A possible re-work of British Tiering
Posted: 06 May 2019, 23:06
When playing with and vs British for sometime in BK I noticed that they have a very linear-playstyle that always goes from AT Boys to Recce to Armor truck/AT weapons stuff. There's no variation to how one can play British because of how most units are locked behind either the officers or the trucks. It turns into more of a 'positioning-warfare' for Brits early-mid game to somehow surprise the Axis with their build order by coming from unexpected directions; not because the Axis don't know what the Brits are building.
If I was to change the British Teching system, it would look like this:
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Legend:
White Line - What is required to build this unit
Orange Line - Possible Reward unit switch-out in the main menu
Dark Green Line - Possible Doctrine unit switch-out
Red Box - Royal Engineer Doctrine Only
Blue Box - Royal Airforce/Commando Doctrine Only
Green Box - Royal Artillery Doctrine Only
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On particular changes of note:
- Bren carrier is allowed without the LT because I want to 'nerf' it to be vulnerable to small arms fire from machineguns and STG44's (especially in close range). In exchange the Bren carrier comes earlier and costs less manpower to field.
- Dingo is now core unit (and requires LT because Dingo rush is still pretty good vs PE) because playing without proper recon as British sometimes is hard enough already.
- 2-inch mortar doesn't require the Support Truck, only the Lieutenant.
- You still need the Lieutenant to unlock the Support Truck.
- The Staghound and 57mm Halftrack are non-doctrinal units (thus available to all doctrines).
- Stuart, 75mm Autocar, and Tetrach do not require Captain as it reveals doctrine choice to Axis players. Which is a huge advantage if for example you know as PE the British player is going RE; then you know which doctrine to pick.
- The 4.2 Inch mortar requires Captain because I think it's a really good mortar; especially with super-charged rounds.
- Cromwell requires Captain before being fielded. The Command Tank, M4A4 Sherman, Crusader, and Mk IV Churchill (with no HE Shells) can all be 'rushed' if one wants them fast.
- Tank Commander is available without requiring the Command Tank because he takes forever to build already (I think his build time should be reduced).
- Command Tank does not require the Captain and you can get the vehicles required afterwards with the CP unlock just having the command tank. At first I thought all of them should require the Captain and Command Tank both. But I hoenstly think it's fine this way because the Captain is locking AT weapons that you might need early-mid game (He will also be locking the 17 pounder emplacement and the 25 pounder emplacement but I didn't put that on the image). Perhaps the only problem would be the HE Churchill Rush coming a bit too fast but then you can just lock only that vehicle behind Captain and Command Tank.
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Basically, it's opening up British tiering so you are a bit more surprised by what the British player builds and sometimes he won't even build the AT-boys from the start if he wants to; giving the shwimmwagens and scout car openings a bit more edge if they surprise the British player (or the other way around). Hopefully it will make British a bit less dull to play around with but this does not include doctrine changes which I might or might not get to later.
If I was to change the British Teching system, it would look like this:
---
Legend:
White Line - What is required to build this unit
Orange Line - Possible Reward unit switch-out in the main menu
Dark Green Line - Possible Doctrine unit switch-out
Red Box - Royal Engineer Doctrine Only
Blue Box - Royal Airforce/Commando Doctrine Only
Green Box - Royal Artillery Doctrine Only
---
On particular changes of note:
- Bren carrier is allowed without the LT because I want to 'nerf' it to be vulnerable to small arms fire from machineguns and STG44's (especially in close range). In exchange the Bren carrier comes earlier and costs less manpower to field.
- Dingo is now core unit (and requires LT because Dingo rush is still pretty good vs PE) because playing without proper recon as British sometimes is hard enough already.
- 2-inch mortar doesn't require the Support Truck, only the Lieutenant.
- You still need the Lieutenant to unlock the Support Truck.
- The Staghound and 57mm Halftrack are non-doctrinal units (thus available to all doctrines).
- Stuart, 75mm Autocar, and Tetrach do not require Captain as it reveals doctrine choice to Axis players. Which is a huge advantage if for example you know as PE the British player is going RE; then you know which doctrine to pick.
- The 4.2 Inch mortar requires Captain because I think it's a really good mortar; especially with super-charged rounds.
- Cromwell requires Captain before being fielded. The Command Tank, M4A4 Sherman, Crusader, and Mk IV Churchill (with no HE Shells) can all be 'rushed' if one wants them fast.
- Tank Commander is available without requiring the Command Tank because he takes forever to build already (I think his build time should be reduced).
- Command Tank does not require the Captain and you can get the vehicles required afterwards with the CP unlock just having the command tank. At first I thought all of them should require the Captain and Command Tank both. But I hoenstly think it's fine this way because the Captain is locking AT weapons that you might need early-mid game (He will also be locking the 17 pounder emplacement and the 25 pounder emplacement but I didn't put that on the image). Perhaps the only problem would be the HE Churchill Rush coming a bit too fast but then you can just lock only that vehicle behind Captain and Command Tank.
---
Basically, it's opening up British tiering so you are a bit more surprised by what the British player builds and sometimes he won't even build the AT-boys from the start if he wants to; giving the shwimmwagens and scout car openings a bit more edge if they surprise the British player (or the other way around). Hopefully it will make British a bit less dull to play around with but this does not include doctrine changes which I might or might not get to later.