Why the hell are
they involved?
The look:
The KPC army units will probably be the most
recognizable of the bunch. Everything
from the 40’s to the 70’s is thrown in there. Infantry
dress in long overcoats
with less visible body armor than the other armies. Vehicles are large,
low
profile, with big guns, and rather utilitarian exterior (ya know, all
the
techno junk like reactive armor and the like, makes for a less than
smooth
exterior). Buildings largely have a
bunkered look about them, with a mixture of onion domes and terra cotta
roofs
as flair.
The theme of KPC
gameplay:
Numbers and firepower are what
it’s all about for the KPC. The
standard infantryman has little training and is poorly equipped, but
they are
expendable when you are overpopulated by about a billion. This means
that KPC
has a much higher pop cap and quicker and cheaper unit production than
the
other guys, but with the average soldier being not as capable. To further emphasize the mass and throw
philosophy, no units have healing or repair capabilities, except for
workers on
buildings; and squads require less micromanagement to get the most out
of them.
Buildings and
Tech:
Due to the vast and harsh KPC territory,
buildings are transported in by helicopter They are comparatively
sturdy but
can be ever more protected by adding defensive guns on them. The Party Headquarters goes through two
additional tiers that can be added in any order, though you will have
to
satisfy additional requirements no matter what the second add-on is. In
addition to your starting units, the Onion Dome Add-on will give you
access to
more Russianesque units, like the Minigunner and Pavlichenko Sniper
Squad, and
more fire rate researches. The Terra
Cotta Roof Add-on gives you more Chinese units, like the Shuriken
Driver and
the Cycling Soviets, and more flame researches. The
Red Square is the main research building. In addition to the
aforementioned you can also develop your propaganda machine (reduces
enemy
morale while bolstering your own).
Defenses include a Minigun Turret and SAM Site. The Nuclear
Plant lets
you develop nuclear-powered vehicles and weapons, however accidents
have been
known to occur…
Infantry:
The Conscript will be your basic unit for awhile,
they are cheap and plentiful, but start out with only half morale, so
bolster
every squad with a Commissar to keep them from running away. Assign a member to be a standard bearer to
increase the resolve and firepower of the rest of the squad. The Red Guard is pretty much upgraded
versions of the conscripts. More
advanced units brought by the HQ add-ons are more specialized in their
role.
The Russian upgrade brings in Minigunners and Pavlichenko Snipers. The Chinese upgrade brings the anti-tank
Fire Lancer, and the Shuriken Driver, which is a higher mobility
anti-infantry.
Each side also has some sort of General for the hero unit.