Suggestion: Breach Team (Special Unit) Description: These folks are masters at invasion and undetection, they use a mix of explosives and gunfire to demolish infantry and hidden ones, Their appearances are highly geared, black ops looking noobs, one has a m16, one has an AK and the other has a grenade belt, and a bayonet and uzi. They have: 230 hitpoints, pretty fragile, Their 1st skill is a heavy gunfire, their firing animation lasts for 6 seconds and deals 67 damage at maximum. This has a limit of 6. Their 2nd skill, The Grenade, deals 50 damage in the center of the explosion, and an extra 30 damage in a one tile radius around it. This has a limit of 3 and a cooldown of 2. They also ignore the Overwatch perk. They have the heal perk, which heals 10 hp per turn. They have a unique perk: The Radar perk, which makes them see all the covered terrain spots in a 10 tile radius. No more ambushes! This has a placement cost of 70 tix, and has a cost of: 4 nuggets, 1000 points, and 20 gems. How this helps the game: This would be a great grunt replacement if you ever find struggling with terrain. This is also an amazing machine gun counter due to ignoring the overwatch. Pros/Cons +Grunt Replacement +Great Damage and survivability +Splash -Expensive -Unable to last for a while without supplying -Needs constant fire support due to low damage -Very vulnerable
Imagine raiding a cave cause command told you to, then after you get there it doesn't even look that bad, then seeing the "Breach team" unit for a second before your front vaporizes from their grenades.
@@atothepowerofthec8660 Yeah. Strangely this still ranks higher than the commando for me because somehow it managed to rub one extra brain cell together to create. I guess it's A+ for putting enough thought into something laughably bad.
Noobs in combat unit suggestion Unit name: Grunt Specialists Unit type: Infantry Cost: 6 nuggets 2000 points, and 300 gems Production cost: 200 tix Health: 125 Armor: 1 Moves 3 tiles on foot Sight: 3 Overview: The Grunt Specialist Unit has 4 noobs, including a radioman, a medic, a captain, and a mines specialist. The radioman would have a big, bulky backpack with pouches and an antenna on the right side on the backpack. The radioman would have a helmet with night vision goggles and have combat goggles on his face. He would have knee pads. The shirt would be black with camo and the same with the pants. The noob would have a black vest with pouches to hold items like a radio or ammo and would have a black belt. This vest and belt would be the same for all the noobs (except the mine specialist) in the group. The radioman would have a AR-15. The medic would have a special backpack, having a medical sign or a red cross on the backpack. The backpack would just look like a normal backpack, but in black. The medic would have a black camo shirt and pants. He would also have a black helmet and goggles. The medic would have a P90. The mine specialist would have protective gear for the mines. The gear would look like the bomb squad gear in black. The mine specialist would have a UZI. Finally, the captain would have a black camo shirt and pants having the same vest and belt as the radioman. The captain would have black combat goggles with knee pads and elbow pads. Instead of have a helmet, the captain would have a black beret. He would have goggles as well. The captain would also have dual desert eagles. Perks: Ambush Radio Multi Attack: Can attack with their grenades and weapons in the same turn. Capture Adrenaline Rush: When the unit is less than 40 hp, it does 5% more damage, can multi move, and has less of a cooldown on their grenades and airstrike. However, the unit takes more damage and can be killed relatively easily by a group of normal grunts (2-3 groups of grunts) Weapons: Assault rifles: 22-27 damage (x3) Ammo (7) Armor piercing: 1 Cooldown: 0 turns Range: 1 tile Grenade: 30-40 damage (x1) Ammo (4) Armor piercing: 6 Cooldown: 3 turns Range: 1 tile Airstrike: 50-70 damage (x1) Ammo (2) Armor piercing: 10 Cooldown: 8 turns Has a 35% chance of mobility killing vehicles Range: 3 tiles Disarm mines: 100 damage to mines Ammo (infinite) Armor piecing: 0 Cooldown: 1 turns Range 1 tile Place mines: can choose between infantry mines and tank mines. (does the same thing and damage as sapper) Cooldown: 4 turns Ammo: (4) range 1 tile Split up: The unit splits up into 1 man groups Cooldown: 2 turns Morale Boost: boosts units around making them do more damage (lasts 3 turns) Cooldown: 4 turns Ammo: 3 Range: 5 tiles How it is unlocked: You unlock it by getting grunts. This unit is a variation of grunts Text: They still have their unlicensed medic professional, but now have their old radioman back… and an unlicensed mine specialist… let’s hope the wires he cuts are the right ones. Hey, at least they have a captain for a morale boost..? Animations: Idle: The radioman will have the same idle as the radioman grunt. The medic will have his P90 on his stomach, holding it with two hands. The mine specialist will have his UZI up. The captain will have his dual desert eagles up in both hands. Attack Animations: Attacking with rifle: The radioman would put his rifle in both hands, then would raise it to his face and fire. The medic would raise his P90 and then fire. The mine specialist would put his UZI in one hand, take a step forward, and then fire. The captain would put his dual desert eagles forward, flip them like how a cowboy would, then fire having his arms go back because of the recoil. Attacking with grenades: The radioman would grab the grenade from his vest, take out the pin and throw it. The medic would put his P90 to his right hand side, grab the grenade from his vest, pull the pin and throw it. The same thing would happen for the mine specialist. The captain would put his pistols on their holster, grab the grenade from his vest and then pull the pin and throw it. Attacking with airstrike: The captain puts one pistol in the holster and then grabs a radio from his vest then speaks into it and then the airstrike is released. Disarming mines: The mine specialist drop to one knee and then disarms the mine Placing mines: The mine specialist would just have the same animation that the sapper has. Spilt up: The group just spilts up and can be moved on their own by the player. Morale Boost: The captain speaks into his radio and gives units around a damage boost. Death animations: Death by assault rifles: The radioman takes two steps back and then drops his weapon and falls forward. The medic drops his weapon and falls backward. The mine specialist falls backward holding his weapon. The captain would drop both pistols then fall to his knees and fall face down. Death by explosion: The radioman would be lifted up and then fall to his back. The medic would go to the side, dropping his P90 and fall face forward. The mine specialist would fall forward. The captain would also be lifted up, do a flip and then fall face down. Death by fire: The radioman drop his weapon, touches his face, then fall face down. The medic touches his chest then fall back dropping his weapon. The mine specialist takes a step back then falls forward. The captain falls to one knee, dropping his pistols, falling face forward. (P.S. If you want to change anything about the unit, please do and also people who see this and want to leave a suggestion, please do)
Unit Concept: Skirmishers Description: Before the war they were brothers fond of playing tag. They can run like horses(???) whether its in or out of battle. Overview: A speedy and light squad of Noobs Armed with small arms. Capable of doing light damage and reconnaissance of nearby areas, They can move faster than most noobs making them perfect scouts They have a movement speed of 3 tiles and do slightly more damage than riflemen Can Throw smoke bombs to disorient enemy troops, and cost 30 tix Perks: Scouting: +1 Sight when not under attack doubles when Unit is stationary. Tactical Retreat: When morale is low or hp decreases below 50. This Unit immediately retreats 3 tiles (Unit is more likely to retreat in general and will retreat every time it is attacked while having below 50 hp.) Capture: Unit is able to capture neutral or enemy Buildings/Vehicles.
