Needs a Better name
[1] - Epic Fail
[2] - Fail
[3] - Meh
[4] - Success
[5] - Win
[6] - Epic Win
World war II is here
Oh wait, it was already here long ago, you are fighting in the 1944, nevermind
Anyways, You are in some Undefined Country, fighting against the Germans, You are Outnumbereed, even if you manage to bring in Large amounts of soldiers, relyance on Tactics and stradegy is important, Mindless blasting will result in you getting killed faster then you could say "Game over", Your Objective? uh.......i don't know, Kill the Germans? there are no real objective, it's up to YOU to think them up, or you could just wander around killing them
Small Squad Tactics, that's what counts, even if you manage to gain massive amounts of Tactical points and amass troops, Charging mindlessly into the open is suicidal, not to mention that the Germans won't Hesitate to surround you with tanks and fill the air with Artilery, and that would happen if you were mindless and rely on mass-attack tactics
If you do it wrong, everybody will die, if you Do it correct, Several will die, Because War, is unfair, this isn't of luck, or anything
This, is of....
BRUTALITY
Name : Hurp
Squad Name : Not a Word to say
Squad Members : See Relavant spoiler for information, you start with 12 TP
Resistance Fighter : Or, "Frenchie", Worst unit ever, they Start with terrible stats, making leveling them a Huge pain in the ass, and they are EXTREMELY prone to Morale, Costs 1 TP
Soldier : Yes, This is your ordinary soldier or GI (General Infantry) that you will use often in the game, You will get one of them for free at the start of a regular deployment, Costs 3 TP
Officer : A Critical Aspect of any squad, They give access to the Orders Specials, making them a Critical Utility Unit, they suck at combat, costs 3 TP
Medic : a Must-have, If you don't have a medic, you can't heal your Other units, Normally, The Germans won't shoot at a Medic, but that doesn't mean that a Stray shot or Artilery round can't blow them up, no weapons, Costs 3 TP
Engineer : EXTREMELY GODDAMN CRITICAL, without them, No trenches or bunkers or whatever for you, opens up the Construction, costs 3 TP
Signaller : If theres planes above, and you need artilery, who you gonna call? The Signaller, they are fourth most important, allowing you to call in Artilery strikes, bombing Runs, or if these goddamn Germans are spamming you with planes or Artilery, They can Call in Fighters to take out planes or call in Artilery and spotters to track the Artilery shells to their origination, where they can blow them up, or you could just forget about them, their support are Mostly explosions, and Explosions can cause insane Friendly Fire, Costs 3 TP
Flamethrower : Because no War RTD is complete without Fire, these bad boys carry about Flamethrowers, allowing them to turn Germans into !!Germans!!, and can easily down Morale, just watch out, because !!Insert unit here!! will run about while on fire, which can spread to others, and can cause a huge wildfire, Fire doesn't know who are the bad guys and who are friendlies, Costs 5 TP, but the BBQ is worth it
Bazooka : Don't club me to death with a golf trophy for not using a Better name, These guys Carry around Rocket Launchers, That's right, they can blow people up, their huge problem is Friendly fire, Rockets ain't going to spare a Friendly who accidentally walked in the path of one, and if you put them in the back, chances are, you are going to have Exploded Allied soldiers for lunch, Costs 5 TP
SpecOps : These guys are elite soldiers that are good at combat, They are Better then the Usual Soldier, and Best of all : They are not Affected by Morale!, their morale are always at 50, Which means that they are Literally fearless, they won't get pinned down easily, Bad news : They are bullet magnets, and more often then not, your SpecOp is going to be the Center of attraction...........for BULLETS, Costs 6 TP
Scout : Entering a Area blind is bad, and getting Ambushed is even worst, so what're you gonna do about it? blast the whole place to smitterens before you go in? better idea : Get scouts, they gather information and spots units, which allows you to prepare for what's coming up, Costs 6 TP
Gunner : Not enough Dakka? Then the Gunners MIGHT be enough, they carry semi-heavy Browning 30. Light machine guns, sure, they might not be efficient at actually HITTING their target, but having bullets fly at you all over the place is enough to pin pretty much everybody down, 4 TP
Sniper : So, you say, Your Troops can't hit shit? you say, You need someone to down a Major Enemy? then the Sniper is what you need, they are percision soldiers, which means that their shots are going to hit 95% of the time, Only problem is, they shoot slow as shit, 8 TP
Mortar : Tired of calling down Blind artillery? tired of Artillery Shredding your Units because their shells just keep coming? The Mortar is the best choice, In-field Artillery, the Mortar, instead of firing shells all over the place and hoping that they'd hit(And hoping that what they hit isn't Allied), they AIM their shots, their only problem is their slow-as-shit speed, costs 8 TP
