Meaningful asymmetrical balance - faction specific squad types - Nr1 "Soviet heavy Assaulters"

Every faction should each get a unique TT squad, that has a special ability that specifically fits the nature of said faction.

As such I want to propose the following special squad for the Soviet faction:

Heavy Assaulter

One thing first - Soviet body armor as a cosmetic will be removed completely, in return this new heavy Soviet Assaulter squad will get body armor as a unique feature.

Reasoning behind this squad:

Soviets uniquely put massive emphasis on SMGs, so much so that parts of their army were entirely equipped with nothing but SMGs. Soviets were also the first army to ever implement infantry bodyarmor successfully on a massive scale. While those plates were ineffective at stopping rifle and MG rounds, they gave a massive boost to moral for assaulting units because they provided protection from shrapnel and SMG fire.

Functionality of this squad:

Body armor and SMGs, the entire squad get those - however the reality of body armor is that those armor plates are very very effective at stoping pistol and SMG bullets, but did nothing to stop rifle rounds.

So to implement this correctly, body armor should make the front torso of the assaulter get a flat damage reduction of 5 dmg instead of current flat 10% dmg reduction. What this will do is it will radically reduce effectiveness of SMGs because each shot individually will lose 5 dmg while rifles and MGs both wont drop to the 3 hit down damage levels. Now this is obviously a massive buff to already OP body armor, but actually is quite realistic that way - real world armor works like tank armor, no penetration = mostly no damage.
So to make this balanced, it is important that this body armor “ONLY” works on the front of the torso - NOT the back of it, just how it actually was with those plates in real life. Also, those plates should come with a big movement speed penalty.

So to speak those “Heavy Assaulters” should be super powerful CQC superiority units - but very slow and their armor being mostly powerful at stopping SMG rounds.

To clarify the bullets to kill math behind this:

Armor reduces damage by 5 →

So 9mm SMGs usually dealing 6.8 dmg will now deal only 1.8 damage which will mean SMGs will need 8 bullets to down against hitting those plates - which is pathetically weak, but IF those Assaulter squads would get proper movement speed reduction they will become sluggish and slow in close combat, which means in return it will be easier to land head shots or to aim for the enemies limbs.

Next bolt action rifle → usually you need above 13.5 damage to down with one shot, but you also need above 20 damage to guarantee a direct one hit kill.
Since bolt action rifles all deal above 20 dmg, this will result in them downing instead of killing straight away. In other words it will effect bolt action rifles, but not massively.

Now semi auto and select fire rifles → most semi auto rifles deal above 15 dmg which means they will need two shots to down a heavy assaulter, which definitely lowers the effectiveness of semi auto rifles up close but since those heavy assaulters would come with movement penalties and they are limited unlike current body armor, this would be a fair trade off.

MGs → MGs usually deal around 13.2 damage upgraded, which means they never down in one shot against vitality. 13.2 dmg - 5 dmg = 8.2 dmg → this is still enough to down with two shots up close.
This means MGs will be very effective against body armor.

Conclusion:

As long as the heavy assaulter squad doesn’t get too much utility and a noticeable movement speed penalty it will function as a dedicated CQC superiority unit and will be a hard counter to SMGs, but will not be OP outside of this role - and ultimately will finally put an end to the current issues body armor has.

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“A 2mm plate offers some resistance, but a 9mm projectile will likely penetrate it.”

Anyway, so whats the unique features others get ?
Pervitin for germuts ? No stamina & feeling no pain ?
Cheeseburgers for murrica to boost morale so they dont get shellshock / concussion ?
JP instant martyrdom in CQC ?

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I am not too familiar with this body armors actual performance, but I can read, and your own source in Wikipedia states:

Breastplate SN-42 was designed to protect against bayonet attacks, small fragments of shrapnel, and 9mm pistol bullets with lead cores, providing protection against fire from an MP-38/40 submachine gun from close range, but were useless against rifle rounds such as 7.92×57mm Mauser.

This is my first post of this sort and as such would like if you stay on topic, but to satisfy your curiosity, I was thinking about Commandos for Allies - a better SAS Guerillas squad with supressors and more utility than regular Guerillas. And German Panzergrenadiers- with each Soldier having one single weaker Panzerfaust 30 in their Grenade slot without them being limited to rifles.

But anyways, lets get back to Soviet heavy assaulters.

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lol

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yes this is extreme - but quite realistic, and as I said as long as the body armor plates only cover what they actually did cover, half of your center mass hits would still hit around the armor.

In general, this is more or less related to reality. I read excerpts from memoirs and notes made by front-line soldiers. They told how the bullets of pistols or SMGS did not penetrate them in trench battles.
It is worth adding that no cuirass could be pierced with a bayonet, so you should also add 100% protection from bayonet blows to the body from the front (or let’s say that the fighter, attacking with a bayonet, himself targets vulnerable spots and hits them, but in the game it is simply not noticeable).

However, cuirasses were not only in the USSR. They were used by both the Germans and the Japanese, albeit in much smaller quantities, but I have not heard of normal US cuirasses. The British had some means of protection, but both options seemed to be used only as a means of individual protection for the gunners of the bomber turrets.

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