Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Ghost on August 03, 2009, 01:23:09 PM

Title: Ostheer Doctrines (kingtiger)
Post by: Ghost on August 03, 2009, 01:23:09 PM
"Field Marshal Vodka" mentioned the idea of using Army Groups (North, South and Center) instead of doctrines like Defense or so: "Just throwing in an idea, perhaps each Doctrine could be an army group (North, central and South). Each army group would have had its own equipment and methods for the job at hand, so I see no reason why they cannot be tied to the three doctrines in some way."

i think that's a good idea. maybe like in the Battle-of-the-Bulge-mod where you choose an army (=doctrine) and then you can build some basic units and special units depending on the battlegroup you chose.
for example:


Basic

buildings
F1 – HQ
F2 – Infanteriebaracke
F3 – Unterstuetzungsbaracke
F4 – Fahrzeuglager
F5 – Panzerlager
F6 – Heeresstab

infantry
*builder unit – Pioniere (2 men, MP40, upgrade: Minedetector)
*scout – Aufklaerer (3 men, 3xK98, upgrade: Feldstecher [increase LOS], can deploy a marksman when unlocked)
*light infantery – Leichte Infanterie (4 men, 4xK98, grenade ability, upgrades: Pzfaust [enables use of pzfaust], MP40)
*mg-support – MG-38-Trupp (3 men, 2xMP40, 1xlight MG 38 [like Grenadiers])
*officer – Offizier (doctrine dependend)

vehicles
*Opel Blitz (transport truck, unarmed, veryweak armor, 12 spots)
*Flak 30 (moblie flak, needs to be set-up to fire)
*PzKw I (very light tank, 2xMGs, not very effective, weak armor)

building F6 (Heeresstab):
upgrades:
*Mobilmachung (enables Unterstuetzungsbaracke)
*Blitzkrieg (enables Fahrzeuglager and Panzerlager)
*Frontoffiziere (enables Offizier)
*Militaerische Aufklaerung (gives Aufklaerer the "deploy marksman" ability and enables "Feldstecher" upgrade)


Heeresgruppe Nord (Army Group North)
-focuses on light and fast assault
-advantages: good and fast medium infantry and vehicles, perfect for offensives
-disadvantages: no heavy tanks, no good AT-infantry, no defenses
call-in units
*Fallschirmjaeger (4 men, armed with K98, grenade ability, panzerfaust ability, upgrade: FG42), dropped, via cmd-points
*Raupenschlepper Ost (halftruck via comd-points, serves as mobile barracks)
units
F1 – HQ:
*Pioniere
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Panzergrenadiere (4 men, 3xK98, 1xMP44, grenade ability, upgrades: Pzfaust, light MG38, Repair)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call smoke-barrage)
*Opel Blitz
 firing for some time])
F4 – Fahrzeuglager:
*Flak 30
*Sd.Kfz. 261 (unarmed, can lockdown sectors)
*PzKw I
*StuIG (150mm howitzer gun, like StuH 42)
*Panzerwerfer 42 (150mm rockets, barrage ability)
F5 – Panzerlager:
*Panzerjaeger I (47mm gun)
*PzKw 38(t) (37mm gun, fast, light tank)
*PzKw II (2x turret MG)
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*PzKw IV (75mm stubby AT gun, NOT very effective against infantry)

upgrades:
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:
*
F4 – Fahrzeuglager:
*StuIG Support (enables StuIG)
F5 – Panzerlager:
*upgrade PzKw II to version E (replaces one turret MG with a 20mm gun)
*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)
*upgrade PzKw IV to version F (better armor), enables version G upgrade
*upgrade PzKw IV to version G (long barrel gun, armored skirts), enables version H upgrade
*upgrade PzKw IV to version H (better armor)

notes:
-you can spend you command-points on:
*right side: flares (reveals territory) [1CP], fallschirmjaeger (drop) [3CP], mobile barracks (you can call a „Raupenschlepper Ost“ that can be deployed to serve as mobile barracks) [3CP]
*left side: Panzer IV Massproduction (reduces costs and building-time) [3CP], blitzkrieg assault (like blitzkrieg but only in enemy territory) [3CP], Stuka support [3CP]
-defenses:
*has no defenses and has to use their extra mobility to defend their territory
-securing sectors:
*the most mobile and aggressive doctrine, uses the "Sd.Kfz. 261" to secure territory