M890-kutsnev The M890 kutsnev is a special forces landship capable of multipurpose designed for the rt1(raid team 1) it could also drive in water using amphibious Stuff. Armanent: One 190mm cannon Three 120mm cannons 2 ifv turrets 1 flamethrower turret 1 Spaag turret Perks: Ambush Multi attack Multi move Radio Special armanents: Grenade launcher: attached on the 190mm turret, it fires grenades Missile: attached on both of the ifv turrets, it shoots missiles Iron fist: attached on all of the turrets, it shoots a bullet that intercepts missiles. 2 bullets for each one. Shape: the same as the landship tank but with more armaments Colour: black Flag: rt1 flag(black)
The way we can counter is 2 option. Option 1 use only sniper with some rifle wall to overcome it strength due to 2 men team and slow them by the sniper perk, the 2nd are we going using radio tech to demolish it hp just we could do to general option this is obtainable commando.
Idk why but when I played this one weird test server there was a bunch of commando variants and I remember that one of them was like a special team that had high hp, 3 weapons and a lot of perks, there was an op grenade that I used to kill battle tanks and the ar which countered infantry
I think every time they add a non-playable troop they should make one of the non-playable ones purchasable, so the game can be "balanced" or idk man xd
I have a serious suggestion. “Counter assault team” An infantry unit that specializes in taking out other infantry. Movement: 3 tiles Rifle damage: 40 against 3 soldier groups, 55 against 2 soldier groups, 70 against 1 soldier groups. 0 damage against armored/air Grenade damage: 65 against 3 soldier groups, 45 against 2 soldier groups, 30 against 1 soldier groups. 10 damage against armored, 0 against air. Can only use grenade every 3 turns Cost: 100 tix Cost to unlock: 3 nuggets, 1600 points Cannot hit air Has a radio Has an ability where it does +15 damage to any enemy unit within a 2 tile range of 3 other enemy units, doesn’t work against armor/air Ground unit Unit is 3 soldiers You can pick appearance, maybe black outfit. Idk Radio range: 4 or 3 tiles idk Rifle range, 2 tiles, grenade range, 1 tile. Of course, you can change any of this if you want, nerf or buff idc. I just think it would be an interesting unit.
Aren’t the Commando, Medium Gunner and Light Gunner already infantry units specialising in combatting other infantry? Interesting concept, though. It’s like an upgraded Combat Engineer.
@@TheCrystalDealer I for one think that 100 Tix is a good price. The 4-tile ranged radio is far too powerful though. It should be at the very most 3 tiles.
I didn't expect it to actually be added as this video looked like PAIN and I just beat subterranean and it actually wasn't that bad, they were tanky, nice for some boss fights so thank you
The (Probably) more Balanced Breach team with (likely not) historically accurate gear "Command was desperate, so they sent in these for some reason, despite being clearly unit for frontline combat.." Can do multiple moves like SMG Squad, at the cost of having 85 hp. Two passive skills: With one person using a ballistic shield and pistol, 15% less damage taken. Deals more damage to units in buildings since y'know.. they breach buildings?? The other uses a suppressed UZI. Deals up to a maximum of 46 damage if 3 stars. Can throw flashbangs into buildings, which basically brings any unit in a building to see 1 tile infront only. (I tried my best..)
