Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Spartasman on January 10, 2010, 06:08:53 AM
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My new concept:
Buildings: HQ Command LKW
Infantry support LKW
Armor Requisitioning LKW
HQ Command LKW: the command truck, from which all other LKW's are requisitioned, can build several units:
- Pioneers: 3 man squad armed with mp40's
Upgrades: Flammenwerfer 42, Minesweeper
Abilities: can construct; Barbed wire, sandbags, tank traps, trenches, mines, observation posts, MG position(like the Americans position, armed with an mg 34, Upgradeable with an mg 42)
- Landsehr: 5 man squad armed with K98's
Upgrades: 4x G43's
Abilities: Can build sandbags and Barbed wire, can throw grenade
- sniper: single sniper, armed with k98 sniper rifle
Upgrades: field glasses(can see farther)
Abilities: camouflage, sharpshooter( can fire on a selected squad rapidly, suppressing them )
- Kettenkrad: small recon vehicle
Upgrades: none
Abilities: can cap points, and repair vehicles and structures with limited ability
Infantry support LKW: called in after researching 'infantry support', supports advanced infantry and mechanized operations, can build:
- Panzer Grenadiers: 4 man squad armed with 3x K98's 1x mp40
Upgrades: (can upgrade twice) MG34 LMG, (can upgrade once) rifle grenade
Abilities: can throw 2x grenades, can build sandbags and barbed wire, can fire special anti-tank rifle grenade, can sprint
- Mg team: 3 man squad armed with an mg42 HMG
Upgrades: barrel change( the Mg will fire more prolonged bursts of fire, but have longer and more frequent reloading times)
Abilities: none
- Granatwerfer(mortar): heavy field mortar
Upgrades: none
Abilities: mortar barrage, smoke barrage
- SD.kfz 251: Infantry transport and HMG 42 support
Upgrades: pak 40 ( negates infantry transport), Walking stuka.
Abilities: (when upgraded with pak) tread breaker, fire stuka, infantry can reinforce from it
- SD. Kfz 221: armored car
Upgrades: none
Abilities: overdrive
- Panzer III: light armor support (requires armored car built)
Upgrades: Flammenwerfer
Abilities: panzer commander (commander pops up, LOS increase
Armor Requisitioning LKW: Armor support truck, called in after researching 'armor support', can build:
- Panzer IV: infantry support tank
Upgrades: Armored skirts, MG42 gunner, L/43 barrel (improved anti-tank abilities), panzer commander
Abilities: none
- Vampyre Funkwagon: Panzer command vehicle
Upgrades: Artillery spotter ( can call in light mortar strike )
Abilities: call in artillery strike, can be locked with a tank and provides an aura of improvement ( like the cromwell command tank )
-Panther: heavy tank, only available after building vampyre
Abilities: Hull down
Upgrades: Panzer Commander, Armored skirts
Now the strategies:
Combined Arms operations: While the German army demonstrates the pinnacle of Armored warfare, combined arms operations are necessary for a successful Blitzkrieg assault.
Left side
Artillery
Artillery Observer - All Mortars and artillery pieces will be equipped with Artillery Observation Equipment, enhancing their range: 1pt
Off-map Artillery - Long range Artillery with be directed to barrage a marked target: 2pt
Wespe Self propelled gun - a Wespe self-propelled artillery piece will be allocated for your command: 3pt
Right side
Aeriel
Aeriel observation - Aeriel observation planes will give you updated reports on the battle field, revealing all enemy structures for a short duration of time: 2pt
Firebomb - a Henschell bomber will drop a devastating firebomb attack on a large area, burning out buildings and structures: 3pts
Stuke Bombing strike - A stuke dive bomber will swoop down and deliver a bomb and strafing strike on your target(like an artillery strike, only with machine guns, suppressing sirens, and only a few powerful bombs): 2pt
Shultzstaffel Operations - SS units and tactics will be deployed to the battlefront, striking terror into our enemies and supplying us with advanced weaponry
left side
Waffen - SS
SS stormtroopers - a squad of 4 SS storm troops will be called in to support combat operations(only k98s, upgradeable with mp40s, can camouflage): 2pts
SS officer - A single SS officer will be called into battle ( all units around him are less likely to become suppressed, can deliver a small area effect that pins enemy units in a small area, carries a MP44, full auto): 2pts
Elefant tank - An experimental Elefent heavy tank destroyer will be called in: 4pt
Left side
Intelligence
Abwher network - Army intelligence allows you to listen in on enemy radio communications: 1pt
listening posts - all observation posts have an increased line of site, and can detect incoming armor: 2pt
detection gear - all enemy units within friendly territory are visible to the player, regardless of fog of war: 3pt
Mechanized operations - mechanized warfare operations allow you to increase the pace of assualts, and to improve your infantries abilities
Left Side
Infantry
Grenadiers - infantry units will throw additional grenades at no extra cost: 2pt
Mechanized Infantry - halftracks and armored cars may now capture strategic points: 2pt
Brummbar support - A Brummbar heavy tank will be called in to support infantry: 3pt
Right side
Panzer support
Shwherpunkt - this ability will grant your armor and vehicles with increased speed and firing rate for a short amount of time, allowing you to breach enemy lines quickly: 2pt
Sabot rounds - Armor piercing sabot rounds will be equipped by our panzers, giving them enhanced anti-armor capabilities: 1pt
Tiger ace - A single Tiger ace will be called into the battle, this tank is replaceable by regular tigers, but the crew is not: 4pt
ive updated it a little bit.
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Its seems quite good and balanced.
If I was to criticize it it any way , I think you need 2 more controllable units to call in instead of abilities.
Calling in units is what really excites people and I think you dont have enough of them compared to other factions.
Anyway good concepts ;D
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Very good and creative doctorines. I do agree with batteries, need to add some call in units on at least 2 of the 3. Most doctrines have 2-3 call in units, rarely 1. Besides that, excellent job
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i've read on other threads a number of call-in units, like the Nashorn, but the mods are pretty busy with just the Russians, and there are enough units already in the game to make up for any new ones.
A few new suggestions
- the german artillery from Tales of Valor would be a good addition, and you could make it available to fire smoke rounds, or flame rounds, something special.
- Like the British, it would be a good idea to have better units unlockable only after you've researched specific units, like the Panther is not available until you've built a command car, or perhaps researched specific technologies, this would keep them in check against the russians.
- a number of purchasable special abilities would be nice, i cant think of anything specific, but something like the panzer elites upgrades would be nice, also, i dont think the mg-42 should be one of the initial units you can research, and be more like a unit you have to purchase upgrades to.
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- a number of purchasable special abilities would be nice, i cant think of anything specific, but something like the panzer elites upgrades would be nice, also, i dont think the mg-42 should be one of the initial units you can research, and be more like a unit you have to purchase upgrades to.
I am quite fond of the idea of having the Ostheer start with mg-34's (including the ones like grenadiers carry) and then you globally upgrade them all to mg-42's
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ive updated it a bit, see what you think.
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I think the doctrinea re cool but you should focus on the faction itself
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updated again