Heeresgruppe Mitte (Army Group Center)
-focuses on heavy equipment and defense
-advantages: heavy tanks and infantry, strong defenses
-disadvantages: no medium tanks and infantry, no AT-infantry, no fast moving AT
-Pioniere cannot repair vehicles
call-in units
*Elefant (heavy, slow tankhunter, very good cannon, effective against tanks, armored piercing ability, via cmd-points)
units
F1 – HQ:
*Pioniere
*Schwere Pioniere (can build heavy defenses when unlocked)
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Schwere Infanterie (heavy infantry, 4 men, armed simple g43 (stronger than k98 but less range), handgrenades, upgrades: panzerfaust (see light inf.), MP44)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call mortar-barrage)
*Opel Blitz
*Schwerer Mörsertrupp (4 men, 120mm mortar, barrrage ability, "focused firing" ability [more accurate but slower rate of fire and costs munitions])
*Schwerer MG42-Trupp (4 men, heavy MG42, Sperrfeuer ability [fast supression, but MG stops
 firing for some time])
F4 – Fahrzeuglager:
*Flak 30
*PzKw I
*Wespe (150mm howitzer, barrage ability, weak armor)
F5 – Panzerlager:
*Nashorn (88mm gun, weak armor, needs to be set-up to fire)
*PzKw IV „Panther“ (Panther, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below )
*PzKw VI „Tiger“ (Tiger, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below)

upgrades
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:
*
F4 – Fahrzeuglager:
*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
F5 – Panzerlager:
*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
*upgrade PzKw V to version A (faster, treads don't break so easily, greater LOS), enables version G upgrade
*upgrade PzKw V to version G (better armor)
*upgrade PzKw VI to version E (faster, treads don't break so easily, greater LOS, faster)

notes:
-they can build Panther and Tiger I (limit of 1 at a time) tanks, but the early versions are prone to getting engine damages or broken treads from shots to the rear armor, slowing them down or even immobilizing them. the fact that their pioniers can't repair vehicles makes those tanks quite vulnerable. the disadvantages can be removed by upgrading the tanks to better versions in the tank yard but the upgrades will take a lot of time and ressources.

-you can spend you command-points on:
*right side: Eingraben (allows tanks to dig-in) [2CP], Nashorn ambush (nashorn cloaked when in firing mode) [2CP], call Elefant [4CP]
*left side: defensive operations (lowers the build costs of defenses) [2CP], heavy defenses [3CP], artillery support [3CP]

-defenses:
*most infantry can build trenches, tank traps etc.
*their emplacement of choice is a concrete MG-bunker
-securing sectors:
*slowest, most defensive doctrine, locks down by building observation posts on the point



Heeresgruppe Sued (Army Group South)
-focuses on urban combat
-advantages: perfect for urban combat, specialized infantry, AT-infantry, Tiger II
-disadvantages: no heavy tanks
call-in units
*Panzerknacker (3 men, 2xMP40, 1xPanzerschreck, elite AT-infantry via cmd-points,  "Haftladung" ability like stickybomb but needs to be closer to be used and is more powerful)
*PzKw VIB „Tiger II“ (Henschel-version Tiger II)
*Sturmpz VI "Sturmtiger" (heavy, slow, fires a single shot, long reload time, mobile artillery, via cmd-points)
units
F1 – HQ:
*Pioniere
*Sturmpioniere (3 men, 3xMP40, constructs defenses, satchel charge ability)
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Scharfschuetze (scoped K98, camo, counter-snipe [via cmd points, sniper remains cloaked, only shots at snipers])
*Gebirgsjaeger (elite infantry, 4 men, armed with unscoped G43, upgrades: scoped G43 like with PE, light MG42 or PPSh, Geballte Ladung ability)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call incindiary-barrage, upgrade: MP40)
*Opel Blitz
 *Panzerabwehrtrupp (3 men, 2xK98, 1xPanzerbuechse, upgrades: AT-grenades, panzerfaust ability)
*Flammenwerfertrupp (3 men, 2xMP40, 1xFlamethrower, upgrades: incidiary grenades ability)
F4 – Fahrzeuglager:
*Flak 30
*PzKw I
*StuG III (weaker than Stug IV)
*Sd.Kfz. 251/9 "Stummel" (75mm short barrel gun, effective vs. infantry and buildings)
F5 – Panzerlager:
*Sturmpanzer IV „Brummbaer“ (150mm mortar, barrage ability)
*PzKw II „Flamingo“ (flametank effective vs. infantry and buildings, dual flamethrower, 1x turret MG )
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*Jgdpz IV/70 (75mm gun, tankhunter, slow but good vs. tanks)

