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Yourself as a ZH General


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#1 Axel of Sweden

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Posted 24 June 2007 - 18:56

If you were a general in ZH,

Whats your speciality?

Whats your tactics?

Got any unique HERO?

What country do you belong to?

What are your unique unit,s n Buildings?

What are youre unique upgrades?

Generals abilites of yours?

What would your Challenge map look like?

Quotes?


Myself;

Firepower general general

Country:Sweden

Tactics:Tank rush,Bomb em back to the stone age,Ground control

Unit,s :

STRV2000

http://members.tripo...r/strv_2000.htm

140mm cannon, coaxial 40 mm bofors, Gains stealth detector or Point defense laser upgrades

Advanced Strv122

[img=http://img399.imageshack.us/img399/576/strv12220975actq6.png]

Advanced CV90 (More armor)

[img=http://img519.imageshack.us/img519/3623/scv9040c20a1293vr4.png]

Archer artillery

[img=http://img146.imageshack.us/img146/1025/imagevaulthandler20b32dbe6.png]

Viggen ground attack fighter

[img=http://img146.imageshack.us/img146/2931/landboforsarcherartilleza6.png]

HKP16 (Comanche)

Similar to airgens Stealth comanche in SW but with retractable rocket pods and different canon ,30 mm autocannon with splash damage


Upgrades:

L55 Gun (Longer strv122 barrel=more range)

Posted Image

Fuel air bomb (Viggen gains Fuel air bomb like alpha aurora)

Smoke launchers for tanks

Strix rounds for archer, target seeking ability


Abilites:

1 star

Archer unlcock

L55 Gun upgrade unlock

3 star

Artillery barrage (3 levels)

STRV2000 unlock

5 star

BK90 (Cluster bomb)


Buildings:

50 mm Defense gun,

Advanced power generator


Changes:

Marksman unavalible

Starts with RB56 Upgrade for CV90


Quotes:If you hit em,Hit em hard!,Bort från min synradie,Du är ingen utmaning bara ett testobjekt för mina vapen!


Challenge map:Not sure, central sweden

Edited by Axel of Sweden, 24 June 2007 - 20:37.

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#2 Warbz

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Posted 24 June 2007 - 19:05

specialty: Guerilla attacks

Country: Wales =D

Unique unit: Stealthed spec ops. Always stealthed unless detected by something, even when attacking.
Able to use C4 on buildings and vehicles, able to knife infantry.
Good for Hit and runs but dont hang about. Build limit: 1 Build time: 30 seconds.

Unique building: A building that infantry can enter and be drop pod'ed anywhere in the map.

General ability: If There is currently no live Spec-op unit, This ability will allow you to drop pod the unit anywahere on the map. (reload time: 5 mins)

Map: Would have alot of chokepoints, Making a steamroll or spam attack pointless.

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#3 TheDR

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Posted 24 June 2007 - 19:47

The DR

Speciality: Being Evil...

Country: Belgium.

Unique Building: Evil Volcano Lair, produces Anonymous Henchman and has lots of defence.

Unique Unit: Anonymous Henchman, cheep and strong when in big groups.

Generals Abilites: Ransome The World, steals money from opponent(s) 3 levels of power.

Challenge Map: Evil Lair, a large map with lots of deadly traps and money.

Quotes: "you will die at the power of my Lazer."
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F O R T H E N S
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#4 Crazykenny

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Posted 24 June 2007 - 20:07

General Kenny

Speciality: Defensive and Hit and Run tactics
Country: The Netherlands
Unique Unit: Su-37 Terminator
Unique Building: Quake Artillery
Generals Abilities: Air Supperiority, Defense Drop, Tactical Nuke, Map Reveal, Antimatter Bomb
Challenge Map: Very dark, lots of chokepoints, and highly detailled. Radiation everywhere.

Quotes: ''Doomsday will come!''
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#5 MR.Kim

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Posted 24 June 2007 - 20:07

General K(5 Stars General)

Country: South Korea, Dragon Base. :P
Tactics: Tank Assult
Unique Unit: Mammoth Tank IV :P
Unique Building: AT Heavy Gun tower and AA Sniper Gun tower.
Generals Abilities: Tank Drops, Unlock Earthshaker Tank, Unlock Tactical Tank

Quotes: "You dare challenge my tanks? Let's settle this!"

Edited by General K, 24 June 2007 - 20:24.


#6 Soul

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Posted 24 June 2007 - 20:38

General Jonathan "Soul"

Speciality: Energy Weapons.
Tactics: Sneak Attacks and building up and attacking in large Numbers.
Country: Canada
Unique Units: Laser Apache, Rail-gun Leopard Tank.
Unique Buildings: Advanced Particle Generators, Laser Turret, Rail-gun Fire base, Plasma Cannon Super Weapon.
Generals Abilities: 1-2 Star: Laser Apache Unlocking, 3-4 Star: Plasma Rain(3 lvls), Proton Sniper Unlocking, Hornet Strike(3 lvls and they fire EMP Missiles), 5 Star: Precision Laser Strike(Fires a powerful laser beam on the target location).
General Changes: Rifle Soldiers use Laser Rifles, Rocket Soldiers use Anti-Matter Rocket Launchers.
Challenge Map: Somewhere in the northern Canada, very showy, base is on the other size of a island, lots of Derricks and a Refinery or too for capture.

Quotes: "Coming here was a big mistake General and when I'm done crushing your base, I'll be coming for you!" "The end is nigh General." "You think that pitiful attack force will destory my base General?" "You have failed General, your whole strategy was full of flaws."

Edited by Soul, 26 June 2007 - 00:30.

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 Insomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#7 Rayburn

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Posted 24 June 2007 - 20:52

Rank: Generalfeldmarschall

Specialty: Impregnable fortifications & special weapons

Infantry:
- Kanonenfutter: Cheap infantry, comes in packs of 5, no armour, uses an MP5.
Best used in big numbers and in order to draw away fire from the real army
- Schütze: Armed with G36Cs
Upgrade: Adds grenade launcher capable of firing HE or incendiary grenades
- MG-Schütze: Armed with a modified MG3 machine gun
Upgrade: Replaces standard-ammo with special incendiary-rounds capable of creating fires
- Panzerjäger: Armed with a heavy Panzerfaust
Upgrade: Guided missile-launcher, capable of firing 3 missiles into the sky and then guiding them down on a designated target
- Heckenschütze: Armed with SVD, takes out infantry at medium range with good rate of fire.
Upgrade: G-28; increases range and firepower at the cost of speed, capable of damaging vehicles
- Hero: Armed with a modernised FG42 / Panzerfaust with neutron-warheads

Vehicles:
- Leopard: MBT. Good allrounder. AP cannon / co-axial auto-cannon
Upgrade: AP-railgun
- Challenger: Modified to have tank/artillery abilities, uses rifled cannon for long range shots. Depleted uranium or tactical nuke shells
- Tunguska: Fast AA-vehicle. Short range jamming device that protects the vehicle from enemy Air-to-Ground-missiles
- PzH2000: Heavy self-propelled artillery system. HE, incendiary or neutron shells

Airforce:
- Eurofighter 2000: Air-to-Air fighter, has two guided bombs for ground targets
- Stuka: Modernised version with improved design and jet-engines. Armed with 30mm Anti-Tank cannons
- Eurocopter Tiger: Multirole helicopter. AA-missiles, rocketpods, heavy autocannon
- Hind: Strong armour, armed with a 30mm autocannon and powerful HE Anti-Ground-missiles. Capable of transporting 5 infantrymen

Buildings:
- Generic Barracks/Tankfactory/Airfield
Upgrade: Improves armour of structures by 25%
- Bunker; holds 3 infantry-units, connected with barracks
Upgrade: Protection against radiation/toxins
- Flak130; Designed like an ordinary Flak-gun, just with 130mm instead of 88mm shells. Capable of switching between AA and anti-ground mode
Upgrade: Railgun
- Laser-fence
- Forcefield-generator

Can't think of more overpowered stuff at the mo.

