Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: Aouch on May 10, 2010, 08:21:46 PM

Title: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 10, 2010, 08:21:46 PM
Quote
General Things

Gameplay
The Ostheer, meaning the part of the German Wehrmacht fighting in the east against Soviet Union, is mainly based on rather "light" units.
It only gives you the basic structure with infantry, light and medium tanks as well as some artillery.
While most of this inventory is superior to early enemy counterparts, the Ostheer will encounter some problems fighting their foe in a later stage of battle. With veteran-units getting lost in the head of the fight, the Ostheer has to pull out new powerful units and tactics or it gets overwhelmed by the endless red waves of the Soviet Union.

Panzers or Artillery?
The Heavy Camp of the Ostheer features two different branches of military.
Either have Panzerkampfwagen and an effective weapon against tanks or rather focus on concentrated artillery-fire from the Wespe while infantry is pushing forward, supported by assault-guns?
The decision has to be made wisely, since changing the current unit-pool is very expensive.
Idea from Lord Rommel.

Veterancy
The different units of the Ostheer gain strength and experience by fighting. Due to the notorious lack of men and material on the eastern-front, soldiers spend weeks and months under enemy fire and in combat thus making them stronger and finally feared veterans.
Every unit receives a vital upgrade or ability as Vet 1, while Vet 2 and Vet 3 enhance accuracy, suppression-resistance and other states.

Foreign Units
On the Eastern Front, not only German soldiers stand against the Soviets. Sons from various other nations fight side by side with them against Communism.
To show this in EFmod, there are some Foreign Units, which uses random role-variations to display different weapons and uniforms.

Upkeep
The war against the Soviet Union requires a constant supply with munition and fuel. Remember: Good units require even better logistics.
Compared to the other factions, the Ostheer has higher upkeep-costs.



Units & Buildings

Ost-Hauptquartier
  • Foreign Pioneers - 3 soldiers from allied nations, armed with 3x M1895 (http://en.wikipedia.org/wiki/Steyr-Mannlicher_M1895). Basic construction-unit. [160mp 3pop]
    Vet-Upgrade: "Frankfurt 42 Mine Detector"
  • Ostgrenadiers - 4 soldiers with 4x Kar98k (http://en.wikipedia.org/wiki/Kar98k). [320mp 4pop]
    Vet-Ability: "Throw grenade" [25mun]
    Upgrade: "2x Schießbecher (http://en.wikipedia.org/wiki/Kar98k#Rifle_grenade_launcher)" [50mun]
  • Engineers (Upgrade) - Enables Pios to build "Czech hedgehog" (http://en.wikipedia.org/wiki/Czech_hedgehog), "barbed wire" and "sandbags". [200mp 20fuel 20mun]
    Adds Ability: "Plant Demolition Charge" [50mun]


Stabshauptquartier
  • Opel Blitz command-truck (http://foto.arcor-online.net/palb/alben/98/2270098/3738616264643039.jpg) - Opel Blitz 3to (http://en.wikipedia.org/wiki/Opel_Blitz) with standart box-body serves as reinforcement-point for infantry. Can secure resource-points for enhanced production. [300mp 30fuel 3pop]
  • Opel Blitz medic-truck (http://voldemarus.narod.ru/titles/gpm/opel-2.jpg) - Opel Blitz 3to truck which can heal infantry when set up. [200mp 20fuel 3pop]
  • Offizier der Panzertruppe (Requires "Armoured Fist"-Doctrin) - A German Officer in a Kübelwagen (http://en.wikipedia.org/wiki/Volkswagen_Kübelwagen) armed with a MG34. Gives Bonus to armoured units. Only one active unit. [350mp 20fuel 5pop]
    Vet-Ability: "Maximum Speed" [25mun]
  • Offizier der Artillerie (Requires "Hold Ground"-Doctrine) - One Officer and his staff of 2 soldiers armed with Luger-Pistols. Gives Bonus to artillery units. Only one active unit. [350mp 3pop]
    Vet-Ability: "sFH18 artillery-strike (http://en.wikipedia.org/wiki/15_cm_sFH_18)" [100mun]
  • Offizier der Gebirgsjäger (http://en.wikipedia.org/wiki/Gebirgsjäger) (Requires "Total Warfare"-Doctrin) - 4 Gebirgsjäger armed with Kar98k and one Officer armed with Luger-Pistol. Gives bonus to infantry. Only one active unit. [400mp 5pop]
    Vet-Ability: "Smokegrenade" [25mun]

  • Support Troops - Enables the building of "Support Camp" [100fuel 100mun]
  • Heavy Troops - Enables the building of "Heavy Camp" [150 fuel 150mun]
  • Panzer / Artillery - Switch between "Artillery-Support" and "Panzer-Support" unit-pools. [200fuel 200mun]


Infantry Camp
  • MG-Trupp - 3 soldiers armed with 1x Kar98k and 2x MG34 (http://en.wikipedia.org/wiki/MG34). Offer light MG-support. [280mp 3pop]
    Vet-Ability: "Suppression Fire" [35mun]
  • Panzerjäger - 3 soldiers armed with 2x Kar98k and 1x PzB39 (http://en.wikipedia.org/wiki/PzB39). [320mp 3pop]
    Vet-Ability: "Hafthohlladung" (http://en.wikipedia.org/wiki/Hafthohlladung) [75mun]
    Ability: "Ambush"
    Upgrade: "Panzerschreck" (replaces PzB39) [50mun]
  • Unteroffizier (Upgrade) - Adds a Lieutenant with a MP40 to Ostgrenadiers. Gives Bonus. [200mp 20fuel 50mun]


Support Camp (Requires upgrade)
  • 7.5cm IG18 (http://en.wikipedia.org/wiki/7.5_cm_leichtes_Infanteriegeschütz_18) - Infantry-support-gun to provide artillery-support for infantry-units. Crewsize 5. [400mp 20fuel 5pop]
    Vet-Ability: "HE-shells" (more dmg to infantry) [35mun]
  • PzKpfW II Luchs (http://en.wikipedia.org/wiki/PzKpfw_II#Panzer_II_Ausf._L_.28PzKpfw_IIL.29_.22Luchs.22) - Light armored recon-vehicle armed with 2cm KwK38 and one MG34. [300mp 30fuel 5pop]
    Vet-Ability: "Maximum Speed" [25mun]
  • SdKfz 251/17 (http://ww2drawings.jexiste.fr/Files/1-Vehicles/Axis/1-Germany/08-Halftracks/Sd.Kfz.251/Sd.Kfz.251-17.htm) - Armored halftrack with an attached 2cm FlaK38 (http://en.wikipedia.org/wiki/2_cm_FlaK_30). [250mp 20fuel 5pop]
    Vet-Ability: "Maximum Speed" [25mun]


Heavy Camp (Requires upgrade)
 Panzer-Support:
  • PzKpfW III (http://en.wikipedia.org/wiki/Panzer_III) - Early medium tank armed with 5cm KwK38 L/42 and two MG34. Good against light tanks and infantry. [350mp 60fuel 8pop]
    Passive Ability: "Panzergruppe" (A single Pz III moves very slow in enemy territory. It requires up to two other Pz in close proximity to re-gain normal movement-speed.)
    Vet-Upgrade: "Seitenschürzen und Abstandspanzerung (http://en.wikipedia.org/wiki/Spaced_armour)" (increased health)
    Upgrade: "7.5cm KwK37 L/24 (http://en.wikipedia.org/wiki/7.5_cm_KwK_37)" (better against infantry) [50mun]
  • Marder II (http://en.wikipedia.org/wiki/Marder_II) - Built on Pz II-chassis and fitted with a captured 7.62cm cannon (http://en.wikipedia.org/wiki/7.62_cm_Pak_36(r)) this vehicle is able to deal with medium up to heavy tanks. [300mp 50fuel 8pop]
    Vet-Ability: "Thread Breaker" [35mun]
  • Tungsten (Upgrade) - Pz III can now engage the T-34! [200mp 20fuel 50mun]
    Adds Ability: "Wolframkern-Munition (http://en.wikipedia.org/wiki/Tungsten)" (better penetration for ~15sec) [35mun]

