Posted: Tue Jun 10, 2008 1:17 am Post subject:
Make a general
Subject description: make your general
You write down a general with all the stuff( like a name and what they have) they dont have to be like usa,china, or gla. They can be from france or something. I'm not making a mod i'm doing this for fun. _________________ The undying Glow QUICK_EDIT
If that's the case... Me... I'm a general of radiation tech for the GLA's Radiation Faction... FEAR ME RADIATION BALL THROWING TANKERZ!!! But ya, me just bored and random =P QUICK_EDIT
I'm a british general specialising in anti-armour and troop survivability.
My infantry:
Squaddie (guy with SA80)
MILAN missile team (moar firepower but 2 slots in transport)
Sniper
Red-beret (elite para)
Vehicles:
Land rover wolf (humvee equivalent, armed with .50 HMG, can carry 4 troops and can be upgraded with a MILAN missile, takes reduced mine damage)
Warrior MICV (APC with 30mm autocanno, no fire ports but can hold 7 troops)
Challenger 2 (The ultimate long-range MBT, capable of engaging armoured units at long range and doing incredible damage with it's 120mm L/30 rifled gun, slower(not too slow mind you), better armoured and armed than the crusader. Costs more too)
AS70 Braveheart (A 155mm SP Gun system capable of a high rate of fire over long range, each shell is not very effective but in groups the higfh rate of fire can decimate infantry and grind down buildings)
Tracked Rapier (Get a base-defence AA missile system, and put it on tracks, what do you get? A pilot's worst nightmare. Powerful, fast, and vulnerable to artillery, keep it mobile and keep it safe, it has a large price tag)
Aircraft:
Eurofighter typhoon (fast, agile and well armed, the eurofighter is capable of dealing with multiple targets and without it's computer system it is technically unflyable, unlike the raptor it is not stealth, but what does that matther when you can out-turn some missiles?)
Panavia tornado GR3 (Ground Attack aircraft, drops a quad of AP/frag cluster bombs on the target, it is dated and more vulnerable to AA fire than the A10, but still packs a punch)
Jaguar (Fast, light and agile, it used to be a fighter, now it's a spy plane by trade, it gets in. Then out again, the darting eyes of the british army)
Defences:
Rapier system (A missile system in a hole, not good for the health of enemy fighters)
Dugout (A slit trench, can be upgraded with:
A GPMG fire team: Deploys two 7.62mm MGs to mow down infantry.
A MILAN post: Fires deadly ATGMs to wreck tanks
Forward command squad: Increases stats of other dugouts in a given radius by 10% using fire-plan co-ordination and morale support)
Tank dugout (Roll up a tank, drive it in and gain a defensive bonus as the earth itself cusions the blows to your vehicles and their armour).
Yes, I got bored... Very bored Sue me XD _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I'm the general of an independent army bent on taking over the world!
Infantry:
Private-P90
Basher-Guided RPG
Guilder-.448 Mag. Rifle
Engineer-Wrench, Desert Eagle
Aircraft:
Helicopter-with minigun on front)
Cargo plane-modified with a dropout bottom to drop bombs
Advanced Tech:
LRL tank-Long Range Laser- years of underground research brought this technology up before everyone else
Ol' Sparky-Infantry armed with Direct Energy rifles capable of disabling vehicles and killing infantry
Defenses:
Bunker-put infantry inside to allow them to shoot from it
Pumbler-Launches stinger missiles rapidly and can lock onto 2 aircraft at once
Special powers:
High velocity-Vehicles get 12% longer attack range and 8% more damage.
Advanced training-All units are built as veterans
Common cause-All infantry auto-heal
I can do that too _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 30 Dec 2006 Location: Hidden In Tiberium Field
Posted: Sat Oct 04, 2008 2:05 pm Post subject:
Re: Make a general
Mutant lizard wrote:
You write down a general with all the stuff( like a name and what they have) they dont have to be like usa,china, or gla. They can be from france or something. I'm not making a mod i'm doing this for fun.
My General's foucus would be Sonic Weaponary
Based in Germany
My infantry would all have a sonic array,it damages vitial organs in enemy's bodies,rockets would be the infantry as they can hit air as well,
each infantry gets an overload ability which sends a sonic burst straight through any armour of a vehicle and kill the driver.
