|The Unionist Star|
|Playstyle||Take and Hold|
|Faction Colour||Solitary Silver|
|Type||Echoes Major Faction|
Another Pleasant Valley Sunday
Charcoal burning everywhere
Rows of houses that are all the same
And no one seems to care
- - The Monkees, Pleasant Valley Sunday
The American Unionists are an Echoes faction created by Protroid. They utilize a mixture of upgraded weaponry from the past decade with support from the Office of Secret Services, America's branch of ACIN.
At a Glance
|Faction Color||Solitary Silver|
|Playstyle||Take and Hold|
|Theatre of Operations||Urban environments|
|Strengths||Ability for all vehicles to garrison infantry, infantry gain abilities in garrison, three different attack specializations.|
|Weaknesses||Air and Naval forces standard, superweapon only summons units, infantry out of garrison somewhat sub-par.|
|Motives||Nationalism, Constitutionalism, Capitalism, McCarthyism|
To Unify a Nation
The Unionists gained their initial start in the dissolution of the GOP and Democratic Party in the wake of the formation of the Federalist Party. While many Republicans and urban Democrats flocked to the hopeful and forceful rhetoric of the Federalist Party, many conservative Democrats found their party shrinking rapidly. Desperate to rebrand, they realized that they had the powerful anti-communist tool right in their hands thanks to McCarthy. Post-WWII, the political balance of power was once more falling into a two-party system. The Federalists advocated for an America allied to but clearly sovereign from the Allied Nations; a populist, progressive, and robust social welfare system inspired by the ideas of Huey Long, FDR, and William J. Bryan, defanging Communist parties, making peace with more moderate leftist movements, and a military that would only be deployed to protect American interests rather than wars of aggression, resulting in a reduced military budget. They argued that while "Soviet communism" was a danger to America, they needed to make peace between the classes, work against wealth inequality, teach acceptance of other races and genders, and become a model of progressivism; with none too rich and none too poor, none working too hard and none too idle.
The Unionists soon became the opposite party. They saw any social welfare as a communist plot to gain power in the United States, that a strong military was needed to ward off the equally powerful Soviet Red Army. Meanwhile, they increasingly became incredibly pro-Allied Nations, almost more than the Federalists. Their failings however were that they weren't yet seen as a party of the people. The Midwest and Northeast profited greatly from the tax reforms of Pres. Ackerman, thanks to farm subsidies and the full blossoming of the civil rights movement respectively. The Unionists remained sidelined in American politics, their political capital sucked away by Federalist policies supporting the Allied Nations during the buildup and fighting in World War III. Their socially-conservative views were also off-putting to many Americans caught in the full bloom of a sexual revolution.
Doubling back, the Unionists started at the local level of support again. Along the heavily populated East Coast they set themselves up in the suburbs and manufacturing centers as champions of the American middle class. As images of American men and women fighting and dying in Europe came on during the nightly news, the Unionists organized the workers who remained at home into a voting block built on the protection of American industry. It was clear that the Allies gave a heavy preference to European megacorporations, while good American workers who would never fall to communism were ignored for their efforts. The silent majority of the Northeast slowly started to shift, especially when Ackerman's behavior during the war became increasingly erratic. While the Unionists publicly agreed with Ackerman's stance on communism, they did little to point out that the president's behavior was a clear sign that the pressures of his job may have finally been getting to his head. Furthermore, the Unionists decided to steal the Federalist thunder by agreeing on racial policies and populist welfare while using their support for libertine sexual mores and willingness to favor globalists more than local workers (i.e. the Grizzly's snubbing for the Guardian) as wedge issues.
Rise of the Reds
By the time the Empire of the Rising Sun had started attacking the world, the Unionists were starting to solidify their position on the East Coast. From their headquarters in Trenton, NJ, the Unionists became the nation's leading civil defense organization. Schoolkids were taught what to do if their homes were attacked by a foreign enemy, as factory workers kept signing up for civil defense courses in their towns. Levittown, NY and Levittown, PA became their bases for their supporters, as the factory men that kept America's industries turning started to spread the Unionist message to their friends and neighbors. Soon entire communities were signing up for weekly civil defense lectures and drills, which on weekends became barbeques and softball games. Where the Federalists were increasingly being seen as warmongers being led by an unstable president and his cronies, the family-focused Unionists appeared as a breath of fresh air. In a nation where the nightly news was ruled by war, the Unionists offered both a way to survive and a way to forget about the troubles of the world.