 Artillery-Support:
  • StuG III (http://en.wikipedia.org/wiki/Sturmgeschütz_III) - Assault-gun armed with 7.5cm StuK37 L/24 and one MG34. [350mp 60fuel 8pop]
    Passive Ability: "Cover" (StuG III functions like normal green cover to nearby infantry.)
    Vet-Ability: "Ambush" (StuG cloaks and gains bonus for first shot)
    Upgrade: "MG-Gunner" (adds a MG34 on top) [50mun]
  • Wespe (http://en.wikipedia.org/wiki/Wespe) - Self-propelled artillery-gun based on Pz II. [500mp 50fuel 8pop]
    Vet-Ability: "Lock down" (higher range)
  • StuG 40 (Upgrade) - New StuG III are armed with 7.5cm StuK40 L/48 thus turning it into a formidable tankdestroyer. Also adds "Seitenschürzen". [300mp 50fuel 100mun]




Doctrins

Armoured Fist

 Panzerdivision
  • - [1CP]
  • Kursk-Veterans - Every new produced tank starts with Vet II. [3CP]
  • Elefant (http://en.wikipedia.org/wiki/Elefant) - Call in a heavy tankdestroyer. With its 8.8cm PaK43/2 L/71, there's nothing to resist the Elefant's firepower. [4CP][900mp 14pop]
    Vet-Upgrade: "Hull-MG"

 Panzergrenadierdivision
  • Fast Supply - For a short period of time, every activated ability has no cool-down. [2CP][100mun]
  • "Wiking" Battlegroup (http://en.wikipedia.org/wiki/5th_SS_Panzer_Division_Wiking) - Call in a Sdkfz 251 (http://en.wikipedia.org/wiki/SdKfz_251) armed with one MG34 and one Panzergrenadier-squad (2x MP44 + 3x G43). [2CP][600mp 8pop]
    Vet-Upgrade (SdKfz 251): "Rear-MG"
    Vet-Ability (Pzgren): "Suppression Fire" [35mun]
  • -


Hold Ground

 Stalingrad Pocket
  • Sturmpioniere - 5 soldiers armed with 3x MP40 and 2x Kar98k. [2CP][600mp 5pop]
    Vet-Ability: "Throw grenade" [25mun]
    Upgrade: "2x FmW35 (http://en.wikipedia.org/wiki/FmW_35)" [75mun]
  • sIG 33B (http://en.wikipedia.org/wiki/Sturm-Infanteriegeschütz_33B) - Call in a heavy assault-gun bearing a 15cm sIG33 L/11. [3CP][600mp 8pop]
    Passive Ability: "Cover" (sIG 33B functions like normal green cover to nearby infantry.)
    Vet-Ability: "Lock down" (higher rate of fire)
  • Stalingrad-Veterans - Every new recruited infantry unit starts with Vet 2. [2CP]

 Fortress Group
  • Fortress Troops - Infantry behind green cover receives an extra bonus for a certain amount of time. [1CP][100mun]
  • Pantherturret (http://en.wikipedia.org/wiki/Panther_tank#Fortification) - Enables Pioneers to build a static AT-emplacement. [3CP][500mp 40fuel 8pop]
  • Mortar Bunker - Enables Pioneers to build a concrete bunker with ability to fire a mortar-barrage. Can reinforce infantry.[2CP][500mp 50fuel 14pop]


Total Warfare

 Leichte Division
  • Gewaltmarsch - Increases movement speed of infantry but also decreasing health and suppression-resistance for a short period of time. [1CP][75mun]
  • Mountain Infantry - Call in a squad of 3 soldiers armed with 1x (MAB38 (http://en.wikipedia.org/wiki/Beretta_Model_38))(MP40) and 2x (Carcano M91/41 (http://en.wikipedia.org/wiki/Carcano))(Kar98k).
    Good on long-range. [2CP][450mp 3pop]
    Vet-Ability: "Sniper Shot" [35mun]
  • - [2CP]

 Luftwaffe
  • Storch - A Fieseler Fi156 (http://en.wikipedia.org/wiki/Fieseler_Fi_156) circles over the selected area for a few seconds, detecting all enemy units. [2CP][50mun]
  • Air transportation - Reduces recruiting time of infantry. [2CP]
  • Kanonenvogel (http://en.wikipedia.org/wiki/Junkers_Ju_87#Ju_87_G) - A Ju 87 G flies two times over the selected area, inflicting serious damage to armoured vehicles with its two 3.7cm gun-pods. [2CP][100mun]



Miscellaneous

  • -
  • Artillery Observer - The Recon Plane drops a marking for the Artillery-troops. Every available artillery (infantry-guns, howitzers etc.) opens fire on this position, not regarding range and cool-down. [2CP][150mun]
  • 10.5cm leFH18 18/40 (http://en.wikipedia.org/wiki/10.5_cm_leFH_18/40) - Enables Pioneers to build a field howitzer in a static emplacement. [2CP][500mp 50fuel 8pop]
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 11, 2010, 05:49:30 AM
I agree with you, the "Flamingo"/"Wanze" would be better suited as Heeresgruppe Mitte units :)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 11, 2010, 06:23:50 AM
I would like to have the FlPz III as an upgrade for Pz III, not as a replacement. Also i find quite interesting that your concept don't use tiger tanks, is simple but solid and looks fine. What do you think about deploying an spy unit?
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 11, 2010, 04:16:56 PM
The FlPz III upgrade for PzKpfW III sounds OK. I like it. :)
Though it won't be 100% historical, because FlPz were built of the M-Ausf., it would make the Pz III a "multi-purpose"-weapon and that is exactly what I want.

Tiger tank isn't necessary in my opinion. Although everybody seems to want them "because they're a symbol for the Ostheer", I say: If you want Tiger in EF, go play WH-Blitz. If you want KöTi in EF, go play WH-Terror. If you want Panther in EF, go play WH or PE. ;)

OH should differ from the other factions and not be a mix-up out of everybody's favourites with buildable Tiger and such stuff people suggesting in other threads.


A "spy" also seems OK, though it would fit much better for Red Army (apart from spies doesn't really fit in the whole CoH-concept). Germany hadn't many spies in other countries, because nearly nobody wanted to work with Nazis, especially in the Soviet Union they weren't very popular amongst the population, because Germans slaughtered whole villages etc.

However, I can still imagine a spy, as part of the "Foreign Division". Buildable out of HQs after researched the "Civilian Support", maybe?
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 11, 2010, 07:44:22 PM
Why do you don't use mortars? Do you think Brumbar could fit in your Panzer Camp?

I didn't know about being a bug relating the starting unit for new fractions... i should be ashamed :-\.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: HolyHappiness on May 11, 2010, 08:58:31 PM
The FlPz III upgrade for PzKpfW III sounds OK. I like it. :)
Though it won't be 100% historical, because FlPz were built of the M-Ausf., it would make the Pz III a "multi-purpose"-weapon and that is exactly what I want.

Tiger tank isn't necessary in my opinion. Although everybody seems to want them "because they're a symbol for the Ostheer", I say: If you want Tiger in EF, go play WH-Blitz. If you want KöTi in EF, go play WH-Terror. If you want Panther in EF, go play WH or PE. ;)

OH should differ from the other factions and not be a mix-up out of everybody's favourites with buildable Tiger and such stuff people suggesting in other threads.