Paratroopers : Hey, how about we grab a bunch of soldiers, give them parachutes, put them in planes, give them random weapons, and drop them into the Battlefield? needs a Signaler, 12 TP
Jeep : Mobilized infantry, Holy shit! the jeep is manned by two people, the Driver and the Gunner, it has Moderate firepower, IF you can deal with it's shitty accuracy, takes 12 TP
M3 AT Gun : Slow, Large, Slow-firing and Powerful, combine them, and you have the M3 AT, Your Best choice against these goddamn Mechanized Infantry, 12 TP
.50 Gun Caliber Platform : It's Static, so it's only good for defending, but hell, their shots are Powerful, and Automatic, too! 15 TP
20 MM Cannon : suffers the same Fate as it's Brother, the Caliber platform, but hey! Explosive shots, Automatic, Can attack Air units, why complain?, 20 TP, so you'd better save up on these TP if you want this
Land Mattress : a 16-Barreled Rocket launcher, it is manned by two people, and it's movement speed is slow, it Has to be reloaded for 1 TP after every Barrage, but when it's firing? It causes Utter Chaos for the Germans, Costs 20 TP
Tank : And so......The Strongest Unit, and the Most Powerful, the Tank, They ain't no laughing joke, If you see this coming at you, take these three steps : Shit your pants, Drop everything, and RUN, All Bullet based weapons will Auto-fail attacking the Tank, explosive Ordiance will have to roll 4 and above to damage the tank, Anti-tank? well, maybe it's not that indestructable, Everything fears the Tank, and the Tank fears.....well, Anti-tank weapons, Takes 20 TP
Half Track : Yeah, i know, this list is sorted out by Cost, and the Half Track, it's the most costy, there is only ONE half track, and you START with it, it has a .30 Browning LMG, but you can dish in 15 TP to upgrade it to mount a Powerful Quad Machine gun platform, turn it into a Field hospital, Turn it into a HQ(Field HQ, Radar and Radio Post, make it a Portable Artillery, or turn it into a Anti-tank
Combat is Determined by Range, there are several types of combat :
Close Quarters Combat : CQC for short, at this range, Melee combat is possible, Shooting isn't recommended, CQC is basically a Big Gamble, Get it good, the other guy dies, get it bad, Your Unit dies
Ranged Combat : Shooting, anything else i need to say?
Long Range Combat : Short for "You ain't gonna hit anything", This Combat will reduce all accuracy rolls by -2, Only Snipers do not have this disadvantage
Indoor Combat : CQC and Ranged Combat in one, this happens if both combatants are in a Indoors area(Bunkers, Pillboxes, Buildings, you get it)
Rifle : The Unit's Accuracy, The Lower this is, the worst accuracy the unit has, caps at 100
Exp : The Unit's Experience, For Soldiers, SpecOps, Scouts, Gunners, etc, this is how much they shoot in a Turn, for Officers, Medics, Signalers, etc, this affects how well they do whatever they are assigned to do(Medics = Faster healing, example), Cap of 100
Morale : The Unit's Will, If units are fired at, this Determines if they'll get pinned, or not get pinned down, This is the stat that will rapidly change, and it either drops, or raises, if this drops to 0, Said Unit will Run away, Above 50 Morale, Said Unit will have a Second chance of not being pinned
In addition, Units can also have these Statuses :
Pinned : More often then not, this is going to be pretty much what you see commonly during fights, this happens if the Unit fails the "Pin" roll, in this state, Anybody shooting at them will have a -1, but the unit being pinned down cannot use weapons, grenades, or anything, well, except getting shot at
Suppressed : If a Unit is shot at too much(And survived), they'll enter the Suppressed State, while in this state, Units will try to get out of the way of fire, getting pinned down, and if the bullets stop coming, said unit will be pinned down for another one or two turns, to ensure that it isn't a trick to get them out of cover
Terrorized : Hey, want to know what happens when a Bomb drops near you?(Preferably on your buddy), You Become terrorized, Actually, there are a couple of ways to Terrorize a Unit, most commonly, making them experience Close big explosions, In this state, units will be pinned down for two turns, yeah, thats right, and after the two turns, the unit will instead suffer huge disadvantages to their accuracy, this'd rarely happen, so don't worry about it
Running away : When the morale hits 0? This happens, the unit will Run away, You should try to avoid this at all cost, well, unless if it's a frenchie we are talking about
Aerial : While in Aerial, it means that the Unit is not on the ground, now there, this doesn't mean that when a TNT charge blasts you into mid-air, you are aerial, it means Paratroopers still in the air, Planes, and soldiers that somehow managed to get into the air
Down : Any Soldier that gets hit into 10 HP or less will be down, in this state, the soldier may do NOTHING but sit there and yell for help, heal him to 11Hp or above to get him back into duty
