Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: hgghg4 on January 29, 2010, 07:37:05 AM

Title: Suggestions for Ostheer
Post by: hgghg4 on January 29, 2010, 07:37:05 AM
**DISCLAIMER**
I do not claim to have came up with all these suggestions as I found a few in here that seemed like a really good idea to me, which may or may not be agreed with. This is just my opinion and I thank everyone who I took the suggestions from. :D


Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D

Built from HQ Building

   Eastern Front Sappers - 3x Units 3x Kar98k 250MP
         -Similar Panzer Elite Grenadiers.
         -Decent armor and attack power.
         -Builds Base buildings.
      Upgrades (2 slots)
      - G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
      - STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
      - Body Armor- 25 Munitions
         - Increases armor 2x

   Combat Engineers - 4x Units 4x Kar98k 250MP
         - Same health and armor as Pioneers
         - Builds Defenses
         - Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

   Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
         - Strong Elite Infantry
         - Backbone of the Ostheer Infantry
      Upgrades (4 slots)
      -STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
      -G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
      -Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
      Abilities
      - Hand Grenade with Fragmentation Sleeve - 25 Munitions
      - AT Grenade - 35 Munitions

   Light Machine Gun Squad - 3x Units 3x MG34 300MP
         - Strong Mobile firepower
         - Same Armor as PE troops
      Upgrades (3 Slots)
      - MG42 - 50 Munitions - (Takes up one slot)
      Abilities
      - Suppressive Fire - 35munitions
         - Pins at a faster rate
      - Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
         - Makes a light sandbag position that can be garrisoned by infantry for heavy cover
         - Can be destroyed at the rate of sandbag walls
         - Neutral when no units are inside

   Sniper - 1x Unit 1x Scoped Kar98k 340MP
         - Similar to the Wehrmacht and American Snipers but can not cloak on roads
      Abilities
      - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
         - There is a 50% chance that if the Sniper is shot at by another sniper that
           the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
   
   Scout - 2x Unit 1x Dog 2x Kar98k 175MP
         - Has extreme Sniper detection range because of the dog.
      Abilities
      - Rush Sniper
         - The dog Rushes the sniper and forces him to stop firing for a short time while
           the handlers can get in close to force a retreat or kill the sniper
      - Dog Attack - 25 munitions
         - Dog attacks one person in a squad or a revealed sniper and kills the target
      - Sniper Ambush
         - The squad waits in cover and camouflaged until a Sniper walks in the detection radius
           then the Dog attacks causing the Sniper to get suppressed while the men attack.

Built from Grossdeutschland Division

   Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
         -Slower then the Pak38 but is more resilient.
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds

   Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
         - Slower then the other factions mortars, fires slower, has a larger minimum radius
           and but has very high damage almost equal to 105 American Howitzer but can not fire
           freely.
      Abilities
      - Barrage
      - Smoke Barrage
      - Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

   Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
      Upgrades
      - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
         - Provides a Healing Aurora
      - Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
      - Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

   Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
      Abilities
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds
      - Lock Down
         - Increases Accuracy and Fire Rate

   Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
      Upgrades
      - 50mm KwK 38 L/42 - 75 Munitions
         -Increases Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
      - ACPR Rounds with 50mm KwK 38 - 50 Munitions
         - Triples armor penetration for 30 seconds

   2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
      Upgrades (4 Slots)
      - STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
      - Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
      - Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
      Abilities
      - Bundle Grenade - 50 Munitions
      - Satchel Charge - 50 Munitions
      - Magnetic Grenade - 35 Munitions

   StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
      Upgrades
      - L/48 - 60 Munitions - Increased Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions

Built from 1st SS Panzer Division

   Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 75 Munitions
         - Triples armor penetration for 45 seconds

   Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      - Pzkpfw IV Ausf. F2 - 125 Munitions
         - Increased Armor and Firepower against Tanks

   Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities
      -Lock Down
         - Increases Accuracy and Fire Rate
   Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Built By Eastern Front Sappers

   Eastern Garrison - 250MP 10 Fuel
   Grossdeutschland Division - 300MP 25 Fuel
   Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
   1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
   Sandbags
   Barbed Wire

Built By Combat Engineers


   Pillbox - 250 MP
   -Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
      Upgrades (Two Slots)
      - MG42 - 50 Munitions (Takes up one slot)
         - Both MGs can not fire from the same position
      - PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

   Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
   - Not as strong as Wehrmact Bunker, made of reinforced sandbags
      Upgrades
      - MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

   Tank Bunker (With Army Group Center) - 300MP
   - Builds a concrete bunker around a Tank. Tank becomes immoblized, gains a defensive bonus and looses rear
          armor hit, is reduced to half Population cost and can not be de-bunkered. Call on tanks and non-turreted tanks can not be bunkered.

   2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
   - More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
   - Can not be sniped

   7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
   - Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
   - Can not be sniped or burnt out.
   - Very well armored.

   8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
   - Placed inside a sand bag bunker and can not be sniped
   - 75% of Range of 105mm Howitzer
   - Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

   Guard Tower - 100 MP
   - Weak wooden structure with 1 unit slot and 5 man capacity
   - Large sight radius.
   - Neutral when no units are inside like a trench.

   Sandbags
   Barbed Wire
   Tank Traps
   Mines
   Outposts
   Light DFPs


Doctrines

   Army Group North
   - Mechanized Infantry and Defensive Support
   Defensive Half
      - 2 CP - Defensive Operations
         - Allows for the building of Flak Cannon Pit
         - Increases HP on Pillbox and HDFP
      - 2 CP - Fortified Outposts
         - Increases HP on outposts and adds a MG34 for Light Infantry Defense
         - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
      - 3 CP - Increased Fortifications
         - Allows for the building of the 7.5cm Fixed AT Position
         - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
   Assault Half
      - 2 CP - Assault Squads
         - Gives access to a group of Gebirgsjager Infantry - 550MP
            - Highly skilled marksmen and mountain men that can traverse ground quickly.
         - Allows access to Assault Grenades for 50 Munitions
      - 2 CP - Assault Halftrack - 400MP
         - A halftrack with a dedicated MG42 gunner, Increased armor and HP with the Ability to
               carry 3 Unit Types and a max of 15 Troops and a Flank Speed option for 25 Munitions
      - 4 CP - Panzerwerfer 42 - 450MP
         - A 15cm 8 rocket barrage max call in of 3.
         - High damage, long cool down.