A "spy" also seems OK, though it would fit much better for Red Army (apart from spies doesn't really fit in the whole CoH-concept). Germany hadn't many spies in other countries, because nearly nobody wanted to work with Nazis, especially in the Soviet Union they weren't very popular amongst the population, because Germans slaughtered whole villages etc.

However, I can still imagine a spy, as part of the "Foreign Division". Buildable out of HQs after researched the "Civilian Support", maybe?

I see where you are going with the exclusive heavy tanks per faction, however what heavy do you think should be best attributed to OH? My first thought would be the Elefant but that's me.

-Nathan
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 12, 2010, 06:41:37 AM
+1 for Elefant...  ;)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 12, 2010, 10:11:34 AM
It hasn't have bad ideas, in th way I thinking in the same way. I started to build up a faction, but I haven't much time working on it. Maybe it gives a few ideas:
http://myconcept.5mp.eu/web.php?a=myconcept (http://myconcept.5mp.eu/web.php?a=myconcept)

Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 12, 2010, 10:31:48 AM
Hehe, 'Elefant' is already part of my concept.  :)
Nonetheless, thanks for your positive feedback.  ;)

About the mortars: I think it would be nice to have them and they would also fit into the concept and tactics of this Ostheer concept, but I'm againstjust copy'n'paste WH 8cm-mortar. The problem is that the real Wehrmacht didn't use anything similiar as far as I know. Except the 12cm-thingy, but that would be too "soviet" I think.

Brummbär? Hmmm, for artillery support we have the 10.5cm.
Also, it's based on Pz4 and I wanted to keep this thing out of my concept and instead focus on Pz3. Sturmhaubitze 42 is already part of the WH-vehicle-pool and StuIG33 (http://en.wikipedia.org/wiki/Sturm-Infanteriegeschütz_33B) was too rare.

Does anybody know a good replacement for PzKpfW III (reward unit), so that PlPz III could be an upgrade for Pz III instead of replacing it?
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 12, 2010, 03:01:02 PM
Does anybody know a good replacement for PzKpfW III (reward unit), so that PlPz III could be an upgrade for Pz III instead of replacing it?
Hmm...it seems we have run out of options, barring Beute Panzerkampfwagen ("Booty Panzers" with field modifications, like PE's Hotchkiss H35) and "interim solution" Panzerjägers forced into multiple roles. Fortunately, the Ostheer used a lot of captured foreign equipment  ;)

Here are some suggestions with their possible German designations:
1.) Soviet lend-lease Valentine Mk. VIIA - PzKpfw. 744 Mk. VII Ausf. A(b) 
2.) Italian Carro Armato Pesante 26/40 - PzKpfw. 737 P40(i)*
3.) Hungarian 41M Turán II - PzKpfw. 743 41M Turán II(u)

or,

1.) Sd.Kfz. 164 "Nashorn"
2.) Sd.Kfz. 301 Borgward B IV Ausführung mit Raketenpanzerbüchse 54 "Wanze"

*my best bet! ;D it'd be great if it would have Panzerschürzen and commander's cupola (increased sight radius) as field upgrades too...what do you think?
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 12, 2010, 05:28:22 PM
Thanks for your ideas, Werwolf! I was already thinking about the Turán II, but I completly forgot the Italians.  :)

However both have a 75mm gun, unlocking those tanks by "5cm cannon"-upgrade in HQ would be a little bit strange, wouldn't it?

Heck, I don't really know what I should do...

On the one hand, it would be nice to have the P26/40 (with Turan II) as call-in in the 'Foreign-Division' sub-doctrin but on the other hand all call-ins and abilities there are in my opinion needed.
Also, they would perform similiar to the PzKpfW III.

What I also don't like is the T-34/76 from the Finns. They didn't used it in great numbers plus it's already part of the Red Army. But AGN needs something like a tank...
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 12, 2010, 06:15:01 PM
Thanks for your ideas, Werwolf! I was already thinking about the Turán II, but I completly forgot the Italians.  :)

However both have a 75mm gun, unlocking those tanks by "5cm cannon"-upgrade in HQ would be a little bit strange, wouldn't it?

Heck, I don't really know what I should do...

On the one hand, it would be nice to have the P26/40 (with Turan II) as call-in in the 'Foreign-Division' sub-doctrin but on the other hand all call-ins and abilities there are in my opinion needed.
Also, they would perform similiar to the PzKpfW III.

What I also don't like is the T-34/76 from the Finns. They didn't used it in great numbers plus it's already part of the Red Army. But AGN needs something like a tank...
you're welcome... ;)

well, aside from captured Soviet vehicles, the Finns did have extensively field-modified PzKpfw. StuG III Ausf. Gs though, which were almost unrecognizable  :P

EDIT: as for the Turáns, let's just say that they were Turán Is originally with 40mm Škoda A17s, but were refitted with 5 cm KwK 38 L/42s and had their parts modernized and up-armored to Turán II-standard. The 5 cm would be seen as a stopgap solution, epecially since Škoda 7.5 cm stubbies were not always available. Such modifications were theoretically possible, since the sheer number of Beute Panzerkampfwagen spawned a lot of official---and unofficial modifications (remember the Hotchkiss with Wurfrahmen 40s?). Field upgrades to 7.5 cm KwK 40 L/48s from wrecked PzKpfw. IVs would have been the next logical step in order to counter the T-34... :)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: HolyHappiness on May 12, 2010, 06:24:17 PM
Thanks for your ideas, Werwolf! I was already thinking about the Turán II, but I completly forgot the Italians.  :)

However both have a 75mm gun, unlocking those tanks by "5cm cannon"-upgrade in HQ would be a little bit strange, wouldn't it?

Heck, I don't really know what I should do...

On the one hand, it would be nice to have the P26/40 (with Turan II) as call-in in the 'Foreign-Division' sub-doctrin but on the other hand all call-ins and abilities there are in my opinion needed.
Also, they would perform similiar to the PzKpfW III.

What I also don't like is the T-34/76 from the Finns. They didn't used it in great numbers plus it's already part of the Red Army. But AGN needs something like a tank...

Sadly, for the most part all of the Finns armor was leased to them so we have already seen them [the armor the finns used] in the other factions. Now you could shake things up, I've seen and read some evidence stating that the finns used the Pz38t. Now this is based on very debatable evidence but I have no doubt they used them at one point or the other. It's a lighter unit so I would remove or at least increase the cap on how many the player is allowed to have on the field. The Pz38t had a lot of experience in the east and to leave it out would be a crime. But like I said, there is little evidence so it's all about how you and the devs feel if they pick your concept.

Cheers!
-Nathan

Post Merge: May 12, 2010, 06:29:02 PM
Another thing, the Pz38t would be for the most part easy to model. The Marder III and the Hetzer both were designed off of the chassis for the Pz38t so you have the basic chassis already completed.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 12, 2010, 06:50:16 PM
Thanks for your ideas, Werwolf! I was already thinking about the Turán II, but I completly forgot the Italians.  :)

However both have a 75mm gun, unlocking those tanks by "5cm cannon"-upgrade in HQ would be a little bit strange, wouldn't it?

Heck, I don't really know what I should do...

On the one hand, it would be nice to have the P26/40 (with Turan II) as call-in in the 'Foreign-Division' sub-doctrin but on the other hand all call-ins and abilities there are in my opinion needed.
Also, they would perform similiar to the PzKpfW III.

What I also don't like is the T-34/76 from the Finns. They didn't used it in great numbers plus it's already part of the Red Army. But AGN needs something like a tank...

Sadly, for the most part all of the Finns armor was leased to them so we have already seen them [the armor the finns used] in the other factions. Now you could shake things up, I've seen and read some evidence stating that the finns used the Pz38t. Now this is based on very debatable evidence but I have no doubt they used them at one point or the other. It's a lighter unit so I would remove or at least increase the cap on how many the player is allowed to have on the field. The Pz38t had a lot of experience in the east and to leave it out would be a crime. But like I said, there is little evidence so it's all about how you and the devs feel if they pick your concept.