Quote: *some witty remark by Sun Tsu to make myself look educated*

Location: Zugspitze, German Alps

Edited by Rayburn, 24 June 2007 - 21:11.


#8 Areze

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Posted 24 June 2007 - 21:13

Name: "Nightshadow"

Country: My own militia/organization based on the GLA.

Tactics: Stealthed, Highly Armored Units with Helicopter support

Unique Units: See my Enforcer Idea in Full Throttle, Raider Tank (Quick Anti-Tank Quad thing), Manhunter Gunship (Chopper), Longshot Artillery (Launches a micro version of the Iron Storm

Hero: Think Jarman Kell + Burton. Can scale cliffs and swim, is a sniper, Can damage Vehicles to an extent (kills Technicals in 3 hits or so). Places Timed and Remote Demo Charges. Called the "Hunter-Killer"

SuperWeapon: "Iron Storm" A huge MIRV missile in a mostly underground silo (Covered in Camo and junk) that when launched, moves to it's target, separates into three segments, then the segments launch hundreds of Dynamite Stick-sized Iron Tubes that hit the ground at high velocity, Moralizes Buildings and vehicles and large infantry groups.


Building style: Mostly Cave/Tunnel like with little 100% above ground buildings, covered in sand, dirt, snow (Depending on climate) with camo everywhere. The only extravagant (ish) Building is the command Center, which is a huge concrete Bunker that is more armored then usual Command Centers and can be upgraded with Radar. It also has a few Stinger Soldiers (3 or so) for defense.

Map: Forest Canyon mostly, with a whole to of vegetation and plenty of mountains. Think Montana-esque.

Quotes:
"Ah General, I see you decided to challenge me, better watch you back, hehehehehehehe..."
"You better watch out, you better not cry, because I am, coming, FOR YOU! HAHAHAHAHAHAHA!!"
"They'll give anyone a General Rank Nowadays... *sigh*"
"That's IT!? THAT"S your attack force, I have scout teams bigger then THAT!"
"Oops, looks like someone forgot to pay the bills, you know what that means, hehehe..."
"Infantry? Well we'll see how long it takes before they rebel when they realize that their commander is a fool leading them to their death."
"Tanks, I see, well, while you go broke on an iron river, I can spend very little on the means to take them out."
" Nice base, I think I'll take it." - :P

Typos Fixed

Edited by Nightshadow, 24 June 2007 - 21:24.

Writing Thread

#9 Dr HaxX

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Posted 25 June 2007 - 07:56

Name: Match

Rank: Three Star General

Specialty: Thermal Radiation/Exobernetics

Tactics: Expensive science-intensive technologies at a high cost and low unit survivability; large amounts of inevitable friendly fire (pun intended)

Infantry:
- "Glass" Gunner: Carries a short range rifle that fires a stream of superheated silicon clusters at enemies. Very impressive firepower for an early game infantry, but has poor range and may accidentally harm nearby infantry in the line of fire.
+ Special: Manually targeted ability that weaves silicon clusters together and launches them out a short distance before shattering the mass with a faster single, secondary projectile sending shrapnel across the field in a small radius. Clears structures. Available after upgrade.
<Upgrade(s): "Crystalic Cocooning" Upgrade that gives glass gunners the aforementioned ability.>
*Best use these in small numbers of well spaced units. The projectiles WILL kill fellow infantry that are in the line of fire. Useless against tanks.*

- "Shredder" Smartgunner: Well performing glass gunners are further trained and completely re-equipped to be these feared elite soldiers. Armed with advanced targeting optics in the helmet and a massive chain gun like device, these soldiers make short work of just about everything. Albeit less effective against tanks than the hydras mentioned below, their rounds are devastating to vehicles after the appropriate upgrades nonetheless. Their weapons fire smart shells capable of tracking moving targets. After the upgrade mentioned below they become effective against tanks.
+Special: Scan Zone Enables the smartgunner to focus on a specific area to detect stealth in a better area. Increases rate of fire versus targets within that area.
<Upgrade(s): "Cobalt-60 Weapons" Upgrade gives the Shredder depleted radioactive shells that give improved armor penetration abilities. Shell splinters upon entering the body, leaving hundreds of radioactive shards embedded in the entrails of the target. In other words, it keeps killing after it has already mortally wounded. Infantry may die from neutron fallout from shards before the gunner even reloads. "Ultraviolet Optics" Upgrade allows the smartgunner to detect nearby stealth units. Since many of the military this unit belongs to uses high temperature weapons, infrared is not an option. Ultraviolet tab on the visor is able to detect solid objects without fail. This upgrade is helpful, but the stealth detection range is not marvelous.
*Although powerful, the smartgunner is expensive and is vulnerable to A(tomic)B(iological)C(chemical) weapons. On the other hand, the nice thing about the smartgunner is that he never misses and he is very fast on foot.*

- "Hydra" Heavy Weapons Team: A two-man team armed with a very large multi-tiered missile launcher. The weapon is large and takes two to load and fire. To make up for this vulnerability, they are equipped with a heavy duty power armor (like that of the GDI zone troopers only a little lighter) to increase their strength and durability to small arms fire. The Hive Launcher they carry around takes a small second to deploy (think mortar infantry) before releasing a volley of five unguided, high yield Wasp Warheads upon the target in rapid succession. Rockets scatter like the rockets from a Commanche Rocket Pod, but in a smaller radius. Rockets fire slightly parabolically; not as dramatic as ShW Mod's Berserker, but more than a standard missile launcher.
+ Special: Deploy Hive Launcher. Causes the team to set up the launcher in advance, losing mobility, while getting slightly increased range and first strike capability.
<Upgrade(s): "AMAG Torpedoes" Upgrade: The launcher's missiles become loaded with Aerosol Magnesium warheads that create a small thermonuclear chemical reaction upon detonation. The reaction creates temperatures of at well over 800 degrees Celsius for a brief period of time. Ignites infantry with ease. Cleans up toxins. Burns through tank armor entering the brief reaction. Very powerful, but be careful your own soldiers are not in the blast!>
*You want to deploy these as often as you can. Their weakness is in their weapon down times during deploying and reloading. Use less expensive infantry that are resistant to tank shells to lure them toward these emplacements. Another unique ability of the team is that they receive damage together, thus dying at the same time (since one man cannot man the launcher himself, his partner will have his suit inject him with a lethal dose of adrenaline or have the warheads induce themselves prematurely. Although this seems very inefficient, this prevent the enemy from taking prisoners and gaining valuable information or technology.*

- "Guardian Angel" Field Medic: Delivers vital medical supplies to infantry and cleans up ABC weapon aftermath after upgrade. He can deploy a small field clinic capable of bringing up to six infantry back to full health at any one time. Immune to ABC weapons due to special protective power armor.
+Special: Field Clinic; unpacks clinic at location. Sterilize Site ability cleans up all hazardous materials at the location specified.
<Upgrade(s): "Field Decontamination Kit" Upgrade gives the medic the ability to handle Nuclear or Biological weapons pf any kind.>
*Useful for backing up inert Hydra Teams as well as providing infantry with immediate battlefield help in a cheap, mobile, and efficient form*