upgrades:
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
*Scharfschuetzenausbildung (enables Scharfschuetze)
F3 – Unterstuetzungsbaracke:
*Panzerbekaempfung (enables Panzerabwehrtrupp)
F4 – Fahrzeuglager:
*upgrade StuG III to version F (better gun), enables version G upgrade
*upgrade StuG III to version G (armored skirts)
*upgrade Sd.Kfz. 251/9 to long barrel gun(longer gun, higher range)
*StuG-Unterstuetzung (enables StuG III)
F5 – Panzerlager:
*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)

-you can spend you command-points on:
*right side: panzerknacker (well-trained tankhunter infantry) [2CP], sniper war (gives snipers the "counter-snipe" ability and gebirgsjaeger infantry the sniper-shot ability) [1CP], call a Tiger II (hope we finally see the henschel-version that was used on the eastern front) [5CP]
*left side: fortify buildings (adds extra HP to occupied building) [2CP], urban warfare (enables roadblocks and booby traps) [1CP], call a Sturmtiger [5CP]

-defenses:
*only Sturmpioniere can build defenses, and they are limited to sandbags and barbed wire etc.
-securing sectors:
*can build a "Kommunications Emplacement" anywhere in the captured territory which secures the territory and serves a defensive function too



Special thanks to everyone who posted here, especially to luz777 and SpezialForce!!!



changes are in red (for removed) or green (for added)

Latest changes
Added upgradable tanks
example:
you can build a panther version D (1. version) that is prone to getting immobilized or motor damage when getting rear armor hits and drives slower than the wehrmacht version.

but in the tank yard you have the option of upgrading your panthers to version A (2. version) and later version G (final version). version A would mean the panther is no longer prone to that (see above) and is a bit faster. version G would add some armor and side skirts.

You have to research verison A to unlock the upgrade to version G and so on.

the first versions would be buildable sooner and be cheaper (the upgrades take a lot of time and ressources), but also weaker.
so you can choose to either rush into battle with damage-prone tanks or spend more ressources and time to get the better versions.


of couse their has to be a flak vehicle, maybe kugelblitz (but they were very rare) but i had another idea: how about a mobile light flak on wheels like "2cm flak 30" http://en.wikipedia.org/wiki/2_cm_FlaK_30 (http://en.wikipedia.org/wiki/2_cm_FlaK_30) that is moved like a nebelwerfer or pak and has to be set-up to fire. would be effective against air crafts, light vehicles and infantry.
Title: Re: Another Ostheer idea
Post by: Apex on August 03, 2009, 02:12:53 PM
This is actually the direction how I already planned the ostheer doctrines.
Title: Re: Another Ostheer idea
Post by: luz777 on August 04, 2009, 01:16:29 PM
I actually really like the sound of this, definately better than the idea for Ostheer doctrines that I had  ;D

I think that with balancing this would work really well and the BotB style of your doctrine choice not only giving you abilities but also changing your basic units somewhat is pretty cool.

With Army Group North I would perhaps say that being able to call in an Elefant and a Tiger II may be abit too powerful. And also it would be nice to see a Panzer III and somesort of Flakpanzer...Kugelblitz  ;)