It was the attack on New York that finally opened the doors. The Unionists were as unaware as anyone else at what Moskovin did in attacking New York, but were able to capitalize on what had happened. While the Allied Nations were the obvious heroes, the Unionists were seen searching through rubble to find injured citizens, or leading evacuation routes to safety along with local police. Ad-hoc Unionist "squads" delayed or distracted Soviet forces long enough to allow the Peacekeepers to get into position around the city and wipe out Soviet units. Even after the fighting was over, card-carrying Unionists were seen acting as medics and damage control staff through the affected neighborhoods, while Pres. Ackerman just kept calling for blood.
Yet it also marked a sudden shift in Unionist propaganda. Now the commies could appear anywhere, at any time. Then came the news reports from California of what had happened to Los Angeles, and the world was suddenly full of enemies no one knew how to deal with. Except the stalwart and forward thinking Unionists. Suddenly there was a new surge in Unionist membership in the following months, men and women up and down the East Coast taking part in hundreds of defense and survival classes along the seaboard. For the first time in years, communities were being brought together again as one. Shop-owners and customers started to know one another well enough to ask about families and hobbies, while housewives started swapping recipes and fashion tips. People started to homogenize, wearing the same clothes with the same mannerisms day by day. Unionist banners started to hang in every window from Maine to Maryland, as local National Guard units suddenly became card-carrying Unionist members.
If life had been bad for possible Communists under McCarthy, they were about to get worse.
When the Confederacy finally decided that enough was enough and declared much of America in rebellion under a big tent of just about everyone with an ax to grind, the East Coast remained staunchly Unionist, and loyal members of the Allied Nations. The Unionists soon gained control of many state legislatures in sudden recall elections, and while they couldn't quite take control of Washington DC, they took over the statehouses in Harrisburg, Albany, and turned Trenton into what some have called their own miniature capital city. While the Allies officially took over the brunt of anti-Confederate operations, the Unionists were seen as an equivalent to the British Home Guard of World War II, not suited for actual combat but brilliant for boosting propaganda of how America was standing strong against the Federalist insurrection.
It was the eruption of conflict in Philadelphia on July 4th, 1969, that finally asserted the Unionists as a combat force that could potentially help break the back of the Confederates. Unionist leaders quickly capitalized on the footage of Confederate fighters in the streets of Philadelphia to paint an even more frightening narrative: The enemy is not only anywhere, he's probably living right next door. Unionist members started to buy guns for their homes, started working double, even triple shifts for the war effort. Children were made into mini-patriots during school, and at home families dug bomb shelters and prepared for an invasion or attack by Confederate forces at any time. They started drilling with each other on high school football fields, men and women going to whatever firing ranges were available to practice with their weapons and vehicles.
The Allies realized they were sitting not on a Home Guard, but a valuable second-line reserve of combat forces. Unionist leadership did little to play into this image, but their own internal propaganda painted a picture of Unionist "General Issue" troops fighting on the front against the Confederates while the Peacekeepers kept to the rear. Television commercials started to emphasize America as the true arsenal of Democracy, leaving out Europe's own sizable industrial base and production. Schools began teaching histories emphasizing American achievements and goals, almost painting World War II as a minor squabble until brave and stalwart American troops came in to save the day and push back the Red Horde.
Allied observers took note, but were too busy dealing with the world's brushfires to make any comments. Watching Unionist-led police raids on Confederate safehouses up and down the East Coast, seeing Unionist family rallies decrying the Confederates when the democratic people of the world need unity and alliance, and noting that all the tax returns and spending for the movement fell into place, the Allies did little to stop as the Unionists continued to arm up. Purchases of scout cars became armored cars became tanks, as the Unionists began setting up their own private airfields or contracting out with private fields to house their jets and helicopters. Small fleets of Unionist boats started to patrol the rivers and coasts under Unionist control, and at last reports Unionist bases were steadily being moved farther West, closer to the front.
The American Way
The actions of the Unionists left an impact on international observers. While Soviet moles and agents revealed that the Unionists were simply a smaller subset of the rest of the Allied member-state forces, observers from Europe were quite interested in the Unionist plan. They themselves were seeking out a way to unify their populations under a central aegis, to root out any possible communist (Or really any) infiltration into their territories. The Unionists at first appeared to be hesitant about the idea, but soon started sending representatives to Europe to explore the possibility.