   Army Group Center
   - Anti Tank and Tank Assault
   Defensive Half
      - 2 CP - Hold the Line!
         - Allows Access to Tank Bunker
         - Gives a Defensive Bonus to Infantry near HQ, Tank Bunkers and Pillboxes
      - 1 CP - Advanced Warning
         - Just like for the Defensive Doctrine
      - 5 CP - Ferdinand - 500MP
         - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
   Assault Half
      - 3 CP - Surprise Attack - 150 Munitions
         - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
         - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
      - 1 CP - Light Artillery Strike - 75 Munitions
         - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
      - 4 CP - Tiger Battalion
         - Allows Access to Tiger Production at the 1st SS Panzer Division.

   Army Group South
   - Urban Conflict
   Artillery Command
      - 1 CP - Booby Trap Building
         - Just like Panzer Elite
      - 3 CP - Flak 88 Fixed Artillery Position
         - Allows Access to the 88 Fixed Artillery Position
      - 3 CP - Wespe Self Propelled Artillery - 350MP
         - Max Call in 2
         - Range of upgraded Priests
         - High Damage, long cool down.
   Street Fighting
      - 2 CP - Advanced Street Fighting
         - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
      - 3 CP - Firebomb - 150 Munitions
         - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
         - Can not be used in Command Sector
      - 4 CP - Railway Artillery Shell - 200 Munitions
         - A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.
         

Title: Re: Suggestions for Ostheer
Post by: Bauer on January 29, 2010, 09:26:41 AM
I think all suport sohould be for free like a in russian army, vet for ammo, free nades, free arty, Tiger in building for 500MP and 120 Fuel. and trenches for german infrantry.
Title: Re: Suggestions for Ostheer
Post by: Aouch on January 29, 2010, 10:28:21 AM
A few things:
* Squadsize is too big. Seriously, 8 man squads belongs to Conscripts only, German squadsize should be around 4-6.
* In my opinion, waaayy too many units. (Sappers, Pios, where's the difference?)
* Nazi-Germany never used body-armor, at least I can't think of.
* Why dogs? I doubt they were used by any unit besides Feldjäger (MP) and russians for their evil dog-AT-thing.
* Crew size is by far too big. 4 should be the max!
* Why have mobile and stationary heavy weapons?
* AGN needs some ammo-muncher


To sum it up: Tone down the ammount of units and especially the squadsize.
Think also about fighting against them first, then fighting with them.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on January 29, 2010, 07:31:37 PM
- The largest squad size is 5... That belongs to the Ostengrenadiers, so I don't know where you are getting the 8 man squad size
- as far as unit types go there are 16 non doctrine specific the Americans have 12 Wehrmacht has 16 British have 10 PE have (not counting each type of upgrade) 11? and the russians I won't count because I don't remember them all, but I don't see why the need to tone the unit types down,
- as far as weapon crews, the only one with 5 is the Light Howitzer... they in reality would come with 5-6 people.
- As far as body armor, just trying to add a dynamic to the game russians get it why not these guys.
- As far as Dogs, all sides of the war used them, and literally just for what I am describing them, Patrol and small attack.
- And with Mobile and stationary weapons, you have the choice of using Mobile, less damaging, and less hardy units, but ones that can go into the range of the fight or being on the defensive and be a little bit more powerful.
- As far as having an ammo muncher, What do you have in mind? There are a lot of units that use ammo to upgrade so I didn't see a problem with not having an off map or player ability
Title: Re: Suggestions for Ostheer
Post by: CerealKiller on January 30, 2010, 09:20:13 AM
I like it, dogs will be hard to implement and is not very fitting for a strategy game (but it's really nice in cod), the doctrines could use some rework and what about veterancy? I think they should gain vet from combat like americans or maybe panzer elite it's more fun and realistic that way.

Godknight to you sir.
Title: Re: Suggestions for Ostheer
Post by: Bauer on January 30, 2010, 04:36:40 PM
Vet from fight should be great.
Title: Re: Suggestions for Ostheer
Post by: ForceMultiplier on January 30, 2010, 06:05:09 PM
It sounds like you've given this a lot of thought, I like many of your ideas.

I think the key is to make them somehow different to the other axis factions. Given that most of the units will be recycled.

I think one way to make them different is veterancy. I remember reading somewhere on here about gaining veterancy over time for just surviving. Or perhaps gaining verterancy as units die in the squad. (i.e. the survivors are verterans and that reflects on the whole squad due to their experience and leadership.)

Either way it should be exciting! 

Title: Re: Suggestions for Ostheer
Post by: hgghg4 on January 31, 2010, 02:50:05 AM
As far as Dogs it was just something that I randomly thought as sniper detection seeing I didn't want to reuse units. As for veterancy I was thinking for time in fighting... rather then units killed they gain vet 1 for 1-2 minutes in combat, vet 2 for an additional 3 and vet 3 for an additional 5 minutes, they would get an offensive and defensive bonus because they take so long to vet up
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 03:16:17 AM
I did some thinking, and instead of the Assault Halftrack for AGN I was thinking a Panzer III Battalion, 3 P3s for 1600MP and 3 CPs and reducing the Panzerwerfer to 3 CPs. How does that sound to everyone?
Title: Re: Suggestions for Ostheer
Post by: Kedzie on February 04, 2010, 04:25:38 AM
lol, whatever the Otheer becomes, just please make it compatible with the Soviet army...just like yankee's similar to wermaht, and brit to PE. But i'm sure you were going to do it anyways :P
GREAT JOB ON THE MOD! I LOVE IT! THANK YOU!
Title: Re: Suggestions for Ostheer
Post by: guynumber7 on February 04, 2010, 06:35:13 AM
Needs more strumtiger and other, not already used german units.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 09:36:43 AM
I will post an updated version tomorrow with some changes to the concept.
Title: Re: Suggestions for Ostheer
Post by: Bauer on February 04, 2010, 12:34:34 PM
 Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities

Joke? 8.8cm the same range like a PAK? PAK 38?

Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?
Title: Re: Suggestions for Ostheer
Post by: Venoxxis on February 04, 2010, 01:11:54 PM
tiger > IS2.
If you take a flighty look at the facts, than you see that just the maingun of the tiger was better. But if you take a closer look, you will see that these tanks (in general, german tanks, yes really even if we dont like nazis) had better communication abilities, and way better aim gadgets. That makes it a way more deadly weapon than the IS2 - at least in realitiy.

INGAME, the main problem is, that noone of the other german faction can built a tank like that. The PE doesnt even have a usaul heavy battle tank, later on they just got their panther group. The Panther is the top high so far for the Wehr as well. Somehow it would be strange to have  a faction which can BUILD Tigers than. I mean, if you just compare the german factions with each other. Thoughts about balance will be coming up ;) what would lil britian do against one hell of tiger tanks? xD

Nevertheless, it would be cool as hell to build that legendary tank.  Finally to have something else than the Panther on top. I guess i will include it in my concept which will come up in a few days.. but somehow they just need to be limited.
Title: Re: Suggestions for Ostheer
Post by: Bauer on February 04, 2010, 01:27:33 PM
"Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?"
All about Tiger limit
Title: Re: Suggestions for Ostheer
Post by: PSIHOPAT on February 04, 2010, 01:32:57 PM
I have two suggestions,but i don't know if is possible to be made.

First :Ostheer tanks to have radio antenna mounted on the chassis.This antenna can be destroyed in combat,but all the time when he stay,tank have bonus like tanks from UK(from command tank).Is historic accurate....germans having bonus all the time when radio work.

Second : This faction to not have any AT field gun.AT duty,to be given just for tanks and/or infantry.Artillery can allow to build just monster self propelled artillery,or railgun artillery.
http://strangevehicles.greyfalcon.us/mauspic/dora.jpg (http://strangevehicles.greyfalcon.us/mauspic/dora.jpg)
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg (http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg)
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg (http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg)
http://i.somethingawful.com/booklist/images/monster03.gif (http://i.somethingawful.com/booklist/images/monster03.gif)

Weapons Of War - Hitler's Big Guns 5/5 (http://www.youtube.com/watch?v=youkNfHnmZ4&feature=related#normal)


This weapons don't have auto shot option,shoot very slow, but are very very powerful.
Also they can't shoot in fog of war for the balance reasons.With one cheap radio operator,recruited just for this purpose,can make a nasty surprise to the enemy.

Title: Re: Suggestions for Ostheer
Post by: Bauer on February 04, 2010, 01:59:54 PM
not good idea. Too big to powerful too easy to destroy by arty.
Title: Re: Suggestions for Ostheer
Post by: PSIHOPAT on February 04, 2010, 02:32:01 PM
If will be balanced for game will be wonderful units.
Shooting from far from the battle line against enemy positions,will make them not so easy to be found and destroyed.Also giving them allot of health,will make this task even more harder for enemy.Their only weakness is very slow moving and shooting.

Also what is wrong with this unit?
Look at him.
Compare them.
Is awesome.
Like a moving fortress.
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg (http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg)
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg (http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg)

I saw many concepts,but no one want to make this faction unique.This "monsters" are from nazy army,and is very sad to not be used.This weapons are part from the fame of germany in WW2.

This mod reflect situation in that period,and is better to be missed very few aspects from history.Germany has few things,who can't be matched by any other countries in that period,and this things is very important to be shown,and not ignored.
Title: Re: Suggestions for Ostheer
Post by: Gr33n on February 04, 2010, 03:36:12 PM
Great work Developer team! ;D


But i don't know why must by Ostheer Historical correct??.
In Normal Coh game you got a USA M26 tank , this tank was be use after February 1945 .

Kettenkrad (or haftrack) was using  for transport a pak 40 ,like in a game codname  panzer's.
(http://i31.tinypic.com/oucvnp.jpg --Kettenkrad)

or Haftrack
(http://homepages.maxnet.co.nz/bphprint/gerpics/pzadv3.jpg)

And the German tiger in Russia 1943 got ed 3x mg34

and here is a good side

http://ww2drawings.jexiste.fr (http://ww2drawings.jexiste.fr)







Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 06:44:01 PM
Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities

Joke? 8.8cm the same range like a PAK? PAK 38?

Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?

The Nashorn is a support weapon, very long reload time and very small sight radius and is rather weak... M10 armor coding so its VERY powerful but VERY weak...it balances

I limit the Tigers because unlike the IS-2 the Tiger can stand up to Allied Tanks VERY well. In a 3v3 with two Blitz and 1 PE the Axis can get 6 and yes I said 6 Tigers (I love Bergers) I have seen and done this myself as well... its very devastating as they can't throw enough at them to beat them.

I am not putting those super tanks into my concept, they are retarded and slow... sorry Railway arty is a Offmap strike.. See Army Group South
Title: Re: Suggestions for Ostheer
Post by: PSIHOPAT on February 04, 2010, 07:04:34 PM
Railway artillery retarded ?

Hmmm...Germany was retarded spending allot of money for build them ?

Anyway....retarded or not...are german stuff...

If one faction is made,is necessary to not be missed nothing...good or bad..how it is....
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 07:56:12 PM
I said the super tanks where stupid and retarded... the only one that made it past the drawing board was the Maus and it was only half made as a prototype
Title: Re: Suggestions for Ostheer
Post by: PSIHOPAT on February 04, 2010, 08:04:21 PM
The problem is.