Cheers!
-Nathan

Post Merge: May 12, 2010, 06:29:02 PM
Another thing, the Pz38t would be for the most part easy to model. The Marder III and the Hetzer both were designed off of the chassis for the Pz38t so you have the basic chassis already completed.
It's possible...  ;)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 12, 2010, 07:05:25 PM
Yeah... i was thinking about the Pz38t too, it could have an upgrade like "armor skirts" or something like that to represent the upgrade from PzKpfw 38(t) Ausf. A-D to E-G, normally it should fire HE shells and could fire APCBC or APCR rounds for some munitions :P. Later in the war they stopped being used, just for recon, that could be reflected with an ability to call for artillery fire later. As an early ww2 tank it wouldn't be "OP", it should have stats like the hotchkiss or stuart tank, that's what i thought about the replacement tank for PzIII.

Source
Panzer 38t (http://en.wikipedia.org/wiki/Panzer_38(t))
Panzer 38t main gun (http://en.wikipedia.org/wiki/Skoda_37_mm_A7)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 12, 2010, 07:51:45 PM
Field-modded Turán I/IIs, PzKpfw. IIIs and Pz. 38(t)s.....now THAT'S Ostheer in a nutshell...a hodgepodge of patched-up units ;)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 13, 2010, 12:11:52 AM
Hungarian tanks are good idea, a bit historically uncorrect, but it's similar desing to the Pz 38 t. The Marder 3 chassis could be use to create the hungarian models. The Toldi Light tanks were rare in the begining of the invasion of the SU, and the Turan was effective until the T34 appeared in the field.

Here some Pz38t variants:

38t with Panzer turret:
(http://kepfeltoltes.hu/thumb/100513/38t_with_panzer_turret_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/100513/38t_with_panzer_turret_www.kepfeltoltes.hu_.jpg)
A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)

The TUran tank:
(http://kepfeltoltes.hu/thumb/100513/41m-turan-ii-hungary_www.kepfeltoltes.hu_.gif) (http://kepfeltoltes.hu/view/100513/41m-turan-ii-hungary_www.kepfeltoltes.hu_.gif)
A képet a Képfeltöltés.hu tárolja.

38t tank:
http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)
(http://kepfeltoltes.hu/thumb/100513/panzerkampfwagen-38t-ausfa_www.kepfeltoltes.hu_.png) (http://kepfeltoltes.hu/view/100513/panzerkampfwagen-38t-ausfa_www.kepfeltoltes.hu_.png)
A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)

Mobile gun:
(http://kepfeltoltes.hu/thumb/100513/panzerjager-i-47cm_www.kepfeltoltes.hu_.gif) (http://kepfeltoltes.hu/view/100513/panzerjager-i-47cm_www.kepfeltoltes.hu_.gif)
A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)

Command vehicle:
(http://kepfeltoltes.hu/thumb/100513/Pz38t_command_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/100513/Pz38t_command_www.kepfeltoltes.hu_.jpg)
A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)

But my oppinion is here:
http://myconcept.5mp.eu/web.php?a=myconcept&o=GGVaIjzzkO (http://myconcept.5mp.eu/web.php?a=myconcept&o=GGVaIjzzkO)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 13, 2010, 07:32:10 AM
But my oppinion is here:
http://myconcept.5mp.eu/web.php?a=myconcept&o=GGVaIjzzkO (http://myconcept.5mp.eu/web.php?a=myconcept&o=GGVaIjzzkO)

The "Zimmerit" upgrade seems like a good idea...I hate those damn stickies.  :P
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 13, 2010, 06:02:32 PM
The "Zimmerit" upgrade seems like a good idea...I hate those damn stickies.  :P

Yes, that is developed for. Allies couldn't attach magnetic mines to the tanks. Makes sense to put in the game.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 13, 2010, 06:10:32 PM
As far as i remember, no one uses magnetic mines on CoH.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 14, 2010, 10:36:59 AM
As far as i remember, no one uses magnetic mines on CoH.

The russians used that, it's in the mod too, I think.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 14, 2010, 02:58:22 PM
Zemmerit would only be effictive against stickies from US Riflesquad. The AT-nades soviet tank-hunters use explode instantly and have to timer, at least in the game.  ;)

Thus a Zemmerit-upgrade wouldn't be really usefull, except turning the only early and usefull tank-counter from the US into useless crap.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 14, 2010, 03:16:54 PM
Thus a Zemmerit-upgrade wouldn't be really usefull, except turning the only early and usefull tank-counter from the US into useless crap.
lol... good news for Axis players, bad news for US ones :P :P :P
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 14, 2010, 05:18:04 PM
Thus a Zemmerit-upgrade wouldn't be really usefull, except turning the only early and usefull tank-counter from the US into useless crap.
lol... good news for Axis players, bad news for US ones :P :P :P

The upgrade wuold be useful to not harm the tank's engine. The blast power would be same.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 14, 2010, 05:26:54 PM
The russians used that, it's in the mod too, I think.
Yeah, i forgot those...

Zemmerit would only be effictive against stickies from US Riflesquad. The AT-nades soviet tank-hunters use explode instantly and have to timer, at least in the game.  ;)

Thus a Zemmerit-upgrade wouldn't be really usefull, except turning the only early and usefull tank-counter from the US into useless crap.

US Stickies aren't magnetic, so it would be useless.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: TheReaper on May 14, 2010, 06:04:08 PM
Quote from: blackbishop link=topic=3424.msg33797#msg33797 date=1273850814
US Stickies aren't magnetic, so it would be useless.
[/quote

I'm thinking in gameplay mechanism. Use you're imagination...  :D The sticky and the magnetic mine has similar use and effect.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Werwolf on May 14, 2010, 06:12:11 PM
The russians used that, it's in the mod too, I think.
Yeah, i forgot those...

Zemmerit would only be effictive against stickies from US Riflesquad. The AT-nades soviet tank-hunters use explode instantly and have to timer, at least in the game.  ;)

Thus a Zemmerit-upgrade wouldn't be really usefull, except turning the only early and usefull tank-counter from the US into useless crap.

US Stickies aren't magnetic, so it would be useless.
Hmm. Perhaps the main argument here is that the Zimmerit paste itself does not have any significant anti-magnetic properties at all, just that the ridge-patterns (or waffle-patterns, as used on StuG. IVs) coupled with the vibrations/movement of the vehicle itself made it difficult for the offending device to stay in place. Thus, the only surefire way to disable (not destroy!) a Zimmerit-coated Tiger using stickies would be to crawl over and attach it to the treads/rollers---which would of course be suicidal and moronic (even the clichéd and wholly fictional film "Saving Private Ryan" featured this in one of its scenes).   
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Blackbishop on May 14, 2010, 06:38:14 PM
Hmm. Perhaps the main argument here is that the Zimmerit paste itself does not have any significant anti-magnetic properties at all, just that the ridge-patterns (or waffle-patterns, as used on StuG. IVs) coupled with the vibrations/movement of the vehicle itself made it difficult for the offending device to stay in place. Thus, the only surefire way to disable (not destroy!) a Zimmerit-coated Tiger using stickies would be to crawl over and attach it to the treads/rollers---which would of course be suicidal and moronic (even the clichéd and wholly fictional film "Saving Private Ryan" featured this in one of its scenes).   
ok i didn't think about that :P... i was just thinking about the anti-magnetic properties. Thanks Werwolf and TheReaper about that ;D.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on May 28, 2010, 11:14:21 AM
However, I still don't think a Zemmerit-upgrade is needed. It could be only effectice against 2 out of 3 factions and 2 out of countless abilities. Therefore I think it's not worth the work.  :)