These Specials Require Either Officers(Orders), Engineers(Construction), Signaler(Support)
Orders
Hold Fire - This Orders a Unit to Hold their fire, don't know why you'd want this, needs no TP, and is thus free
Concentrate Fire - Orders your Squad to concentrate fire on one target, it's effective with large squads or automatic weapons, no TP needed
All-out Fire - Orders all units in your squad to pick their targets and shoot, which means that firepower is used on different enemies, bad side? i won't bother making their targets sensible, so the soldier with a pistol will shoot at a tank and the other soldier with a Bazooka will shoot a Volkssturm, no TP needed
Taunt - Taunt the Germans, you are really asking for it.....(No TP needed)
Heroism - Got a Officer you NEED to save? then Heroism is your Friend, this brings a Unit up to 200 Health, and boosts said unit's morale by 15, note that this only works on units with 20 EXP and above, needs 4 TP
Morale boost - at the Cost of 1 TP, your Officer(Officers?) would boost the morale of a unit, Amount of morale boosted depends on the Officer's EXP
Combat Leadershitp - For 1 TP, give a unit 1 EXP, simple enough?
Ranger Training - 5 TP, 1-15 Rifle boost and 1-30 Morale boost, self explainatory
Sabotage - Got a Frenchie you need to get rid of? use Sabotage, and choose a Frenchie, it'll send him away to Sabotage the Germans, their results can vary, from being simply killed, to blowing up a German HQ and giving you 7-9 TP, Their success depends on their EXP, note that i did this so that Frenchies ain't Simply used as Meatshields, Costs 2 TP
Tactical Withdraw - Your Current position is being overrun? Getting ready to organize your units after you fall back? how about this : Tactical retreat some of your Units so that when you fall back, you have some soldiers to back your squad up
Construction
Mines - Builds three mines, Self explainatory, 1 TP
Sandbag - Builds a Decent defensive structure that can be destroyed, decent defense against bullets, 1 TP, pretty cheap, huh?
Trench - Builds a Permanent construction, defends well against Bullets and explosions, just watch out for the grenades, 2 TP
Bunker - The Best protection against....well, EVERYTHING, Bullets? check, rockets? check, Grenades? check, TANKS ROLLING ON IT? Check, Artillery shells? check, Fire? Not check, Seriously, don't let any flamethrowers or burning soldiers come in, it'll burn everything, destructable, and lowers rate of fire for units inside it, and do know, that mortars and anything not bullets will be blocked, with the exception of Rocket launchers, that's to raise the FUN factor, as Bazookas fired inside the bunker will fry everybody thanks to the exhaust fumes, 5 TP
Barbed wire - Look, those Fort plans and defensive structures made to defend against attacks? how about you just slap a bunch of wire across the whole place? the Barb wire tangles and traps any suckers that step on them, and does periodical damage, for only 1 TP!
TNT - Yer Old TNT, Plant this sucker down, hide somewhere, wait for somebody to go near it, and trigger the explosive, 2 TP
Antenna - Yes, i know what you are saying : The Signaler takes FOREVER to call down support, so here comes the Antenna, it speeds up radio communications, deducting the turns needed by 1, 1 TP, so you better quickly build one
Radar - We all hate planes, no, not our own, but the Enemy's planes, so why not detect them earlier? the radar does it, 3 TP
Cam Net - As your Squad count increases, so does the Enemy's ferociousness, so you better hide them under a Cam-net, for only a Mere 1 TP, you can hide your Squad count, fooling German HQ
Booby Trap - Your Mines and TNT's are powerful, sure, but there is One goddamn problem : Pioneers defusing them, so what're you gonna do about it? how about booby trap it so that it explodes when the Pioneer attempts to defuse it? only costs 1 TP, so Booby trapping your mines and TNTs can be a cheap tactic
Pillbox - The Ultimate defense structure, you can blast it with a bomb, smash it with a tank, shoot it with every single explosive shell you have, and it'll still stand, such is the power of the pillbox, it's indestructable, now there, there is a disadvantage : Soldiers inside it can't see what's going on outside, and it has a big price tag on it : 15 TP
Palisade - 5 TP, that's the cost you need for some random tall rising wall that blocks the shit out of everything, sight, bullets, rockets, etc, it doesn't care if you are allied or enemy, it just blocks your sight and everything, Destructable, tho
Support
Artillery strike - Standard Artillery strike that blows everything up, no? 3 TP
Bomb Drop - Drops a Huge, gigantic bomb on something, 3 TP
Aerial Close Support - A plane swoops over the battlefield and shoots exploding bullets, they'll try to avoid shooting friendlies, but you can never trust them, 1 TP
Air Superiority - Enemy planes above the field? call in the fighters, it'll Take care of them, 1-goddamn-TP, what else could be more useful?