-"Phoenix" Torch Bearer: Standard firespitter unit with a high temperature flamer. Carries around a solid fuel thermogel that is safe due to the fact that it oxidizes, rather than igniting at high temperatures. The only dangers are if the fuel tanks rupture upon the infantry's death (explosives). This infantry unit brings entire platoons of infantry to their knees with just a few streams of well placed jets of liquid sun. Can make a standing wall of fire and smoke that ignites infantry in the blink of an eye as well as decreasing visibility for enemy units (air in particular). Clear buildings. Excellent versus infantry in any form and is deadly against structures. Wears powered armor to protect the fuel tanks to some degree as well as providing oxygen filtering and backup reserves in flame vacuum environments.
+ Special: Firelines ability creates the above mentioned stationary firewall. Not like dragon tank firewalls in the least; dragon tank firewall creates rolling carpet of fire. This ability induces a stationary wall of higher temperature (damage) pyros and also functions to decrease visibility. Birth of Flame ability will cause the soldier's armor to pump his oxygen reserves into the oxidizing thermogel tanks which causes a large fiery pressure rupture. This does not kill the soldier. What kills the soldier is the oxidizing fuel bursting into the air and catching ablaze in a violently hot firestorm of moderate size. Can not be accessed when a group is selected. Must immolate individually.
<Upgrade (s): "Cobalt-60 Weapons" Upgrade upgrades the flamer's thermogel with a dissolved cobalt-60 compound that irradiates the target. Causes irradiated areas to be hazardous to troops that enter long after and also continuously clears out any buildings that have been attempted to be garrisoned if the buildings are in an irradiated area.
*Flame on. 'Nuff said.*

- "Sunstalker" Ninja: Forgoing the semi-standard powered armor of his fellow infantrymen for the stealthier traditonal cloth wrappings combined with new state-of-the-art, lightweight oobleck liquid armor system for superior protection from projectiles. This armor makes the unit nearly impervious to projectile weapons. Ninja bears nanovibronic energy blade that can be used to slice down infantry en masse without revealing himself. Can switch weapons to neurotoxic throwing spikes for ranged attacks while remaining cloaked. Has cliff climbing capabilities. Can use a flash/smoke bomb for confusion in the event of detection for a quick getaway. Automatically uses when below a certain health threshold.
+ Special: Fire Lotus ability allows the ninja to place a HE/Incendiary satchel charge in the ground that can be set to proximity or manual detonation. Defaults as manual. Initial explosion bursts incendiary chemicals all over the area that ignites in a blooming flower pattern and then turns into a small firestorm. Good for laying traps for unsuspecting pursuers.
<Upgrades: "Cobalt-60 Weapons" Upgrade effects Fire Lotus.>
*Use them wisely and you can cripple the enemy very effectively. Their stealth is critical to their survival, as they have a lack of anti vehicle weapons. They are incredibly fast, but also vulnerable to ABC weapons. :P *

- Hero specs to come soon.

Vehicles:

-To come soon

Airforce:

-To come soon

Buildings:

-To come soon

-Volcanic Vent support structure that works like a GLA tunnel network, only without a weapon. Units sort of "erupt" from exiting the dormant volcanic passageway. Less capacity than the GLA tunnel and no weapon or cloaking.

-Microwave Satellite superweapon or generals power.

Powers:

-To come soon

Quotes:

"SCORCHED EARTH!!" "With the might of the Volcano!" "Ah... A barracks? Unless you can train firefighters your infantry will do you no good general." "The battlefield is in FLAMES!!!" "Fields of fire flowers in full bloom. There was never a more beautiful sight." "Behold the burning Lotus." "Then Moses saw the burning bush, and when he saw it had burnt to a crisp, he promptly left. And you should too!" "I will ravage you with tongues of fire" "Your filthy toxins will be cleansed from this holy ground!" "Fire from heaven." "Today's forecast: heavy showers...of fireballs!" "General, I hope you don't mind creamation!" "Fire is bright. Fire is pure. Fire has might, and it WILL make you fear!" "ERUPT FORTH MY GRAND ARMY!!! ERUPT!!!" "Do you want to see some REAL firepower? *Diabolical laugh*" "Do you smell something burning General? *sniff* *sniff*" "Money burning a hole in your pocket general? Mine is. And that hole is about to erupt!"

Location: Some secret location in Japan

Edited by Match, 25 June 2007 - 09:18.

Remember me? You old timers?

#10 Rayburn

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Posted 25 June 2007 - 08:12

ZOMG u stoled mah wepons! *points at vehicles/airforce/buildings*

#11 Alias

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Posted 25 June 2007 - 08:32

Name: Alias.
Rank: Lazy Bogan.
Country: Australia.
Speciality: Uniqueness.

Unique units: Boxing Kangaroo, Platypuses, Sheep cannons, Rolling beer cans, Drunk wombats.
Unique building: Pub.
Unique upgrade: Ugg boots.
Heroes: Steve Irwin, Paul Hogan.

Generals abilities: Barbecue (drops a massive steak, and some lamb chops on the enemy, 3 stars), Swearing/insults (ability similar to Frenzy/Virals, usable every 1 and a half minutes, 1 star) and Big thing strike (drops a random big thing out of the sky, 2 things for 2 stars, 3 things for 3 stars, 3 star power).

Challenge map: Ayers Rock.

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#12 Jazzie Spurs

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Posted 25 June 2007 - 08:49

General James J. Kid
Country: Classified
Tactics: Medium tanks, Heavy airforce
Weakness: poor armoured infantry, and, no anti ground defenses
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Units:
Predator
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Mammoth 27
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HaH (heavy attack helicopter)
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KA58 Stealth Helicopter
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Bionix APC
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Aurora Bomber
[img]http://tbn0.google.com/images?q=tbn:pmH77_byht0uoM:http://users.cihost.com/ata/aircraft/aurora3.jpg[/img]
IFV
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V-44
[img]http://tbn0.google.com/images?q=tbn:IofoQhLHPrPlsM:http://media.popularmechanics.com/images/tb_0009STAVB-LEAD.jpg[/img]
-------------------------------------------------------------
Defenses
AAGun
S-300 AAMissile Site
Tank Bunker (sandbag with a net)
--------------------------------------------------------------
Basic soldier
Armed with a P-90
Tow Soldier
Slow soldier with a tow launcher
Major Cod
Can place GPS Locators, and have a mini gun
---------------------------------------------------------------
Super Weapon
Orbital Tungsten Missile Laucher OTML
Launchs a powerful earthquake creator missile into a localitation
----------------------------------------------------------------

Quote

Im gonna kick my ass, no wait your ass, shit i need an English teacher

Quote

I need some anti groun defenses *Snif*

Quote

Drop Da bomb!!!

Quote

NO!!!! My Comunications Center, General how can order now a strike in your base idiot?

Quote

Men Move to Spartaa!!! -General this is a battle stop the stupid things

Quote

Good air force huh?

Quote

Wanna a good tank rush?Call me 555-800-Im Gonna kick your ass

Edited by кเ๔, 25 June 2007 - 21:55.


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#13 Rayburn

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Posted 25 June 2007 - 09:06

View Postкเ๔, on 25 Jun 2007, 10:49, said:

KA58 Stealth Helicopter
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So this comes out when a Comanche and a Hokum spend the night together...looks kind of cool.

