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It's commie wave time. Another glorious shitpost. Pray papa Stalin this work. Might be borked. I might add some names and personalities for the conscripts if you have ideas.

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Basic troops with little combat training or experience. The backbone and bulk of the Soviet Army. Often lost in large numbers, they can be truly effective with good support.

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Conscripts: [Army: Soviet Army Role: Core Infantry Men per Squad: 6 Basic Weapon: 6x Mosin Nagant Rifle]

Traits: [Conscripts are cheap line infantry, and must-haves in every Soviet order of battle. They do average damage, and will lose to Grenadiers and Volksgrenadiers in even combat, and are evenly matched with Osttruppen, but due to their large squad size, can hold the line against the German soldiers long enough for other units to come to their aid. However, a capable player can potentially hold off a German assault should they place Conscripts in cover and away from hostile units that specialize in close quarters. Since they have rifles, directly engaging assault infantry is out of the question, unless they can be kept at a distance and in cover.

Their grenade upgrades and Merge ability make them perfect support units in larger battles - even when the units being supported are simply more conscripts. "Oorah!" allows them to quickly run up to vehicles and bust their engines (take note that on average it takes two grenade hits to destroy the engine of a fully repaired medium tank), or threaten stationary infantry with fiery deaths. If munitions are plentiful, it can even be spammed to quickly travel the battlefield. Merging squads allows the Soviet player to retain presence by shuttling conscripts back and forth between his base and the front.

Their large squad sizes also make them perfect for capturing weapons, if the Soviet player has the good fortune to find them. A conscript squad that manages to pick up two light machineguns or two antitank weapons will become a terror on the battlefield against infantry or vehicles, respectively. They are also capable of being upgraded to have 7 men with the Mobilize Reserves upgrade from the Mechanized Armor Kampaneya Doctrine.]

[Buildable Structures: [Build Sandbag Fighting Position Takes 15 seconds to build Allows the free construction of a sandbag wall. The sandbag wall provides directional heavy cover and can be destroyed or run over, but Combat Engineers can repair it if damaged.]

Fire Pits: [Takes 30 seconds to build This ability is available on winter Maps only. The conscripts can build fire pits to keep troops warm and prevent them from freezing to death.]

Trip Wire Flares: [Takes 10 seconds to build Requires Veterancy 1 When deployed, can be used to reveal a large part of the map when tripped by enemy. (There is a chance it can kill a single infantry unit if it is triggered at that unit position)]]

[Abilities: [Oorah!: Activation: Immediate Cooldown: 30 seconds after wearing off. The squad lets out a battle cry of "Oorah!" giving the squad a boost in morale and speed. The ability is available from the get-go. "Oorah!" will cause the conscript squad to move faster during a short period of time. There are no side effects after the ability wears off. The ability is very useful in an attempt to sprint past machine guns or rush into cover. In multiplayer, "Oorah!" only causes a temporary speed increase and no suppression reduction or damage increase. In the campaign, it slightly increases their damage and accuracy.]

Merge: [Costs nothing Activation: Select Squad (friendly) Allows the squad to merge into other squads of infantry and support teams that have lost team members (except Scout Sniper).]

Hit the Dirt!: [Requires: Guard Combined Arms Tactics, Conscript Support Tactics, Commanders Costs nothing Activation: Immediate Cooldown: 3 seconds Conscripts drop to the ground and lie prone, reducing received accuracy and rendering them immune to suppression. Disables movement while active. Available only to certain commanders.]

Conscript Repair: [Conscripts are able to repair vehicles and buildings, similar to engineers, albeit at a slower rate.]

RPG-40 Anti-Tank Grenade Assault: [Tank-Hunter Tactics Commander Activation: Select Vehicle (enemy) Cooldown: 30 seconds All members of the conscript squad lob an Anti Tank grenade at an enemy vehicle. Damage done varies by the amount of conscript members that have thrown it. Like the regular anti-tank grenade, this ability will inflict engine damage upon vehicle whose health is brought down to 75% at the time the ability is casted.]

Molotov Cocktail: [Requires: Molotov Cocktail Upgrade Global Upgrade from the Regimental Field HQ Activation: Select Ground Cooldown: 26 seconds after activation Duration: 22 seconds The ability is unlocked at the HQ. It enables the conscript squad to throw a Molotov Cocktail. Upon impact, the cocktail creates a pool of burning fuel on the ground, damaging all infantry standing in it over time. This is very useful to flush enemy infantry out of cover or out of houses and to speed up the process of killing support teams. It deals much less damage, however, if the enemy runs away from the area of effect. It also has a painfully long animation of a conscript lighting, pulling his arm back and throwing, allowing alert players to quickly move their squads.]

RPG-43 Anti-Tank Grenade: [Requires: RPG-43 Anti-Tank Grenade Global Upgrade from the Regimental Field Headquarters. Cooldown: 30 seconds Allows the Conscripts to lob a heavy grenade at an enemy vehicle, dealing 80 damage upon successful connection. The vehicle's engine will be damaged if it succeeds in bringing the vehicle's health below 75%. It is essentially the same as the German Panzerfaust, but with a shorter range and smaller munition cost. The cooldown of the grenade decreases at the third level of veterancy.]]

[Upgrades: [Conscript Assault Package Upgrade Install upgrade time: 30 seconds Available as a passive ability to some commanders, conscripts may replace three of their bolt-action rifles with PPSh-41 sub-machine guns. Gives the conscripts greater short range firepower.]

Mobilize Reserves: [Only available after building the Mechanized Armor Kampaneya, or after building the Tankoviy Battallion Command and buying both grenade upgrades at the HQ. This upgrade and adds a 7th rifleman. It increases their durability and damage, as well as the speed at which they gain veterancy and rate of fire, but takes up their one weapon slot to do so, which locks them out of weapon upgrades.]]

[Veterancy: [As a Soviet unit, the Conscript Infantry Squad can gain three levels of Veterancy. Each level brings its own specific benefits, increasing the unit's combat potential and/or survivability.]

Accumulation: [The Conscript Infantry Squad receives experience points for killing enemy units. Once it has accumulated a sufficient number of experience points, it will automatically advance to the next level of veterancy.]

Bonuses: [Level 1 Veterancy: "Trip Wire Flare" ability unlocked +8% Evasion [Level 2 Veterancy: +40% Accuracy +25% Molotov cocktail throw speed] [Level 3 Veterancy: -20% Weapon cooldown +10% Accuracy +29.3% Evasion -25% Recharge time on RPG-43 anti-tank grenade]]

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