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If you were a CNC Playable Commander 2.0


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Some of you may remember a thread on the BHP forums that I kinda let die even though what we were doing was really cool. I really enjoyed it and were it not for a HDD malfunction, I would still have the old finale I had set up for my faction's campaign. But I want to do it again. So like last time, we'll do this in 3 phases:

 

Phase 1:

-- Introduce Faction Units, upgrades, powers, and backstory (structures optional)

-- 2 weeks from post date to join, though the backstory can be put in a separate post

 

Phase 2:

-- First Contact

-- Establish local realm

-- Maps?

-- What alliances are made

-- 4-6 weeks

 

Phase 3:

-- Independent campaigns

-- no real time limit (just keep it reasonable)

 

I'm going to start a Google doc on this to keep everything straight. Once you post a faction, pm me and I'll give you the details so you can add your faction.

 

Rules:

-- Each faction must have a weakness (ex. My previous NATO faction did not have any super powers, though the units themselves were very well rounded)

-- The first backstory to be posted sets up a good portion of the terrain setting.

-- The caveat to this is that the first backstory cannot already be on the terrain, they must find it somehow.

-- Only one faction can pre-exist on the terrain.

-- You can lonewolf your faction; however, you cannot make peace with ALL of the factions

-- It is to be presumed that no matter the technological prowess, your faction MUST be able to be beaten (extension of the weakness rule)

-- A poll may be held to see if a unit is OP, if it is, that unit's weakness is that there is only one.

-- No factions from the former thread may be used

-- No official C&C or other RTS faction may be used (derivatives acceptable. You may also have "conquered" technology from these factions)

-- Only the community can raise a question on the OPness of a unit or faction.

-- have fun.

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I'm worried whatever I come up with is going to be pretty similar to last time... Is it all right if I practically recycle my old faction, or should I try really hard to make something new?

I should clarify, you can recycle units, just not an entire faction. It'd probably be best if your faction had different strengths and weaknesses, too.

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  • 2 weeks later...

 

I'll be extending the deadline of phase one for another week.

I'd like to work on my stuff, but I can't guarantee that I'll make it in time.

 

Whatever you have by the deadline will be fine. Keep in mind that the deadline is the 30th (original was this coming Saturday).

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Very well, let's see if I can pull off something interesting. (Back story first.)

 

 

The Republic of Caladoria

 

Caladoria is a Republic in which an elected president is tasked with the democratic checks. The world on which the country resides, is enduring turbulant times. Many great powers and empires have been at war during the World war around twenty years ago. However, despite the devastating effect of the war, conflicts still occur and battleships still roam the oceans in order to portray their owner's strenght. Caladoria, however, sits in a more peaceful part of the world. Being settled by explorers from the old empires 200 years ago, it won its independence 85 years ago when it assisted its ruler in a bloody war. Even though Caladoria had the status of ''colony'' only 85 years ago, it has already followed the great power's example and has started colonising several islands and a former Yuang province after winning them in the World war. (Although the nation was neutral on the outbreak of the war, it was dragged in after a Rodonelle fleet accidently sunk Caladoria's capital ship and two escorts.) Caladoria's industry has been booming over the past 85 years and it recently introduced a new innovation to the world: the assembly line. The economic prospects are look good and many believe that the republic's powerful economy and industry, combined with its ability to sustain herself and ultilise her colonies will soon grand Caladoria her great power title.

 

 

The Caladorian Presidential Army.

The Caladorian Presidential Army focuses on mobility, firepower, and versatility to combat its foes. Its armed forces can quickly move around the area with their quick tanks and half-tracks while their dedicated specialists are able to put out some serious firepower. Due to the (assumed) lower technological level of the Caladorians compared to their (to be introduced) adversaries, this feeling of overwhelming firepower may not always be present. This doesn't mean that the president's army is weak, for they have a few tricks up their sleves. The almost complete lack of rockets and missiles will prevent their projectiles from being deflected or intercepted while tactical use of smoke can change entire engagements in just a fraction of a second.

