Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Ryousan on September 22, 2009, 12:43:03 AM

Title: The Ostheer
Post by: Ryousan on September 22, 2009, 12:43:03 AM
Quote
Well in my humble opnion, I think we should show the Ostheer as an army more focused in movility (due that historically, the German forces needed to perfrom a swift advance before winter)

So here is my proposal:

Special Features

*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 80 seconds until you can deploy a new unit on the same command truck. But ostheer units enjoy a faster deployment speed due the meticulous preparation for Unternehmen Barbarossa

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...

*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay.

-Recruit level: No additional cost

-Veteran: 20% of additional cost +10 seconds of extra-cooldown

-Crack: 30% of additional cost + 30 seconds of extra-cooldown

-Elite: 40% of additional cost +50 extra-cooldown

HINT: Spahtrupp, Opel Blitz, Belagerung Engineers, Sturmpiooners and the Major cannot  be deployed with additional veterancy.


Techtree

-Command Trucks Upgrades (Every command truck can be upgraded. Only one upgrade per command truck)

*Secured Resourcing: Now this command truck produce additional resources when securing a sector.

*Secured Supplies: This command truck reduce its cooldown  by 20 seconds.


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks. The  HQ doenst have to wait to eploy a new unit after every deplyment...


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal neraby infantery and to clear nearby casualties. When it has recovered four soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

- Can be upgraded to a Supply Truck which enables  your nearby units to upgrade and to reduce the ammount of ammo you need to employ their special abilities. It also produces Goliaths.


 

-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower.

You can freely mix the command trucks combinations who better fits your combat style, so you can crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.


*Sturmgrenadiers: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP40 Sub-machinegun for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle grenade


-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor [/i]

UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*Kugelblitz: Self-propelled Anti-aircraft gun. Equipped with a couple of 30 mm Zwillingsflak, the Kugelblitz is able to deal perfectly against aircraft, infantery and light vehicles


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Nashorn: Heavy Tank Destroyer. Equipped with the fearsome 88 mm Pak 43/1 is able to takle down even the toughest of russian armor. It has a low firing rate and is rather slow when moving, but it can wipe out those russian tanks in long range

*Hauptmann: Officer. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV

 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine

*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune to supression

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike 



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Veteran Level

*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

Now here come the Doctrines

Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  2 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


*Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population): Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle


Phsycological Warfare:

*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



FORTRESS OPERATIONS

Allows your Landerzug or Sturmtroopers to build up field defenses.


Fortress Tactics

 
*Festung Baumeister 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:

-Trenches ( you can deploy your Mg and Anti-Tank Rifle teams into those)

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.


*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.

*sFH 18 4Points: Enables your Festung Baumeister to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield

Siege Tactics


*Assault Specialist 1 Points: Your Festung Baumeister , Sturmpioneers and Belagerung Pioneers can now be upgraded with Flamethrowers and can throw Satchel Charges. 


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Panzergranaten 2 Points: Enables all your tanks to use the fearsome Panzergranaten 40 to deal with enemy heavy armor.

*German Ingeenering 2Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks is reduced by 30 seconds

*Sturmgeschutz Battlegroup 4points: Deploy a Veteran level Stug III along with Veteran Level Sturmgrenadier Squad"

-The Stug III is equipped with Side Skirts and its  7.5 cm StuK 40 L/48 makes it effective as an infantery support vehicle and as a Tank-Destroyer.
 

Panzer Superiority.


*Ostfront Pioneers 1Point: Enables your Belagerung Engenieers and your Sturmpioneers to obtain ammo from destroyed vehicles
 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles

*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.
 
Title: Re: The Ostheer
Post by: nbeerbower on September 22, 2009, 12:45:46 AM
Yeah, I always imagined them like the British of the Axis. :P
Title: Re: The Ostheer
Post by: Apex on September 22, 2009, 12:47:58 AM
I like that terror ability.
Title: Re: The Ostheer
Post by: Gerrit 'Lord Rommel' G. on September 22, 2009, 12:57:26 AM
I see just ONE infantry unit to recruit and the rest are armored vehicles...so i cant find the queen of all weapons  ;)

And the doctrins looks like anything new. No new ability. Just old abilities with new names and new position in a commandtree.

I would like to see a NEW Ostheer  :'(
Title: Re: The Ostheer
Post by: Ryousan on September 22, 2009, 01:01:19 AM
The thing is that I imagined the Ostheer as a misture between the panzer elite and the british army, making it the assault force by excellence with more focus on movility and fast deplpyment.    As for the infantery, come on  :(, the panzer Elite is in the same situation
Title: Re: The Ostheer
Post by: Gerrit 'Lord Rommel' G. on September 22, 2009, 01:11:39 AM
The Panzer Elite has diffrent infantrytyps or are they included in your "Sturmgrenadiers"?

I mean infantry with anti-tank weapons, with smgs oder mpis and so on!

To the concept: I think the EF-modding-team had enought knowledge to made some new abilities and not just to copy e.g. the us-airborn-doctrin  ;)
Be creativ! That is the great thing of this mod! This guys made new weapons and animation, they made a new army. Why should the just build up an Ostheer out of CoH british and panzer elite army?
Title: Re: The Ostheer
Post by: Ryousan on September 22, 2009, 01:14:39 AM
Sorry, I just was trying to contribute with something...

Post Merge: September 22, 2009, 06:58:09 AM
Ok, Round 2


HQ Truck: Produces Sturmgrenadiers (main infantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each

*Sturmgrenadiers: This versatile and chap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improved anti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach). They can throw the Stielhandgranate 21(Also after Research).

Armory Truck: Produces several types of halftracks (mortar halftrack, normal halftrack, ammunition halftrack, includying the "Stuka zu Fuss" and the Flammenpanzer) and the Panzer III Light Tank. (After Upgrading)

Tank Factory Truck: It produces the Panzer IV Medium Tank, and several upgades for it. As AP Rounds, Armor Skirts and MG42 Gunner.