Honestly tho, we do need a high price infantry. Especially with smg squad absolutely destroying the current infantry hierarchy, we need some sort of inf that can survive 2 smg that isn’t a med gunner
Unit idea: Specialist Unit Type: Infantry Research cost: 4 Nuggets, 1000 Points and 250 Gems Production Cost: 150 Tix Health/Hit-points: 150 Armour: 1.5 Mobility: 3 (Foot) Sight: 4 Perks: -Ambush (Automatically attacks enemies if within range [Infantry and vehicles only]) - Unstoppable (Also can be called Dedication, Commitment or Loyalty, uses the same cracked skull icon from the Protesters unit from the 2024 April Fools) (Is unable to be pinned down or retreat) -Radio (Has the ability to use the Radio twice in one turn, Radio has a three-tile range) -Capture (Has the ability to capture buildings and neutral units) -Multi-Move (Is capable of moving 2 times in one turn) -Sniper (Damage is divided by the number of characters in the unit, more characters = less damage, and vice versa) -Suppression (Causes target to be pinned down, only applies to infantry) Weapon(s): Assault rifle -Damage: 20 - 30 (x3) [Base level, and depends/Depending on Morale] -AP (Armour Piercing): 2 -Ammo: 6 -Cooldown: “0” Turn(s) (Can be used once per turn) -Range: 1 Tile -Target(s): Ground Flash-bang (Stuns any and all infantry for one turn, causing them to become immobile and unable to attack or use any perks for that one turn) -Damage: 2 -AP: 0 -Ammo: 2 -Cooldown: 1 turn -Range: 2 tiles -Target(s): Ground Grenade (Extremely effective against infantry, alongside the one-tile splash damage of the shrapnel) -Damage: 70 - 150 (The one-tile splash damage deals 70% of the amount of damage dealt compared to the tile that the grenade was thrown) -AP: 2 -Ammo: 2 -Cooldown: 1 turn -Range: 2 tiles (One-tile dead-zone) -Target(s): Ground Disarm Mine(s) -Damage: 100 (To mines only) -AP: 0 -Ammo: Unlimited -Cooldown: 1 turn Range: 0 - 1 tiles (Can target directly beneath/below) Evolution: -Unlocked by Riflemen -Entirely independent unit (No evolutions or variants) Description: This noob is a veteran soldier who has been fighting alongside his brethren, living, laughing and crying with them. If he ever even cried. Armed with a caseless-ammunition rifle, grenades, flashbangs, advanced laser sighting technology and his superior wits, this soldier is ready to take on the world. Flavour text: After watching all of his friends, two entire companies of noobs and five of his commanding officers die right in front of him, this soldier was now dead-set on wiping out his foes on the battlefield with a stone-cold face and expression, an iron will and nothing being able to stop him. The Specialist comprises of a single soldier armed with a G11 assault rifle (Purely cosmetic) while wearing a commando-like radio backpack, just without the star on it, a black coloured vest, dark brown tactical combat utility belt with grenades on it, black knee and elbow pads, black combat balaclava, black M50 gas mask and a black helmet with a black-coloured monocular optical lens. He is able to pass through mountains with a mobility of two, thus making him a great unit to use in mountainous terrain. In buildings, he deals five percent more damage to enemy units in other buildings, but both have to be in buildings for this effect to work. When an enemy infantry unit is in a two-tile range of the Specialist, he will toss a flash-bang at them, stunning them and stopping said infantry unit dead in their tracks. For the whole of the next turn, the aforementioned enemy infantry unit will be unable to move or attack, and its vision will be reduced to zero, thus any units with the Ambush perk will be unable to use said perk as well. If a vehicle were to pass by, the Specialist will throw a grenade at it instead, directly under its tracks. Once the grenade detonates, the vehicle will be instantly mobility-killed. This effect will occur one hundred percent of the time, except for MBTs, Multi-H Tanks, Super-Heavy tanks, and the Siege Artillery in Re-take the Town (Legacy Maps campaign). If the Specialist were to approach the vehicle itself and if said vehicle has the Scouting Perk active, if the Specialist uses his grenade attack, since the hatch of the vehicle is open, the grenade has a forty percent probability to go _into_ the hatch of the vehicle and one-shot it. If the Specialist is on higher ground; for example, a ledge; there will be a higher chance that the grenade will go into the hatch of the vehicle and blow it up (>50 percentage chance). If the Specialist is on _lower_ ground, however, there will be a reduction in the likelihood of the grenade going into the hatch of the vehicle (
You should make it so they have a ability to have a certain percent chance to instantly take over a occupied fortifications like bunkers the ability should be called "breach and clear"
I have idea for a demolition team with grenade launcher and smg’s grenade launcher does extra damage to buildings but is less effective to medium armored vehicles
Suggestion: Howitzer different ammo (change of unit) Howitzer and mobile howitzer will be able to shoot diffirent ammo like 1) Fire ammo (reload 8): has ability to set tile on fire for 3 turns. If tile is a forest then effect will last for 5-6 turns. After fire dissapears forest turns into burned forest (black trees) Burnt forest still slows down movement of the veichels, but not affects vision of units. 2) Toxic smoke (reload: 6 turns) after shooting the tile, covers aimed tile and surrounding tiles into the toxic smoke for 4 turn. (Infantries inside the toxic cloud will get damage every turn, unless they are inside the house/bunker. Also infantries inside the toxic cloud will be affected by decreased defense). Sorry for bad grammar :( Another suggestion: if forest tile is on fire, and neighbor tile also has forest, then fire will spread. (Thats pretty op, soooo...) Another suggestion: breach team will have gas masks, so they will have immune to toxic gas.
Unit concept: scout He was a marathoner before the war. Now hes a one charging without orders. A man with no fear equipped with grenades and a pistol also a radio 1 tile only quite nice. Could do better though. Perks: Radio 1 tile Stats: Hp 85 Sight 2 tiles Damage of pistol 10 × 2 Damage of grenades 5 × 3
Wouldve been funnier if they the breach team part of a defense campaign... and watch them ruin defense with only two of them killing a tank and every soldier unit with grenades.
Ay bac0n, I recently thought of two things, when I was playing free models in combat, I found out that we can use dev menu in it, so here's my questions: 1. Was dev menu for everyone intended or is it a just a joke because it's about april fools? 2. Since a lot of players have used the menu (I'm sure they did), then why you can't make like a silly place with free dev menu? (YES IT'S BASICALLY SANDBOX MODE)? The dev menu works normally, it just needs an upgrade, but still, I found no problems with it
Kollow (the person who made that game) said it was fine. I don’t think they will make a game with a dev menu that is always up to date because they usually would contain lots of leaks (for example, there had been landmines in the dev menu for a while before they got added, they just didn’t work).