#14 VertiGo-

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Posted 25 June 2007 - 09:39

Name : Gen. Sparrow 'Thunder'

Speciality : High tech, modular and strong units
Weakness : Strong only at late game, expensive
Country: Private army, follows everywhere the money goes (mercenary like)
Unique Units:

Infantry

-Mercenary (basic infantry)
Armed with a single XM-8 assault rifle, strong against infantry, and detects stealthed units
ater can be upgraded with Optical camouflage

-JAVELIN soldier
-Standard anti tank soldier, can be upgraded with Javelin Mk.II for better and ti tank capability and attack aerial targets

-Shadow
name says it all, long range anti-material rifle, M-82 for example

-Unit-43
Hero unit, armed with an armor piercing chaingun, not stealthed but carries a heavy armor which reduces sniper fire damage to almost null and resistant to small arms fire

Vehicles

-Stryker IFV
Modular vehicle, starts with a light MG for anti infantry purposes, can be upgraded with the following:
AT Cannon (his MBT)
Radar (like radar van)
AA Turret (chaingun and missiles)

-Dune Buggy
Recon vehicle, armed with light MG and can jump cliffs

-Reaper (heavy Tank)
Stealthed, and uses dual155mm railguns to destroy enemy armor

-Repair vehicle
name says it all

aircraft

-YF-23 Black widow II
Fighter/bomber can engage air and ground targets, stealthed

-Pegasus
Heavy bomber, armed with lots and lots of unguided bombs, just like a mini carpet bombing
can be upgraded to different payloads, precision but very strong bomb or a cluster air fuel bomb

-Angel
Stealth attack helicopter armed with AT missiles and chainguns
can be upgraded to carry an additional heavy chaingun turret below it or transport slots, but loses every single weapon, except the puny ass chaingun

General abilities :

-Cluster bomb strike
call in a squad of bombers to drop cluster bombs

-Seeker missile strike
Bunch of medium sized missiles cam in from off map, then it will detonate above the targetted area to launch multiple homing missiles that targets enemy units and building, including aircraft, damage radius is small, so friendly casualty is 0

-Falling star
5 star general power, drop 4 sattelites into the targettted area, causing a massive explosion

Unique Buildings: Buildings require no power , CLAW howitzer superweapon, armed with HE Shells, can be armed with EMP shells as a secondary fire mode
Challenge Map: Somewhere in a wasteland, high tech fortress-like bases on the northern edge of the map

Edited by Distant Thunder, 25 June 2007 - 09:47.

Posted Image
Above sig by Vertigo

#15 Strategia

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Posted 25 June 2007 - 09:49

Commander-in-Chief Strategia in Ultima, Neo-Athenian Armed Forces

"Ridiculously Powerful Units and Weapons General"

Units are generally extremely powerful but possess at least one major weakness. Units and buildings are generally very expensive and valuable.

Infantry:
Assault - armed with an XM8 OICW. Cost $300
Heavy Assault - armed with an XM29 OICW, more powerful than regular Assault, can fire grenades. Cost $450
Grenadier - armed with an XGL01 grenade launcher (i.e. riot gun) capable of firing either HE, frag or flashbang grenades. Cost $500
Anti-Tank - armed with a shoulder-mounted anti-tank plasma cannon. Very powerful vs. tanks and infantry alike, but has limited AoE so use against large groups of infantry not advised. Cost $700
Sniper - armed with an SR3 railgun sniper rifle, powerful vs. all targets, shot travels in a straight line through everything it hits (like the TS railguns, Townes' railgun (IIRC), HOMM5's Mages, etc.), slow reload, not stealthed. Cost $750
All of the above can be encased in powered armour, which gives them excellent protection from enemy fire and crushing but which makes them a lot more expensive and a lot slower, and they cannot garrison buildings.
Heavy Weapons Team - deploys either a gattling machine gun, heavy railgun, plasma cannon, rocket launcher or mortar. Takes time to deploy, mostly defensive in nature. Long range, but extremely vulnerable to artillery and snipers due to zero mobility when deployed and low speed while moving. When not deployed, two of the four members (the other ones carry the weapon) are armed with a P90 PDW. Cost $1000
Light Infantry - armed with a P90 PDW, trained in irregular warfare, high mobility, reasonably powerful weapon, short range. Good backup troops for guarding your base or when there are no Assault or Heavy Assault Infantry. Cost $200
Special Forces - armed with a P90 PDW and C4 charges, stealthed, can scale cliffs and swim. Vulnerable to small arms fire. Can be inadvertently crushed. Cost $1500

Tanks:
APC: Fast moving troop carrier, no fireports, unarmed, decent armour. Vulnerable to aerial attackers. Cost $800
EW Vehicle: Mobile electronic warfare suite, detects stealth, has a limited comms jammer range (like the Tech Radio Station) and an ECM field. NOT stealthed. Cost $800
Panzerjäger: German WWII Jagdpanther tank destroyer armed with modern APFSDS rounds with an armour-piercing tip in front of a shaped charge, that detonates after the tip has penetrated the armour of the target. Can destroy most light tanks with one shot, brings Paladins into the deep red, can destroy an Overlord with two shots and an Emperor + Reactive Armour with three. Slow to reload, limited maneuverability, forward-mounted gun and extremely weak vs. infantry (requires three shells to kill a soldier, slower than a Scorpion without rocket). Cost $1200
MG Carrier: Light, fast-moving tank, somewhat slower than a Humvee and has decent armour. Has two mounted heavy machine guns, one on each side of the vehicle, to attack infantry. Cost $500
Missile Tank: Slow, heavily armoured tank with a 6-barrelled rotary missile launcher. Can fire at ground targets and aircraft alike. Fires bursts of 6 missiles. Powerful vs. tanks and helicopters. Reloads quite rapidly. Missiles are guided vs. tanks and aircraft but not vs. infantry. Main weaknesses are low speed and limited usefulness against infantry. Cost $1000
Cruise Missile Gantry: Very large and expensive vehicle with a cruise missile launcher. Reload time: 2 minutes. Range: 1.5x Hammer Cannon. Guided. Cost $3000
P-1000 Ratte II: Modernised version of the German P-1000 Ridiculous Battle Tank.
http://www.panzerbae...7_p1000-005.jpg
http://surbrook.deve...hines/ratte.jpg
Strenghts: Extremely thick armour, ridiculously powerful battleship turret, powerful secondary FlaK-38 turrets, will just kill anything ground-based. Can crush Emperors :P
Weaknesses: Extreme cost, extreme build time, extremely low speed, weak against air attacks. Cost $7500
P-1500 Monster II: Schwerer Gustav/Dora on tank tracks. 'Nuff said. All the weaknesses of the P-1000, plus slow reload time, high minimum range and high inaccuracy. Cost $10000

Mechs:
Light Combat Mech: Armed with four heavy machine guns mounted in the body of the mech. Fastest mech. Powerful vs. infantry. Cost $1500
Medium Combat Mech: Armed with a large-calibre gattling cannon on one arm, a heavy grenade launcher on the other (and no, I had this idea long before the Exo Suit) and two heavy machine guns mounted in the body. Powerful vs. infantry and light vehicles. Cost $2000
Heavy Combat Mech: Armed with a large-calibre gattling cannon, a 6-barrelled rotary missile launcher firing single shots and two heavy machine guns. Powerful vs. infantry and light vehicles. Can be a threat to tanks in numbers. Cost $2500
Light Assault Mech: Armed with two even larger-calibre gattling cannons firing APFSDS rounds similar to the Panzerjäger's ones, but not as powerful. Powerful vs. vehicles. Cost $4000
Medium Assault Mech: Armed with a large-calibre railgun and a 6-barrelled rotary missile launcher. Powerful vs. vehicles and buildings. Cost $5000
Heavy Assault Mech: Armed with a large-calibre railgun, a plasma cannon and a vertical-launch "Starburst" tactical cruise missile launcher (roughly low artillery-range). Very powerful vs. vehicles and buildings, plasma cannon can be used against small amounts of infantry. Cost $6000
Stalker Mech: Armed with two long-range .70cal sniper cannons mounted in the body of the mech and an advanced sensors/ECM suite. Long LOS, limited radar jammer range and ECM field. Cost $3000
FireRain Mech: Armed with a crapload of unguided rocket tubes capable of laying down a withering hail of fire. (e.g. Berzerker MLRS-like) Good range, long reload time. Missiles are powerful against anything, but due to its long reload time it is best used as support. Cost $6000
Annihilator Mech: Armed with a 6-barrelled gattling railgun, a heavy plasma cannon and two second-generation Starburst launchers, slightly longer range than Inferno Cannons, guided, reload time 45secs per missile. Cost $8000
All mechs are weak against air attacks and very weak against explosives (e.g. demo charges and the like) due to their legs. Railguns can target helicopters.