Heroic unit has a portable sheild and a RailGun.
A Vehicle would be a sonic tank great for shattering vehicles and buildings
,bad v infantry as it only vibrates them ,
A Air unit would have signal jammer causing the enemy player to lose complete sight of the battle field around the plane,these planes also have a missle jammer
A defencive structre would be a powerfull air blast,although this isn't effective the air blast sends the unit flying,kills infantry,only part damages vehicles,air units are heavyl damaged by this attack
as it nearly pulls them out of the sky.
main weakness is air due to the lack of anti air units effectiveness(lesser defencive structre) _________________
My infantry:
Squaddie (guy with SA80)
MILAN missile team (moar firepower but 2 slots in transport)
Sniper
Red-beret (elite para)
GPMG team (2 squaddies with a GPMG, like the VGO m60 but when it dies you get one squaddie who survives)
Vehicles:
Land rover wolf (humvee equivalent, armed with .50 HMG, can carry 4 troops and can be upgraded with a MILAN missile, takes reduced mine damage)
Warrior MICV (APC with 30mm autocanno, no fire ports but can hold 7 troops)
Challenger 2 (The ultimate long-range MBT, capable of engaging armoured units at long range and doing incredible damage with it's 120mm L/30 rifled gun, slower(not too slow mind you), better armoured and armed than the crusader. Costs more too)
AS70 Braveheart (A 155mm SP Gun system capable of a high rate of fire over long range, each shell is not very effective but in groups the higfh rate of fire can decimate infantry and grind down buildings)
Tracked Rapier (Get a base-defence AA missile system, and put it on tracks, what do you get? A pilot's worst nightmare. Powerful, fast, and vulnerable to artillery, keep it mobile and keep it safe, it has a large price tag)
FV432 (Old APCs now used to collect supplies)
Aircraft:
Eurofighter typhoon (fast, agile and well armed, the eurofighter is capable of dealing with multiple targets and without it's computer system it is technically unflyable, unlike the raptor it is not stealth, but what does that matther when you can out-turn some missiles?)
Panavia tornado GR3 (Ground Attack aircraft, drops a quad of AP/frag cluster bombs on the target, it is dated and more vulnerable to AA fire than the A10, but still packs a punch)
Jaguar (Fast, light and agile, it used to be a fighter, now it's a spy plane by trade, it gets in. Then out again, the darting eyes of the british army)
Westland Lynx (Very fast transport/light attack helicopter that holds 8 men but no vehicles, can either be upgraded with AT rockets which take away it's transport abilities or door guns which can kill infantry and damage light vehicles, without the AT upgrade it can carry a small amount of supplies).
Longbow (british people get an apache and stick some more equipment on it, works just like the commanche-rocket pods and with more health)
Defences:
Rapier system (A missile system in a hole, not good for the health of enemy fighters)
Dugout (A slit trench, can be upgraded with:
A GPMG fire team: Deploys two 7.62mm MGs to mow down infantry.
A MILAN post: Fires deadly ATGMs to wreck tanks
Forward command squad: Increases stats of other dugouts in a given radius by 10% using fire-plan co-ordination and morale support)
Tank dugout (Roll up a tank, drive it in and gain a defensive bonus as the earth itself cusions the blows to your vehicles and their armour).
Upgrades:
CHARM 3 (Gives challenger 2s 10% extra damage Vs armour)
Blindfire guidance (increases rapier range and ROF)
Dorchester Armour (+10% Armour to all armoured vehicles)
FV432 gun (re-enables the machinegun on the FV 432, allowing it to stave off light infantry attacks as it goes about it's duty)
Missile racks (Doubles lynx, apache and eurofighter's ammo)
Missile Warning system (Allows jets to dodge when less than 3 missiles are targeted on them, only shakes off closest missiles)
L85A2 (Upgrades squaddie's attack, adds 5% to ROF, Damage and range)
Generals powers:
Level 1:
Tactical training (All AT missile units start as veteran)
Longbow (allows access to the longbow)
Jaguar pass (jaguar spyplabe takes a look at the target area)
More when I next get bored _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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