I've updated my concept a bit, now it's even more focused on a strong early-game and encourages the interaction of different units in late-game to be effective.
(For example the "disable-tank-with-Geballte Ladung-and-then-blow-it-up!"-tactic)
Title: Re: The Wehrmacht in the East (Light concept)
Post by: ThGermanElite on August 31, 2010, 11:43:18 PM
Its a good concept, you put alot of thoguht into it, however alot of the prices made my mouth drop...theres alot of really expensive stuff in there (Research for the LeF costs 700 MP?!?!  Just for your troops to move in territory quickly costs 150 munis... its an early ability, and its  limited?!?! Whos going to have 150 munis that early in the game and use that much just to move quickly?? Commander in a Kubel costs 100 munis? 0.o)  Anyway, you know what Im getting to, but its a great idea, just lower the prices  :-[
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Nubrannosaurus on September 01, 2010, 10:36:58 PM
Well, the pricing of the units and structures is pretty much insignificant compared to the necessity of creating a solid, well-designed army.  Really, we don't need to take prices into consideration much besides giving a rough idea like "150 or so munitions" or "high munitions" or "low manpower trickle" etc, etc.  Balancing is after conception.  Besides, creating an army from scratch is hard enough, lets leave balancing to the devs  8).

The problem I have with this army is that it borrows too many preexisting ideas.  There are some sound concepts in there, uniquely defining the army with ideas like "mobile artillery," but when I see this army and how it operates I think of "Wehrmacht 1.5" not the new "Ostheer."

As for the doctrines, a lot of abilities already exist with the other factions.  Some I really like, such as Static Warfare, Stuka Attack, and Experienced Crew -- those are good ideas that really change the dynamic of an army and how they inherently operate.  Others like Air Supply and Log Causeway are simply boring and borrowed from other factions essentially (Log Causeway is Blitzkreig but without the fire bonus and restricted to your own territory).

Just my 2 cents.

Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on September 12, 2010, 01:18:37 PM
First of all, thanks for your feedback!

I know some of the prices are ridiculous, but I made them that high, because a unit which is a very, very effective elite-unit (that's what basically all OH-units are, after all) shouldn't be cheap.  :) Of course, prices must be fixed by intense balancing-testing.
After I take a look at it, it really seems to me now, that my OH is indeed a WH 2.0. Plus it borrows too much, especially the doctrine-abilities. Maybe that's because I had too fill a place and couldn't think of something really "new", maybe because it just had to be in there. Airsupply for example, think of Stalingrad and other location, where encircled troops had to be supplied by airplanes.
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Loupblanc on September 12, 2010, 09:11:43 PM

 @Aouch : Am I giving you fresh ideas? ;)
 @Nubrannosaurus : Thanks for email! :D
 - As for airdropped supplies being boring, well,
 giving new factions tanks and infantry, because
 others have it too ;) Bleh. Just got to find a new
 spin for it, though!
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Fementedbeancurd on September 24, 2010, 01:35:55 AM
Wow , this one actually makes sence!
Title: Re: The Wehrmacht in the East (Light concept)
Post by: Aouch on October 02, 2010, 09:40:32 PM
Thanks Fementedbeancurd.  :)

With help of the Feedback given, I'm currently re-working the whole concept, especially including some new things we've heard and seen from the DEVs or discussed in various other threads.
Therefore, here is a first version, of course still needs a lot of things added:

Quote
General Things

Gameplay
The Ostheer, meaning the part of the German Wehrmacht fighting in the east against Soviet Union, is mainly based on rather "light" units.
It only gives you the basic structure with infantry, light and medium tanks as well as some artillery.
While most of this inventory is superior to early enemy counterparts, the Ostheer will encounter some problems fighting their foe in a later stage of battle. With veteran-units getting lost in the head of the fight, the Ostheer has to pull out new powerful units and tactics or it gets overwhelmed by the endless red waves of the Soviet Union.

Panzers or Artillery?
The Heavy Camp of the Ostheer features two different branches of military.
Either have Panzerkampfwagen and an effective weapon against tanks or rather focus on concentrated artillery-fire from the Wespe while infantry is pushing forward, supported by assault-guns?
The decision has to be made wisely, since changing the current unit-pool is very expensive.
Idea from Lord Rommel.

Veterancy
The different units of the Ostheer gain strength and experience by fighting. Due to the notorious lack of men and material on the eastern-front, soldiers spend weeks and months under enemy fire and in combat thus making them stronger and finally feared veterans.
Every unit receives a vital upgrade or ability as Vet 1, while Vet 2 and Vet 3 enhance accuracy, suppression-resistance and other states.

Foreign Units
On the Eastern Front, not only German soldiers stand against the Soviets. Sons from various other nations fight side by side with them against Communism.
To show this in EFmod, there are some Foreign Units, which uses random role-variations to display different weapons and uniforms.

Upkeep
The war against the Soviet Union requires a constant supply with munition and fuel. Remember: Good units require even better logistics.
Compared to the other factions, the Ostheer has higher upkeep-costs.



Units & Buildings

Ost-Hauptquartier
  • Foreign Pioneers - 3 soldiers from allied nations, armed with 3x M1895 (http://en.wikipedia.org/wiki/Steyr-Mannlicher_M1895). Basic construction-unit. [160mp 3pop]
    Vet-Upgrade: "Frankfurt 42 Mine Detector"
  • Ostgrenadiers - 4 soldiers with 4x Kar98k (http://en.wikipedia.org/wiki/Kar98k). [320mp 4pop]
    Vet-Ability: "Throw grenade" [25mun]
    Upgrade: "2x Schießbecher (http://en.wikipedia.org/wiki/Kar98k#Rifle_grenade_launcher)" [50mun]
  • Engineers (Upgrade) - Enables Pioneers to build "Czech hedgehog" (http://en.wikipedia.org/wiki/Czech_hedgehog), "barbed wire" and "sandbags". [200mp 20fuel 20mun]


Stabshauptquartier
  • Opel Blitz command-truck (http://foto.arcor-online.net/palb/alben/98/2270098/3738616264643039.jpg) - Opel Blitz 3to (http://en.wikipedia.org/wiki/Opel_Blitz) with standart box-body serves as reinforcement-point for infantry. Can secure resource-points for enhanced production. [300mp 30fuel 3pop]
  • Offizier der Panzertruppe (Requires "Armoured Fist"-Doctrin) - A German Officer in a Kübelwagen (http://en.wikipedia.org/wiki/Volkswagen_Kübelwagen) armed with a MG34. Gives Bonus to armoured units. Only one active unit. [350mp 20fuel 5pop]
    Vet-Ability:
  • Offizier der Artillerie (Requires "Hold Ground"-Doctrine) - One Officer and his staff of 2 soldiers armed with Luger-Pistols. Gives Bonus to artillery units. Only one active unit. [350mp 3pop]
    Vet-Ability: "sFH18 artillery-strike (http://en.wikipedia.org/wiki/15_cm_sFH_18)" [100mun]
  • Offizier der Gebirgsjäger (http://en.wikipedia.org/wiki/Gebirgsjäger) (Requires "Total Warfare"-Doctrin) - 4 Gebirgsjäger armed with Kar98k and one Officer armed with Luger-Pistol. Gives bonus to infantry. Only one active unit. [400mp 5pop]
    Vet-Ability:
  • Reconnaissance (Upgrade) - Enables the choosen Officer-unit to call in a Fi 156 "Storch" (http://en.wikipedia.org/wiki/Fieseler_Fi_156) to a specific area to gain intel on enemy troops. [200mp 20fuel 50mun]
    Adds Ability to Officer: "Recon Plane" [50mun]

