Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: Panzer4life on February 04, 2010, 10:01:18 PM
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These are just the ideas for the possibles 'battle plans' (they are like the doctrines).
Combined arms warfare: Focuses on supporting the ground movement with air support and specialized mechanized units.
Left side: close Air support
Stuka bombing Run 3 CP: Have a single Stuka bomber drop four light bombs on a concentrated area, suppressing nearby infantry units with its siren.
Ju-52 supply drop 2CP: Have a Ju-52 drop off munitions, oil, and heavy weapons for the player to grab.
He-111 fire bomb 6CP: Have a Single He-111 drop a payload of HE and firebombs on a target, dealing massive damage to buildings and units, while leaving a burning area for a short amount of time.
Right Side: Mechanized Assualt
20mm half-track 3CP: Call in a 20mm half-track that can attack infantry and enemy aircraft with He rounds.
Half-track tow 2CP: Enables Half-tracks to tow AT guns and light artillery guns, enabling for a faster attack.
Stummel half-track 3CP: Call in a half-track equipped with a 7.5 Cm gun, capable of bombardment and anti-tank fire.
Concentrated fire Battle plan: Focuses on delivering massive artillery bombardment on a concentrated area, and gives units bonuses when fighting together.
left side: Artillery support
improved shells 2Cp: Enables mortars, artillery, and AT guns improved range.
Concentrated fire 3Cp: Allows all artillery on the field to fire on a sector regardless of range.
Schwere Gustav 5Cp: Fire a single 80cm shell at a target location, dealing massive blast damage on targets.
Right side: Unit operations
Radios 2Cp: give vehicles radios for better attack plans, with vehicles seeking to attack the target from multiple sides with increased rate of fire.
For the Fatherland 3CP: infantry units will fight even harder, taking less damage and increasing the affected units rate of fire.
Fight to the bitter end 4CP: All units in the territory sector will hold their ground, becoming unsupressable, increased rate of fire, and not taking as much hits, for a loss of the territory's resource income.
Intense combat battle plan: Focuses on providing your fighting forces with better vehicles and support that are designed with one role in mind.
Left side: Siege attack
Assault Pioneers 3CP: Call in Assault Pioneers to break the enemy lines with new demolition weapons and new Mp44 rifles.
breach and clear 2CP: allows infantry units to enter a occupied building and begin fighting for control with grenades and SMGs.
Brumbar 4Cp: call in a Brumbar tank to destroy enemy occupied buildings and bunkers.
Right side: Defensive warfare
Vg-15 squad 2Cp: Call in a militia squad armed with the cheap VG-15 rifle and can build sand bags and barb wire.
Improved Volkstrum 3Cp: Now VG-15 squads are equipped with Mp-44 assault rifles, anti-tank, and anti-infantry mines.
Elefant 4CP: Call in a purely defensive Elefant tank armed with the massive 8.8cm gun.
That is my idea for the Ostheer 'doctrines'. Now, if you have anything you want to critized or praise, do so. I am expecting some of you to come here and say that some or all the ideas in this are stupid, but I don't care. Its having an opinion.
Ps: I know that 'For the Fatherland' is similar to 'For the Motherland'. I don't quite remeber what 'For the Motherland' does, but if you compare Nazis Germany's society with that of the Soviet Union, you will notice that they are very similar. If you don't believe me, look at both nations propaganda.
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German airplanes models.
some are very beautiful.
http://www.militaryfactory.com/aircraft/german-aircraft-of-world-war-2.asp (http://www.militaryfactory.com/aircraft/german-aircraft-of-world-war-2.asp)
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omg man, please make this readable.
its totally impossible to read fluently.. :-\
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Sorry, I would use the tap to improve readability, but then it does some weird crap and i have to use the space bar. But i fixed the post. Now, what is good about my idea and what is just some piece of s****?
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I like most of it except for for the fatherland and some of the halftracks and the tow gun ability. We already have for the fatherland and I just can't see me using the halftrack. Also I think some of the abilities are a bit expensive.
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The right side of the first Doc is maybe a bit UP. Bit the other one is ok in my opinion.
The 2nd doc. is a bit too weak atm. Also, it doesnt even have a single call in unit, ppl wont like that.
The last doctrine seems very powerfull at the moment. Too powerfull maybe. Also the Brummbär would just be another KV-2, you should do it like in other concepts, take it out of the doc and make it a buildable unit.
All the rest sounds pretty fine for me ;)
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Ok, I understand your complaints, so I will make the following change as to what you guys said. First thing though,when using an ability, such as the He-111, you will use oil instead of ammo.
Instead of 'For the Fatherland', you can call in 'assult MG-42 teams', with a cost of 3CP. They will have two Mg-42 and can use grenades, don't use bipods, and can be upgraded to have two men armed with Mp-40.
Instead of 'radio', it will become 'improved sandbags'. Infantry can now add sandbags that must be ran over by a tank to be destroyed, so explosions don't destroy the sandbags your men place up.
Instead of the 'brumbar', it will become the 'Panzerfaust 150'. Infantry units will now upgrade their Panzerfaust ability to wield the more powerful Panzerfaust 150, able to do even more damage and can be fired a second time before the ability is done. The ability will cost even more ammo.