Airforce:
Fighter: Armed with twelve air-to-air missiles. Cost $600
Fighter-Bomber: Armed with two low-calibre gattling cannons and twelve multirole guided missiles. Cost $800
Ground Attack Aircraft: Armed with four low-calibre gattling cannons and twelve heavy antiground missiles. Cost $1000
Tank Destroyer: Armed with two plasma cannons. Cost $1200
Divebomber: Armed with one optically-guided self-steering precision bomb with high impact power. Limited tracking capability (e.g. it will hit most tanks but Technicals will be able to evade it). Cost $1500
All the above aircraft are VTOL units with a visual similarity to TD's Orca. The Fighter is basically a straight-up Orca rip :P, while the others diverge more.
Terminator Bomber: The only non-VTOL aircraft in my arsenal, massive bomber aircraft (think hull twice as wide as B52, similar length, larger overall wing area but shorter wings, multiple separate pairs of wings, etc. I've got a 3D model of it stashed away somewhere, here, here, here and here, warning large images) capable of dropping a massive carpet of bombs beneath which nothing lives. Each individual bomb is weak, but it carries so many of them that it has roughly the same AoE and much more attack than China's nuke :P However, it is slow, poorly maneuverable, poorly armoured and extremely expensive. Cost $4000

Navy:
Gunboat: Very light warship, small boat armed with a quad-barrelled .50cal AA gun that can be used to target infantry, light vehicles and light ships as well. Can (on a per-boat basis) be upgraded to a railgun, which improves its anti-ship and anti-tank power tremendously but which costs it its rapid fire and anti-air capability. Cost $800
PT Boat: Very light warship, armed with one torpedo launcher. Can (on a per-boat basis) be upgraded to a keelburster torpedo launcher, which increases its reload time dramatically and is weak against submarines but dramatically improves its power against larger surface warships. Cost $1200
Frigate: Light warship, armed with a deck-mounted cannon and four anti-ship VLS cells. Long LOS. Cost $2000
Destroyer: Light warship, armed with two deck-mounted cannons, four anti-ship VLS cells, a Phalanx CIWS for use against missiles and aircraft and two torpedo tubes. Long LOS, though less than the Frigate, but has better sensors and can thus detect stealth. Only surface ship (in my arsenal) capable of detecting submarines. Cost $2500
Light Cruiser: Medium warship, armed with two double-barrelled gun turrets, eight VLS cells and two Phalanx systems. Cost $3000
Cruiser: Medium warship, armed with three double-barrelled gun turrets and twelve VLS cells. Cost $4000
GW Cruiser: Guided weapons warship, armed with a deck-mounted cannon and fifteen heavy VLS cells firing cruise missiles. Must be manually targetted. Cost $6000
Battle Cruiser: Heavy warship, armed with four double-barrelled gun turrets and twelve VLS cells. Cost $5000
Dreadnought: Heavy warship, armed with four triple-barrelled gun turrets and eight VLS cells. Cost $6000
Battleship: Superheavy warship, armed with five triple-barrelled gun turrets and four VLS cells. Cost $8000
Monitor: Superheavy warship, armed with six triple-barrelled gun turrets. Cost $10000
Mini Sub: Submarine. Long LOS. Armed with anti-ship explosive charges, though it will be exposed when using them. Very weak armour. Can detect other submarines. Cost $1500
Akula Attack Sub: Submarine. Armed with six torpedo tubes. Can (on a per-sub basis) be upgraded to keelburster torpedoes. Will reduce amount of tubes to two, increase reload times dramatically and tremendously reduce its anti-submarine power but will make it capable of destroying all surface ships with one volley of two torps. Cost $4000
Typhoon Missile Sub: Armed with two torpedo tubes and fifteen heavy VLS cells firing conventional ballistic missiles which must be manually targetted. Can, on a per-sub basis, be upgraded to fire clean fusion warheads; removes torpedo tubes and reduces VLS cells to four, but improves attack power tremendously (roughly 70% of China's nuke). Cost $10000

No heroes; über-units (P-1000, P-1500, Cruise Missile Gantry, Special Forces, Stalker/FireRain/Annihilator Mechs, Terminator Bombers, Typhoon Subs, DN/BB/MN ships) can be considered heroes of a sort.

Gen Powers:
1 star: Panzerjäger unlock, Cruise Missile Gantry unlock, Special Forces unlock
3 star: WWII Special Weapons (P-1000, P-1500) unlock, Advanced Mechs (Stalker/FireRain) unlock, Superheavy Warships unlock, Infantry Drop (one level per type, one for each type of infantry. Drops 10 Assault/8 Hvy Assault/6 Grenadiers/4 AT/2 Snipers/2 HW Teams/15 Light Infantry, 3 minute recharge), Fusion Bomb (drops one clean fusion bomb anywhere on the battlefield, roughly as powerful as Tao's single nuke drop, 4 minute recharge)
5 star: Annihilator Mech unlock, Typhoon Sub unlock, AM Bomb (drops an experimental antimatter explosive anywhere on the battlefield, same AoE as China's nuke but thrice the power, leaves AM residue that dissipates in 30 seconds but which depletes the health of everything that steps on it tremendously fast, 10 minute recharge)

Superweapon:
Orbital Plasma Cannon Control: Control centre for the Project "Jericho" Orbital Plasma Cannon Satellite, fires a ball of searing hot plasma that incinerates everything it touches when it reaches the surface of the planet. When fired, it will take the same amount of time to reach the planet as Alexander's Rods from God and will cause massive damage to everything in a very wide radius (roughly half as powerful as China's nuke, but with four times the AoE diameter). 8 minute recharge. Costs $7500

Buildings:
Field Command: Command Centre, builds Construction Vehicles (Light ConVec, Heavy ConVec and Advanced ConVec) and commands special weapons. Costs the same as all other Comm Centres.
Power Plant: Fusion generator, produces 10 units of power. Can be upgraded to an antimatter reactor, which provides 25 units of power but which causes an extremely violent antimatter explosion when destroyed. Cost $1500, upgrade $1000
Resource Processing Centre: Builds resource gatherers (Resource Truck (advantage: capacity), Resource Tank (adv: armour), Resource VTOL (adv: speed)) and researches resource-related upgrades (e.g. improved income, cost reductions). Cost $2000
Barracks: Trains soldiers. Cost $500
Armoury: required for the Heavy Weapons Teams and powered armour. Researches weapon- and armour-related upgrades for infantry. Cost $2000
Neural Upgrade Facility: All infantry will exit the barracks with one chevron. Researches skill-related upgrades for infantry (e.g. range, accuracy, stamina, etc.). Requires Research Centre. Cost $3000
Vehicle Factory: Produces ground-based vehicles. Cost $2000
Smelter: Researches weapon- and armour-related upgrades for vehicles. Required to build the Panzerjäger. Cost $2000
Nanofactory: Researches advanced upgrades for vehicles (self-repair, etc.) Requires Research Centre. Cost $3000
VTOL Airfield: Builds and houses VTOL aircraft. Cost $1500
Naval Yard: Builds ships. Cost $2500
Research Centre: Required to build advanced units. Researches general and advanced upgrades. Houses AM Bomb when purchased. Cost $3000
Bomber Airstrip: Houses one Terminator bomber. Bomber must be built separately from the airstrip. Cost $2000
Naval Nanoyard: The only naval yard capable of building the heavy and superheavy warships within a reasonable amount of time. Builds heavy and superheavy warships and researches advanced (nanotech-related) upgrades for ships. Cost $5000
Mechanised Walker Construction Facility: Produces Mechs and researches Mech upgrades. Cost $4000
Waste Reclamation Facility: Provides secondary income. Provides $5 every 5 seconds. Cost $3000