If someone really want to make each fation unique from others,must use any possibility with historical base,more or less.

Until now,history is present in this mod,with few exceptions.
My idea was to be used ,weapons USED in Eastern Front by Germany.
This will make Osther different from others...no weak artillery barrage,and AT guns to be used;just tanks and specialized infantry for that....

This faction will have just very powerful explosions from very powerful weapons.Who play with this faction must calculate this strikes,because come very rare,due to the very slow reload time needed,but if is well calculated,can destroy one army in a hit.

All their enemies will be forced to spread their units,until the first shell will fall,than regrouping and attacking,and battle will be over,until the next shell will be on the way.Also tricks can be made with that faction,because if first shell fall,and enemy gather all forces to attack,another shell can fall from the new arrived piece.Also Ostheer can keep one shell for suicide,for hitting and destroying friendly and enemy armies if he feel to be in danger to loose the war.This will reflect perfectly mentality from Adolf Hitler.

Fortifications also will be useless when facing such destructive weapons.

What is wrong in that ?
Just imagine how may look that monsters in game.
Will be AWSOME!!!
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 08:14:28 PM
My Ostheer suggestion is not going to revolve around tanks that never saw combat (IE: Ratte, Mause)
Title: Re: Suggestions for Ostheer
Post by: PSIHOPAT on February 04, 2010, 08:20:06 PM
I have nothing with your proposal,but it seems you do.

Some exceptions are made already in this game/mod,and why is not good to have some special and truly amazing weapons ?

All are considered super heavy tanks,and are produced in WW2
http://en.wikipedia.org/wiki/Panzer_VIII_Maus (http://en.wikipedia.org/wiki/Panzer_VIII_Maus)
http://en.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte (http://en.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte)
http://en.wikipedia.org/wiki/Landkreuzer_P._1500_Monster (http://en.wikipedia.org/wiki/Landkreuzer_P._1500_Monster)

Also rail guns was used and is very good to be used by Osther
http://en.wikipedia.org/wiki/Dora_gun (http://en.wikipedia.org/wiki/Dora_gun)

Is the last chance for giving to Germany their might,their amazing weapons,who impress many peoples even today.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 04, 2010, 08:54:36 PM
Because even though they added units that barely saw combat they kept it historically accurate to the units in the time. I have Railway artillery as an offmap drop for Army Group South. The Maus Ratte and Landkruezer where to big and worthless to be put on the field EVEN if they had been made other then prototypes..... If you want them in a suggestion, make your own instead of telling someone they need to put these super heavy tanks in... they don't even make logistical sense...sorry for being such an ass but seriously stop pressing the issue of the super tanks...

This is second draft of Ostheer Suggestion
Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D
Also the disclaimer still stands as stated in my original idea.[/center]

Built from HQ Building

   Eastern Front Sappers - 3x Units 3x Kar98k 250MP
         -Similar Panzer Elite Grenadiers.
         -Decent armor and attack power.
         -Builds Base buildings.
      Upgrades (2 slots)
      - G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
      - STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
      - Body Armor- 25 Munitions
         - Increases armor 2x

   Combat Engineers - 4x Units 4x Kar98k 250MP
         - Same health and armor as Pioneers
         - Builds Defenses
         - Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

   Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
         - Strong Elite Infantry
         - Backbone of the Ostheer Infantry
      Upgrades (4 slots)
      -STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
      -G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
      -Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
      Abilities
      - Hand Grenade with Fragmentation Sleeve - 25 Munitions
      - AT Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitons (requires Mechanisierten Division)

   Light Machine Gun Squad - 3x Units 3x MG34 300MP
         - Strong Mobile firepower
         - Same Armor as PE troops
      Upgrades (3 Slots)
      - MG42 - 50 Munitions - (Takes up one slot)
      Abilities
      - Suppressive Fire - 35munitions
         - Pins at a faster rate
      - Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
         - Makes a light sandbag position that can be garrisoned by infantry for heavy cover
         - Can be destroyed at the rate of sandbag walls
         - Neutral when no units are inside

   Sniper - 1x Unit 1x Scoped Kar98k 340MP
         - Similar to the Wehrmacht and American Snipers but can not cloak on roads
      Abilities
      - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
         - There is a 50% chance that if the Sniper is shot at by another sniper that
           the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
   
   Scout - Kublewagen - 1x Unit  1x Wather P38 - 200MP
                 - Observation Post - 15 Munitions
                         - Cloaked and provides Line of sight and sniper detection
                         - Can only be used three times globally

Built from Grossdeutschland Division

   Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
         -Slower then the Pak38 but is more resilient.
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds

   Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
         - Slower then the other factions mortars, fires slower, has a larger minimum radius
           and but has very high damage almost equal to 105 American Howitzer but can not fire
           freely.
      Abilities
      - Barrage
      - Smoke Barrage
      - Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

   Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
      Upgrades
      - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
         - Provides a Healing Aurora
      - Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
      - Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

   Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
      Abilities
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds
      - Lock Down
         - Increases Accuracy and Fire Rate

   Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
      Upgrades
      - 50mm KwK 38 L/42 - 75 Munitions
         -Increases Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
      - ACPR Rounds with 50mm KwK 38 - 50 Munitions
         - Triples armor penetration for 30 seconds

   2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
      Upgrades (4 Slots)
      - STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
      - Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
      - Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
      Abilities
      - Bundle Grenade - 50 Munitions
      - Satchel Charge - 50 Munitions
      - Magnetic Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitions

   StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
      Upgrades
      - L/48 - 60 Munitions - Increased Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions

Built from 1st SS Panzer Division

   Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 75 Munitions
         - Triples armor penetration for 45 seconds

   Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      - Pzkpfw IV Ausf. F2 - 125 Munitions
         - Increased Armor and Firepower against Tanks

   Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time, small sight radius and Armor of M10
      Abilities
      -Lock Down
         - Increases Accuracy and Fire Rate
   Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Built By Eastern Front Sappers