Remotely detonated explosives with splash damage 👍 Not like a landmine but you have to place it down, give it a turn to arm, and then it dies if the unit with the "detonator" dies
I have a suggestion: Entrenched Team (AI unit): Equipped with a shotgun with bayonet, the bayonet deals 25 damage and immobilizes the enemy, the shotgun deals 75 damage and you can attack up to 2 squares away, but it will do damage by splash and will be divided into three tiles where 25 damage will be inflicted each. I'm sorry If my english is bad. PD: The unit will have 152 or 100 HP. PD 2: the unit have multi attack perk
@@BAC0NWOW and make sure to give it the camouflage perk, so players can’t attack it as soon as they see it, you also need to buff its attack damage, because it deals to little
well, its actually not that bad. yes it is annoying to fight but if you defeat its supporting units its just a free kill, it may be tough but a few infantry surrounding it can kill it
Marine Unit - 2024 April Joke Breach team - Suggested Unit Fun fact: the Marine Unit is a Infantry Twice the strength of Commando, it has Grenades from SMG squad and a Bit tanky to endure a some Damage, Making it the Strongest infantry Breach team unit is a Suggested unit by the Community or This dude, (Idk who Created it) Its Stronger than Marine having a One tile AoE on One grenade and extremely Durable (Even though he said "pretty fragile") and Deals a Damage Similar to a Medium Gunner's Ambush perk Who you picking the most?🧐 And sheeeesh this is yet my longest explanation yet
I’m pretty sure snipers can destroy breach team since it’s only 2 units(I mean 2 people in a unit )and snipers pretty much can counter most infantry apart from commandos, so it’s probably the way to beat this campaign along with some tank support
Suggestion: Breach Team (Special Unit)
Description: These folks are masters at invasion and undetection, they use a mix of explosives and gunfire to demolish infantry and hidden ones, Their appearances are highly geared, black ops looking noobs, one has a m16, one has an AK and the other has a grenade belt, and a bayonet and uzi.
They have: 230 hitpoints, pretty fragile, Their 1st skill is a heavy gunfire, their firing animation lasts for 6 seconds and deals 67 damage at maximum. This has a limit of 6. Their 2nd skill, The Grenade, deals 50 damage in the center of the explosion, and an extra 30 damage in a one tile radius around it. This has a limit of 3 and a cooldown of 2. They also ignore the Overwatch perk.
They have the heal perk, which heals 10 hp per turn.
They have a unique perk: The Radar perk, which makes them see all the covered terrain spots in a 10 tile radius. No more ambushes!
This has a placement cost of 70 tix, and has a cost of: 4 nuggets, 1000 points, and 20 gems.
How this helps the game: This would be a great grunt replacement if you ever find struggling with terrain. This is also an amazing machine gun counter due to ignoring the overwatch.
Pros/Cons
+Grunt Replacement
+Great Damage and survivability
+Splash
-Expensive
-Unable to last for a while without supplying
-Needs constant fire support due to low damage
-Very vulnerable
Wutdahell thats a long description
@@erneihasizaalbahari8034
He copy and pasted the original suggestion (i Saw it and its a hot piece of garbage)
@@geiselgibran4446 oh its a hot piece all right
All fun and games until radar reads 20 units...
Thats my suggestion!!
Imagine raiding a cave cause command told you to, then after you get there it doesn't even look that bad, then seeing the "Breach team" unit for a second before your front vaporizes from their grenades.
(also realizing that you cant even retreat from how far in you've ventured)
jumpscare
All this time the rpg still has no death animation
No animation, they exploded 💥
Honestly appropriate tbh
Their rocket cooked off
I didn't even realize
sniper And sniper team too
Alright, what's next?
A battleship on tracks?
A funny tree with AK-47s?
A Grenadier?
Adding back the Nuclear tank to fight against?
Giant M240B?
The funny tree one give me flashback to Vietnam War...
AC130!!!!!!!!
@@Engineer121 Flying M3 Lee?
We already have ak-47s in trees
fun fact: the first one is coming to toybox so your correct
i like how he said "pretty fragile" after saying the hp is 230
I remember seeing the suggestion and thought that only realm this gets added is a non player unit
@@atothepowerofthec8660 Yeah. Strangely this still ranks higher than the commando for me because somehow it managed to rub one extra brain cell together to create. I guess it's A+ for putting enough thought into something laughably bad.
Noobs in combat unit suggestion
Unit name: Grunt Specialists
Unit type: Infantry
Cost: 6 nuggets 2000 points, and 300 gems
Production cost: 200 tix
Health: 125
Armor: 1
Moves 3 tiles on foot
Sight: 3
Overview: The Grunt Specialist Unit has 4 noobs, including a radioman, a medic, a captain, and a mines specialist. The radioman would have a big, bulky backpack with pouches and an antenna on the right side on the backpack. The radioman would have a helmet with night vision goggles and have combat goggles on his face. He would have knee pads. The shirt would be black with camo and the same with the pants. The noob would have a black vest with pouches to hold items like a radio or ammo and would have a black belt. This vest and belt would be the same for all the noobs (except the mine specialist) in the group. The radioman would have a AR-15. The medic would have a special backpack, having a medical sign or a red cross on the backpack. The backpack would just look like a normal backpack, but in black. The medic would have a black camo shirt and pants. He would also have a black helmet and goggles. The medic would have a P90. The mine specialist would have protective gear for the mines. The gear would look like the bomb squad gear in black. The mine specialist would have a UZI. Finally, the captain would have a black camo shirt and pants having the same vest and belt as the radioman. The captain would have black combat goggles with knee pads and elbow pads. Instead of have a helmet, the captain would have a black beret. He would have goggles as well. The captain would also have dual desert eagles.