 

Strenghts: High mobility, Vesatility, Concentrated firepower, Combined arms, Low power requirements

Weaknesses: Protection, Manned base defenses, No projectile interceptors, No heavy ''breakthrough'' tanks/mechs/whatever, No stealth

 

Housecolour: Dark Green [x]

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Empire of Da’lian

The republic of Da’lian was created after the War of the Enterprises. It was created by international treaty and business contracts in order to keep peace between the theocratic Jirilan and the Corporatocracy of Danse who both desired the continent of Da’lian and started the first world war in the planet's history. The other nations of the world watched as the strategic continent and her people were torn apart by 600 years (150 Earth years) of war. The then fledgling republic began to grow and prosper to the Nation with the highest standards of living in only 700 years. People flocked to it from all over due to the rich natural resources and open space. What was once just a number of territories inhabited by a small population of 300,000 people was now a rich and diverse nation of over 10,000,000,000 people. In the year 15693, the first emperor was made the defacto leader due to constitutional amendment because of how popular he was. Today, his grandson, Jeff Higgins III, now has taken over his reign.

 

The Imperial Self Defense Force (ISDF)

The ISDF was created from the first charter established by Jeff Higgins I from the remains of the RSDF before it. It hasn’t changed much in the 1300 years since it’s inception and relies heavily on shock tactics and brute force. Certain situations have called for a more planned approach, and as such situations occur, they have units specialized for the job. However, if you can’t make peace with the Empire, the Empire will force peace with you.

 

Strengths:

  • Rate of fire/damage on weapons
  • Number of units to be easily placed on the field
  • Heavy use of explosives and armor piercing weaponry
  • Highly trained military
  • Infantry can use units outside of their standard, though this is and must be deliberately done via command.

 

Weaknesses:

  • Over-reliance on brute force (few specialized units)
  • Lighter armor on most vehicles
  • Little training with guerilla-style forces
  • Only highest tier base defenses are automated

Empire color [x]

Edited by devilslayersbane
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I't taken me a long time to do all the drawings, but here it is!

 

urQhxZw.png

 

The Kemet Kingdom

 

The Kemet are an alternative futuristic ancient Egyptian nation, set in the year 1978. In this universe they are the direct continuation of the classical Ancient Egyptian kingdom, never having been conquered. The Kingdom controls almost the entire African continent and the Middle East, but remains entirely focused on the Egyptian homeland, with the external territories sparsely populated by native people. The Roman Empire controls the Mediterranean, parts of North Africa, and Europe, the Chinese Man Dynasty controls Asia and the Pacific, while the Great Yucatec Alliance controls the Americas. The Kemet’s technology is comparable to our 1970’s technology with some differences, mostly relating to more advanced technologies.

 

The Royal Military

 

Due to the large amount of nearly empty desert and plains owned by the Kingdom, the military is focused on fast moving, hard hitting units with little armour or staying power. The standing army is comparatively small as the main forces they fight are bandits and smaller kingdoms. However due to complicated religious rituals and traditions in the military, commanders have great flexibility in upgrading their ground forces through religious dedications.

 

 

Strengths:

  • Fast moving units with good firepower
  • Good anti-armour units
  • Excellent transport units
  • Powerful naval units
  • Late game advantages involving resources
  • The team can specialise in one form of combat (ground, air, water)

Weaknesses:

  • Buildings are slow to build
  • Units have low health
  • Specialising the team leads to hard counters
  • Limited anti-infantry units
  • Suffers when the sun isn’t shining
  • Speedy units require lots of micromanagement

Kingdom colour: [x]

 

Units

 

 

 

 

INF = infantry

VEH = vehicle

NAV = navy vessel

AIR = aircraft

COM = commando

 

Tier 1:


 

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  • INF: Soldier – basic infantry unit armed with a bladed rifle that can close in for melee attacks

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  • INF: NEBAST – robot attack unit for combating infantry that can detect stealth and the like

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  • INF: Bowman – soldier armed with a ‘bow’; a long range anti-armour/air laser that must deploy to fire

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  • VEH: Chariot ATV – extremely quick low powered vehicle for harassing enemy formations and chasing down survivors that can attack while moving, also has a long view range. It can carry one infantry unit who can also fire.