  • Support Troops - Enables the building of "Support Camp" [100fuel 100mun]
  • Heavy Troops - Enables the building of "Heavy Camp" [150 fuel 150mun]
  • Panzer / Artillery - Switch between "Artillery-Support" and "Panzer-Support" unit-pools. [200fuel 200mun]


Infantry Camp
  • MG-Trupp - 3 soldiers armed with 1x Kar98k and 2x MG34 (http://en.wikipedia.org/wiki/MG34). Offer light MG-support. [280mp 3pop]
    Vet-Ability: "Suppression Fire" [25mun]
  • Panzerjäger - 3 soldiers armed with 2x Kar98k and 1x PzB39 (http://en.wikipedia.org/wiki/PzB39). [320mp 3pop]
    Vet-Ability: "Hafthohlladung" (http://en.wikipedia.org/wiki/Hafthohlladung) [75mun]
    Upgrade: "Panzerschreck" (replaces PzB39) [50mun]
  • Unteroffizier (Upgrade) - Adds a Lieutenant with a MP40 to Ostgrenadiers. Gives Bonus. [200mp 20fuel 50mun]


Support Camp (Requires upgrade)
  • 7.5cm IG18 (http://en.wikipedia.org/wiki/7.5_cm_leichtes_Infanteriegeschütz_18) - Infantry-support-gun to provide artillery-support for infantry-units. Crewsize 5. [400mp 20fuel 5pop]
    Vet-Ability:
  • PzKpfW II Luchs (http://en.wikipedia.org/wiki/PzKpfw_II#Panzer_II_Ausf._L_.28PzKpfw_IIL.29_.22Luchs.22) - Light armored recon-vehicle armed with 2cm KwK38 and one MG34. [300mp 30fuel 5pop]
    Vet-Ability: "Maximum Speed" [25mun]
  • Opel Blitz medic-truck (http://voldemarus.narod.ru/titles/gpm/opel-2.jpg) - Opel Blitz 3to truck which can heal infantry when set up. [200mp 20fuel 3pop]


Heavy Camp (Requires upgrade)
 Panzer-Support:
  • PzKpfW III (http://en.wikipedia.org/wiki/Panzer_III) - Early medium tank armed with 5cm KwK38 L/42 and two MG34. Good against light tanks and infantry. [350mp 60fuel 8pop]
    Passive Ability: "Panzergruppe" (A single Pz III moves very slow in enemy territory. It requires up to two other Pz in close proximity to re-gain normal movement-speed.)
    Vet-Upgrade: "Seitenschürzen und Abstandspanzerung (http://en.wikipedia.org/wiki/Spaced_armour)" (increased health)
    Upgrade: "7.5cm KwK37 L/24 (http://en.wikipedia.org/wiki/7.5_cm_KwK_37)" (better against infantry) [50mun]
  • Marder II (http://en.wikipedia.org/wiki/Marder_II) - Built on Pz II-chassis and fitted with a captured 7.62cm cannon (http://en.wikipedia.org/wiki/7.62_cm_Pak_36(r)) this vehicle is able to deal with medium up to heavy tanks. [300mp 50fuel 8pop]
    Vet-Ability: "Thread Breaker" [35mun]
  • Tungsten (Upgrade) - Pz III can now engage the T-34! [200mp 20fuel 50mun]
    Adds ability: "Wolframkern-Munition (http://en.wikipedia.org/wiki/Tungsten)" (better penetration for ~15sec) [25mun]

 Artillery-Support:
  • StuG III (http://en.wikipedia.org/wiki/Sturmgeschütz_III) - Assault-gun armed with 7.5cm StuK37 L/24 and one MG34. [350mp 60fuel 8pop]
    Passive Ability: "Cover" (StuG III functions like normal green cover to nearby infantry.)
    Vet-Ability: "Ambush" (StuG cloaks and gains bonus for first shot)
    Upgrade: "MG-Gunner" (adds a MG34 on top) [50mun]
  • Wespe (http://en.wikipedia.org/wiki/Wespe) - Self-propelled artillery-gun based on Pz II. [500mp 50fuel 8pop]
  • StuG 40 (Upgrade) - New StuG III are armed with 7.5cm StuK40 L/48 thus turning it into a formidable tankdestroyer. Also adds "Seitenschürzen". [300mp 50fuel 100mun]




Doctrins

Armoured Fist

 Panzerdivision
  • - [1CP]
  • Kursk-Veterans - Every new produced tank starts with Vet II. [3CP]
  • Elefant (http://en.wikipedia.org/wiki/Elefant) - Call in a heavy tankdestroyer. With its 8.8cm PaK43/2 L/71, there's nothing to resist the Elefant's firepower. [4CP][900mp 14pop]
    Vet-Upgrade: "Hull-MG"

 Motorisierte Division
  • Fast Supply - For a short period of time, every activated ability has no cool-down. [2CP][100mun]
  • Panzergrenadier Group - Call in a SPW U304(f) (http://ww2drawings.jexiste.fr/Files/1-Vehicles/Axis/1-Germany/08-Halftracks/Beute/SPW-U304(f).htm) armoured halftrack armed with one MG34 and two Ostgrenadier-squads. [2CP][600mp 11/13pop]


Hold Ground

 6. Armee
  • Sturmpioniere - 5 soldiers armed with 3x MP40 and 2x Kar98k. [2CP][600mp 5pop]
    Vet-Ability: "Throw grenade" [35mun]
    Upgrade: "2x FmW35 (http://en.wikipedia.org/wiki/FmW_35)" [75mun]
  • sIG33B (http://en.wikipedia.org/wiki/Sturm-Infanteriegeschütz_33B) - Call in a heavy assault-gun bearing a 15cm sIG33 L/11. [3CP][600mp 8pop]
    Vet-Ability: "Stationary Firebase"
  • Stalingrad-Veterans - Every new recruited infantry unit starts with Vet 2. [2CP]

 Fortress Group
  • Fortress Troops - Infantry behind green cover receives an extra bonus for a certain amount of time. [1CP][100mun]
  • Pantherturret (http://en.wikipedia.org/wiki/Panther_tank#Fortification) - Enables Pioneers to build a static AT-emplacement. [3CP][500mp 40fuel 8pop]
  • Mortar Bunker - Enables Pioneers to build a concrete bunker with ability to fire a mortar-barrage. Can reinforce infantry.[2CP][500mp 50fuel 14pop]


Total Warfare

 Leichte Division
  • Gewaltmarsch - Increases movement speed of infantry but also decreasing health and suppression-resistance for a short period of time. [1CP][75mun]
  • Foreign Mountain Infantry - Call in a squad of 3 soldiers armed with 1x (MAB 38 (http://en.wikipedia.org/wiki/Beretta_Model_38))(Suomi KP/-31 (http://en.wikipedia.org/wiki/Suomi_KP/-31)) and 2x (Carcano M91/41 (http://en.wikipedia.org/wiki/Carcano))(Mosin-Nagant (http://en.wikipedia.org/wiki/Mosin–Nagant)).
    Good on long-range. [2CP][450mp 3pop]
    Vet-Ability: "Sniper Shot" [35mun]
  • - [2CP]

 Luftwaffe
  • Field-HQ - A Ju 52 (http://en.wikipedia.org/wiki/Junkers_Ju_52) lands in the selected area, providing medical-care and reinforcement for nearby troops. [2CP][300mp 100mun]
  • Troop-transport - Enables Field-HQ to train Ostgrenadiers and Mountain Infantry. [2CP]
  • Kanonenvogel (http://en.wikipedia.org/wiki/Junkers_Ju_87#Ju_87_G) - A Ju 87 G flies two times over the selected area, inflicting serious damage to armoured vehicles with its two 3.7cm gun-pods. [2CP][100mun]