Cheers
Title: Re: Another Ostheer idea
Post by: Ghost on August 04, 2009, 03:11:28 PM
thanks for your suggestions!
Title: Re: Another Ostheer idea
Post by: Field Marshal Vodka on August 05, 2009, 04:09:29 AM
Forgive me for blowing my own trumpet, as it were, but kingtiger, I was the one who suggested the three armies idea (in another Ostheer suggestion post a few weeks ago), and I would like to thank you as you have expanded the idea much further than I could have, in fact your take on the idea is awesome mate.  ;)
Title: Re: Another Ostheer idea
Post by: hofgeneric on August 05, 2009, 04:33:38 AM
he did say some one mentioned it....
Title: Re: Another Ostheer idea
Post by: Gew00n on August 05, 2009, 10:45:26 AM
What's up with the big ego's on this forum lately? It's so annoying.
Title: Re: Ostheer Doctrines
Post by: SpezialForce on August 06, 2009, 12:20:15 PM
What about the Brummbaer/Sturmpanzer IV as an Assualtgun-Arty unit instead of the StuH 42? It mates a 150mm gun and is similar to the Sturmtiger other than the gun and chassis. It was widely used in kursk. It makes a bigger blow than the 105mm StuH 42.
Title: Re: Ostheer Doctrines
Post by: luz777 on August 10, 2009, 02:48:48 PM
Just got a few more suggestions to add.

I think it would be interesting to have each "Battlegroup" to lock down territory in a different way.

For example..

Battlegroup North - being the slowest, most defensive, locks down by building observation posts on the point.

Battlegroup South - being the most mobile and aggressive uses a form of scout halftrack (maybe use the funkwagen model) that can be upgraded to secure territory.

Battlegroup Centre - being a combination of the two can build a "Kommunications Emplacement" anywhere in the captured territory which secures the territory and serves a defensive function too.

The same would go for the defenses that the Battlegroups can use..

North - most infantry can build trenches, tank traps etc. Their emplacement of choice is a concrete MG bunker.

South - has no defenses to speak of, and has to use their extra mobility to defend their territory, mainly through Flakpanzers or light vehicles.

Centre - only their Sturmpioneers can build defenses, and they are limited to sandbags and barbed wire etc. Their emplacement is the mobile Flak 30 kingtiger mentioned in his main post.

With infantry I would say...

North - gets slow moving infantry used to soften up the enemy before the big tanks roll in.

South - gets fast moving infantry designed to support and repair their vehicles in the field.

Centre - gets markedly stronger and specialised infantry due to the diminished effectiveness of tanks in urban combat situations, infantry provide the main punch with tanks used to back them up. 

I would give North and South the Aufklarer instead of Snipers, which should be reserved for use by Battlegroup Centre. See my post for details on Aufklarer: http://easternfront.org/forums/index.php?topic=712.0 (http://easternfront.org/forums/index.php?topic=712.0)

I think it would also be better if the Ostheer didn't have access to the Tiger or Tiger II, whilst I know they were used widely I think it kind of takes away the uniqueness of the Whermacht faction. It would be cooler if the Ostheer had their own heavy tanks that no-one else has.

Just my thoughts anyway  :)
Hope it all sounds ok.

Cheers
Title: Re: Ostheer Doctrines
Post by: UeArtemis on August 16, 2009, 08:22:26 PM
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 18, 2009, 06:08:35 PM
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
maybe they could be in those army group doctrines, finnish ski troops or snipers in north , and hungarians(dont know much about so cant suggest what kind a units they could supply for germans) in south .  ;)
Title: Re: Ostheer Doctrines
Post by: aviso on August 18, 2009, 06:19:12 PM
aaaaH! I want to play now with the ostheer
Title: Re: Ostheer Doctrines
Post by: Ghost on August 19, 2009, 07:40:56 PM
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
maybe they could be in those army group doctrines, finnish ski troops or snipers in north , and hungarians(dont know much about so cant suggest what kind a units they could supply for germans) in south .  ;)

sounds good, does someone have any ideas?
Title: Re: Ostheer Doctrines
Post by: aviso on August 19, 2009, 08:40:54 PM
me! I've a list of units, buildings and upgrades for the finnish, rumnians and hungarians!

but the creators of EF don't like this idea   ¬¬

PD: for the finnish also i've the doctrinees
Title: Re: Ostheer Doctrines
Post by: Ghost on August 20, 2009, 11:12:48 AM
i don't mean a complete doctrine or army. just single units to call in. something special for every battlegroup, like mentioned before