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  • VEH: Scarab M/L – mining truck for acquiring minerals

 

Tier 2:


 

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  • INF: Khopesh Soldier – soldier armed with ‘khopesh’ flamethrower that must get close to attack but drains health/armour quickly and leaves units burning for some time.

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  • VEH: Spearman Tank – anti-tank tank armed with missiles for destroying enemy armour

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  • VEH: Sphinx Tank – tank equipped with dual machine cannons that fire burst shells for destroying aircraft or buildings

(no picture... oops!)

  • VEH: Mobile construction village – builds a new construction village

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  • NAV: River Galleass – slow boat that can transport up to twelve units and six of the units can fire at enemy targets while on board. It travels slower the further it is from the shore

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  • NAV: Cataract Class Cruiser – Fast ship with stealth detection and anti-air firepower, useful as escort

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  • AIR: Gnat Fighter – extremely fast fighter craft that can hover which attacks with machineguns, effective against infantry and other aircraft

Tier 3:


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  • INF: Set Commando – powerful anti-armour and building infantry with a weak anti-infantry attack

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  • VEH: AHT Tank – weakly armoured tank armed with long range lasers for taking down enemy buildings. Has a very short view range, but does more damage the more tanks of the same type that are targeting the area.

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  • VEH: SHA Tank – small, heavily armoured tank with low damage weapons that slow enemy units down. It can use rockets to fly short distances after a recharge time, and when it lands it can crush units beneath it.

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  • NAV: Osiris Class Battleship – powerful all-round warship with especially effective anti-ship weapons.

6xzISMR.png

  • AIR: Falcon Attacker – Fast moving rocket fighter/bomber with laser weapons that can’t hover but can remain in the air forever (when not tasked it will fly in circles).

sGT9MBs.png

  • COM/NAV: (requires Osiris) Revenge Battlecruiser – a huge boat that can 1-shot most ships and that can transport up to 20 units, of which 6 can fire off the boat as well. Used to dominate the seas (but can’t target air or on land)

rOB3juB.png

  • COM/VEH: (requires Ra) Ra’s Fury – a large, fast tank that can transport ten units and can attack up to 5 units at once with high powered lasers.

a9qpB3m.png

  • COM/AIR: (requires Nut) Geb Starship – a moderately fast, large ship, that can switch between ground or air target mode (taking about 40 seconds to change). In air target mode it annihilates aircraft easily, and in ground target mode it can continuously bombard an area. It cannot be targeted by ground based anti-air weapons

NJoZmXP.png

  • COM/INF: (requires Hathor) Hathor Combat Priestess - a stealthed sniper unit that can one-shot enemy infantry units, and also heal nearby friendly units. Has no building or vehicle attack

 

 

 

 

Buildings

 

 

 

 

DEF = defensive structure

SUP = superweapon

 

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  • Construction Village (construction yard) – a large apartment building that houses workers and architects.

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  • Refinery – processes minerals

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  • Solar turbine – produces power from the sun. It is affected (a little) by the map’s weather

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  • Garrison – Trains infantry

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  • Communications Obelisk – allows radar

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  • Vehicles workshop – builds vehicles

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  • Drydocks – builds ships

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  • Air ramp – builds aircraft

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  • Cult Temple – advanced building needed to reach tier 3. Once built it must be dedicated to one of 5 gods, giving a bonus and choosing the commando. Once dedicated it cannot be undone and any further cult temples built will remain dedicated to the same god. Abilities:
  1. Set: all infantry gain regeneration and all units gain experience faster. All units have armour and attack increased. Any unit that dies has a 1/50 chance of becoming a “greatest of 50 unit” instantly promoting them to the highest rank and granting increased health, attack and speed. No commando unit is granted.
  2. Osiris: all boats gain repair, river galleasses can heal units inside them, and all ships gain extra range and view sight. In addition, units transported by boat have increased speed for a few seconds after deploying.
  3. Ra: All laser weapons now cause their targets to burn, and all laser units gain extra health and speed. All vehicles and buildings regenerate health when in the sun.
  4. Nut: all aircraft move faster, are built faster, and refund half their cost when destroyed (stacks with mortuary; i.e. 65% refund)
  5. Hathor: mining vehicles move/collect much faster, gain your opponent’s line of sight, all building hit points increased and defences automatically repair

2QiQb5q.png

  • Mortuary – once a mortuary is built a small refund (15%) is provided every time a unit is destroyed.