Perks:
Ambush
Radio
Multi Attack: Can attack with their grenades and weapons in the same turn.
Capture
Adrenaline Rush: When the unit is less than 40 hp, it does 5% more damage, can multi move, and has less of a cooldown on their grenades and airstrike. However, the unit takes more damage and can be killed relatively easily by a group of normal grunts (2-3 groups of grunts)
Weapons:
Assault rifles: 22-27 damage (x3)
Ammo (7)
Armor piercing: 1
Cooldown: 0 turns
Range: 1 tile
Grenade: 30-40 damage (x1)
Ammo (4)
Armor piercing: 6
Cooldown: 3 turns
Range: 1 tile
Airstrike: 50-70 damage (x1)
Ammo (2)
Armor piercing: 10
Cooldown: 8 turns
Has a 35% chance of mobility killing vehicles
Range: 3 tiles
Disarm mines: 100 damage to mines
Ammo (infinite)
Armor piecing: 0
Cooldown: 1 turns
Range 1 tile
Place mines: can choose between infantry mines and tank mines. (does the same thing and damage as sapper)
Cooldown: 4 turns
Ammo: (4)
range 1 tile
Split up: The unit splits up into 1 man groups
Cooldown: 2 turns
Morale Boost: boosts units around making them do more damage (lasts 3 turns)
Cooldown: 4 turns
Ammo: 3
Range: 5 tiles
How it is unlocked: You unlock it by getting grunts. This unit is a variation of grunts
Text: They still have their unlicensed medic professional, but now have their old radioman back… and an unlicensed mine specialist… let’s hope the wires he cuts are the right ones. Hey, at least they have a captain for a morale boost..?
Animations:
Idle: The radioman will have the same idle as the radioman grunt. The medic will have his P90 on his stomach, holding it with two hands. The mine specialist will have his UZI up. The captain will have his dual desert eagles up in both hands.
Attack Animations:
Attacking with rifle: The radioman would put his rifle in both hands, then would raise it to his face and fire. The medic would raise his P90 and then fire. The mine specialist would put his UZI in one hand, take a step forward, and then fire. The captain would put his dual desert eagles forward, flip them like how a cowboy would, then fire having his arms go back because of the recoil.
Attacking with grenades: The radioman would grab the grenade from his vest, take out the pin and throw it. The medic would put his P90 to his right hand side, grab the grenade from his vest, pull the pin and throw it. The same thing would happen for the mine specialist. The captain would put his pistols on their holster, grab the grenade from his vest and then pull the pin and throw it.
Attacking with airstrike: The captain puts one pistol in the holster and then grabs a radio from his vest then speaks into it and then the airstrike is released.
Disarming mines: The mine specialist drop to one knee and then disarms the mine
Placing mines: The mine specialist would just have the same animation that the sapper has.
Spilt up: The group just spilts up and can be moved on their own by the player.
Morale Boost: The captain speaks into his radio and gives units around a damage boost.
Death animations: Death by assault rifles: The radioman takes two steps back and then drops his weapon and falls forward. The medic drops his weapon and falls backward. The mine specialist falls backward holding his weapon. The captain would drop both pistols then fall to his knees and fall face down.
Death by explosion: The radioman would be lifted up and then fall to his back. The medic would go to the side, dropping his P90 and fall face forward. The mine specialist would fall forward. The captain would also be lifted up, do a flip and then fall face down.
Death by fire: The radioman drop his weapon, touches his face, then fall face down. The medic touches his chest then fall back dropping his weapon. The mine specialist takes a step back then falls forward. The captain falls to one knee, dropping his pistols, falling face forward.
(P.S. If you want to change anything about the unit, please do and also people who see this and want to leave a suggestion, please do)
Good idea bro
@Siromath4481 Thank you!
@TheGreatYesBecauseYes me put my idea on they group tnt man btw idk if they see
The design of this troops is very human
Who ever suggested that unit should be put in hell
dont put me in hell
I think someone on the group wall did.
@@GutsandBlackpowderSweatit was in the discord, soon after the thread was made they left the server (from the slander)
@@TheEpicNoobno uh i left because i was out of server slots
Agreed they made the smg brain rot crisis but worse
Ofc give the ai the most op shit ever
Classic NIC
yes
(really though, it's actually not that bad considering it only pops up twice. in the video i kill the first one in one turn)
@@BAC0NWOWYeah and Atleast the suggest or got his suggestion approved after all of those hate.
@@BAC0NWOWAtleast is not like starlight
0:17 I love throw grenade animation.
God damn. Blud is literally suggesting Commandos V3
Unit Concept: Skirmishers
Description: Before the war they were brothers fond of playing tag. They can run like horses(???) whether its in or out of battle.
Overview: A speedy and light squad of Noobs Armed with small arms. Capable of doing light damage and reconnaissance of nearby areas, They can move faster than most noobs making them perfect scouts They have a movement speed of 3 tiles and do slightly more damage than riflemen Can Throw smoke bombs to disorient enemy troops, and cost 30 tix
Perks:
Scouting: +1 Sight when not under attack doubles when Unit is stationary.
Tactical Retreat: When morale is low or hp decreases below 50. This Unit immediately retreats 3 tiles (Unit is more likely to retreat in general and will retreat every time it is attacked while having below 50 hp.)
Capture: Unit is able to capture neutral or enemy Buildings/Vehicles.
in other words the supercoward 9000
i like it
Smoke grenade: it deals zero damage has 1 range and with a cooldown of 2 turns, but it stops the enemy from moving the affected unit next turn
@@justancomment4279 fun fact : you can achive this effect AND deal good chunk of damage by just using sniper
@@justancomment4279the smoke grenade can make enemies retreat that’s a better idea
hey, he actually got his suggestion added!
