Who are the neoVisigoths?


Even having brokered a ceasefire with the Germans, the other nations knew they couldn’t be trusted not to strike again.  They aimed to keep Germany’s military capability in check through tactics such as sanctions, blockades, attrition, and bombing runs targeting infrastructure.  This worked so well that civil order broke down, and disease, starvation, and pestilence broke out.  Even though German territory has slunk back into the Dark Age, the thirst for revenge is a powerful driver for one of the Germanic clans.

Why the hell are they involved?

Rather than risking direct military action against Hertfordshire and the KPC, Unigov decided instead to fund and provide arms to the upstart neoVisigoths.  Even barbarians can be useful if they can cause trouble for your greater enemies.  But the plan soon backfired.  Before Unigov could secure it’s foothold in Europe the neoVisigoths realized they were being used as meat shields and revolted. In classic gothic horror novel sense, the doctor’s monstrous creation has now turned against him.

The look:

How would you expect a neoVisigoth to look? Exactly. Take some tattered nazi uniform; add some leather, and a little animal hide to top it off. Also the pale skinniness is due to disease and malnutrition more than fashion sense.  Buildings are mostly ruined civilian ones with vaulted arches and roofs and the like.  Vehicles are mostly converted WWII tanks, so they have that familiar blocky shape but are now adorned with spikes and crude modifications (cause spikes are cool).

The theme of neoVisigothic gameplay: 

The neoVisigoths are the first of the nonprofessional armies we’ll talk about. Lacking brute military power, they are forced, you could say, to use unconventional warfare, largely directed at an enemy’s infrastructure and starving them out.  The way this translates to DOW is that when certain units attack the enemy’s buildings, they effects can include leeching req. and power, slowing or pausing production queues, or making the enemy produce units at reduced health.  When they do get into direct combat, the poorly trained neoVisigoths suffer from bad accuracy. To make up for this they utilize some powerful and draining Area of Effect weapons.

Buildings and Tech:

Instead of having their buildings transported in, the neoVisigoths dig up their buildings on the spot (yes it isn’t fluffy but that’s minor). They start out with a Cathedral with can have fortifications added on. From there your basic infantry come from the good ol’ Tavern. Researches for weapons and things such as Chemical Warfare, Scorched Earth, and Smog of War are done at the Institution. The Motorwerks let’s you salvage enemy vehicles for reduced production time on your own vehicles.  At the top (or near the top, who knows right now) is the Wewelsburg Castle which let’s you do research into the occult and produce units of the like.  There might be a Rocket Facility in there too somewhere. Defenses include a MG Nest or Artillery Tower that upgrades to Flak.

Infantry:

Though not terribly strong in reality, the sight of gothic infantry still does good to scare the wits out of the enemy.  The Mechaniker builds buildings and repairs stuff like most do, but he can also salvage parts from ruined vehicles from the enemy or your own. The Goths aren’t particularly loyal to any Germanic clan but you can use them to distract the enemy or easy captures. They carry Spyder machine pistols that are dually used as small axes. The Gothic Trooper has some rifle that also doubles as an axe. Being flexible, you can upgrade the Gothic Trooper to more specialized roles or later on build specialized squads such as the Flametrooper (self-explanatory), the Flaktrooper (anti-vehicle) or the Chemicaltrooper (for that long lasting flavor).  The Leutnant leads most squads and uses smoke grenades.  The Occultist makes fear-inducing chants and heals friendlies. The coveted UberSoldat is uber strong and has weapons like the rocklet rifle. Heroes include Lilith Victoria and Wilhelm Ravenhurst who have various pandemic creating abilities.

Vehicles:

Vehicles are not easy to come by for the neoVisigoths, but the process becomes more painless if you use the Mechaniker’s salvage ability effectively. Because they are custom-built, the vehicles can take a large variety of add-ons.  A squad pushes around the Scythe Infantry Gun but it counts as a vehicle.  It starts out with a Machine Gun but can be upgraded to Flak, Mortar, or AV shells.  The Slayer Panzer starts with a Flak Turret, but a Mortar Tube or Rocket Rack can be added on.  The Impaler is a tank chassis with a much-too-oversized artillery piece mounted on it. If you can protect it long enough to reach the enemy’s buildings, the trouble will be well worth it.  The Pestilence is a Wespe modified into a catapult for indirect fire. It launches dead corpses into the enemy position to disease and weakens them for when your main force arrives. The Zeppelin is slow but has the advantage of dropping troops behind enemy lines without having to land first.