Miscellaneous

  • Artillery Observer - The Recon Plane drops a marking for the Artillery-troops. Every available artillery (infantry-guns, howitzers etc.) opens fire on this position, not regarding range and cool-down. [2CP][150mun]
  • 10.5cm leFH18 18/40 (http://en.wikipedia.org/wiki/10.5_cm_leFH_18/40) - Enables Pioneers to build a field howitzer in a static emplacement. [2CP][500mp 50fuel 8pop]
Title: Re: The Wehrmacht in the East (Light concept)
Post by: mawr on October 20, 2010, 02:07:30 PM
    Quote

    The Ostheer


    Concept
    This Ostheer-concept is a light-version of my "old concept" (http://easternfront.org/forums/index.php?topic=1591.0). There were too many complicated things, so I created this one here to make it easy to understand and save the Developers from unnecessary work.
    I also created this Ostheer "lite" with the intention to focus it around the early Wehrmacht, thus meaning it features decent units for a fast Blitzkrieg, unlike the "old" Wehrmacht in CoH, which is rather a late-game faction.
    While the Ostheer has a decent early-game, it suffers significantly in late-game due to the absence of some real heavy tanks. The Ostheers way how to get rid of enemy armor relies mainly on first disable (via accurate hits etc.) and then destroy them (via StuKa or Pioneers).

    Starting Unit
    Since there is a problem with giving new factions a starting unit, I came to the solution, that the best way to work around that bug is to simply give the player a call-in-ability. This call-in contains a squad of pioneers to start building your base and one halftrack to keep them mobile. Remember the Blitzkrieg-thought I had in mind.
    You can call in as many of them as you want and can pay for. However, it's cheaper to produce them in your base-buildings.

    Starting Sector Protection
    The Starting Sector of the Ostheer is protected by two immobile 2cm FlaK C/38. They'll do the job and hold enemy infantry off your territory, however don't forget that the Ostheer is a faction which relies on fast advance and attack.

    Forward HQ
    The Wehrmacht hadn't many friends under the civilian population in the captured areas. However, there were still villages which sympathized with them. You can only deploy Forward HQs with the "Civilian Support"-ability from Army Group South.
    Units which can be produced in Forward HQs are Pioneers, Grenadiers, Foreign Volunteers

    Veterancy
    Veterancy is based on US-vet. This means the more your units fight and kill enemies, the more they rise in rank and strength. Alltogether, there're three possible stages of veterancy to achieve.

    War-Development
    Some units were outdated throughout the war. New units or upgrade can be researched in the HQ, which doesn't produce any units by its self but unlock them in other buildings.

    Mobile Artillery (Mobile Artillerie)
    (Based on this suggestion by myself. (http://easternfront.org/forums/index.php?topic=1591.0))
    The guns of the Ostheer are carried by halftracks (SdKfz 10). This means once the gun is produced, you have a halftrack, which has the special ability to build up the gun. After a certain build-up time (around 20-30 secs), you have a static fire-base with the gun. The halftrack is part of the model of this "emplacement". It has a special ability to mobilize the gun again, the emplacement disappears and the halftrack is now movable.
    Guns which are carried by the SdKfz 10 are FlaK C/38, PaK40, leFH18.

    Captured Weapons (Beutewaffen)
    The Ostheer isn't able to use heavy weapons of the Red Army or recrew own equipment.
     Maybe later in the war, when the Oberkommando has figured out how to pick them up, German soldiers will be able to use the soviet crap to defeat the communists with their own weapons. (Meaning that as long as the Developers haven't fixed recrewing bug for new factions, the Ostheer can't do so.)

    Reward Units
    Eastern Front introduces new reward units for the Red Army and the Ostheer.
    • Gebirgsjäger (http://en.wikipedia.org/wiki/Gebirgsjäger) - Squad of 4 specially trained soldiers armed with Kar98k. [450mp 4pop]
      Upgrade: "2x Rifle grenade (http://en.wikipedia.org/wiki/Rifle_grenade)" (similiar to Brit's) [50mun]
      Ability: "Sniper Shot" [35mun]
    • Toldi II (http://en.wikipedia.org/wiki/Toldi_(tank)) - Light tank with 2cm gun used for recon since they couldn't compete with most enemy tanks. Replaces PzKpfW II. [250mp 30fuel 4pop]
    • Carro Armato P26/40 (http://en.wikipedia.org/wiki/Carro_Armato_P_40) - Italian updated version of the M13/40 (http://en.wikipedia.org/wiki/Fiat_M13/40) with 7.5cm gun. Replaces 41M Turán II. [600mp 80fuel 16pop]
    • Marder II (http://en.wikipedia.org/wiki/Marder_II) - Self-propelled 7.5cm AT-gun build on PzKpfW II. Replaces StuG III. [400mp 40fuel 8pop]



    Units & Buildings


    • Fast Troups (Schnelle Truppen) - Call in a SdKfz 10 and one Pioneersquad. [450mp 6pop]


    HQ & Research Camp
    • Squadleader (Zugführer) - Adds a Zugführer with 1x MP40 to following squads: Pios, Grens and Protectionsquad. + [1pop] Gives bonus. [200mp 20fuel]
    • Heavy Pioneers (Schwerer Pionierzug) - Pioneers receive advanced training. [300mp 30fuel]
      Adds ability to Pioneers: "Plant charge" (heavy dmg vs. buildings and tanks) [50mun]
      Pioneers can now construct: "Czech hedgehog (http://en.wikipedia.org/wiki/Czech_hedgehog)"
    • Improvisational devices (Improvisierte Mittel) - Finally a way to deal with armor! [200mp 20fuel]
      Adds ability to Grenadiers, Gebirgsjäger and Foreign Volunteers: "Geballte Ladung (http://en.wikipedia.org/wiki/Model_24_grenade#Design_and_operation)" (Places a bundle of grenades at a nearby tank. Destroies threats, gun or engine.) [35mun]
    • Tankcommander (Panzerkommandant) - All tanks get a commander who overlooks the area from the opened turret-hatch. Increases line-of-sight. [200mp 20fuel]
    • Veteran gunner (Veteranen Richtschütze) - The experienced gunners know how to take out the engines or turrets of enemy tanks. [200mp 50fuel]
      Adds ability to AT-guns and tanks: "Critical Hit" [35mun]
    • Camouflage net (Tarnnetz) - Deployed guns like PaKs are automaticly camouflaged once in fire-position. [200mp 50fuel]
    • 5cm cannon - Enables the production of PzKpfW III and research of 7.5cm cannon. [300mp 30fuel]
    • 7.5cm cannon - Enables the production of StuG III and research of 10.5cm cannon[500mp 50fuel]
    • 10.5cm cannon - Enables the production of leFH18. [700mp 70fuel]
       
    Infantry Camp
    • Pioneersquad (Pionierzug) - 4 soldiers with 4x Kar98k. [200mp 4pop]
      Upgrade: "FmW35 (http://en.wikipedia.org/wiki/Flammenwerfer_35)" [50mun]
      Can build: "Infantry Camp" [200mp 20fuel] "Support Camp" [250mp 25fuel] "Panzer Camp" [300mp 30fuel] "Sandbags", "Barbed Wire"
    • Grenadiersquad (Landserzug) - 4 soldiers with 4x Kar98k. [300mp 4pop]
      Upgrade: "MG34 (http://en.wikipedia.org/wiki/MG_34)" (2 max) [50mun]
      Ability: "Throw grenade" [25mun]
          