Sitrep - Battlefield is clear, so what are you going to do now? Annoy the unholy shit out of HQ? yeah, that's what this does, good side? 10% chance of 5 extra TPs, and in the middle of fights, Sitrep MAY give you an extra soldier or call in a Free Aerial Air support, so don't complain, No TP used, unless you are in combat, in that case, 1 TP used
Smoke Screen - Need a Screen to move your soldiers without them being shot at? this does the job, 1 TP, and your units are invisible to the enemy for 2 turns
Naval Artillery - Okay, if you're using this, you are suicidal, Naval Artillery is your Best friend, and your worst nightmare, in just ONE Single call, simply take a Artillery, Give it the Explosion size of a Bomb, fire it 35 times, and there you go, needs a whooping 20 TP
Too much Spare TP? then how about getting stupid shit for your squad members?
Bar Machine gun - Upgrades a Soldier's weapon to The BAR, Which is powerful and automatic, but takes ages to reload, 5 TP
Tommy Gun - Give your soldiers the M1A1, Basically Decent everything rolled into one, 3 TP
M1 Garand - Semi-automatic, Accurate, Decent damage, Decent range, Don't complain, 2 TP
M1 Carbine - Fast Reload time, Semi-automatic, Large Magazine, can easily switch target, why ask for more?, well, low damage, i guess? 2 TP
Shotgun - SHAWTGUN ARE FOR BADASSES, Anyways, The Shotgun is a close range weapon, powerful at CQC and Short range, But sucks ass at anything else beyond that, 1 TP, cheapest weapon on the block
Grenade - This grenade, will be your soldier's most helpful and most dangerous ally, It explodes, and doesn't need to be reloaded, but the problem of friendly fire is still there.....1 TP
Springfield - Downgrade a Soldier to the Springfield, it's free, but why in the name of the unholy hell of fuckness would you do this?
Rifle grenade - Can only be used by Rifle-using units, it's basically a Weaker version of the rocket, 2 TP needed
Bayonet - Got a CQC-dedicated soldier? give him this, it gives the soldier a +1 to CQC rolls, 1 TP
For doing something, you might receive a Medal, aside from being shiny, it can give bonuses, here are a bunch of medals i could think of right now, will update this as i think of them, their quota are not shown until you get them
Chain of Command - Piss off HQ with a shitton of Sitreps
Random Carnage - Kill a Bunch of Enemies within 5 turns
Legion d' Honneur - Get a Frenchie promoted
Forward Scouting - Scout a Number of areas before moving in
Mass Explosions - Cause a shitton of explosions
Artillery Spam - Call in a Hellton of artillery
Grenade...SPAM - Have one unit spam grenades
Promotion Hog - Get a number of Units Promoted
"Wait, wasn't i supposed to be in command?" - Get a Officer promoted beyond YOUR rank
Yes, i put it THIS late, har har
Anyways, after every Turn, you'll get either 1-5 TP, depending on the Rolls, which means that if you are lucky enough, you'll pile up on TPs, but watch out : The More TPs you have, the more often german Saboteurs attempt steal 7-9 TP points, which means that you can't just stockpile the TPs and spam Tanks later on
And once they steal those points, where do they go? MORE, FUCKING, UNITS, thats right, those TP they steal? it goes to creating more Units, so try not to stock up on the TPs, you could always donate them, or blow them up for no reason
In order to Halt Mass-spam, once you get above 8 Units, The Germans will start shooting Artillery shells at your squad, to avoid this, Build Camnets, and get those units under them
4 Players, Or 5, if someone decides to ALSO jump in