*finish for the north
*romanians for the center
*hungarians for the south

just make some suggestions, i'll look whether they fit in. thx
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 11:20:12 AM
I know! the osther could call the finnish elite units (the Jalkavaki)or the hungarian elite units (the puskas). for the rumanians, they could call calvary ? I don't know any rumanian elite unit

it's an example
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 20, 2009, 11:34:56 AM
yeah call in finnish ski troops would be awesome -4 guys armed wih suomi m31 machine guns (could use te ppsh 41 model) , and ability to move fast even when camouflage is activated.but giving a whole doctrine to one nation..i dont like that idea. almost forgot got one other idea what is about making something like combat medics ill equiped guys  only with pistols and ability to throw grenades but they could heal guys near them like medic station for brits and americans  ;).
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 11:48:30 AM
or armed with a mosin nagant sniper! like the britisch infantry section but u dont have to pay to shot, as if it were a Yankee or German sniper with other soldiers armed with suomi m31 and normal mosin nagant.

if I can't explain either, i will explain of other form
Title: Re: Ostheer Doctrines
Post by: Ghost on August 20, 2009, 12:10:23 PM
ok, so we have a finsh unit:
"Jalkavaki" (assault infantry), 3 men, armed with smgs and grenades, have camo ability, on vet 2 they can run while cloaked, on vet 3 they can purchase "veteran sharpshooter" upgrade, replacing one soldier with a sniper (medium range).

some (more detailed ;)) ideas about a romanian and hungarian unit?

about calvary: well, i now that some actually fought in the WWII but i don't think they could fit into CoH  ;D

Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 12:24:53 PM
hungarian puskas: 5 men armed with mosin nagant x3, tokarev pistol x1 and MP40 or beretta MP38 x1.  Upgrades: MG34 or MG42. Habilities: AT Grenade, Hand Grenade and camoflauge.
finnish Jalkaväki: 5 men armed with mosin nagant x3 and PPSH41 x2. Upgrades: Lati Saloranta M26 x2(modified MP44). Habilities: camouglafe, panzerfaust and hand grenade.
romanian heavy mortar: 6 men armed with kar98 x2 and tokarev pistol x1, the other three soldiers are the operators of heavy mortar.  Upgrades: increased distance bombing. Habilities: bombarment, defensive barrage and smoke.
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 20, 2009, 12:29:00 PM
ok, so we have a finsh unit:
"Jalkavaki" (assault infantry), 3 men, armed with smgs and grenades, have camo ability, on vet 2 they can run while cloaked, on vet 3 they can purchase "veteran sharpshooter" upgrade, replacing one soldier with a sniper (medium range).

some (more detailed ;)) ideas about a romanian and hungarian unit?

about calvary: well, i now that some actually fought in the WWII but i don't think they could fit into CoH  ;D
about those "Jalkavaki" guys if they will be put in the game they shoud have moltow cocktails too and on vet 3 maybe they could choose between snarpshooter and guy with Lahti-Saloranta M/26(http://en.wikipedia.org/wiki/Lahti-Saloranta_M/26 (http://en.wikipedia.org/wiki/Lahti-Saloranta_M/26)) just tninked of taht they could yell "perkele!" when attacking.  about calvary,i think it would be too hard for me to kill horses ,i hate violance aginst animals. :D
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 12:32:02 PM
and the romanian hevay mortar team?
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 20, 2009, 12:36:24 PM
I really like the Idea of the Doctrines being the different Army Groups... 3 Armies - 3 Doctrines... how perfect is that? Almost like Hitler is helping us.

@ Aviso - Thats much more like it, I wouldn't mind seeing something like those in game.
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 12:46:46 PM
the doctrines of the Ostheer:   
-Nord Ostheer, with the finnish allied forces (Jalkaväki and Stug III help u to anihilate the URSS)
-Center Ostheer, with the hungarian allied forces (Puskás and Toldi Light tank help u......)
and -South Ostheer, with the rumanian allied forces (hevay mortar team and R-2 help u .......)