    Support Camp
    • Kübelwagen (http://en.wikipedia.org/wiki/Kübelwagen) - Unarmed recon-vehicle, can lock-down sectors and detect mines. [165mp 2pop]
      Upgrade: "Officer" (adds an Officer to the Kübel, gives advantages to troups in his sector like British Lieutenant) [100mun]
    • SdKfz 10 (http://en.wikipedia.org/wiki/SdKfz_10) - Halftrack for up to 10 soldiers or 2 squads. Can reinforce squads. [165mp 10fuel 2pop]
    • Panzerjäger (http://www.kephost.com/images3/qqjavav041qtai65dgui.jpg) - 4 soldiers armed with 2x Kar98k and 2x PzB39 (http://en.wikipedia.org/wiki/Panzerbüchse_39). [350mp 4pop]
      Ability: "Critical Hit" [35mun]
    • 2cm FlaK C/38 (http://en.wikipedia.org/wiki/2_cm_FlaK_30) - Anti-air-gun which is also effective against targets on the ground. [250mp 10fuel 4pop]
    • 7.5cm PaK40 (http://en.wikipedia.org/wiki/Pak40) - Heavy anti-tank-gun to deal with the thickest enemy armor. [350mp 10fuel 4pop]
    • 10.5cm leFH18 18/40 (http://en.wikipedia.org/wiki/10.5_cm_leFH_18/40) - Wide-range artillery attached on the PaK40-carriage. [500mp 50fuel 12pop]
       
    Panzer Camp
    • PzKpfW II Ausf C (http://en.wikipedia.org/wiki/Panzer_2) - Light tank armed with 2cm KwK30 L/55. Only effective against infantry and for recon. [250mp 30fuel 4pop]
    • PzKpfW III Ausf G (http://en.wikipedia.org/wiki/Panzer_III) - Medium tank armed with the 5cm KwK38 L/42. [300mp 50fuel 6pop]
      Upgrades: "5cm KwK39 L/60" (increased dmg) [50mun] or "FlPz III" (http://www.panzer-reich.co.uk/flammpanzer-3-ausf-m-panzer-3-f1.htm) (flamethrower version) [100mun] "Panzerschürzen" (increased armor) [50mun]
    • StuG III Ausf G (http://en.wikipedia.org/wiki/StuG_III) - Assault gun armed with 7.5cm StuK40 L/48. [400mp 50fuel 8pop]
      Upgrade: "Panzerschürzen" (increased armor) [50mun]


    Doctrins


    Army Group North (Heeresgruppe Nord)

    Fortressdivision (Festungsdivision):
    • [1cp] Static Warfare (Stellungskrieg) - All units behind green cover gain additional bonus like suppression-resistance.
    • [2cp] Protectionsquad (Sicherungszug) - Call in a MG-squad of 4 soldiers with 3x Kar98k and 1x HMG34. [450mp 4pop]
      Upgrade: "3x MP28 (http://en.wikipedia.org/wiki/MP_18#Evolution)" [50mun]
      Ability: "Throw grenade" [25mun]
    • [2cp] Entrenched positions (Befestigte Stellungen) - Pioneers are now able to build heavy defences:
      "MedStation" (Building which automaticly heals nearby infantry. Two medics rescue wounded to form new Grenadiersquads.) [200mp 20fuel]
      "Mortarbunker" (Concrete bunker with heavy siege mortar. Can reinforce infantry.) [500mp 50fuel 5pop]

    Airforcemission (Luftwaffeneinsatz):
    • [1cp] Reconnaisance plane (Luftaufklärer) - Fieseler Fi156 "Storch" (http://en.wikipedia.org/wiki/Fieseler_Fi_156) flies over the selected area detecting enemy units in this territory. [50mun]
    • [3cp] Artillery target (Artillerieziel) - Fieseler Fi156 "Storch" drops a flare to mark targets for artillery. Every available artillery-unit opens fire on that spot, even if it was out of range. Additionally, a couple of heavy 15cm-Batteries (http://en.wikipedia.org/wiki/15_cm_sFH_18) fires from off-map. [200mun]
    • [4cp] StuKa attack - Ju 87 "Sturzkampfbomber" (http://en.wikipedia.org/wiki/Ju_87) attack the targeted area/vehicle with a precision airstrike. Very effective against enemy tanks and structures! [100mun]
          

    Army Group Centre (Heeresgruppe Mitte)

    Panzerdivision (Panzerdivision):
    • [1cp] Experienced crews (Erfahrene Besatzungen) - All newly produced tanks have now already Vet I.
    • [2cp] Panzersturm - Tanks suppress nearby infantry for a short period of time.[150mun]
    • [4cp] Heavy tank-destroyer (Schwerer Panzerjäger) - Call in a heavy tankdestroyer JgdPz VI(P) "Elefant" (http://en.wikipedia.org/wiki/Elefant) armed with the 8.8cm StuK43/1 L/71. Only one Elefant at the same time! [800mp 180fuel 14pop]

    Motorized Division (Motorisierte Division):
    • [2cp] Medical aid (Medizinische Versorgung) - SdKfz 10 can now be upgraded to mobile MedStations.
      Adds upgrade to SdKfz 10: "MedStation" [50mun]
    • [3cp] Panzerpioneers (Panzerpioniere) - Call in a Bergepanzer III (http://www.panzer-modell.de/berichte/bergepanzer3/bpz3.htm). Similiar to the Bergetiger, but more vulnerable, because it's based on the medium PzKpfW III. Can only repair. [600mp 60fuel 10pop]
    • [2cp] Advanced Repairs (Verbesserte Reperaturen) - Bergepanzer III can now rebuild axis wrecks.
      Adds ability to Bergepanzer III: "Recover wreck"


    Army Group South (Heeresgruppe Süd)

    Army Support Groups (Heeres-Unterstützungskräfte):
    • [1cp] Log Causeway (Knüppeldamm) - All units in your own territory move with maximum speed in landscape or on streets for a certain amount of time. [150mun]
    • [2cp] Air supply (Luftversorgung) - Ju 52 (http://en.wikipedia.org/wiki/Ju_52) drops two containers with ammunition, fuel and LMG34s. [200mp]
    • [3cp] The Fuhrer will help you out (Der Führer haut euch raus) - All units in enemy territory will hold their positions with extra health etc. for a short period of time. [150mun]

    Foreign Divisions (Östliche Divisionen):
    • [2cp] Civilian Support (Unterstützung durch die Zivilbevölkerung) - It's now possible to establish Forward HQs in neutral buildings. [260mp]
    • [2cp] Foreign Volunteers (Ausländische Freiwillige) - Call in an elite squad of 4 soldiers armed with german weaponry. [450mp 4pop]
      Upgrade: "PPSh-41 (http://en.wikipedia.org/wiki/PPSH_41)" (squad is armed with SMGs) [50mun]
      Abilities: "Throw grenade" [25mun] "Charge!" (Breaks suppression + short-time sprint) [35mun]
    • [2cp] Tank-Battlegroup (Panzerkampfgruppe) - Call in two Hungarian 41M Turán II (http://en.wikipedia.org/wiki/40M_Turán_I). These medium tanks are armed with a 7.5cm gun. [700mp 16pop]

    [/list][/list]


    It is OK but problem is there is not much elite infantry like iron cross holders an not much heavy tanks like tiger ...









    Title: Re: The Wehrmacht in the East (Light concept)
    Post by: Aouch on October 20, 2010, 08:59:53 PM
    Actually, that was the old, "new" light concept.  ;D
    The updated version is now in the first post of the thread, the old one deleted to avoid confusion.

    However, no "hero" infantry like KCH, because it's stupid and in my opinion a bit childish to have such units. I included Sturmpioniere and Foreign Mountaineers (aka Alpini) as Elite units, because those units actually exists and stand out from normal infantry, but not in a way like the "Super-Nazi-Rangers" aka KCH.  ;)

    Tiger tank could maybe be part of this concept, however there would be a lack of another unit for the Artillery-branch of the "Heavy Camp", since Tiger needs to be placed in the tank-arsenal.