M890-kutsnev
The M890 kutsnev is a special forces landship capable of multipurpose designed for the rt1(raid team 1) it could also drive in water using amphibious
Stuff.
Armanent:
One 190mm cannon
Three 120mm cannons
2 ifv turrets
1 flamethrower turret
1 Spaag turret
Perks:
Ambush
Multi attack
Multi move
Radio
Special armanents:
Grenade launcher: attached on the 190mm turret, it fires grenades
Missile: attached on both of the ifv turrets, it shoots missiles
Iron fist: attached on all of the turrets, it shoots a bullet that intercepts missiles. 2 bullets for each one.
Shape: the same as the landship tank but with more armaments
Colour: black
Flag: rt1 flag(black)
Nah that's a super heavy tank v2 on steroids•10
I'm hoping this to be a good update, I believe in you! :D
I can already imagine the pain fighting against these guys
The way we can counter is 2 option. Option 1 use only sniper with some rifle wall to overcome it strength due to 2 men team and slow them by the sniper perk, the 2nd are we going using radio tech to demolish it hp just we could do to general option this is obtainable commando.
One of the maps on the campaign should have an armored convoy of minecarts
Me waiting for more playable troops:
Devs: funny, wait for 10000 more years butthead👹
But why
@@BetaSalon Dude likes to play with 3 troops every game.
@@Rainhato_ wait for one DUCK boat (halftrack boat, fuck It)
@@Eu_D4RKO nah cuh they aint adding playable infantry, just a variant type shi
Idk why but when I played this one weird test server there was a bunch of commando variants and I remember that one of them was like a special team that had high hp, 3 weapons and a lot of perks, there was an op grenade that I used to kill battle tanks and the ar which countered infantry
I think every time they add a non-playable troop they should make one of the non-playable ones purchasable, so the game can be "balanced" or idk man xd
it only shows up in one map as a "miniboss."
besides, it's mostly a joke anyways
@@BAC0NWOW Ah, it's okay, as long as they are not the main troop of the game modes in rigged (commandos ahem ahem) it's all good xd
imagine chilling but then the breach team is about to cook your whole army
I have a serious suggestion.
“Counter assault team”
An infantry unit that specializes in taking out other infantry.
Movement: 3 tiles
Rifle damage: 40 against 3 soldier groups, 55 against 2 soldier groups, 70 against 1 soldier groups. 0 damage against armored/air
Grenade damage: 65 against 3 soldier groups, 45 against 2 soldier groups, 30 against 1 soldier groups. 10 damage against armored, 0 against air.
Can only use grenade every 3 turns
Cost: 100 tix
Cost to unlock: 3 nuggets, 1600 points
Cannot hit air
Has a radio
Has an ability where it does +15 damage to any enemy unit within a 2 tile range of 3 other enemy units, doesn’t work against armor/air
Ground unit
Unit is 3 soldiers
You can pick appearance, maybe black outfit. Idk
Radio range: 4 or 3 tiles idk
Rifle range, 2 tiles, grenade range, 1 tile.
Of course, you can change any of this if you want, nerf or buff idc. I just think it would be an interesting unit.
Sounds even worse 😭
@@piotr69420 exactly
Aren’t the Commando, Medium Gunner and Light Gunner already infantry units specialising in combatting other infantry? Interesting concept, though. It’s like an upgraded Combat Engineer.
make the tix price like 175-200 and it would probably be fair
@@TheCrystalDealer I for one think that 100 Tix is a good price. The 4-tile ranged radio is far too powerful though. It should be at the very most 3 tiles.
NOT THE BREACH TEAM!!
Oh it can’t be that bad
@@hermertpfr just use sniper team with artillery or smt
What’s wrong with it? Not really into noobs in combat yet
@@Ilovepeggleohyeah100 The stats are overall more overpowered then they seem
dude I cant believe it breach team is canon now
I didn't expect it to actually be added as this video looked like PAIN and I just beat subterranean and it actually wasn't that bad, they were tanky, nice for some boss fights so thank you
The (Probably) more Balanced Breach team with (likely not) historically accurate gear
"Command was desperate, so they sent in these for some reason, despite being clearly unit for frontline combat.."
Can do multiple moves like SMG Squad, at the cost of having 85 hp.
Two passive skills:
With one person using a ballistic shield and pistol, 15% less damage taken.
Deals more damage to units in buildings since y'know.. they breach buildings??
The other uses a suppressed UZI.
Deals up to a maximum of 46 damage if 3 stars.
Can throw flashbangs into buildings, which basically brings any unit in a building to see 1 tile infront only.
(I tried my best..)
