lateral Drill $1800- requires a lot of power - requires Mission Room
    When activated, transports a small group of units anywhere on the map underground. It has some sensors aboveground.
  • <Superweapon> Liquefaction Driver $2000- requires a lot of power - requires Mission Room
    When activated it turns the ground at the specified location into quicksand, sinking buildings and units alike. It has some sensors aboveground.

Defensive:

  • Landline $10- no power requirement - requires Habitation Quarters
    An underground wall that explodes if a unit travels over it. It must be rebuilt afterwards.
  • Airlock $120 - no power requirement - requires Habitation Quarters
    This airlock connects to your base, allowing you to garrison or remove your garrisoned units from other locations. It also allows garrisoned units to fire out.
  • Rocketbank $200- requires a little power - requires Observatory
    An anti-aircraft rocket launcher. It takes a long time to reload but deals very high damage.
  • Mining Laser $600- requires a little power - requires Vehicle Yard
    A very cheap high-powered turret with decent range that is especially effective against armored targets.

 

 

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