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  • Monument – a small monument that can only be built each time a level 3 unit has been destroyed. Each monument you have provides a small income.

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  • DEF: Prince Wall – a wall that soldiers can patrol across if a guard tower with garrisons is adjacent.

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  • DEF: Guard tower – a tower that can fire automatically but can also garrison up to four soldiers

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  • DEF: Sphinx tower – anti-aircraft flak tower

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  • DEF: Suntower – a tower that shoots lasers at ground units, it is more effective when in direct sunlight.

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  • SUP: Locust Device – a superweapon that removes all the ore at a set location (but not the ore respawn mechanism)

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  • SUP: Sobek missile – a big missile that cannot damage units or destroy buildings but that drains power and damages all buildings (to 15% health) in a large blast radius. Once launched it is destroyed, and a new one must be built.

 

 

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ISDF INFANTRY:

 

 

  • 099-9 Rifleman: The 099-9 MOS is the standard Rifleman. He is armed with an M21 EMR (Electromagnetic Rifle). He has a MK I helmet and front plate armor, and He can switch between full automatic fire (<100m engagements) or 4 round burst (100-500m).

  • 099-5 Autorifleman: The 099-5 Autorifleman is equipped with a gas-operated M27 IAR. He fires fully automatic and has only a helmet, as he can carry more box magazines with him that way.

  • 099-3 AT Rifleman: The 099-5 AT Rifleman carries an M21 EMR for infantry engagements. He can switch to his X8 HEAT launcher in order to engage vehicles. This launcher can also be force commanded to take out groups of infantry.

  • 087-8 Medic: The medic is armed with an M21C carbine variant of the EMR. His carbine is burstfire only and can only engage out to 400m effectively. He also has the IMK (Improved medkit) that can heal one soldier at a time.

  • 087-2 Siege Trooper: The Siege Trooper is the pinnacle of anti-base infantry. His M21+ comes with a underslung 60mm Mortar which can level most based defenses from ranges as far as 1200m. He’s a bit slower than most units, but he’ll use his mortar on anything further than 300m if commanded to do so (default 600m+)

  • 087-1 AA Trooper: The AA trooper is a lightly armored unit with an M21C and X9 “Grounder” MANPADS. Typically working behind the front lines, the X9 is capable of defending about a kilometer around him.

  • 075-5 Sniper: The sniper is armed with an M20 LRR. He’s able to pick off infantry out to 1500m. He also is pretty good at prioritizing targets and will shoot for commandos first.

  • 059-1 Tank/Base Crewman: The ISDF Army crewman is left behind after the destruction of the vehicle/static weapon/building. He is armed with a M99 “Mausoleum” PDP (Personal Defense Pistol). Like the Naval Crewman, he can be upgraded with the M21C

  • 049-1 Naval/Air Crewman: The ISDF Navy Crew (the Navy commands both the sea-based fleet and the air-based fleet), is left behind with the destruction of naval or air vehicles. Unlike the Army crewman, he is trained to swim. He is armed with the M99 PDP, and can be upgraded to carry the M21C.

Just a little information about the MOS numbers: They actually mean something.

First number =0-1 indicates enlisted or commissioned officers (warrant officers do not exist)

Second number =0-9 Typical battlefield placement with 9 being front-line and 8 being support. 4 is the exception to this as it applies to Naval department's units only. 0 Would be the ISDF supreme commander

Third number =0-9 Minimum rank required for this position. Officer ranks start at 7.

Fourth number =0-9 Indicates training level (not tier) 9 being the lowest, 1 being the highest. Medic is 8 because all soldiers of the ISDF are trained in basic first aid and buddy aid, plus the IMK greatly reduced the amount of training required.

Edited by devilslayersbane
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