Defences:
Foxhole: Provides cover for infantry. Houses two infantrymen (no HW teams). Cost $400
Emplacement: Provides cover for a heavy weapons team that comes with the Emplacement. Works the same as a mobile HW Team, with the exception that the Emplacement cannot change weapons once one is bought. Cost $800
Plasma Turret: Pop-up plasma cannon for general defensive use. Cost $1000
Heavy Turret: Pop-up large-calibre gattling cannon firing APFSDS rounds similar to the Light Assault Mech's. Cost $1500
Railgun Turret: Large-calibre railgun for general defensive use. Requires Research Centre. Cost $2000
Big Bertha: Offensive artillery emplacement. Has immense range, low reload time, low accuracy. Requires Research Centre. Cost $5000

Buildings built by:
Light ConVec ($800): Power Plant, Resource Processing Centre, Barracks, Armoury, Foxhole, Emplacement
Heavy ConVec ($1500): Field Command, Vehicle Factory, Smelter, VTOL Airfield, Naval Yard, Plasma Turret, Heavy Turret
Advanced ConVec ($2500): Neural Upgrade Facility, Nanofactory, Research Centre, Bomber Airstrip, Naval Nanoyard, Mechanised Walker Construction Facility, Orbital Plasma Cannon Control Centre, Railgun Turret, Big Bertha

Resource Units:
Resource Truck ($1000): Carries $700 worth of resources. Roughly same speed as Crusader, same armour as Humvee.
Resource Tank ($1500): Carries $500 worth of resources. Roughly three-quarters speed of Crusader, same armour as Battlemaster. Use to collect resources in contested areas.
Resource VTOL ($2000): Carries $250 worth of resources. Roughly same speed as Comanche, same armour as MiG Bomber. Use to collect resources from distant locations.

Upgrades:
Resource Processing Centre:
Enlarged Resource Bay ($2000) - improves resource carrying capacity of all units. (Truck $800, Tank $600, VTOL $350)
Efficient Construction Methods ($1500) - reduces vehicle costs by 10%. Stacks with Oil Refinery.
Armoury:
Micro APFSDS Rounds ($2500) - improves Assault/Heavy Assault/MG Carrier attack against vehicles.
Micro-Fusion Bombs ($3000) - doubles Heavy Assault grenade damage, triples Grenadier HE grenade damage, triples SpecOps C4 damage.
Airburst Grenades ($1000) - doubles Grenadier flashbang attack power, both vs. garrisons as vs. infantry in the open.
Secondary Explosives ($1500) - improves Grenadier frag grenade attack power by 50%.
Lightweight Body Armour ($1500) - improves non-powered armour infantry armour by 25%.
Denser Alloys ($3000) - improves powered armour infantry armour by 25%.
Neural Upgrade Facility:
Enhanced Reflexes ($1500) - halves non-powered armour and non-HW infantry reload times.
Improved Muscle Density ($2000) - increases non-powered armour and non-HW infantry movement speed by 25%.
Increased Optical Nerve Density ($2000) - improves all infantry LOS by 25% and range by 10%.
Direct Neural Interface ($5000) - can only be researched after the above three upgrades. Conveys Reflex and Muscle bonuses to powered armour infantry and unlocks all following neural upgrades.
Pain Barrier Nullification ($2000) - all infantry continues to fight at maximum efficiency until death.
Gyro-Stabilised Servo Joints ($2500) - improves all infantry range to the range of their LOS with Optical Nerve Density (net gain varies). Sniper range is improved to double LOS.
High-Resolution Optical Implants ($2500) - improves non-powered armour infantry LOS by an additional 25% of the original and powered armour infantry by 50% of original. Increases Sniper range by 25% of current. (The longer the range, the lower accuracy for the Sniper. At max range, accuracy is roughly 20%)
Neural Training Programmes ($3000) - cuts infantry training time down to 25%.
Smelter:
Plasma-Reactive Armour ($2000) - improves all vehicle armour (including Resource Tank) by 25%.
Micro-Fusion Reactors ($2500) - improves all ground vehicle speed (including ground-based resource units) by 20%.
Coil Guns ($2000) - reduces Panzerjäger reload time by 25% and improves range by 10%.
Hyperdense Explosives ($2000) - improves attack power of all missiles by 15%.
Nanofactory:
Repair Nanites ($2500) - APC heals infantry and vehicles in range.
Advanced Repair Nanites ($5000) - requires Repair Nanites. All vehicles self-repair.
Mobile Ammo Nanofactories ($2500) - reduces all vehicle reload times by 25%.
Research Centre:
Groundbreaker Bombs ($1500) - gives the Divebomber bombs and P-1500 shells bunker-buster abilities.
Improved Plasma Stability ($2500) - improves all plasma weapon attack by 25%.
Neutronium Rounds ($3000) - improves all railgun attack by 50%.
Micro AM Warheads ($5000) - gives the Cruise Missile Gantry an antimatter warhead. Doubles attack power and leaves AM residue for 10 seconds, but increases reload time by 50%.
Mobile AM Reactors ($5000) - gives the P-1000 an antimatter reactor. Doubles speed to Emperor Ovvie (without Nuclear Tank) speed, but causes an extremely violent explosion when destroyed.
Advanced Plasma Containment ($2500) - gives the P-1000 and P-1500 plasma shells, improving their attack by 25% and doubles their AoE.
Naval Nanoyard:
Improved Naval Nanofacturing ($2000) - Reduces all ship build times by 25%.
Naval Repair Nanites ($5000) - gives all surface ships except Gunboats and PT Boats self-repair ability.
High-Pressure Repair Nanites ($3000) - requires Naval Repair Nanites. Gives submarines self-repair ability.
Micro-Plasma Torpedoes ($2500) - arms all non-keelburster torpedoes with a warhead containing a few grams of plasma. When the torpedo is detonated, the plasma is released and causes a violent steam explosion. Attack power of torpedo doesn't change, but torpedoes get AoE (roughly the same as a Neutron Shell).
Mechanised Walker Construction Facility:
Improved Gyroscopic Stabilisers ($1500) - improved leg stability increases Mech speed by 15% and maneuverability by 25%.
Starburst Missile Plasma Warheads ($2000) - gives Starburst missiles a plasma warhead, increasing their attack power by 15%.
Heavy Starburst AM Warhead ($5000) - gives the Annihilator Mech's heavy Starburst missiles antimatter warheads, improving their attack power by 50%, tripling AoE and leaving 10-second antimatter residue that will instanty destroy anything that comes into contact with it.