And for the doctrines:

Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability of Spring

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-They can be equipped with MP40s and have the "Fire PanzerFaust" special ability


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*The Tiger 6 Points (1200 Man Power, 15 Population): Calls in a single Tiger Ace. Once per battle.

Phsycological Warfare:

*Storm the Front!! 2Points: Die Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
   
*Rain of Fire 4 Points (350 Ammo): A rain of 350mm Wurfrahmen Rockets fall across a large area


Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot" Ability

Urban Assault

*Street Fighting 2Points: Sturmgrenadiers gain camuflage when in cover.


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Additional Flamethrowers 5 Points: Allows your Sturmgrenadiers to be equipped with an Aditional Flammenwerber 40


Fortress Tactics

*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.

*Artillery Spotters 3 Points: Allows the Major to call in mortar artillery Support

*sIG 33 5 Points: The Sturmgrenadiers can now build up the schweres Infanterie Geschütz 33 for devastating artillery support.

 

Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the "Advanced Repairs Ability".


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.

*German Ingeenering 4Points: You can now deploy your vehicules much faster.

*Improved Command Trucks 5 Points= Your command trucks are more Faster, tougher and generate more resources.


Panzer Superiority.

*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time
 
*Das Nashorn 4Points(800 Manpower, 8 Population): Desploys a SdKfz 164 Nashorn Tank Destroyer.

*Jagdtiger 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Jagdtiger Sd. Kfz. 186 to the battlefield. Only once per battle





 











Title: Re: The Ostheer
Post by: UeArtemis on September 22, 2009, 06:53:43 PM
I have not read your text yet, but ...
Name "Tank Factory Truck" isn't very good. Tanks are not made on battlefields.
I propose such names:
For the Armory Truck:
Support Command LKW (Führungsunterstützung? FeldUnterstützen?)
For the Tank Factory Truck
PanzerKommando LKW
I hope I correctly written.
Title: Re: The Ostheer
Post by: Gerrit 'Lord Rommel' G. on September 22, 2009, 07:00:44 PM
No 100% correct but i think you cant know our special    phonemes  ;)

Feldunterstützungs LKW
and Panzerkommando LKW.

This new concept is much better but i dont understand why i can call in a Nashorn and a Jagdtiger at the Panzerbattledoctrin. Had the Jagdtiger special abilities?
And why the Jagdtiger? Their were just a small number ( 5 or 6 ) Jagdtigers which fight during the battle of Wien in 1945. Replace it with the Elefant for example ;)
Title: Re: The Ostheer
Post by: UeArtemis on September 22, 2009, 07:08:37 PM
Thank you. I have long tried to translate "Field Support" and "Support Command".
So:
Feldunterstützungs LKW is difficult to read and pronounce and remember if you aren't German.
Panzerkommando LKW is easy to remember and pronounce.
And
Hauptsitz/HQ LKW :)
Title: Re: The Ostheer
Post by: Ryousan on September 22, 2009, 11:30:08 PM
I think you got a point a the Jagdtiger...

And well indeed, its the Nashorn the one who has special habilities. Since my version of the Ostheer lacks any heavy tank of its own, I figured that would be to provide one doctrine that gives them some proteccion against enemy heavy armor: such as the firefly, upgraded shermans and sorts...

besides all the soviet tanks...

The Nashorn has "Focused Firing" ability. That allows it to produce critical damage in enemy armor. In this doctrine you could have up to 2 Nashorn in the battlefield.

Sorry, for the bad english. So what do you think?



Title: Re: The Ostheer
Post by: FriendlyFire on September 23, 2009, 12:06:23 AM
The Nashorn to me is a Marder III on steroids, just look at it
(http://upload.wikimedia.org/wikipedia/commons/c/c2/Bundesarchiv_Bild_101I-279-0950-09%2C_Russland%2C_Jagdpanzer_Nashorn-Hornisse.jpg)

And the Marder III is already a deadly tank destroyer, Perhaps it will have a bit more health, but why make this why the Elefant is already in action?
Title: Re: The Ostheer
Post by: Der Deutsche on September 24, 2009, 09:17:16 AM
as far as i see the ostheer has  just 2 hevy tanks ( the tiger and the jagdtiger) wich can only called once- i don´t think that this is a good idea against the russian buildable is-2.
Title: Re: The Ostheer
Post by: Ryousan on September 25, 2009, 12:31:55 AM
So Round 3. I came with some new ideas I hope you like it
And special thanks to Lord Rommel Artemis who translate the names of the trucks for me  :D



Hauptsitz/HQ LKW:
Produces Sturmgrenadiers (maininfantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each


*Sturmgrenadiers: This versatile and cheap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improvedanti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach)). They can throw the Stielhandgranate 21(Also after Research).

*Major: It has the "Increase Production" Special ability that allow yours buildings to increase the Deployment speed. He is escorted by four bodyguards equipped with the Gewehr 43. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

Upgrades:

-Handgranates: Allows your Sturmgrenadiers to throw handgranades


-Heavy Weapons Support (Requires Feldunterstützungs LKW)
: Allows your Sturmgrenadiers to adquire the MG34 LMG, Panzerschrecks and Flamethrowers


-Additional Waepons (Requires Panzerkommando LKW): You can equpped your Sturmgrenadiers with an additional heavy waepon.
 



Feldunterstützungs LKW : Produces several types of halftracks (mortar halftrack, normal halftrack,)


Produces:


*SdKfz 251 Half-track: Transports infantery and can reinforced them to full strenght. It has two MG42 one at the front and one at the rear.

*Mortar Halftrack: This Halftrack carries a Granatenwerber 40 and has the "Smoke Round" special ability.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)


*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 





Panzerkommando LKW:

Produces:

*Panzer III

*Panzer IV: When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability. When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability. When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will came with the "Veteran Status"
 
*Panther


Upgrades:

*AP Rounds: Increase the effectiveness of all your AT guns.

*Armor Skirts: Panzer III and Pazner Iv will now be equipped with armor skirts for
improved protection



And for the doctrines:


Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability of Spring

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-They can be equipped with MP40s and have the "Fire PanzerFaust" special ability


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*The Tiger 6 Points (1200 Man Power, 15 Population): Calls in a single Tiger Ace per battle.