its an example
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 20, 2009, 01:00:19 PM
one thing i dont like in kingtiger nord osth.  doctrine is that they wouldnt have defences cuz in the war army group nord fighted very well in defense take for example courland pocket.
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 01:04:19 PM
I dont understand what u mean? ::)
u say that finns have to be more defensives? or what?  I dont understand
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 20, 2009, 01:16:03 PM
I dont understand what u mean? ::)
u say that finns have to be more defensives? or what?  I dont understand
im actualy not talking about finns but about the whole Heeresgruppe Nord doctrine "-disadvantages: no heavy tanks, no AT-infantry, no defenses"  ;)
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 01:24:11 PM
the finns, for example, can build trenches, MG bunkers and also can be upgraded with Lathi AT rifles... heavy tanks with the Stug III, captured T-34 and captured KV-1
Title: Re: Ostheer Doctrines
Post by: Ghost on August 20, 2009, 02:18:13 PM
everyone could defend, but the idea about it is to create three army groups all focused and specialized on a unique concept:

north focused on assault and fast units, so no defences, perfect for an aggressive playing style

center focused  on defences and heavy units, for players who like to dig-in and later on attack the enemy with heavy tanks and infantry, defences will need population so you can choose from many heavy units but can't build all of them

south focused on urban combat with light defenses, perfectly suited to urban maps and players who like to use specialized infantry

so i think you can choose an army for every situation, map or playing style AND it is the combination of the army groups that makes the difference  ;D

ps: about the romanian heavy mortar team, they already have a heavy mortar team...and i guess there are many people who want to see captured T34 tanks on the Ostheer
Title: Re: Ostheer Doctrines
Post by: aviso on August 20, 2009, 03:54:33 PM
the finns where very defensives (the mannerheim line) and they also can call stugs III and captured T-34 or KV-1 to help the defensives line.
Title: Re: Ostheer Doctrines
Post by: MrScruff on August 20, 2009, 05:27:09 PM
we'd rather focus on the main german faction, since germany was the main force on the eastern front...

and NO other country...  :P

Title: Re: Ostheer Doctrines
Post by: Gew00n on August 20, 2009, 06:58:58 PM
guess some ppl don't know the meaning of the word "no"  :D
Title: Re: Ostheer Doctrines
Post by: luz777 on August 20, 2009, 11:06:41 PM
Aye, it has been mentioned many times now.

There are some good ideas in there though, the idea of having elements of other nations within a German force sound pretty decent in my opinion.

Cheers
Title: Re: Ostheer Doctrines
Post by: Ghost on August 22, 2009, 06:28:29 PM
i just found a beautiful model for the tiger II henschel version made by b130Th Panzer here:
http://forums.relicnews.com/showthread.php?t=229028 (http://forums.relicnews.com/showthread.php?t=229028)
Title: Re: Ostheer Doctrines
Post by: luz777 on August 22, 2009, 06:33:59 PM
Aye his models are really good, I think somebody may be in the process of uvw mapping or animating them at the moment, or will be soon. So if were lucky we might see them ingame a couple of months down the line or so  :)

Good to see people getting the hang of getting new models in game now, check out this if you've not seen it too

http://forums.relicnews.com/showthread.php?t=232125 (http://forums.relicnews.com/showthread.php?t=232125)

Cheers
Title: Re: Ostheer Doctrines
Post by: MrScruff on August 22, 2009, 06:46:16 PM
got sturmtiger from him:

the models are not good : all of them got shader problems, because the modells are not closed...

(http://www.easternfront.org/uploads/MrScruff/sturmtiger.jpg)

(black and white triangles)
Title: Re: Ostheer Doctrines
Post by: luz777 on August 22, 2009, 06:49:03 PM
Hehe well they looked nice from an untextured, not trying to be put in game point of view.

But I guess thats not much use...

Shows how much I know  ;)

Good luck sorting it out, if you can that is.

Cheers
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 23, 2009, 10:38:53 AM
got sturmtiger from him:

the models are not good : all of them got shader problems, because the modells are not closed...

(http://www.easternfront.org/uploads/MrScruff/sturmtiger.jpg)

(black and white triangles)
tank tracks looks nice  :)
Title: Re: Ostheer Doctrines
Post by: Gew00n on August 23, 2009, 10:40:52 AM
standard tracks made by relic always look pretty good,  ;D
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 23, 2009, 11:10:36 AM
He's made the elementary mistake of making the models more detailed than they need to be. More details = More space taken up on the UVW map = Less space for textures.
I love that Jagdpanzer IV though, and the fact they have it working ingame with anims, wreck and all.... very nice work on that.
Title: Re: Ostheer Doctrines
Post by: reddragon25 on August 23, 2009, 01:26:55 PM
i also think one doctrine should have spetz naz units infiltrated from building etc like flashminjagers
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 23, 2009, 03:18:37 PM
We've already got the Doctrines for the Soviets finished.