Meanwhile, actions in the Caribbean revealed the Unionists might have a right way of running things. Post-war, Cuba was still infested with communist loyalties and without a strong central government. Busy dealing with the Confederates and knowing their track record for dealing with communists, the Allies allowed a Unionist-sponsored force to aid Cuban forces to secure the island. The Unionist volunteers began in the large cities, moving out from Guantanamo Bay across the island to see that the communist enemy could gain no traction in the urban poor and working class. The strategy gained ground, and soon the communists were forced into the countrysides. The Unionists kept pushing, and in time families were giving up their own to the them for being communist supporters. Unsurprisingly, the Cuban government praised the Unionists along with the Allies, and soon Cuba was declared safe. Once more American tourists flocked to the island to enjoy the pristine beaches and wild nights in the casinos, all under the protection of the Cuban Unionists.
The success of the Cuban Unionists spurred on other nations. Soon there were English Unionists, French Unionists, Italian Unionists. Yet there seemed to be a pause, as none of these groups seemed to have the same broad appeal as the original American Unionists, who by now had managed to secure Ohio and parts of West Virginia against the Confederates. Then the Unionists announced they were opening up a center in Saigon, and all hell broke loose.
Confederate-sympathetic spokespeople claimed that this was a blatant attempt to subvert a sovereign nation to more Allied control. The Soviets claimed that the Americans were now shouldering more responsibility for an Allied war of aggression. The Empire voiced their objections as roughly being, "Something is just wrong about these people." While the South Vietnamese appreciate the effort to subdue their urban problems, they haven't fallen so heavily to the Unionist ideals as with the majority of Europe. The Unionists have publicly stated that they will accept this as a "gradual process."
Claims are also coming out that there is something wrong with Unionist propaganda. Posters and advertisements seem to imply more and more that America, not the Allied Nations, is the leader of the world's democratic peoples. Television and radio ads seem to create a world of American supremacy. Psychologists in Unionist-controlled regions speak of a rise in Dissociative Identity Disorder with no corresponding trauma or illness.
This is in part thanks to the media narrative the Unionists have crafted about their enemies. The United Technate, formerly nothing more than a collective of eccentrics, were embellished to a horde of maniacs who seek to corrupt America's best and brightest with perverted knowledge. The Atomic Kingdom will plan to erase the greatest nation off the Earth with a push of a button, something that Americans must be prepared for by hiding behind desks for cover. Filmmakers transform anyone hostile to the Unionist agenda into mustache-twirling villains, shaping public opinion in the Northeast against them.
For the Unionists, it's a beautiful madness. Support steadily grows as the days move forward, and more money flows into Trenton by the hour. The men in nice suits who walk down South Warren Street find themselves meeting with representatives from Saigon, London, and Paris to hammer out their next moves. Atlantic City and Havana have become dangerous competition to Las Vegas in the West, safe from Confederate infiltration.
Now possessing one of the world's strongest industrial bases and a dangerously loyal population, the Unionists push forward with their self-appointed mission. Communism will be eradicated. America will be first, America will be their only, and America will be forever.
Units and Structures
"Ladies and gentlemen, our great country has never been under siege in all fronts. But let us not forget that we have always been a stalwart bastion against the evils of socialist thought. Our nation, founded on the very principles of freedom, now lies assailed by traitors to the great American dream we all cherish. We must start to give every drop of blood in our veins, every ounce of sweat from our brows, every spark in our minds, to prevent these collectivist barbarians from ruining that which we have worked so desperately to rebuild. My fellow Americans, above all else, we must remember that our individual liberties are, without a doubt, the Founding Fathers' most sacred gifts to us."
- - Pres. Nicholas Laramore, in his state of the Union address after taking power.
Specializations are required to advance beyond Tier 1 for the Unionists. They do not require a build time, but are not reversible; once selected, that is the specialty for the entire battle.