Phsycological Warfare:

*Storm the Front!! 2Points: Die Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
   
*Rain of Fire 4 Points (350 Ammo): A rain of 350mm Wurfrahmen Rockets fall across a large area


Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot" Ability

Urban Assault


*Street Fighting 2Points: Sturmgrenadiers gain camuflage when in cover.


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Additional Flamethrowers 5 Points: Allows your Sturmgrenadiers to be equipped with an Aditional Flammenwerber 40


Fortress Tactics


*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.


*Artillery Spotters 3 Points: Allows the Major to call in mortar artillery Support


*sIG 33 5 Points: The Sturmgrenadiers can now build up the schweres Infanterie Geschütz 33 for devastating artillery support.

 


Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the "Advanced Repairs Ability".


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: You can now deploy your vehicules much faster.


*Improved Command Trucks 5 Points= Your command trucks are more Faster, tougher and generate more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Das Nashorn 4Points(800 Manpower, 8 Population): Desploys a SdKfz 164 Nashorn Tank Destroyer.


*The Elephant 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle
Title: Re: The Ostheer
Post by: Jozz on October 19, 2009, 03:23:14 PM

Panzerkommando LKW:

Produces:

*Panzer III

*Panzer IV: When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability. When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability. When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will came with the "Veteran Status"
 

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)
Title: Re: The Ostheer
Post by: HazeNinja on October 20, 2009, 01:20:10 AM
Not a huge fan of the British faction. How about we mediate?
The hq truck should be what the player starts out with, and has one squad of the basic infantry type.

Then, the truck produces engineers and the engineers make actual buildings in the territory that the hq truck is set up in. And you must upgrade thru the different phases from the hq truck to unlock other things in the buildings.
Title: Re: The Ostheer
Post by: SpezialForce on October 20, 2009, 08:41:53 AM

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)

Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.

Good point you made there. Oh yes why not replace the Tiger ace with a Jagd. because we already have a TigerI ace in Blitz Doctrine and King Tiger in Terror.
Title: Re: The Ostheer
Post by: Jozz on October 20, 2009, 09:31:03 AM

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)

Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.

So this mod should be all about spamming right?
Ostheer would then not be my faction to play as.
Spamming is a very cheap strategy to counter someones real skill and it should not be encouraged.

I was asking about what role does the Panzer III have if we would have the Panzer IV (the one with 75mm high velocity gun to take on armor) which mostly replaced the panzer III in that role very quickly? I was suggesting the Infantry support tank Panzer IV be a much better option because it would fill a different role.  :)

Now that I think of it it should be much more realistic and more useful to just replace the panzer III with the Panzer IV with the high velocity 75mm gun and have a Panzer IV with the low velocity gun available to fill another role.  :D

But maybe its hard for people to believe that panzer formations were not supplied with a mix of every tank possible. (If you really dont get it why thats because it would put too much trouble on logistics and Maintenance would be difficult.)

Yeah, those Panzer upgrades sound even better now :P

EDIT: The Panzer III was mostly useless in the Easternfront as it was designed to be the tank destroyer while the pzIV would be the Infantry support tank (you know, knock out obstacles and attack defences with infantry) but the pz III was useless against t-34's and this is the "Ostheer" I doubt they actually sent panzer III's to try fight t-34's...

btw I came up with some Panzer Upgrades.  ;D

Panzer IV Repair kit - maybe cost like 220mp and 30fuel, would allow Panzer IV's to repair on the field like a bren carrier but for free. ( no munitions cost )

Panther Repair kit - the same but for panthers afcourse.

Also, The AP rounds upgrade should allow panzer IV Infantry support tanks to kill light vehicles with ease.   :)
Title: Re: The Ostheer
Post by: ford_prefect on October 20, 2009, 02:24:23 PM
The thing is that I imagined the Ostheer as a misture between the panzer elite and the british army, making it the assault force by excellence with more focus on movility and fast deplpyment.    As for the infantery, come on  :(, the panzer Elite is in the same situation
yes but I am pretty sure that without ANY good infantry  then............ you can't rely do anything
Title: Re: The Ostheer
Post by: Ryousan on December 07, 2009, 01:54:47 AM
Hi again!! I now that I haven been out for a while but I have come back and I have made a few chages in "my Ostheer concept" So I ll show and then speak your minds

Special Features

*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with a one squad of Sturmgrenadiers

*Since the supply lines have strech too thin due the long distances, the Ostheer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base, but ostheer Unit upgrades are faster and cheaper.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established 
the sector becomes secured and Ostheer units can upgrade.

Hauptsitz/HQ LKW: Produces Sturmgrenadiers (main infantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each


*Sturmgrenadiers: This versatile and cheap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improved anti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach). They can throw the Stielhandgranate 21(Also after Research).

*Major: It has the "Increase Production" Special ability that allow yours buildings to increase the Deployment speed. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

Upgrades:

-Handgranates: Allows your Sturmgrenadiers to throw handgranades


-Heavy Weapons Support (Requires Feldunterstützungs LKW): Allows your Sturmgrenadiers to adquire the MG34 LMG, Panzerschrecks and Flamethrowers


-Advanced Logistics(Requires Panzerkommando LKW): You can equpped your Sturmgrenadiers with an additional heavy waepon.

 
-Panzer Spearhead(Requieres Advanced Logistics, Anti-Tank Operations and Armored Assault): Only once per battle. A single Tiger I Heavy Panzer is deployed into the battlefield.


Feldunterstützungs LKW : Produces several types of halftracks


Produces:

*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can be upgraded to:

1.Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun


3.Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



*Sdf.Kfz. 10: light Half-Track capable of transporting a single squad of infantery. It can also sacrifice it transport capability to be equipped with a 2 cm FlaK 30 anti-aircraft gun.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


Upgrades:

* Anti-Tank Operations: Enables the Feldunterstützungs LKW
to produce the 8.8 cm KwK 43 Anti-Tank Gun

-8.8 cm KwK 43:Using the same powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


Panzerkommando LKW:

Produces:

*Panzer IV: Panzer IV gain a special ability when chossing a doctrine

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



Upgrades:

*AP Rounds: Increase the effectiveness of all your AT guns.

