Officers are unique units. They can be very helpful when used correctly. However, people do not utilize officers very often. The only officers I see in use are Naval officers and, on occasion, infantry/fighter officer. I have never seen an Airborne officer or Sub officer before. Seeing as how there can be only 1 of each at a time, I think we can give these units some more power
Introducing: Officer abilities!
Officer abilities can be used by officer units in some situations. Different officers have different abilities, and they have different effects
Infantry Officer ability: Skirmish
Officer and their stack will rush towards a location at high speed. This is similar to normal rushing except the stack will not lose HP from rushing, they cannot be commanded, and they will ignore fortification bonuses when attacking. Skirmish can be ordered within a range of 100. Skirmish ends when the location is reached, a battle occurs, or the stack has traveled 200 range (chasing enemy). Cool down 48 hours.
Airborne Officer ability: Insurrection
When in an enemy province, Airborne officer can spawn a friendly insurgency (can be controlled like a regular unit). The HP of the insurgents depends on the HP of the officer, and they will gradually lose HP over the course of 7 days until they are destroyed. Cool down 72 hours
Tank Commander ability: Smoke Screen
For 12 hours the Officer and its stack will not be identifiable. They can be observed as a unidentified unit but exact army composition will be hidden. Cool down 24 hours
Rotary Wing Officer ability: High Resolution Imaging
For 4 hours, Officer gains “Scout” ability and Sight Range of 75, allowing them to search for targets more efficiently. Cool down 24 hours
Fixed Wing Officer ability: Electronic Counter Measures
When activated, the next attack from an enemy will have its damage reduced by 50%. If no attack occurs within 4 hours, the ability is disabled. Cool down 48 hours
Naval Officer ability: Sonobuoy
Creates a sonobuoy at the officers location. Sonobuoys are units that are immobile. They have an HP of 1, a sonar signature, no radar signature, and have Sonar ability within a range of 200. They will automatically be destroyed after 48 hours. Cool down 48 hours. Naval Officer can recover a Sonobuoy, reducing the cooldown by the recovered Sonobuoy’s remaining time
Submarine Commander ability: Red alert
Can be toggled off or on. When active, officer and submarines stacked with them will dive deeper, losing their ability to move, sight range, attack range, and sonar signature. Enemy units passing over the stack will not trigger combat, and only units with Reveal Stealth can actually engage the subs. While the subs may be nearly undetectable, they can still fire their ballistic missiles. Note that for units like Destroyers with Reveal Stealth, they will see the subs in sight range but will not engage unless explicitly ordered to do so
Counters/disadvantages
-Cooldown of an Officer ability blocks all abilities, so the cooldown from one ability will block other abilities in the same stack
-Red Alert will not work well with Ships, and will make the subs defenseless against attacking ships. Missile paths can be followed right to the dormant subs, forcing them to move
-NPA will easily find and destroy Sonobuoys
-Insurrection can be countered with easily deployable anti-soft units like Gunships
-Since Skirmish prevents Command from commanding that stack, Skirmishing a specific unit can have unintended consequences. The enemy unit can run away and lead the stack into a location or terrain where they are vulnerable
Thoughts/ ability ideas?
Introducing: Officer abilities!
Officer abilities can be used by officer units in some situations. Different officers have different abilities, and they have different effects
Infantry Officer ability: Skirmish
Officer and their stack will rush towards a location at high speed. This is similar to normal rushing except the stack will not lose HP from rushing, they cannot be commanded, and they will ignore fortification bonuses when attacking. Skirmish can be ordered within a range of 100. Skirmish ends when the location is reached, a battle occurs, or the stack has traveled 200 range (chasing enemy). Cool down 48 hours.
Airborne Officer ability: Insurrection
When in an enemy province, Airborne officer can spawn a friendly insurgency (can be controlled like a regular unit). The HP of the insurgents depends on the HP of the officer, and they will gradually lose HP over the course of 7 days until they are destroyed. Cool down 72 hours
Tank Commander ability: Smoke Screen
For 12 hours the Officer and its stack will not be identifiable. They can be observed as a unidentified unit but exact army composition will be hidden. Cool down 24 hours
Rotary Wing Officer ability: High Resolution Imaging
For 4 hours, Officer gains “Scout” ability and Sight Range of 75, allowing them to search for targets more efficiently. Cool down 24 hours
Fixed Wing Officer ability: Electronic Counter Measures
When activated, the next attack from an enemy will have its damage reduced by 50%. If no attack occurs within 4 hours, the ability is disabled. Cool down 48 hours
Naval Officer ability: Sonobuoy
Creates a sonobuoy at the officers location. Sonobuoys are units that are immobile. They have an HP of 1, a sonar signature, no radar signature, and have Sonar ability within a range of 200. They will automatically be destroyed after 48 hours. Cool down 48 hours. Naval Officer can recover a Sonobuoy, reducing the cooldown by the recovered Sonobuoy’s remaining time
Submarine Commander ability: Red alert
Can be toggled off or on. When active, officer and submarines stacked with them will dive deeper, losing their ability to move, sight range, attack range, and sonar signature. Enemy units passing over the stack will not trigger combat, and only units with Reveal Stealth can actually engage the subs. While the subs may be nearly undetectable, they can still fire their ballistic missiles. Note that for units like Destroyers with Reveal Stealth, they will see the subs in sight range but will not engage unless explicitly ordered to do so
Counters/disadvantages
-Cooldown of an Officer ability blocks all abilities, so the cooldown from one ability will block other abilities in the same stack
-Red Alert will not work well with Ships, and will make the subs defenseless against attacking ships. Missile paths can be followed right to the dormant subs, forcing them to move
-NPA will easily find and destroy Sonobuoys
-Insurrection can be countered with easily deployable anti-soft units like Gunships
-Since Skirmish prevents Command from commanding that stack, Skirmishing a specific unit can have unintended consequences. The enemy unit can run away and lead the stack into a location or terrain where they are vulnerable
Thoughts/ ability ideas?
Yee Haw
The post was edited 3 times, last by Colonel Waffles ().