There. That's me. Took me a couple of hours to make, not counting the night's sleep ;) Goddammit, I wish I could mod ;)

edit: Oh, right challenge map. >_>

Somewhere in Siberia, in a moderately forested hilly area. Long rectangular map with multiple defensive lines to battle through. Several heavily defended chokepoints, several more open areas. Limited room to construct your base, so you will have to drive back my defenses to find more room to expand. My base is in the north, expansive and dotted with defences and guard units. Powerplants located away from the main base, heavily defended but clustered together in groups of four. A concentrated attack or a few superweapon strikes should be able to take out my power. At the very northernmost tip of the map is a massive concrete bunker-like structure, the entrance to a huge underground base. This is indestructible and uncapturable; you will have to destroy my conventional buildings to succeed. After ten minutes, the top of the bunker will slide open once every few minutes and a group of aircraft will emerge and attack whatever belongs to you that is nearest to my base. The aircraft will be a good mix of all of my aircraft except the Terminator, but wouldn't be so damn powerful as to just rip through AA with no trouble. Concentrated anti-air defences will be able to take care of them without much losses.

edit2: Quotes.
"Why hello there, General. I see you have decided to build your base in this inhospitable corner of the world. Now, you will see why Dante chose a frozen wasteland as the final circle of Hell....."
"So, you have built your barracks? Good, good. My snipers will be delighted to hear the news."
"My, ah, associates in your base have informed me that you have built a vehicle factory. Well, you might consider your tanks to be rather impressive, but I can assure you that they will all be crushed beneath the treads of my P-1000 battle tanks."
"My spotters tell me that you have constructed a lot of defensive installations. Trust me, you would be wise not to copy my tactics, not here at least. You see, Little Gustav eats defences for breakfast....."
"An airfield! Good! I hope your planes are ready to meet my Fighter VTOLs head-to-head? And I think we both know whose planes will be able to return afterwards....."
"Congratulations, General. That was a very good move. Now, I will make a better one."
"Dammit! How..... how the hell..... All units, defences have been breached! Move to respond immediately!"
(I win) "I hope this battle was more interesting for you than it was for me, General. Maybe you have learned a thing or two, mm?"
(You win) "A, shall we say, intriguing battle, mm? Well played, General, very well played."

Edited by Strategia, 25 June 2007 - 19:29.


#16 TehKiller

    Silent Assassin

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Posted 25 June 2007 - 12:13

Rank:Major General
Country:Croatia
Tactics:Guerilla Warfare
Units:

Conscript:Armed with a M79 assault rifle.Cheap cost and is fast moving.Can be upgraded to fire from a Zolja rocket launcher (WASP)

Heavy Gunner:Armed with a MG-42 which can mow down infantry and do low damage to vehicles.Can be upgraded with a PKM that does moderate damage to light vehicle

Ubojica:Sniper armed with a M76 sniper.Has medium range and it takes two shots to kill someone but has the Rampage ability which increases rate of ire.Upgrade-RT-20 sniper capable of firing AP bullets.

Hero-Lt. Rebic:Does high damage to infantry,equipped with grenades and satchel charges and has the ability to place 5 mines in te targeted area

Vehicles:

Jeep:Fast moving transport vehicle.Has 3 transport slots and has firing ports

Degman:Basic tank.Has medium armor and firepower but is fastmoving and has a fast rate of fire.Can be upgraded to fire phosporous shells which do tremendous damage to infantry

Stug:APC with 6 slots,has firing ports and smoke grenades (which not only deflect rockets but also becomes stealthed while in the smoke)

Flak Tank:A Flak 88 on a tank base.Serves as arty but can change to fire air units and to fire as a tank .Upgrade to fire cluster shells

MI8:Transport helicopter armed with nothing....has 12 transport slots

HIND:Attack chopper capable of dropping bombs and has a MG and Air-Surface missiles.

Galeb:The only type of aircraft i got but it serves me well.Can switch between bombs and missiles.Missiles can shoot air units but bombs do higher damage to ground units

Defense structures:

MG tower:Name explains everything....needs to be garrisoned to function

Rak AA:Multiple AA rocket launcher in entrenched position.Fast rate of fire but low-medium damage.

Trenches:Each trench can be garrisoned by 8 infantry units....have increased rate of fire but no sight differnces

Building commin soon

Quote:
"You dare to chalenge the morale of me and my men?"
"We shall not fear the enemy"
"OK soldeirs you know the drill"
Posted Image

#17 Dr.Steel

    Newbie

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Posted 25 June 2007 - 18:29

General Steel
Country: Canada
Tactics: radioactive warfare
Units:
Infantry:

Chemical troop: Full body armor with a chemical sprayer. Melts the "victim" until he's only a puddle of skin and blood.

Melt Down: Full body armor, armed with a nuclear radiation cannon.

Desolator: Used by the irackies in the Russian army during the war.

Stalker: Fast, agile and almost unseen. scouts the battlefield for traps and ambushes.

Vehicles:

Robotic Apocalypse Tank (RAT) - Used by the Russians but no longer controlled by humans. This tank is also very slow. Can be upgraded to fire shells with radiation,

Bomb truck: Armed with a small nuclear explosive this truck will decimate anything near it.

God: The turret is fixed to the tank but that doesn't stop this behemoth from being stopped and destroying the enemie with it's powerful nuke shells in a matter of seconds.

Reactor: The smallest tank in the army uses a chain gun to fire rounds with a tiny bit of radiation.

Phoenix: Large air ship that drops large bombs. Can be upgraded to drop nuke bombs

Structures

Command Tech: The center of the army and commands the attacks of units and super weapons.

Power reactor: The source of power for structures

Barracks: Produces the infantry

Airport: Produces the Phoenix.

Factory: Build this in order to get vehicles

Battle Fortress: Upgrade units and build defensive structures.

Power reactor V.2: Provides more power but vulnerable to large attack forces if unprotected.

Defensive

Steel walls

Gatling Cannon

Catapult

Quotes

"The sun can be very bright"

"It's very hot here"

"Do you smell something burning?"

Edited by Dr.Steel, 25 June 2007 - 18:29.

Posted Image

#18 Dimanti San

    'The' texture error guy :p

  • Member
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  • Projects: Mapper Guild, ShW Mapping, Concept drawings and other stuff I've probably forgotten :p

Posted 25 June 2007 - 19:17

General Dimanti San
Speciality: Asskickin'
Country: The Netherlands
Unique Unit: Schoolbus filled with midgets
Unique Building: Midget cave
Generals Abilities: Midget throwing artillery
Challenge Map: Heaven & Hell mixed together

Quotes: ''Better sleep with 1 eye open; the midgets are comming!!!''
Posted Image
Click my Mapper Guild Sig to link to the MG forum; the place to download maps or show your own work
Posted Image
Signature removed for explicit content - Nuker edit <LOL

#19 Crazykenny

    Eternal Glow

  • Project Team
  • 7683 posts

Posted 25 June 2007 - 19:22

Hahahaha, funny stuff Dimanti :popcorn:
Posted Image

#20 Dimanti San

    'The' texture error guy :p

  • Member
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  • Projects: Mapper Guild, ShW Mapping, Concept drawings and other stuff I've probably forgotten :p

Posted 25 June 2007 - 19:29

Thx, I try :popcorn:
Posted Image
Click my Mapper Guild Sig to link to the MG forum; the place to download maps or show your own work
Posted Image
Signature removed for explicit content - Nuker edit <LOL

#21 Liliana

    natural power

  • Member
  • 645 posts

Posted 25 June 2007 - 20:38

Speciality: Base Building, Turtling, Special Powers
Hero: A constructor. It's slow and stealthed. It can disable enemy vehicles, and carries a suitcase which it can use to construct a dozer at its location.
Country: Nobody knows for sure.
Units (selection):
Rifle Soldier - The rifle these guys carry are anti-tank. Additionally, they can climb cliffs.
Mobile Missile Battery - $1250, requires tech center, This large vehicle, once deployed, rapidly fires missiles around itself in far range.
22S Frontline Tank - $820, The frontline tank looks like a normal MBT at first, with an average cannon and armor, but it has a special ability which prevents a friendly unit within range to be targeted by AI.
14K Hive helicopter - $1450, This helicopter can drop goodies. These include: a 37mm flak cannon, a trap which prevents vehicles driving over it to be selected, and a tree which can release infantry every 3 minutes.