*Armor Skirts: All Panzer Iv will now be equipped with armor skirts for improved protection

*Armored Assault Research: Enables the Panzerkommando LKW to deploy the Panzer V "Panther"  heavy tanks into the battlefield.



And for the doctrines: Each dotrine affects your Sturmgrenadiers, who will gain a  special ability according to the doctrine in question



Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability to perfrom a sprint for a short period of time


Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist of a Squad of 5 men equipped bolt action rifles and an officer equipped with a MP40 sub-machinegun. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*SS Battle Group (1200 Manpower): Deploys an addiotional SS Squad along a Panther Panzer



Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot(20 Ammo)" Ability

Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 

*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.

*Fortreses 5 Points: Your forward bases can now recruit Sturmgrenadiers and Sturmpioneers


Fortress Tactics


*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.


*Artillery Spotters 3 Points: Allows the Major and Snipers to call in mortar artillery Support


*leFH 18 3 Points: The Sturmpioneers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.
 


Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the ability of perfroming repairs


Logistics



*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: You can now deploy your vehicules much faster.


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate even more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower): Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle


Weel thats it, I hope that it has improved since the last two concepts I posted. Send your critics and reviews, thy are all helpful
Title: Re: The Ostheer
Post by: Loupblanc on December 08, 2009, 09:06:36 PM

 - Ostheer units are cheaper and faster due to their not
 having ressource OP xcept from truck. British don't suffer
 from money shortages. Nor are their units anything like cheap.
 There is also the point to consider that they would play with
 Wehr/PE who would make OPs
 
  When you say ressources stretched long distances,
 etc. Instead, make units few and powerful? That's a
 german trademark. Make them come via call-in after
 a long delay. Should be summonned rather than trained
 on the spot, of all things.

 - No Finnish/Yougoslavs. Another pure German Faction.
 Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
 of the mod Afrika Korps. Where different buildings
 build completely different things depending on what
 doctrine you've chosen :)

 Cheers! ;)
Title: Re: The Ostheer
Post by: Ryousan on December 08, 2009, 09:27:06 PM

 - Ostheer units are cheaper and faster due to their not
 having ressource OP xcept from truck. British don't suffer
 from money shortages. Nor are their units anything like cheap.
 There is also the point to consider that they would play with
 Wehr/PE who would make OPs
 
  When you say ressources stretched long distances,
 etc. Instead, make units few and powerful? That's a
 german trademark. Make them come via call-in after
 a long delay. Should be summonned rather than trained
 on the spot, of all things.

 - No Finnish/Yougoslavs. Another pure German Faction.
 Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
 of the mod Afrika Korps. Where different buildings
 build completely different things depending on what
 doctrine you've chosen :)

 Cheers! ;)


Well: First of all the idea was that upgrades(panzerschreck, m34, etc) was the the thing thats fast and cheaper, leike instead of costing 75 ammo per panzerschreck, it would 35 ammo. And they would adquire the upgrade faster than other units, because they cant upgrade while not being in a secured sector.

As for the resources, perhaps I didnt made my point clear, for example: when you deploy a command truck in fuel point that when captured gives +10 oil, yOu dont win any extra resources for having an OP in the sector. But when you have upgraded the truck you will +24 of fuel instead of +16 whick would be the normal OP bonus.

As for the "fast and cheap units" perhaps you the point on that, but this inst the definitve version so I will continue to improve

 Im not including any not-german unit in my concept, if you  are refering to the "Nordic Volunteers" power in SS doctrine I was making reference to the SS Wiking and Nordland divisions whch were composed mainly by germans with a few scandinavian volunteers

By the way, thanks for posting, Im trying to improve my Ostheer concept by reading the critics so you are being very helpful.



Title: Re: The Ostheer
Post by: Loupblanc on December 09, 2009, 03:17:54 AM

 Sure thing, always happy to help :)
 But remember this is a chess game. Simply making a faction
 which is 'My faction is more fun because the units are
 stronger, cheaper, and come out sooner, it'll automatically
 win and that's why I think it would be more fun... '... is
 bleh :)

 Got to find serious defects (*cons*) to go with your
 strenghts. It's called favor :)
Title: Re: The Ostheer
Post by: Ryousan on December 09, 2009, 05:20:57 AM
Special Features
*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.


*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base

*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


* Ostheer units are elite and very trained soldiers who are hard to replaceevery time after you deploy a new unit you will have to wait three minutes until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

* Osterheer units does not only reduce the income of manpower your recive, Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from your strategic points.A Swift Advance comes for a price...


Techtree


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad)and allos your to call in additional command trucks


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles. The can use their binoclars to spy the foe. They cloak when in cover




-Command Trucks

*IMPORTANT: *Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so you can  crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier



TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmtrooper: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP44 Sturmgewehr for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune tu supression.

*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use their weapons. This does not include Heavy Weapons Teams.


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equuiped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.


*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



They can also deploy defensive structures:


1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield


UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.


*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon whick made them more fit for armored combat sacrificing its anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine)

*Marder II: Tank-Destroyer. Its 7.5 cm Pak 40 makes it ideal for tank hunting. Although its opened rear makes it unfitable as a spearhead tank. It can fire Tungstene Shells for improved armor piercing and has the "Crippling Shot" special ability whick allows to destroy enemy tanks treads, to inmovilize them or even destroy their main guns.They can also Ambush obtaining offensive bonuses in the first shots

UPGRADES

-Tank Destroyer Support: Enables the command truck to deplyoy the Marder II Tank Destroyer


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"

*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzer IV and panthers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV


 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42


1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for infantery support missions. It also benefits from each doctrine[/u]

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power



And for the doctrines:


Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.


*SS Battle Group (1200 Manpower) 5 Points: Deploys an addiotional SS Squad along a with a Panther Panzer




Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren




Urban Warfare Support


All your Heavy Weapons Teams, Sturmtroopers and Landerzug gain a defensive bonus when in cover.


Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Fortreses 5 Points: Your forward bases can now recruit Infantery Units.




Fortress Tactics


*Defensive Operations 2 Points: Allows your landerzug or Sturmtroopers to build up field defenses and to place mines.


*Bobby Traps 3 Points: Allows your snipers and Spahtrupp squads to bobby trap building and strategic points.


*leFH 18 5 Points: The Sturmpioneers and Belagerung Engineers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.


 


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown drops from three minutes to one and a half in all your Panzerkommando and Feldunterstützungs command trucks


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate more resources.



Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle

 
Title: Re: The Ostheer
Post by: Loupblanc on December 09, 2009, 06:36:14 AM

 Spahtrupp are same as British recon squad :p
 Officer is same as soviet/wehr officer all in one.
 And right at the beginning of fight, too!!!

 - Elefant is 12 pop when Tiger is 14 pop? What?!!
 You need to put weaknesses in your army. Not just
 good sides ;) Would you play a normal chess thus:
 One side with 1 queen, and pawns, etc, or a side with
 12 queens?

 Someone once upon a time made an OSTHEER proposal I
 loved A LOT. It had finnish and yougoslav call-ins. North,
 center, south armies (doctrines). And it was patterned
 against the soviets. But upside down. To be a reverse
 logic mentality soviets. Now that was interesting.
 Along with the wooden bunkers, etc ;)

 The Opel trucks, etc :D
Title: Re: The Ostheer
Post by: Ryousan on December 11, 2009, 03:49:35 PM
Well perhaps you ar and I have recently updated my concept adding some sort of waeknesses. I dont know if they are enough
but I think its more balanced
Title: Re: The Ostheer
Post by: Loupblanc on December 11, 2009, 08:54:08 PM

 The only best way to do that, is to playtest it :)
Title: Re: The Ostheer
Post by: Ryousan on December 11, 2009, 09:15:50 PM
Well...despite the fact that almost surely any developer will even take a look at my proposal, improving it is the best I can do ;). Hoping that at last in the teory is a good concept   
Title: Re: The Ostheer
Post by: Loupblanc on December 14, 2009, 06:49:11 PM

 Yea, can't find fault in that. Hope springs eternal ;)
 Besides, it's not like we can do much else while we wait for
 the release. Sigh.

 But, yknow, they're not even working on Ostheer yet ;)
Title: Re: The Ostheer
Post by: Ryousan on December 14, 2009, 10:47:44 PM
yeah I know ::) Be the way thanks for postings, till the date you are the only one who has help to improve my proposal.
Title: Re: The Ostheer
Post by: huggy on December 24, 2009, 06:41:50 PM
Hey, nice seeing you put alot of effort into some suggestions

allthrough i think some off them are abit Smurf and less through thought, not that i say theyre not good and dont sound cool. I just think they wont work with the so called "Vanilla gameplay"

the HQ truck thing sounds abit too good to be true ... meaning that you will put an powerfull panzer army as the Axis are, into a high mobile steamroller killing machine ... Imagine a axis player that can req Panthers out off a mobile armoury, + resource bonus on the place its locked down...

i also don't like the argument about that the HQ trucks are a must - because the axis ostheer was a mobile army ... Tell me wasent the US and Soviet also mobile armys ? why dont they have trucks ? soviets steamrolled throw the eastern front when the germans was on retreat. In fact i think every army was mobile.

As you see the british gets mobile HQ's but whats the negative thing about that ?? they are slow !!! slow as hell ... theyre infantry units cap slow, they walk slow (except recon element upgrade) so infact to balance that IDEA you would have to make the ostheers inf and cap units slow ... that adds the historycal questions ? did the axis cap slow moveing into russia ? hell no MARSH MARSH !

The bunker building axis system just fits them perfect i think... but thats just my opinion.

i hope you wont be offended by my critics against the HQ truck things.
Title: Re: The Ostheer
Post by: Loupblanc on December 24, 2009, 07:12:06 PM

 Ryousan : No problem, happy to help when I can :)
 
 Huggy : Pro and con. Everyone wants their pet faction to
 be OP. I'd settle for flavored and balanced ;)
Title: Re: The Ostheer
Post by: huggy on December 24, 2009, 07:51:54 PM
i agree with you again mr Loupblanc, gief balance !
Title: Re: The Ostheer
Post by: Loupblanc on December 24, 2009, 11:47:10 PM

 Thank you :)

 I try hard ;)
Title: Re: The Ostheer
Post by: Sovereign on December 25, 2009, 01:40:19 AM
The way that they should be distinguished between their western comrades is that they need constant upkeep of supplies and or supply trucks..

It would work well in adding the desired effect of unique feel as in this army isn't just a clone of its other in the western front..
Title: Re: The Ostheer
Post by: Loupblanc on December 25, 2009, 03:22:33 AM

 - Meh. Doesn't work. More lag. Especially for huge maps,
 think about it. I already suggested something akin to PE's
 scout cars, though. Having a Zis6 truck come in and lock
 the map. Works like something between british HQ trucks
 and PE scout cars, minus MG, but who can be used to
 replenish a squad ;)
Title: Re: The Ostheer
Post by: huggy on December 25, 2009, 07:51:28 PM
1. yeah its sound very unique ! but its seems to be abit off an "alice in wonderland" idea ... its too demanding and you will end up with an SLOW axis army (atleast) as i wrote.

2. I dont get the argument about it being another clone off an axis army if they decided to add bunkers and stationary hq ... theres gonna be unique units rolling out the buildings anyway so i dont get the thing that you have to change everything so much and fuk up the gameplay with axis command trucks ... i just think its a too big ambition.
Title: Re: The Ostheer
Post by: Loupblanc on December 25, 2009, 09:54:25 PM

 Oh, I don't mind the Axis trucks one bit.
 Allied got 1 faction with trucks, why shouldn't the axis?
 Besides, Ostheer is an EXPEDITIONNARY faction, so why not?
 