the breach team give me British SAS vibes
It is an upgraded SMG squad . . . . Still traumatized by normal SMG squad
Honestly tho, we do need a high price infantry. Especially with smg squad absolutely destroying the current infantry hierarchy, we need some sort of inf that can survive 2 smg that isn’t a med gunner
Where is rpgs death animation i've been waiting for 3 years
This needs to be playable
I really wish we had this type in the game for people that have betten the game. Or if they beat the campaign
Unit idea: Specialist
Unit Type: Infantry
Research cost: 4 Nuggets, 1000 Points and 250 Gems
Production Cost: 150 Tix
Health/Hit-points: 150
Armour: 1.5
Mobility: 3 (Foot)
Sight: 4
Perks:
-Ambush
(Automatically attacks enemies if within range [Infantry and vehicles only])
- Unstoppable (Also can be called Dedication, Commitment or Loyalty, uses the same cracked skull icon from the Protesters unit from the 2024 April Fools)
(Is unable to be pinned down or retreat)
-Radio
(Has the ability to use the Radio twice in one turn, Radio has a three-tile range)
-Capture
(Has the ability to capture buildings and neutral units)
-Multi-Move
(Is capable of moving 2 times in one turn)
-Sniper
(Damage is divided by the number of characters in the unit, more characters = less damage, and vice versa)
-Suppression
(Causes target to be pinned down, only applies to infantry)
Weapon(s):
Assault rifle
-Damage: 20 - 30 (x3) [Base level, and depends/Depending on Morale]
-AP (Armour Piercing): 2
-Ammo: 6
-Cooldown: “0” Turn(s) (Can be used once per turn)
-Range: 1 Tile
-Target(s): Ground
Flash-bang
(Stuns any and all infantry for one turn, causing them to become immobile and unable to attack or use any perks for that one turn)
-Damage: 2
-AP: 0
-Ammo: 2
-Cooldown: 1 turn
-Range: 2 tiles
-Target(s): Ground
Grenade
(Extremely effective against infantry, alongside the one-tile splash damage of the shrapnel)
-Damage: 70 - 150
(The one-tile splash damage deals 70% of the amount of damage dealt compared to the tile that the grenade was thrown)
-AP: 2
-Ammo: 2
-Cooldown: 1 turn
-Range: 2 tiles (One-tile dead-zone)
-Target(s): Ground
Disarm Mine(s)
-Damage: 100 (To mines only)
-AP: 0
-Ammo: Unlimited
-Cooldown: 1 turn
Range: 0 - 1 tiles (Can target directly beneath/below)
Evolution:
-Unlocked by Riflemen
-Entirely independent unit (No evolutions or variants)
Description: This noob is a veteran soldier who has been fighting alongside his brethren, living, laughing and crying with them. If he ever even cried. Armed with a caseless-ammunition rifle, grenades, flashbangs, advanced laser sighting technology and his superior wits, this soldier is ready to take on the world.
Flavour text: After watching all of his friends, two entire companies of noobs and five of his commanding officers die right in front of him, this soldier was now dead-set on wiping out his foes on the battlefield with a stone-cold face and expression, an iron will and nothing being able to stop him.
The Specialist comprises of a single soldier armed with a G11 assault rifle (Purely cosmetic) while wearing a commando-like radio backpack, just without the star on it, a black coloured vest, dark brown tactical combat utility belt with grenades on it, black knee and elbow pads, black combat balaclava, black M50 gas mask and a black helmet with a black-coloured monocular optical lens.
He is able to pass through mountains with a mobility of two, thus making him a great unit to use in mountainous terrain.
In buildings, he deals five percent more damage to enemy units in other buildings, but both have to be in buildings for this effect to work.
When an enemy infantry unit is in a two-tile range of the Specialist, he will toss a flash-bang at them, stunning them and stopping said infantry unit dead in their tracks. For the whole of the next turn, the aforementioned enemy infantry unit will be unable to move or attack, and its vision will be reduced to zero, thus any units with the Ambush perk will be unable to use said perk as well.
If a vehicle were to pass by, the Specialist will throw a grenade at it instead, directly under its tracks. Once the grenade detonates, the vehicle will be instantly mobility-killed. This effect will occur one hundred percent of the time, except for MBTs, Multi-H Tanks, Super-Heavy tanks, and the Siege Artillery in Re-take the Town (Legacy Maps campaign).
If the Specialist were to approach the vehicle itself and if said vehicle has the Scouting Perk active, if the Specialist uses his grenade attack, since the hatch of the vehicle is open, the grenade has a forty percent probability to go _into_ the hatch of the vehicle and one-shot it. If the Specialist is on higher ground; for example, a ledge; there will be a higher chance that the grenade will go into the hatch of the vehicle and blow it up (>50 percentage chance). If the Specialist is on _lower_ ground, however, there will be a reduction in the likelihood of the grenade going into the hatch of the vehicle (
I aint reading allat
“Specialist”
Proceeds to not specialize in anything
Do not cook again
Devs: yk what, i aint adding op shit to u guys but my precious ai
@@Rainhato_ good idea
You should make it so they have a ability to have a certain percent chance to instantly take over a occupied fortifications like bunkers the ability should be called "breach and clear"
you should add it in the tec tree with the commandos aswell
It's fair as enermy unit... image what if it's player unit, it's just like SMG squad first time add in game
for a joke unit that grenade throw anim is really clean
I have idea for a demolition team with grenade launcher and smg’s grenade launcher does extra damage to buildings but is less effective to medium armored vehicles
next add a flying aircraft carrier for 0 reason other than bullying
Plz give rpg a death animation and also would be cool (if you had bodies stay or whatever on the top of the tank that blows of could stay
honesty I want elite rifle men
could see entire map and ignores ap and is basically a regular rifle does the same damage
same health and stats
Noobs in Combat? oh wow it's been so long since the last time i have played that game i wonder what has become of it.
Suggestion: Howitzer different ammo (change of unit)
Howitzer and mobile howitzer will be able to shoot diffirent ammo like
1) Fire ammo (reload 8): has ability to set tile on fire for 3 turns. If tile is a forest then effect will last for 5-6 turns. After fire dissapears forest turns into burned forest (black trees)
Burnt forest still slows down movement of the veichels, but not affects vision of units.
2) Toxic smoke (reload: 6 turns) after shooting the tile, covers aimed tile and surrounding tiles into the toxic smoke for 4 turn. (Infantries inside the toxic cloud will get damage every turn, unless they are inside the house/bunker. Also infantries inside the toxic cloud will be affected by decreased defense).
Sorry for bad grammar :(
Another suggestion: if forest tile is on fire, and neighbor tile also has forest, then fire will spread. (Thats pretty op, soooo...)
Another suggestion: breach team will have gas masks, so they will have immune to toxic gas.
Yeah you know the rules right? Not against geneva sugesstion, meaning ghere will be no warcrim or shit
man, if i had that i would clear all the maps easily, i wonder if i can use radio tech in upcoming campaign to take it out
Unit concept: scout
He was a marathoner before the war. Now hes a one charging without orders.