   Eastern Garrison - 250MP 10 Fuel
   Grossdeutschland Division - 300MP 25 Fuel
   Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
   1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
   Sandbags
   Barbed Wire

Built By Combat Engineers


   Pillbox - 250 MP
   -Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
      Upgrades (Two Slots)
      - MG42 - 50 Munitions (Takes up one slot)
         - Both MGs can not fire from the same position
      - PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

   Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
   - Not as strong as Wehrmact Bunker, made of reinforced sandbags
      Upgrades
      - MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

   Heavy Bunker (With Army Group Center) - 550MP
   - Builds a six sided Bunker with three side in the front that have interlocking fields of fire, holds 15 Units with three slots.
                 - MG 42 - 75 Munitions
                   - Mounts an MG-42 to the roof for 360 degree fire.
                 - Roof Sandbags - 25 Munitions
                   - Adds an additional slot on top for 5 Units

   2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
   - More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
   - Can not be sniped

   7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
   - Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
   - Can not be sniped or burnt out.
   - Very well armored.

   8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
   - Placed inside a sand bag bunker and can not be sniped
   - 75% of Range of 105mm Howitzer
   - Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

   Guard Tower - 100 MP
   - Weak wooden structure with 1 unit slot and 5 man capacity
   - Large sight radius.
   - Neutral when no units are inside like a trench.

   Sandbags
   Barbed Wire
   Tank Traps
   Mines
   Outposts
   Light DFPs


Doctrines

   Army Group North
   - Mechanized Infantry and Defensive Support
   Defensive Half
      - 2 CP - Defensive Operations
         - Allows for the building of Flak Cannon Pit
         - Increases HP on Pillbox and HDFP
      - 2 CP - Fortified Outposts
         - Increases HP on outposts and adds a MG34 for Light Infantry Defense
         - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
      - 3 CP - Increased Fortifications
         - Allows for the building of the 7.5cm Fixed AT Position
         - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
   Assault Half
      - 2 CP - Assault Squads
         - Gives access to a group of Gebirgsjager Infantry - 550MP
            - Highly skilled marksmen and mountain men that can traverse ground quickly.
         - Allows access to Assault Grenades for 50 Munitions
      - 3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
         - Call in a group of three Pzkpfw III to support your army.
      - 3 CP - Panzerwerfer 42 - 450MP
         - A 15cm 8 rocket barrage max call in of 3.
         - High damage, long cool down.
                        - For 150 Munitions an Incendiary Barrage can be launched.

   Army Group Center
   - Anti Tank and Tank Assault
   Defensive Half
      - 2 CP - Hold the Line!
         - Allows Access to Heavy Bunker
         - Gives a Defensive Bonus to Infantry near HQ, Heavy Bunker and Pillboxes
      - 1 CP - Advanced Warning
         - Just like for the Defensive Doctrine
      - 5 CP - Ferdinand - 500MP
         - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
   Assault Half
      - 3 CP - Surprise Attack - 150 Munitions
         - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
         - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
      - 1 CP - Light Artillery Strike - 75 Munitions
         - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
      - 4 CP - Tiger Battalion
         - Allows Access to Tiger Production at the 1st SS Panzer Division.

   Army Group South
   - Urban Conflict
   Artillery Command
      - 1 CP - Booby Trap Building
         - Just like Panzer Elite
      - 3 CP - Flak 88 Fixed Artillery Position
         - Allows Access to the 88 Fixed Artillery Position
      - 3 CP - Wespe - 900MP
         - Max Call in of 3
         - Lock down and Barrage
   Street Fighting
      - 2 CP - Advanced Street Fighting
         - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
      - 3 CP - Firebomb - 150 Munitions
         - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
         - Can not be used in Command Sector
      - 4 CP - Railway Artillery Shell - 200 Munitions
         - A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.



Modifications:

Added a Tread Breaking Panzerfaust to Ostengrenadiers and 2nd SS Panzer Infantry after Mechanisierten Division is built.

Removed Tank Bunker in Army Group Center and replaced with Heavy Bunker.

Changed the Assault Halftrack in Army Group North to Panzer 3 Battalion and changed it to 3CP

Changed Panzerwerfer 42 to 3 CP

Added an Incendiary Barrage to Panzerwerfer 42 for 150 Munitions



Title: Re: Suggestions for Ostheer
Post by: Doctor_Den on February 07, 2010, 12:33:39 PM
Interesting game concept but trying to make it intersting you forget about history.
Sturmtigers? Do you know that it was only 18 units build during all WW2 =) So using it is nonsense (especially in AGS). Want some assault gun for city fight, no problem - you can choose from this weapons:
   - StuH 42
   - PzaII Wespe
   - Hummel
They will be more historic and accurate for this fraction.

And some doctrine abilities:
-  3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
- Call in a group of three Pzkpfw III to support your army.
It costs too much, I am not sure that player can collect such amount of manpower while fighting with enemy. Reduce it to 1000MP or suggest something else.
 - 2cm Flak Cannon Pit (With Army Group North)
I don't think this is needed at all.

Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 08, 2010, 04:13:17 AM
- Yeah I was talkin with some people and they agreed but I am probably going back to the original with AGS and use the Wespe,

- for the Panzer Battalion your right, I will drop it to 1000MP and 2 Tanks... so its not OP

- Why get rid of the Flak Pit?
Title: Re: Suggestions for Ostheer
Post by: GeneralSatan on February 14, 2010, 07:41:25 AM
Just the idea of the P-1000 Landratte shows that you do not know what is going on here. Both the landratte and the Maus were never implemented. The only 3 Maus tanks ever built were destroyed, except for 1 Maus, which was captured with it packed full of explosives! If you were to introduce these into the game, then the balance would be completely GONE!!!!!
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 14, 2010, 10:26:05 PM
I  would never use it... it could be circle strafed by a destroyed engine SU85.....
Title: Re: Suggestions for Ostheer
Post by: Gerrit 'Lord Rommel' G. on February 14, 2010, 10:36:20 PM
I think u should stop to discuss about "futuristic" tanks.
The heaviest tank or better "Sturmgeschütz" was the Jagdtiger with it's nearly 75 ton!
This tank is the end of the "operational tanks" at world war 2 so perhaps u can discuss about tanks UNDER 80 tons ;)

Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 14, 2010, 10:44:18 PM
I just want people to stop suggestion those 100ton+ behemoths that didn't see combat...
Title: Re: Suggestions for Ostheer
Post by: SoccerSpartan on February 20, 2010, 04:21:50 PM
still realy like this layout for the ostheer..hope that this is what the devs use to make the ostheer.
Title: Re: Suggestions for Ostheer
Post by: Ost_Front_Soldat on February 20, 2010, 05:18:17 PM
Whatever happened to smoke screens? Shouldn't most of the armour have these abilities?
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 20, 2010, 09:23:27 PM
Only Shermans have personal smokescreens
Title: Re: Suggestions for Ostheer
Post by: Ost_Front_Soldat on February 20, 2010, 09:48:05 PM
In game yes, but if we want to implement some realism......
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 12:48:05 AM
I think it would be nice to have a flamethrower squad, Pioneers upgraded with a flamethrower are decent but are too weak to serve as an actually combat squad, chemical warfare(Mustard gas,etc) was actually used in early WWII so that may also help give the Ostheer a little push.
Permanent air support that you can direct as a unit may be a valuable and unique force for the Ostheer , although proper AA would need to be supplied to allied factions to allow balance.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 01:12:26 AM
I designed my concept to be as unique as I could make it. Yeah sure I hope the use some of my ideas and if they do they tell me via PM. But I, like everyone else who have submitted suggestions, just can't wait till the Ostheer come out... but at the same time we can so it is as good as possible ;D
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 01:53:57 AM
Still you have to admit, a flamethrower squad that doesn't get killed immediately like pioneers would be useful.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 02:17:24 AM
i have enough objects to do the job of a flame squad though... why do i need a flame thrower? i tried using as few units as possible from wehr and PE and flame throwers are from wehr
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 02:58:39 AM
But my point is wehr pioneer flamers are too weak, I was just recommending a specialized squad.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 03:07:06 AM
We still have a copy then... Dual Flame Sturmov Ingenery....
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 03:21:37 AM
Still in the pioneer category, weak and doctrine/ upgraded.

To be as specific as I can be , I was recommending a recruitible, Barracks riflesquad, with medium health and one or more flamethrowers . If you want to I'll just call it an upgrade to standard Ostheer riflesquad.
Title: Re: Suggestions for Ostheer
Post by: HyperSniper999 on February 21, 2010, 05:15:24 AM
I like the dog, but is there an animation for it?
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 05:30:14 AM
No one else likes the idea of a strong Flamethrower squad? hah I guess I'm the only one.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 08:23:21 AM
it would be OP, imagine vet 3 grens with dual flamers.... um gg right there, no inf could stand up to it... add some shreks and nothin short of insane sniper spam could beat it
Title: Re: Suggestions for Ostheer
Post by: guynumber7 on February 21, 2010, 10:13:17 AM
im pretty sure chemical weapons were not used in ww2 at all
Title: Re: Suggestions for Ostheer
Post by: Rahvenich on February 21, 2010, 10:49:17 AM
The Japanese used chemical weapons against non-Western armies, such as the Chinese. Other than that, there were a few accidents, but no intentional use by the Axis or Allies.
Title: Re: Suggestions for Ostheer
Post by: GamblerSK on February 21, 2010, 01:32:04 PM
im pretty sure chemical weapons were not used in ww2 at all


id depends on how you look on it, nazis use some gas for killing people in concentration camps...
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 06:20:51 PM
The germans were to scared to use it on the US cause they had intel that the US had stuff to throw back. Im pretty sure that they tried to use the m on the British but it wasnt trench warfare anymore so it didnt work.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 09:51:39 PM
I am still not putting gas weapons in my concept...
Title: Re: Suggestions for Ostheer
Post by: Gerrit 'Lord Rommel' G. on February 21, 2010, 10:11:00 PM
The germans were to scared to use it on the US cause they had intel that the US had stuff to throw back. Im pretty sure that they tried to use the m on the British but it wasnt trench warfare anymore so it didnt work.

Just a historical note: Germans hadnt used gas during the 2nd world war in military operation and there is a important point for that: Hitler himself was poisoned by gas during the 1st world war. His own experiences with this weapons were the reason that he wont use such a weapon because he wont that german soldiers had to suffer like him.

In general: For me such a weapon system IS NO TOPIC for any army at the EF-Mod.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 21, 2010, 10:28:55 PM
much less of a topic for someone who never intended to use it in his suggestion!
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 21, 2010, 11:37:11 PM
Well everyone saying it doesnt have to be historical but at last sensible, Gas WAS an option.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 22, 2010, 12:39:39 AM
But neither side used it in recorded combat... so we don't either stop pressing the issue
Title: Re: Suggestions for Ostheer
Post by: BDNeon on February 22, 2010, 02:29:55 AM
And also all the nations involved in WWII were aware of the fact that every nation did have some bioweapons in reserve, and would use them if attacked by bioweapons themselves. It was sorta like what happened with Nuclear Weapons, M-A-D. Use nukes on the enemy, get nuked yourself. It was the same with poison gas.
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 22, 2010, 11:59:25 PM
I still dont see a problem with the flamethrower squad, Im not asking to make the super troops, just standard squad , my pioneers get killed by anything and everything.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on February 23, 2010, 02:28:31 AM
I still dont see a problem with the flamethrower squad, Im not asking to make the super troops, just standard squad , my pioneers get killed by anything and everything.