|Frontline||Trained for putting damage on a single point to break an enemy advance or defensive line, the Frontline specialty creates a hard-charging, death-dealing Unionist force.|
|Supply Base||Holding the line against enemy forces, the Supply Base specialty involves tougher defenses and improved logistics to wear down the enemy advance.|
|CIA||Relying on government agents to subvert foes with covert tactics, the CIA specialty emphasizes supportive capabilities and a greater focus in 'conditioning' enemies into allies at due time.|
|Radio Center||The heart of any Unionist forward base, the Radio Center calls in the supplies to construct your structures. Secondary allows for it to be packed up into an MRV.|
|Liquid Gas Power Plant||Unionist Power Plants burn natural gasses found underground to power your war effort. Can be upgraded to provide a bunker for two.|
|Refinery||Identical to the Refineries of other factions.|
|Infantry Helipad||Allows for infantry forces to be deployed to the battlefield from Unionist bases. It can be upgraded via special ability to allow for the construction of advanced infantry.|
|Vehicle Airstrip||Instead of using SPAM templates, the Unionists fly their vehicles in.|
|Air Control Tower||An airfield with two hangars for fixed wing aircraft and a helipad. It can be upgraded via special ability to gain access to more units.|
|Forward Harbour||Builds naval units. Can also be upgraded to support the better ships in your navy.|
|ABCNET Server||A building full of room-sized devices, the ABCNET Server provides a connection the highly-secure Unionist intranet, where a commander can ask for upgrades or protocol plans.|
|Diplomacy Bureau||The Defensive Unionist Superweapon, the Bureau sends diplomatic transmissions to a targeted group of enemy units. The intense bombardment of PHS frequencies almost entirely rewrites their mental functions, turning them to your cause.|
|Drop Zone||The Unionist superweapon, the Drop Zone actually provides a safe location for Unionist special forces to land on the battlefield.|
|Unionist Wall||A dependable fortification designed for preservation of Unionist ideals, hostile feel mounting anxiety when near them for some reason.|
|Unionist Gate||Automatic gates that open for friendly forces based on proximity. Its special ability drastically increases armour of connected walls and the gate itself, but it can no longer open or closed until deactivated.|
|Sandbag Ring||The basis for any defenses emplacement, the Sandbag Ring provides an area to produce Unionist defensive emplacements.|
|Defensive Emplacement||Defensive Emplacements can only be constructed at Sandbag rings. They all feature the ability to be destroyed, allowing for a new emplacement to be constructed.|
|K-9||Mechanical drones built to vaguely resemble dogs, K-9s are the scout infantry of the American Unionists. They are equipped with an EMP bomb to disable vehicles upon activation, and also a pair of mechanical jaws, which rip through targeted infantry.|
|General Infantry||The pride of the American Unionists, these patriots are equipped with an assault rifle and flashbang grenades, which disorient enemies.|
|Tank Hunter||Local militia forces equipped with an M20 Bazooka, Tank Hunters excel at destroying enemy light vehicles. Their secondary sets up a small bunker designed for two soldiers.|
|Repairman||The utility unit for the American Unionists, Repairmen are skilled at capturing structures and repairing friendly vehicles. As a secondary, it can set up an ammunition dump, which drastically increases the rate of fire of nearby friendly units.|
|Whisky||Combat medics of the American Unionists, Whiskys heal friendly infantry at a decent pace, so they can return to the fight. In times of need, the Whisky may forfeit his protection as a medic unit and fire shots from a deer gun, allowing for it to be auto targeted, as well as loosing his substantial healing radius.|
|Bombardier||Indoctrinated gang members equipped with mortars, these infantry specialize in attacking enemies from afar. As a secondary, they can launch a special drone guided mortar strike that cripples an enemy vehicle.|
|Sentinel||High ranking officers in the American Unionists, Sentinels are equipped with grenade launchers that suppress infantry and wreck enemy vehicles. As a secondary, they can set up a beacon for an artillery strike. This strike takes 4 seconds to prime, in which the beacon can be destroyed, negating the strike. Afterwords, the beacon becomes stealthed, and can be remotely activated by the commander. In garrisons, they raise the attack power of units inside of the garrison with them. Requires the Frontline Specialization.|
|Contractor||Defense Contractors hired from International Inc, Contractors are entirely unarmed, and must be protected at all times. While they passively boost the defense of nearby units, they also may constructed Radio Beacons via their secondary ability. These allow for defenses (and only defenses) to be built in the surrounding area. In Garrisons, the structure/vehicle is given a 100% defensive bonus. Requires the Supply Base specialization.|
|Navy SEALS||Special forces under the cover of a paramilitary reserve, the SEALS act as a highly mobile strike force, and in garrisons they can ██████. Their secondary ████ with a ████████. Requires the Frontline specialization.|
|Agent||Agents from the Central Intelligence Agency equipped with a large mobile PHS device, designed to turn enemies to your side. As a special ability, they can use a small Neuralyzer, disorienting nearby infantry and allowing for a quick escape. In garrisons, they raise the attack power of units inside of the garrison with them. Requires the CIA specialization.|
|Sharpshooter||Covert snipers of the American Unionists, Sharpshooters can quietly silence enemy units from afar using powerful sniper rifles. Their secondary ability is to set up a two-man hunting blind.|
|The Operative||On loan from the Central Intelligence Agency, the Operative ████████ ███████ ████ █████████ █████ ███████ █████. ███████ █████ ███ █ ██████ ███ ███████.|
Nearly all Unionist vehicles can garrison infantry inside, giving added firepower as well as acting as impromptu transports should the need arise.