A man with no fear equipped with grenades and a pistol also a radio 1 tile only quite nice. Could do better though.
Perks:
Radio 1 tile
Stats:
Hp 85
Sight 2 tiles
Damage of pistol 10 × 2
Damage of grenades 5 × 3
Ahh yes, another commando M but his grenade is Australian F1 grenade
Dang they really added it
Wouldve been funnier if they the breach team part of a defense campaign... and watch them ruin defense with only two of them killing a tank and every soldier unit with grenades.
This op like smg squad but have better 3x
Ay bac0n, I recently thought of two things, when I was playing free models in combat, I found out that we can use dev menu in it, so here's my questions:
1. Was dev menu for everyone intended or is it a just a joke because it's about april fools?
2. Since a lot of players have used the menu (I'm sure they did), then why you can't make like a silly place with free dev menu? (YES IT'S BASICALLY SANDBOX MODE)? The dev menu works normally, it just needs an upgrade, but still, I found no problems with it
Kollow (the person who made that game) said it was fine. I don’t think they will make a game with a dev menu that is always up to date because they usually would contain lots of leaks (for example, there had been landmines in the dev menu for a while before they got added, they just didn’t work).
@@TheEpicNoob I know the landmines
@@TheEpicNoob and thanks for answering
what clothing id does verglas use?
Bro that music SLAPS
first: general
second: breach team
CRAZY
It like smg unit but better right?
Remotely detonated explosives with splash damage 👍
Not like a landmine but you have to place it down, give it a turn to arm, and then it dies if the unit with the "detonator" dies
I saw that Snow skin version of breach team in the hp showcase,
Rigged mode troll?
no i just use the verglas skin cause i like it
You guys buffing recon tank radio?!?!?
I have a suggestion: Entrenched Team (AI unit): Equipped with a shotgun with bayonet, the bayonet deals 25 damage and immobilizes the enemy, the shotgun deals 75 damage and you can attack up to 2 squares away, but it will do damage by splash and will be divided into three tiles where 25 damage will be inflicted each. I'm sorry If my english is bad. PD: The unit will have 152 or 100 HP. PD 2: the unit have multi attack perk
Bacon how I get the unit to combine wiht sniper team
Add this in for players will not break the game
Add a cloner, everytime it kills something he will clone
Hey dev pls make jet fighter have a atgm missle(variant)
bacon cooking up levels sun tzu couldn’t beat:
perfectly balanced
If we can’t use that unit then can they be added to like the test zone because they look very cool
if this is gonna get added we gonna need commando as our unit 💀
How do you uh make these Custom AI units?
I’m a dev and have a copy of the game
Unit Suggestion: M2 Browning gunner. Has a humvee and is mounting the M2 Browning ontop of it. Only movable and placeable on train tracks
When’s is the next update
THE BREACH TEAM IS REALLLL!!!1!🗣🗣🗣🔥🔥🔥🔥
So Breach Team is been send out at last map?
No speacial units for players 😢
A better light gunner and improved smg squad merged
You need to make it immune to snipers bonus dmg, to make it balancrd
yes it counts as 5 noobs so it takes 20 damage to a non vet sniper
@@BAC0NWOW and make sure to give it the camouflage perk, so players can’t attack it as soon as they see it, you also need to buff its attack damage, because it deals to little
Millions will Bullet Sponge
Fifty damage for a grenade seems a bit too painful...
hey bacon add a rat who says mmm fresh meat when it attacks something, and allow it to upgrade into a rat queen and allow it to spawn lesser rats
When will players be given new arms?
Fair and balanced
oh god breach team just looks like a more disgusting version of SMG SQUAD
We need BAC0N to add a unit that can counter it
how can u create units, i didnt know u could do that
well, its actually not that bad. yes it is annoying to fight but if you defeat its supporting units its just a free kill, it may be tough but a few infantry surrounding it can kill it
how do you make your own campaign
2024 here it finally released
if they didnt give it an obscene amount of hp it might actually be fair
Isn’t this just 10 smg squads condensed
100%
Alceamite: make smg but better bac0n: say no more
The Minecart looks sick❤
Pls add 1980' tanks like T72, M1 abrams and others
How to actually make ur own unit?just asking
Noobs in Combat is cooked, atleast sensical got their wish and added the most fragile infantry unit to the game...
SMG team on crack
It should just be a admin unit.
Yea if player can’t play why AI can use it
Marine Unit - 2024 April Joke
Breach team - Suggested Unit
Fun fact: the Marine Unit is a Infantry Twice the strength of Commando, it has Grenades from SMG squad and a Bit tanky to endure a some Damage, Making it the Strongest infantry
Breach team unit is a Suggested unit by the Community or This dude, (Idk who Created it)
Its Stronger than Marine having a One tile AoE on One grenade and extremely Durable (Even though he said "pretty fragile") and Deals a Damage Similar to a Medium Gunner's Ambush perk
Who you picking the most?🧐
And sheeeesh this is yet my longest explanation yet
Is there a good counter?
SPAAG cause is a good vehicle that can one shot every infantry with vet 3 but not 100% guarantee it can 1 shot breach team
@@Random_user58 what abt snipers tho
I’m pretty sure snipers can destroy breach team since it’s only 2 units(I mean 2 people in a unit )and snipers pretty much can counter most infantry apart from commandos, so it’s probably the way to beat this campaign along with some tank support
@@SolarGaming-1069 yea yea! Let's say snipers and artillery. What about that
snipers do 20 damage to breach team, which still is pretty good because medium gunners do about the same
breach team is not gonna actualy be in there right?
it will be, but only on one map and it only shows up twice on solo (3 on duo)
The delta squad is real!!!
Oh so just seal team six?