Have you tried vetting them up?
Title: Re: Suggestions for Ostheer
Post by: Akalonor on February 24, 2010, 12:00:03 AM
As the British , my sappers die before that, as the Americans same, as the Wehrmacht yes unless theyre under support toop upgrade. which they probably are so thanks.  Im a  noobie.
Title: Re: Suggestions for Ostheer
Post by: Versedhorison on March 03, 2010, 11:49:23 AM
I think your concept lacks any anti building weapons for your infantry unless I missed something. By this I mean things like flammenwerfers, rifle grenades or incendiary grenades.
Title: Re: Suggestions for Ostheer
Post by: guynumber7 on March 03, 2010, 06:05:03 PM
Hey that gives me an idea, how about incedinary rifle grenades!
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on March 03, 2010, 06:09:07 PM
I think your concept lacks any anti building weapons for your infantry unless I missed something. By this I mean things like flammenwerfers, rifle grenades or incendiary grenades.

Do you mean anti Garrison? That is what the Hand Grenade with the fragmentation sleeve is for ;D as far as anti building, there is always the panzershreck and I kinda force the player to think tactically rather then blobbingly
Title: Re: Suggestions for Ostheer
Post by: Versedhorison on March 03, 2010, 11:19:35 PM
Yes I do mean anti garrison although you do have some anti garrison abilities it's still kind of lacking in comparison to all the other factions.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on March 03, 2010, 11:50:43 PM
Think tactically not brute force :P
Title: Re: Suggestions for Ostheer
Post by: Versedhorison on March 04, 2010, 06:31:24 AM
perhaps but for all of the other factions anti garrison usually require an ammo purchase or something of the equivalent. there is always tactics involved in what decisions you make in these games.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on March 05, 2010, 01:53:37 AM
There is tactics involved in Airborne blobs?????
Title: Re: Suggestions for Ostheer
Post by: Versedhorison on March 05, 2010, 06:08:42 AM
apart from that crap
Title: Re: Suggestions for Ostheer
Post by: Pauly3 on March 05, 2010, 06:15:09 PM
dont forget about ranger blobs
I dint like these knd of tactics.
It sort of works against the Panzer elite, forces PE player to get Stg-44 spam.
But as I said I never use this **** tactic
I prver fast greyhound...
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on March 05, 2010, 06:47:05 PM
Wanna know a good airborne blob killer? Vet3 Stormtrooper Stg44s....me and a Buddy tested this out, he got about 5 squads of airborne and 2 squads of Riflemen and I got 4 squads of Stg44 Vet3 Storm troops...  It was slaughter, you stun them then toss a bundle nade from another then let loose with the Stg44s and good god there is little +3s coming up all over the place O_o
Title: Re: Suggestions for Ostheer
Post by: SauerKRAUT on March 05, 2010, 07:31:54 PM
Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp... There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on March 05, 2010, 08:40:10 PM
Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp...

Fixed it, it was a Sturmtiger but then I changed it back O_o

There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.

Churchills couldn't hit the broad side of the Empire State Building.... and all my P3's can be upgraded but you are right fixed to 800MP

Post Merge: March 05, 2010, 08:43:18 PM
Built from HQ Building

   Eastern Front Sappers - 3x Units 3x Kar98k 250MP
         -Similar Panzer Elite Grenadiers.
         -Decent armor and attack power.
         -Builds Base buildings.
      Upgrades (2 slots)
      - G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
      - STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
      - Body Armor- 25 Munitions
         - Increases armor 2x

   Combat Engineers - 4x Units 4x Kar98k 250MP
         - Same health and armor as Pioneers
         - Builds Defenses
         - Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

   Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
         - Strong Elite Infantry
         - Backbone of the Ostheer Infantry
      Upgrades (4 slots)
      -STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
      -G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
      -Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
      Abilities
      - Hand Grenade with Fragmentation Sleeve - 25 Munitions
      - AT Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitons (requires Mechanisierten Division)

   Light Machine Gun Squad - 3x Units 3x MG34 300MP
         - Strong Mobile firepower
         - Same Armor as PE troops
      Upgrades (3 Slots)
      - MG42 - 50 Munitions - (Takes up one slot)
      Abilities
      - Suppressive Fire - 35munitions
         - Pins at a faster rate
      - Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
         - Makes a light sandbag position that can be garrisoned by infantry for heavy cover
         - Can be destroyed at the rate of sandbag walls
         - Neutral when no units are inside

   Sniper - 1x Unit 1x Scoped Kar98k 340MP
         - Similar to the Wehrmacht and American Snipers but can not cloak on roads
      Abilities
      - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
         - There is a 50% chance that if the Sniper is shot at by another sniper that
           the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
   
   Scout - Kublewagen - 1x Unit  1x Wather P38 - 200MP
                 - Observation Post - 15 Munitions
                         - Cloaked and provides Line of sight and sniper detection
                         - Can only be used three times globally

Built from Grossdeutschland Division

   Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
         -Slower then the Pak38 but is more resilient.
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds

   Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
         - Slower then the other factions mortars, fires slower, has a larger minimum radius
           and but has very high damage almost equal to 105 American Howitzer but can not fire
           freely.
      Abilities
      - Barrage
      - Smoke Barrage
      - Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

   Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
      Upgrades
      - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
         - Provides a Healing Aurora
      - Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
      - Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

   Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
      Abilities
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds
      - Lock Down
         - Increases Accuracy and Fire Rate

   Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
      Upgrades
      - 50mm KwK 38 L/42 - 75 Munitions
         -Increases Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
      - ACPR Rounds with 50mm KwK 38 - 50 Munitions
         - Triples armor penetration for 30 seconds

   2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
      Upgrades (4 Slots)
      - STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
      - Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
      - Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
      Abilities
      - Bundle Grenade - 50 Munitions
      - Satchel Charge - 50 Munitions
      - Magnetic Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitions

   StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
      Upgrades
      - L/48 - 60 Munitions - Increased Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions

Built from 1st SS Panzer Division

   Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 75 Munitions
         - Triples armor penetration for 45 seconds

   Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      - Pzkpfw IV Ausf. F2 - 125 Munitions
         - Increased Armor and Firepower against Tanks

   Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time, small sight radius and Armor of M10
      Abilities
      -Lock Down
         - Increases Accuracy and Fire Rate
   Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Built By Eastern Front Sappers

   Eastern Garrison - 250MP 10 Fuel
   Grossdeutschland Division - 300MP 25 Fuel
   Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
   1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
   Sandbags
   Barbed Wire

Built By Combat Engineers


   Pillbox - 250 MP
   -Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
      Upgrades (Two Slots)
      - MG42 - 50 Munitions (Takes up one slot)
         - Both MGs can not fire from the same position
      - PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

   Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
   - Not as strong as Wehrmact Bunker, made of reinforced sandbags
      Upgrades
      - MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

   Heavy Bunker (With Army Group Center) - 550MP
   - Builds a six sided Bunker with three side in the front that have interlocking fields of fire, holds 15 Units with three slots.
                 - MG 42 - 75 Munitions
                   - Mounts an MG-42 to the roof for 360 degree fire.
                 - Roof Sandbags - 25 Munitions
                   - Adds an additional slot on top for 5 Units

   2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
   - More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
   - Can not be sniped

   7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
   - Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
   - Can not be sniped or burnt out.
   - Very well armored.

   8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
   - Placed inside a sand bag bunker and can not be sniped
   - 75% of Range of 105mm Howitzer
   - Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

   Guard Tower - 100 MP
   - Weak wooden structure with 1 unit slot and 5 man capacity
   - Large sight radius.
   - Neutral when no units are inside like a trench.

   Sandbags
   Barbed Wire
   Tank Traps
   Mines
   Outposts
   Light DFPs


Doctrines

   Army Group North
   - Mechanized Infantry and Defensive Support
   Defensive Half
      - 2 CP - Defensive Operations
         - Allows for the building of Flak Cannon Pit
         - Increases HP on Pillbox and HDFP
      - 2 CP - Fortified Outposts
         - Increases HP on outposts and adds a MG34 for Light Infantry Defense
         - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
      - 3 CP - Increased Fortifications
         - Allows for the building of the 7.5cm Fixed AT Position
         - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
   Assault Half
      - 2 CP - Assault Squads
         - Gives access to a group of Gebirgsjager Infantry - 550MP
            - Highly skilled marksmen and mountain men that can traverse ground quickly.
         - Allows access to Assault Grenades for 50 Munitions
      - 3 CP - Pzkpfw III Ausf. G Battalion - 800MP
         - Call in a group of two Pzkpfw III to support your army.
      - 3 CP - Panzerwerfer 42 - 450MP
         - A 15cm 8 rocket barrage max call in of 3.
         - High damage, long cool down.
                        - For 150 Munitions an Incendiary Barrage can be launched.

   Army Group Center
   - Anti Tank and Tank Assault
   Defensive Half
      - 2 CP - Hold the Line!
         - Allows Access to Heavy Bunker
         - Gives a Defensive Bonus to Infantry near HQ, Heavy Bunker and Pillboxes
      - 1 CP - Advanced Warning
         - Just like for the Defensive Doctrine
      - 5 CP - Ferdinand - 500MP
         - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
   Assault Half
      - 3 CP - Surprise Attack - 150 Munitions
         - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
         - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
      - 1 CP - Light Artillery Strike - 75 Munitions
         - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
      - 4 CP - Tiger Battalion
         - Allows Access to Tiger Production at the 1st SS Panzer Division.

   Army Group South
   - Urban Conflict
   Artillery Command
      - 1 CP - Booby Trap Building
         - Just like Panzer Elite
      - 3 CP - Flak 88 Fixed Artillery Position
         - Allows Access to the 88 Fixed Artillery Position
      - 3 CP - Wespe - 500MP
         - Max Call in of 3
         - Lock down and Barrage
   Street Fighting
      - 2 CP - Advanced Street Fighting
         - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
      - 3 CP - Firebomb - 150 Munitions
         - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
         - Can not be used in Command Sector
      - 4 CP - Railway Artillery Shell - 200 Munitions
         - A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.



Modifications:

Pz3 Call on now 800 MP and two tanks
Wespe now 500MP
Title: Re: Suggestions for Ostheer
Post by: comrade2012 on April 14, 2010, 04:28:43 AM
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.
Title: Re: Suggestions for Ostheer
Post by: vietlord on April 15, 2010, 10:34:21 AM
if 88 can(t be recrewed, then more people working on the 88
Title: Re: Suggestions for Ostheer
Post by: comrade2012 on April 17, 2010, 04:20:36 AM
what if the Osheer had the ability to repair enemy tanks, and then use them against them. The germans often times would capture enemy tanks.
Title: Re: Suggestions for Ostheer
Post by: Versedhorison on April 20, 2010, 12:11:08 PM
So would anyone else given the chance.
Title: Re: Suggestions for Ostheer
Post by: LeaderH on April 20, 2010, 04:25:38 PM
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.

I would rather want a panther turret bunker.
Title: Re: Suggestions for Ostheer
Post by: Venoxxis on April 20, 2010, 04:38:51 PM
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.

I would rather want a panther turret bunker.

Same here, there shouldnt be too many similarities. That super penetration power should be brought by either 2 Tigers at the same time or a "sturer Emil" which had a even more powerfull gun than the 88.

There should be a lot of varity between the existing faction and the upcoming Ostheer. This is most important.
Title: Re: Suggestions for Ostheer
Post by: comrade2012 on April 21, 2010, 12:18:14 AM
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.

I would rather want a panther turret bunker.

That would work too, thats definately a lot less complicated.
Title: Re: Suggestions for Ostheer
Post by: hgghg4 on April 21, 2010, 04:54:59 PM
true but its already been over used in multiple mods
Title: Re: Suggestions for Ostheer
Post by: vietlord on April 21, 2010, 08:08:45 PM
the ostheer should be more realy-offensive, good vs massive russian blob, but should be less effective than end-werhm...

more pz than the PE, to do a move-war ... better to flank than front fight ?

infantry to avoid counter offs