Also, there was no Spetsnaz during WW2... Spetsnaz was formed in the 70's. The WW2 equivalent of the Spetsnaz was an NKVD division called "Omsbon".
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 23, 2009, 04:04:15 PM
i think  partisans will have ability to infiltrate from buildings ain't im right ?!
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 23, 2009, 05:08:46 PM
No. Not at the moment anyway. Its a good idea, but the Urban Warfare doctrine at the moment is pretty strong already with the KV-2, Sniper Ace, Partisan booby traps and Dual flamer Ingenery.
Title: Re: Ostheer Doctrines
Post by: bastex on August 24, 2009, 12:31:53 AM
i got a lil idea for a tank in the game its damm slow but powerfull as hell there was only 1 working version ever used its the panzer VIII Maus:
http://en.wikipedia.org/wiki/Panzer_VIII_Maus (http://en.wikipedia.org/wiki/Panzer_VIII_Maus)
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 24, 2009, 12:51:04 AM
We're not adding a Maus. In reality it was a useless prototype that broke down and had to be destroyed by its crew.
In a simulation where fuel consumption and mechanical problems don't exist, the tank would simply be a huge annoying slow bastard that takes far too much effort to destroy.
Title: Re: Ostheer Doctrines
Post by: Ghost on August 24, 2009, 11:06:21 AM
would be some kind of super weapon ;D. AND as mentioned there were (i think) 2 prototypes, NEVER used in combat. wouldn't make any sense adding it - this is an eastern front mod not some kind of secret weapons mod.
Title: Re: Ostheer Doctrines
Post by: bastex on August 24, 2009, 12:06:10 PM
it was used against the russian once and once the germans knew they had lost the mause they blew it up so the russian coud not replicate it for own use. k it would take a year to kill it and it goes like 18 km/h its damm slow but a high defensive vehikel and a u know i cant cross bridges so in bridge map it would be realy as heavy deff make it like the tiger ace (now kingtiger) in terror was 1 use only( only a sugestion bcouse i love the mouse <3) ( and btw a is 3 wouyld still have big issues agains the SUPER MAUS)
Title: Re: Ostheer Doctrines
Post by: Ghost on August 24, 2009, 04:40:48 PM
We're not adding a Maus.

sounds clear to me...
Title: Re: Ostheer Doctrines
Post by: kitekatus on August 25, 2009, 08:11:30 PM
i think MAUS would be just a waste of resources even if it will be placed in the
mod it will be very expensive and for the same ammount of reources and time which would take to build MAUS u can build few tigers or defensive line with flak's ,MG nests ,bunkers and more and more and i think these things would be much more usefull in battlefield than one f***ing huge piece of metal.
Title: Re: Ostheer Doctrines
Post by: BurroDiablo on August 25, 2009, 09:34:13 PM
Both Maus prototypes tried to flee advancing Soviet forces to avoid being captured. The Soviets overran the one with the dummy turret first, but the one with the working turret escaped, before breaking down and being scuttled by its crew. Some Soviet sources obviously would have liked people to believe they destroyed it themselves, but we know this is highly unlikely given the size of the thing.

Chasing one down in a campaign mission would be fun though... it would make an awesome boss, similar to US mission where you destroy the Tiger Ace ;D
Title: Re: Ostheer Doctrines
Post by: guynumber7 on August 26, 2009, 02:41:20 AM
Very good idea, featured all the good units not already in CoH, the nashorn, the jadgtiger, the elefant and the strumtiger and brumbaear.
Title: Re: Ostheer Doctrines (kingtiger)
Post by: Ghost on September 01, 2009, 11:48:00 PM
changes:
-units and doctrines reworked

Post Merge: September 02, 2009, 05:19:08 PM
changes:
*removed StuG IV
*added Sd.Kfz. 251/9 "Stummel"