|Mobile Radio Vehicle||The Mobile Radio Vehicle or MRV allows for the foundation of new American Unionist bases. It may unpack into a Radio Center, which builds Unionist structures.|
|Scrooge Ore Collector||On loan from the Sicilian Unionists,the Scrooge is a rugged ore collector designed for withstanding insurgent operations.|
|Patriot Combat Car||Combat cars originally designed for the rugged terrains of Europe and Asia, ready for a new war. Equipped with dual machine guns, these cars are more than capable of mowing down enemy infantry that dare go near. It also has room for two passengers, who may fire out.|
|Hellcat Missile Carrier||Supply trucks refitted with a large missile based anti-air system for quickly destroying enemy aerial threats. May also hold one passenger, who may fire out.|
|Maher Tank||The main battle tank of the American Unionists. The Maher is equipped with a single 76mm gun and room for one passenger.|
|Grizzly Tank||The advanced main battle tank of the American Unionists, the Grizzly is equally as well armed as the Guardian with a powerful 90mm main gun, and is substantially faster if less well armored. A single passenger can man a pintle mounted machine gun on top.|
|Liberty Heavy Tank||The Liberty is a less advanced but heavily armored heavy tank from the Second World War armed with a powerful 120mm autoloader gun designed to soak up enemy fire while providing a strong backbone to the Unionist lines, and has room for two passengers who can fire out. Only available to Supply Base Commanders.|
|Havoc Tank Destroyer||The Havoc is the American Unionist Tank Destroyer. Equipped with a turreted 105mm gun, it can accurately fire shells at long distances. It may also carry one friendly Infantry for self defense.|
|Ajax Heavy Transport||The Ajax Heavy Transport is a well armoured transport for six passengers who may each fire out. Each Specialization equips the Ajax with a different weapon.|
|Chaos Artillery Truck||A large 155mm gun mounted on a truck. Must deploy to fire, but enjoys a slightly longer ranger and higher damage than most other artillery pieces.|
|Strategic Artillery||On loan from the British Unionists, the Strategic Artillery █████ ████████ ██████ and ███████████ █████. ███ █████████ ██████ ██████.|
|Starcutter Fighter-Bomber||Multirole fighter-bombers bought to give the Unionists vital air support.|
|Dewey Transport Helicopter||Transport helicopters manufactured for the safety of their passengers, Deweys are equipped with a light machine gun to suppress enemy infantry on the ground who threaten the LZ. With room for three, the Dewey is perfect for getting Infantry where they need to go, fast.|
|Nimbus Transport Helicopter||Nimbus' are equipped with dual grenade launchers to suppress enemy infantry and heavily damage light vehicles. Instead of normally evacuating infantry, the Nimbus releases several wires, allowing Infantry to rappel into the target area. May also rappel directly into garrisons. Should enemy Infantry already be inside those garrisons, they are cleared by your infantry.|
|Drone Command Helicopter||Controlling an anti-vehicle attack drone, the DCH can increase the number of drones controlled by garrisoning engineering units inside.|
|Salmon Scout Ship||A stealth speedboat equipped with a reliable set of machine guns that can pierce holes in anything that flies. Its secondary ability allows it to place a tracking device on an enemy ship, allowing for it to be seen trough the fog of war.|
|Piranha Patrol Boat||A quick vessel equipped with an autocannon adept at destroying enemy ships, the Piranha may also utilize a searchlight to reveal enemy stealthed units.|
|Devil-Ray Destroyer||A refined Ironclad Class Destroyer fitted with a modern cannon. Devil-Rays may also WIP|
|Bull Shark||A refined San-Juan class Frigate that strictly relies on the use of anti air missiles. As a secondary, they WIP.|
|DUKW||A light amphibious transport craft, the DUKW can move 5 infantry or 1 vehicle across water, who may fire out.|
|Blackwater Sub||Subs armed with high capacity torpedoes. Secondary fire launches an EMP torpedo.|
|Monument Missile Cruiser||The Unionist capitol ship. Equipped with multiple missiles, the Monument is capable of striking vehicle targets from long ranges. As a secondary, it may fire a structure buster missile, heavily damaging structures.|
|ABCNET||The most secure computers in the world, ABCNET allows the Unionists to make their reach global without their enemies getting wise.|
|PHS Techniques||Forcing their enemies to admit that America is the true world superpower, PHS techniques can charitably be described as "mass conditioning".|
|Drones||Unlike crude Soviet models and unpredictable Syndicate products, the Unionist drones are made to be as unobtrusive, subtle and human-guided as possible.|
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Southern Contingent • American Unionists • Greater Indian Commonwealth Cybernetic Federation • Ukrazol Ecumene
|Echoes Minor Factions|
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