 Heck, I'd make their HQ be a train station and stuff if I could.
 Nothing wrong with that. BUT tons of trucks all over the place
 just for ressource's sake? Look at it from an engine/dev point
 of view, too... ;)
Title: Re: The Ostheer
Post by: herrkamerad on December 27, 2009, 02:54:35 AM
Perhaps a sturmtiger would be a good command tree unit.
Title: Re: The Ostheer
Post by: Loupblanc on December 28, 2009, 12:29:58 AM

 Sigh. Sturntiger... why ALWAYS a super german tank???
 ... I loved when someone suggested a Gustav strike, now
 THAT was hot ;)
Title: Re: The Ostheer
Post by: Ryousan on December 28, 2009, 01:57:23 AM
I considered a gustav artillery strike, I had a lot of ideas in my head, but the problem is...how to include all those things without making the army way too powerful the army?

What Im considering is to include a once per battle support power that allows you to deploy a Tiger into the battlefield.

I think that that what makes the Ostheer is difficult army to design is that everyone wants to be original and not to spam the other axis armies but by doing so they are tearing the esence of an axis force.

One time I read that without Tigers, 88s and Panthers, the Ostheer wanst the Ostheer and that is quite true , since the Tigers and Panthers were the direct response of the germans to the soviet T-34 and other heavy tanks
Title: Re: The Ostheer
Post by: Loupblanc on December 28, 2009, 04:32:42 AM

 I KNOW !!!! Exactly my point.
 How can you make an OstHeer without Tiger/Panther/
 Panzer4/StuG(variants)/Marder type tanks, 88???

 I think for one, they ought to explore other army's units.
 Even if it's a StuG4/75 with finnish decals on it, at least
 REPRESENT other countries that helped out!!!
 
  Also, well, I think Trucks would be nice :) For HQ.
 And someone made an Ostheer proposal I loved very
 much. Lots of interesting and unique approaches, but
 trucks would be hot :)

  Said something about log/temporary bunkers. That was
 nice. I like maluses as much as I like bonuses. ANything
 that adds flavor.
 
 Gustav artillery strike is a MUST! :) big time :)

 99% of people's proposals all seem like : Well my not-op
 faction would call in unlimited elephants, ferdinands,
 JagTigers, Maus at the click of 1 button... ;)

 Got to balance it against the americans, etc, people.
 Chess isn't fun when one side automatically wins. Everyone
 wants the all-queen dream team, but... what's the sport in
 it? Then everyone would INSIST on playing THE OP team...
 And all games would automatically be against AI ;)

 ... Since no one would DARE play anything else but
 'the OP faction' :)
Title: Re: The Ostheer
Post by: Ryousan on December 28, 2009, 05:03:21 AM
Well i have been reading all the recent posts.

First of all. I didnt say that command trcuks are a must, but I thought that we have already two german forces with stationary HQs and I design my proposal to be the more original as possible. Second, as huggy said my proposal is greedy thats WHY I added the "cooldown" special feature to my Ostheer proposal, besides every single vehicle and upgrades reduce the income of resources you get (there is the representation of the supply shortage)

And,as Loup (and almost everybody said) Im trying my best to add more flavor to the Ostheer.

The german forces that fought in the eastern front were probably the best trained and equipped forces of the entire war, I want my concept to show that...   
Title: Re: The Ostheer
Post by: Loupblanc on December 28, 2009, 05:58:25 AM

 Every army loves to say theirs was the best armed/equipped
 though ;)

 I like HQ trucks for ostheer. Or, rather, a railroad train
 station? Novel, nice... ;) no?
Title: Re: The Ostheer
Post by: Ryousan on December 28, 2009, 06:33:29 AM
Weel loup I think the problem that the railroad has is that...well I Would be way too complicated to desing for the modders not to mention that a railroad station has  to have rails and we are talking about doing some serious work for every single map to include it.

And for the Gustav strike...I wonder how it would look like. Like some massive artillery shell with a big boom?   
Title: Re: The Ostheer
Post by: Loupblanc on December 28, 2009, 08:19:37 PM
 - Oh no!!
 : Railroad station HQ : Nope. Just a building that links to the
 offmap, the rails are PART of the building. Train arrives, shits
 units, leaves/vanishes. Not soo hard. Although I was thinking
 of Codename Panzers for a moment. Do we have any mobile
 train animations in-game? Wouldn't need to be complicated.
 : Gustav strike : Oh yea, just a V1-scale big Kaboom single
 shell :) Nothing could be easier :) AND it's historical! :)
 - *ANDDDD* It's on railroad tracks! :)

Title: Re: The Ostheer
Post by: ford_prefect on December 28, 2009, 09:40:49 PM
"Railroad station HQ" I like it ;D 
Title: Re: The Ostheer
Post by: Ryousan on December 28, 2009, 10:24:51 PM
Now that you mention it...it sounds actually cool. I mean you coud use different wagons to produce different type of units and sorts...

Title: Re: The Ostheer
Post by: Loupblanc on December 29, 2009, 07:44:58 PM

 Yea, although I think a generic troop/vehicle wagon
 or a passenger/cattle wagon and a flattop wagon (with
 vehicle covered with fabric)(Bache in french) would work
 best. Cut down on the animations, etc. Comes, drops
 'cargo' and leaves, or vanishes.

 Could maybe thus get rid of 'other' buildings (cut down on
 work) and do everything from the HQ. Catch up british-
 style with mortar bunkers, etc, etc

 Of course it sounds cool... but you're not allowed to agree
 or use it, or like it, because I'm the one who proposed it :D
Title: Re: The Ostheer
Post by: ford_prefect on December 29, 2009, 10:03:09 PM
"I'm the one who proposed it"
sod off 
Title: Re: The Ostheer
Post by: Loupblanc on December 29, 2009, 10:05:32 PM

 Sod off is not in my vocabulary :)
Title: Re: The Ostheer
Post by: ford_prefect on January 01, 2010, 02:27:57 AM
yes now copy paste that and then delete that here and make it on your own post ;D
Title: Re: The Ostheer
Post by: Loupblanc on January 01, 2010, 06:07:56 PM

 Meh, it's not like the DEVs care about what I propose :p
 They didn't give shit about my T34 call-in thing :p
 
 (but it doesn't need much coding or even new graphics, etc)
 agrr!
 