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1."Stummel half-track 3CP: Call in a half-track equipped with a 7.5 Cm gun, capable of bombardment and anti-tank fire"?
Even 25 pounders and 88s cant bombard and anti-tank fire. Why should a halftrack do that?
2. Artillery doctrine that has more power than RCarti doctrine?
....OVERPOWERED.
3."enter a occupied building and begin fighting for control with grenades and SMGs"?
Throw grenades from outsie the building and youre be fine.
4. "Improved Volkstrum ... squads are equipped with Mp-44 assault rifles, anti-tank, and anti-infantry mines?
...and give constripts stickies, smgs and AT rifles. Volkstrum should be cheap and used in large numbers. You cant give them the best weapons availeble.
5. There allready is a german doctrine "For the Fatherland".
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Paciat, I am already adressing though complaints. Read the other posts of mine on this thread. And here are more changes.
Volkstrum squad 3CP: cannot be improved, a 5-man squad armed with VG-15 rifles and MP-40 SMG. Has sticky bombs and can lay down barb wire.
Instead of 'breach and clear', it will become "Flamenwerfer squad'. Cost 3CP to get from the menu, it is a four man squad with MP-40s and two flamethrowers. It can sprint and lay down barb wire and sandbags.
Instead of 'conentrated fire', it will become 'incendairy shells'. Mortars, AT-guns, and artillery (not off map support) to use inceariy shells against infantry and buildings.
Instead of 'improved Volkstrum', it will become 'debris bunker'. Infantrey units can dig into a destroyed building and create bunkers from the debris.
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I really like the "Fight to the bitter end"-ability. ;D
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Thanks Toorstain. I gain the idea for it because that is one of the things many historians said the Germans did at the end of WW2, 'fight to the bitter end'. I liked it because it forces the players to choose where to use the ability, the oil, his HQ, or the ammo? Though I do say that when I come up with my final thoughts on the Ostheer, it will be fairly good against the Soviets.
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I like that Fight to the bitter end as well its a unique concept :p but it should have a time limit so that if they kill everything they come out of it
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Yeah, it work something like Blitzkrieg, only for a short while (thirty seconds to a minute at most). This ability is well liked by the people who have replied. Now, are there some things that should change, and I don't want to hear a thing about how this ability is OP or useless unless you have read all the post, because i do come in frequently and change the ability as people write in. I don't care if you comment, but at least read all the post.
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I think that having a raised attack and defense at the cost of mobility is a good thing... You can't chase after the enemy and you're a sitting duck for arty and mortars :D it balances :P
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i hate how people can on high ammo maps can abuse Blitzkrieg to improve every unit on the entire map. The fight to the bitter end makes all units in the are better, but at the cost of becoming fish in a barrel to mortar and arty. Here some other changes to my idea of the Ostheer;
The buildings to produce the Ostheer should have to be built like a normal building, but can be upgraded to have new functions, which are faster production, be armed with a MG, or serve as a firebase (a small artillery piece will be mounted next to the building).
the HQ: Produces the Pioneers, just like the Axis's Pioneers, and scout team, a three man squad, armed with 2 mp-40 and a Kar, being able to use binoculars and the ability to camouflage. Its upgrades are mechanic, allows the pioneers to have advance repairs.
the barrack (no special names): have yet to decide what units are built, upgrades are minefield (allows infantry units to lay down mines), officer (which gives the squads a officer that is armed with a MP44 and luger), and morphine shot (which infantry units can use for ammo to become unsuppressed for a short amount of time).
armory: have yet to decide what units be built, upgrades include HE shells (tanks, AT guns, and armored cars can switch fire to a HE shell). AP rounds (replaces AT guns', tanks', and armored cars' shell with better AP shell at the cost of slower rate of fire), and Panzer-flamethrower (gives tanks the upgrade to get a flamethrower to replace the hull machine gun).
logistic building: upgrade the vet of units, plus increases territory resources by 3 additional. Upgrades include radios, which extends units line of sight at a speed reduction.
This is what I have come up with for buildings and what function they serve.
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HAHA, morphine shot! The commies can't defeat my armed junkies! ;) Very original, some of this...
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Not all the ideas in this are orginal, nor do I claim it is. But you must admit, the idea for morphine shots are pretty useful. Now here are some more ideas of mine.
instead of buying a units vet, you buy their ability to gain veternciny, so they have to fight to gain the vet level.
Raketen-Panzerbushce: a Anti-tank rocket gun firing a 88 mm that could operate using a three man squad. Similar to the Pak-38 with the option to fire a shaped charge.
Post Merge: February 08, 2010, 03:38:57 AM
So, here are more of my ideas;
AT bunker: bunker upgrade that shelters a Pak-38 that can fire twice as fast as a unit Pak-38. Can still build Goliath bombs.
Panzer three: At the cost of 250 manpower, and a pop count of 4, the Panzer three provides the Ostheer for reliable and cheap alternative to the Panzer four and Panther tank. can be upgraded with the MG-42, a 7.5cm cannon, and HEAT shells.
Jagdpanzer IV: Providing the Ostheer with its mobile anti-tank capability, the Jagdpanzer IV is only to be used n the role of anti-tank, and so isn't armed the ability to use HEAT shells. At a cost in manpower of 300 and a pop count of 4, it is a wise investment.