On the 52nd Lowland Division (re)

Home Forums General Discussion Suggestions On the 52nd Lowland Division (re)

Viewing 2 reply threads
  • Author
    Posts
    • #14058
      w
      Participant

      <b>OVERVIEW</b>

      Once again I do not believe every change desired will make it in, and if every change were to make it in I’d be very impressed. The 52nd Lowland currently is the 2nd best infantry doctrine next to CoC, missing out on more refined infantry and proper breakthrough according to the Doctrine. The following is a list of changes that do not intend to cause massive effort for the developers.

       

      <b>TREE REWORK</b>

      Like in the Guards Armoured Post this is not an “I want everything in this”, again I don’t expect this forum post to be entirely thrown into Lowlands. It involves the addition of 4 content additions while the remainder is tree compression and reorganisation, such as the separation of Highlanders from the Special Infantry line and allowing Scot Borderers an earlier, more viable rush.

       

      Tree rework can be found here.

       

      <b>CONTENT ADDITIONS</b><b></b>

      • <b>Airborne Fieldcraft</b>

      Allows the 1st Airlanding Brigade to construct field defenses. Sandbags, fighting positions, barbed wire, simple landmines (AP, Hawkins), and the ability to repair become available, allowing for better defensive capability around the inserted Gliders and the ability to repair it if damaged.
      <b></b>

      • <b>Forward Positions Unlock</b>

      Allows construction of Heavy Fighting Positions (Mortar Pit w/o mortars), faster to build than a trench and halfway between a fighting position and a trench for protection. May be garrisoned by AT guns.

      Unlocks Heavy Forward Post (Mortar Pit w/wooden/metal roof, no mortars), offering 4 medics and a 12 man garrison, as well as heavy protection against artillery. 6 may shoot out at once.<b></b>

      • <b>155th South Scottish Brigade</b>

      A polar opposite to the 6th Battalion Highlanders, offering a high-power CQC unit with a limit of 2, armed with 5x M1 Carbines with an upgrade available for 3x Thompson and a captured Panzerwurfmine, exchanging the AT capability of the PIAT for superior close-range performance. Built at Platoon CP at Tier 1. Satchel Charge at Vet 2.<b></b>

      • <b>79th Armoured Refit</b>

      Allows for the modification and refitting of a Vet 2 Churchill Mk VII into a “Funny” of the 79th Armoured, either a Crocodile or a MK VIII refit, offering the 90mm Howitzer. With a limit of one on the field at one time and with a designation cooldown, as well as a high price of munitions and manpower to pay for such a combat conversion. This would offer superior breakthrough capability in urban or bunker-ridden environments. This vehicle would not be able to hull-down.

       

      <b>SUMMARY OF CONTENT ADDITIONS</b>

      Overall I believe these changes would not only properly streamline the 52nd’s tech tree, putting more focus on the infantry and it’s abilities rather than on the armour. Three unlocks overall were compressed into others as they took up significant space in the tree that they did not have to occupy, such as the separation of the 17pdr and the 2cm Oerlikon.

      Out of the actual content additions I think Airborne Fieldcraft is the best of the four, giving the Airlanding Brigade the ability to repair their glider and construct defenses for themselves post-insertion.

       

      <b>GENERAL QoL CHANGES</b>

      Below are general suggestions that would, in my opinion, improve the overall flow and gameplay of Lowlands and do not require the above changes.

      • Highlanders – Decreased Manpower tax, Vet 2 No.68 AT Rifle Grenade
      • King’s Own Scottish Borderers – Decreased Manpower tax, ability to plant Hawkins Grenades (mine) and Hawkins Grenade (Magnetic AT, like H3)
      • 1st Airlanding Brigade – Equipment Glider requisitioned from Infantry Glider, crewed weapons built from Equipment Glider rather than spawning outside. Infantry Glider may build replacement infantry if a squad is lost. (I.E. if Bren squad is lost, you may rebuild it from that glider. 340mp per squad)
      • A34 Comet – Requisition decreased to 950mp, at Vet 2 may requisition other Comet if other dies. Can only be done once per Comet. WP shell with Vet 2 (or with Scheldt Availability, if added)
      • Churchill Mk VII – w/Mechanised Warfare, cone of reduced suppression added for a range behind Churchills, reducing effect of AOE Suppression when using Smoke Projector.
      • Land Mattress – Price alterations: WP 100mu, HE 180mu. Crit damage against vehicles with HE increased (De-track, horizontal drive, stun, etc).
      • Sexton SPG – Price alterations: 400mp, 60mu, 70 fuel. Increased RoF.
      • Sherman Operating Post – Remove Sexton requirement for Artillery Flare.

       

    • #14079
      123nick
      Member

      i like it. i think the No 68 AT rifle nade shoudlnt be put behind vet, its just a AT rifle nade. US get em without vet, and highlanders arent exactly anything too cool. id have the blue abilities start from the highlander unlock, then go too officer training/ victorias cross. then, they arent something that can be bypassed by just having the bottom line ability tree be your infantry related unlocks. also, a sherman OP price reduction would be nice.

      imo, i think the 79th refit should be 95mm churchil only, if just too help diversify unit availability within doctrines. churchils already in CoC.

       

       

    • #14088
      starbuck
      Moderator

      I know your intent is to not cause massive effort, but your rework would be exactly that.  At least a 2-3 weeks of work.

      Some of your QoL ideas may be doable.

      Will take a closer look at the “taxes”.

Viewing 2 reply threads
  • You must be logged in to reply to this topic.