 I liked my long proposal (Gradually improving call-in).
 Gave soviets flavor, I felt :)
Title: Re: The Ostheer
Post by: Ryousan on January 02, 2010, 12:16:57 AM
I dont if I am spamming by making a new post from every update that I make to my concept instad of editing a previous one. But anyway...here comes an update of myOstheer concept


Special Features
*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 210 seconds until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...


*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops recently who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay. This also mean that upkeep of resources you have to pay is higher.

-Recruit level: No additional cost

-Veteran: 20% of additional cost

-Crack: 30% of additional cost

-Elite: 40% of additional cost


HINT: Spahtrupp, Belagerung Engineers, Sturmpiooners and the Major cannot only be deployed
with additional veterancy.



Techtree

Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Special Ability: After you have completed both sides of your choosen doctrine you will gain access to a special support power.

-Black Tiger(1400 Manpower 14 Population): Only if you completed the Schutzstaffel Support Doctrine. Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher
Only Once per battle

-Gustav Strike(450 ammo): Only if you have completed the Urban Warfare Doctrine. Call in a mighty artillery attack from the Schewerer Gustav railgun cannon.

-Jagdtiger Support(1300 Manpower, 15 Population): Allos you to call in an additional Elephant Tank Destroyer. Only one per battle
 

-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so can either  choose to crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways


There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmtrooper: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP44 Sturmgewehr for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.


They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens




-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine)

*Marder II: Tank-Destroyer. Its 7.5 cm Pak 40 makes it ideal for tank hunting. Although its opened rear makes it unfitable as a spearhead tank. It can fire Tungstene Shells for improved armor piercing and has the "Crippling Shot" special ability whick allows to destroy enemy tanks treads, to inmovilize them or even destroy their main guns.They can also Ambush obtaining offensive bonuses in the firts shots

UPGRADES

-Tank Destroyer Support: Enables the command truck to deplyoy the Marder II Tank Destroyer


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest


*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV

 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine


*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.


SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   


UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power




Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.


*SS Battle Group (1200 Manpower) 5 Points: Deploys an additional SS Squad along a with a Panther Panzer



Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



Urban Warfare Support



All your Heavy Weapons Teams, Sturmtroopers and Landerzug gain a defensive bonus when in cover.


Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage.


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Fortreses 5 Points: Your forward bases can now recruit Infantery Units.



Fortress Tactics


*Defensive Operations 2 Points: Allows your landerzug or Sturmtroopers to build up field defenses and to place mines.


*Bobby Traps 3 Points: Allows your snipers and Spahtrupp squads to bobby trap building and strategic points.


*leFH 18 5 Points: The Sturmpioneers and Belagerung Engineers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.

 


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics



*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds

*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle
 
Title: Re: The Ostheer
Post by: ford_prefect on January 02, 2010, 12:24:14 AM
I have a question for the devs on this do you guys read all of these ostheer concepts? Don't you go lying too ;D
Title: Re: The Ostheer
Post by: BurroDiablo on January 02, 2010, 01:37:03 AM
I can't... they'd put me in a coma...
Title: Re: The Ostheer
Post by: ford_prefect on January 02, 2010, 04:13:11 AM
I can't... they'd put me in a coma...
ok but do ANY of you AT ALL reaad these...
Title: Re: The Ostheer
Post by: Venoxxis on January 02, 2010, 05:00:29 PM
i did. at least partly.
I dont like the ideas of trucks like that.
but in a nuttshell this concepts has some good ideas.
Title: Re: The Ostheer
Post by: Loupblanc on January 03, 2010, 04:17:31 AM

 Hey, Ryousan your proposal is getting better all the time :)
 Stuka 300 muni? It better be a VERY powerful attack to
 cost that much :p american inf is 150 for artillery...
 Paratroopers is 250 but they got ability which gives them
 extra ammo. Wehr get easy muni mining (from tank corpses)
 
 So... 150-200 muni?
 
 - Burrito lies, he reads them all the times! :)
 - Trucks? Isnt bad. I like the idea of trucks OPing the
 flags, though. Like PE scout car?
Title: Re: The Ostheer
Post by: Ryousan on January 03, 2010, 04:40:27 AM
Well my idea of the Stuka attack is not just a simple bombing raid, besides  the psycological effect of the siren I was thinking also that the stuka could be useful against enemy armor.

The model of stuka I was planning to use was the JU-87 G.

(http://upload.wikimedia.org/wikipedia/commons/2/2c/Bundesarchiv_Bild_101I-655-5976-04%2C_Russland%2C_Sturzkampfbomber_Junkers_Ju_87_G.jpg)

So would be something like a mixture between the henschel attack and the american bombing raid. So I think is VERY powerful.

About the Hauptmann artillery attack I think the price is quite right since  in my Ostheer concept is more difficult to gather ammo due the special features.   

Title: Re: The Ostheer
Post by: Loupblanc on January 03, 2010, 06:47:04 AM
 Oh, hey. Good idea. I'd completely forgotten about the siren :)
 - As for the Stuka-G, why only that one? Bombs are nice too!!
 :)

 Glad to see you weighting the pros and cons :)
 Should never be pure 'My faction proposal is all queens!' ;)
 - Tiger Ace : Only one per battle?? Eehh... sure about that?
 I like having a heavy tank I can keep calling into battle.
 Tiger wasn't rare enough to be one per battle only, no?

 : Ok, how about this.
 You can call tiger ACE only once. But you can then
 call regular tigers after?
 : Tiger Ace couldn't be a god, then :) Just something
 with a subtle but nice bonus, like?

 (But weaker than King Tiger, for example)
Title: Re: The Ostheer
Post by: Ryousan on January 03, 2010, 07:28:39 AM
Well the idea about the "Black tiger" was that the Tiger a Tiger Ace, therefore comes with extra gear and with Elite Level all in one.