Upgrades (selection):
Emergency Exits - $2000, 50 seconds, Each building is able to release stationary infantry every 4 minutes.
Flashlights - $1500, per-object upgrade, 30 seconds, Flashlights are mounted on a command center to raise vision range and reveal stealthed objects.

Buildings (selection):
Light Cannon - $1000, 25 seconds, The light cannon uses invisible light beams to attack targets in range. The fact that you don't know what the light cannon is currently targeting makes dealing with it not easy.
Tech Center - $2500, 1 minute - The tech center is a small building with fans attached to it. The fans will blow away enemies that try to come near the building. Additionally, the building can serve as an airfield for 1 airplane.

Generals Powers (selection):
Star Shells - 2 star generals power - This generals power drops 4 star shells on a specified target. The shells do minor damage to buildings and units, but more importantly, they release a bright glow that will reveal the area for a while, and annoy the enemy trying to select his units behind the glow.
Missile Rain - 3 Star generals power - 3 levels (short, medium, long action time) A bomber drops a capsule which contains a small missile, which will fly into the air immediately after breaking the capsule. After a short time, many missiles will fly from above and target all vehicles in the affected area.
Fake Bomber - 3 Star generals power - This generals power sends a bomber which appears to contain a bomb - in fact the bomber doesn't contain anything. A great way to trick your enemy.
Fake Bomber 2 - 5 Star generals power - Another fake bomber, but this one explodes if passing over an enemy unit. The released explosion can destroy almost everything and has moderate range.

Challenge Map - A night map in the mountains. The base is covered by cliffs while the player starts his base in the valley and has to climb the mountains to reach the well-defended general's base.

Quote

Anyway,the China's army is a modernize army,this army can bear down all country's army.
I hope SWR team can modification the China in the RISE OF THE RED and SHOCKWAVE mods.China is a modernize country.Maybe in thirty years later,the China will be a big and powerful country,overrun the US

Quote

[22:23:32] <J8a> why would i read a eula anyway?
[22:23:41] <J8a> they're not written in english
[22:23:59] <J8a> THEY ARE WRITTEN IN, BUT NOT LIMITED TO, CAPITAL LETTERS.

#22 AfterFlash

    Title

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Posted 25 June 2007 - 21:24

General "Destroyer" AfterFlash

Tactics: Massive Chaos-ness
Specialty: Artilleries
Generals powers: Level1Artillery Range Training - Artilleries can attack 15% faster and range is increased by 50%
Artillery Training: All Artillery units emerge as "1337"s
Tomahawk Plasmatic Energy: Tomahawk gain Plasma missiles
Level 3Tomahawk Storm: Ability to create the Tomahawk Storm
EMP Pulse Raptor Bombers: Ability to create EMP raptors at the Air Field.
Chaotic Fuel Air Bombs: Ability to call in a crazy high-altitude FAB B3 plane to drop HE FAB bombs
Level 5BOMC: Bomb of Mass Chaos. Dropped by 18 B3 since it's so big.
Nuclear Chaotic Missile: Drops a Nuclear Warhead from Area 52. Deploy Time: 120 minutes.
New units: War Factory
  • Plasma Tank - $1500, Artillery, Fires blobs or Plasma over an area
  • Fuel Air Avenger - $2100, MR Artillery, Fires Missiles filled with Fuel over a medium range.
  • Radiation Humvee - $900, Scout Vehicle, Fires radiation along with small EMP missiles at the enemy.
New Units: Air Field
  • Fuel Air Comanche - $1200, Helicopter, Fires FA Missiles and drops a small FAB on an area.
  • EMP Raptor - $1500, Plane, Fires Minigun and drops EMP Plasmic Missles.
  • F/B 31 Nuke Hornet - $3000, Hero Unit, Fires machinguns, Howitzers, and small nukes over a target area. HIGH Armor.
  • Radiated Apache - $1200, Helicopter, fFires FA Missile and drops very small nukes across an area.
New Units: Barracks
  • None
New Buildings
  • Advanced Plasma Tomahawk Battery - $990, Ground and Air Defense, Fires Plasmic FA missiles.
  • Nuclear Silo - $7500, Base Building, Fires A Nuclear Warhead.
  • Plasma Power Plant - $1200, Superweapon, Generates 500% more power than the regular Power Plant
  • Tomahawk Storm - $5000, Superweapon, Fires a volley of Tomahawk FA missiles.
  • Nuke AA Cannon - $1200, Ground and Air Defense, Fires 20mm nuke-tipped missiles
New Upgrades
  • EMP Plasma Reactor ($600)- For Plasma Power Plant. Generates 700% more power.
  • Guided Missiles ($2000)- Artilleries never miss targets.
Map

Afternoon, Rocky Mountains theme and a Winding River. Many supplies, tech buildings, an abandoned city, and a lake.

"Chaos is upon the world!"

Edited by AfterFlash, 25 June 2007 - 21:27.


#23 Cryptkeeper

    secret experment 142-2

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Posted 26 June 2007 - 08:33

general cryptkeeper

Tactics: mass forces
Specialty: The undead
unique HERO: a lvl 70 necromancer with plus 10 staff to raising the dead
country: cryptkeep a small country nere tranicalvania
Generals powers: lvl 1[( reborn knowledge all undead start as elites) (corpse wagon genpoint unit)]
lvl3[ (3 point power feeding frenzy increase attack speed and movement of all undead within its aoe) (3 point power dead raising all units that were destoried in the aoe of this power are revived and are now undead)(1 point power swarm of rats summons tons of undead rats that feast on every thing in there path and disable buildings and vehicles)( gen point unit zombie catapult )( 3 point power dead regeneration instantly heals all damage taken by undead for 50 seconds)(3 point power possesion units in the area come under my control for 360 seconds)] lvl 5[( 1 point power lifedrain all units except your own and allies loose hp while feeding it to allied and your own units) (1 point power chasm of the dead opens a large chasm which pulls units in and rips apart buildings by thousands of dead souls form the underworld)]
general units : umbrella corp is currently keeping this classified will be revealed at a later date
general buildings :umbrella corp is currently keeping this classified will be revealed at a later date
general upgrades : umbrella is currently keeping this classified will be revealed at a later date
challenge map: underworld

#24 General

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Posted 26 June 2007 - 12:26

General Omer

Country : Turkey

Tactics : Hit & Kill

Special General Power : Hypersonic Cruise Missile Strike
Other General Power : Faith '' Power Up the units in an area by % 50 for 30 seconds each 2,5 minutes ''
Sysmic Shock '' Creates a medium earthquake in choosen area , damages vehicles and infantry ''

Hero : Janissary_Zero
''Stealthed , kills infantry instantly and stealthed , place short time explosive to armored units , high defence , protects armored vehicles with leeching on them , can swim ''

#25 Dauth

    <Custom title available>

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Posted 26 June 2007 - 12:29

If you were a general in ZH,

Whats your speciality?

Being Suave

Whats your tactics?

Gettling slightly beaten before owning opposition, also very quick grunt removing

Got any unique HERO?

Bond, James Bond

What country do you belong to?

UK

What are your unique unit,s n Buildings?

Bond, James Bond

What are youre unique upgrades?

Scottish Accent, makes Bond 100% more cheeky

Generals abilites of yours?

Dame Judi Dench

What would your Challenge map look like?

The QE2

Quotes?

"Would you like a cup of tea?"
"How about a scone?"



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