So it is an Elite Tiger armed to the teeth to turn the reds into shreds.

And for the Stuka and didnt say that didnt drop bombs: It does and besides and knocks out all the commie armor with its cannons
Title: Re: The Ostheer
Post by: ford_prefect on January 03, 2010, 08:04:35 AM
"turn the reds into shreds"
nice ryming
Title: Re: The Ostheer
Post by: Ryousan on January 03, 2010, 08:36:39 AM
"turn the reds into shreds"
nice ryming

thanks ;D!!
Title: Re: The Ostheer
Post by: Aouch on January 03, 2010, 05:52:22 PM
I like how you take the unit-pool and veterancy suggestion from Lord_Rommel into your concept but instead of pure copy'paste (like I did in my proposal), you improved them and made them stand out but yet still fitting into the whole proposal.
However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)


So it is an Elite Tiger armed to the teeth to turn the reds into shreds.
Epic.  ;D
Title: Re: The Ostheer
Post by: Venoxxis on January 03, 2010, 06:09:43 PM
"turn the reds into shreds"
nice ryming

thanks ;D!!

haha yea  :P

good idea about the black tiger - ace.
Who wouldn't like to see a vehicle like this on the eastern front?

(http://media.moddb.com/images/downloads/1/15/14401/relic00174.jpg)

Also, a special ability could be added, the ability to shoot for a short period of time the the more powerfull "Panzergranate 40" to get the best armor penetrating abilities.


Title: Re: The Ostheer
Post by: Ryousan on January 03, 2010, 06:21:17 PM
Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.

However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)

Well the whole truck thing is also my personal taste but I wanted to add more flavor to the Ostheer, have present that there are already two german forces with static HQs. I think the trucks give that special touch of "March, march, vorwarts nach Osten!!"
Title: Re: The Ostheer
Post by: Venoxxis on January 03, 2010, 06:38:32 PM
Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.

yea this is what i thought.


for the trucks .. in general, i like this idea as well, but i just dont want a german faction which is actually kinda british.
On the one hand it would destroy the british feeling, and on the other hand it wouldn't be really orignial for another  faction.
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.
Title: Re: The Ostheer
Post by: Ryousan on January 03, 2010, 10:11:47 PM
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.

Well in my Ostheer concept trucks play a different more important role, as everyone consider important to represent the Ostheer need of resources. Remember, Ostheer Units can only be upgraded near command trucks. British Units can do so in friendly territory but Ostheer units cant, they MUST be near a truck to buy weapons and stuff.

So besides helping you by securing points and producing units, the command trucks are importnat logisticals assets to the army and play a more important role. Without trucks there are no more  guns and no more guns means a trip straight to the gulags...
Title: Re: The Ostheer
Post by: ford_prefect on January 04, 2010, 05:26:06 AM
It's a shame I would never be able to see that tank if I was on the front...mostly because I would be running like a fucking Ninja far far away from in ;D
Title: Re: The Ostheer
Post by: Ryousan on January 04, 2010, 05:31:11 AM
Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?
Title: Re: The Ostheer
Post by: Venoxxis on January 04, 2010, 12:34:50 PM
its a part of the campaign,
you gotta blow it up in a mission.
it is awesome  :D

(http://pnmedia.gamespy.com/screenshots/pcoh/59540035.jpg)
Title: Re: The Ostheer
Post by: Ryousan on January 04, 2010, 02:32:15 PM
I think that skin the "Ace" part to "Tiger Ace". Is just way to perfect...
Title: Re: The Ostheer
Post by: ford_prefect on January 05, 2010, 05:39:41 AM
Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?
hmm a pistol or a 88mm cannon with a mg42 on it I'll take my chances with the pistol
Title: Re: The Ostheer
Post by: Ryousan on January 08, 2010, 04:28:03 AM
Ok, here it comes. Yet another update to my Ostheer Concept ::) But what the hell? Its fun to design these things   :P


Special Features

*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 210 seconds until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...


*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops recently who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay. This also mean that upkeep of resources you have to pay is higher.

-Recruit level: No additional cost

-Veteran: 20% of additional cost +10 seconds of extra-cooldown

-Crack: 30% of additional cost + 30 seconds of extra-cooldown

-Elite: 40% of additional cost +60 extra-cooldown


HINT: Spahtrupp, Opel Blitz, Belagerung Engineers, Sturmpiooners and the Major cannot  be deployed
with additional veterancy.



Techtree

-Command Trucks Upgrades (Every command truck can be upgraded. Only one upgrade per command truck)

*Secured Resourcing: Now this command truck produce additional resources when securing a sector.

*Secured Supplies: This command truck reduce its cooldown  by 60 seconds.


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks. The  HQ doenst have to wait to eploy a new unit after every deplyment...


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal neraby infantery and to clear nearby casualties. When it has recovered six soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

 

-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so can  choose to crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways


There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmgrenadiers: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP40 Sub-machinegun for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.


They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor [/i]

UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens




-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*Kugelblitz: Self-propelled Anti-aircraft gun. Equipped with a couple of 30 mm Zwillingsflak, the Kugelblitz is able to deal perfectly against aircraft, infantery and light vehicles


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Nashorn: Heavy Tank Destroyer. Equipped with the fearsome 88 mm Pak 43/1 is able to takle down even the toughest of russian armor. It has a low firing rate and is rather slow when moving, but it can wipe out those russian tanks in long range 

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV

 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"
for no additional cost


*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine

*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune to supression


SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   


UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Veteran Level 


*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  2 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population):
Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle




Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



FORTRESS OPERATIONS

Allows your Landerzug or Sturmtroopers to build up field defenses.


Fortress Tactics

 
*Festung Baumeister 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:


-Trenches ( you can deploy your Mg and Anti-Tank Rifle teams into those)

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.

*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.

*sFH 18 4Points: Enables your Festung Baumeister to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield

Siege Tactics


*Artillery Spotters 3 Points: Your Spahtrupp can now call an artillery strike from your lefH 18 even if the the target
is beyond their normal range (Sàhtrupp must be able to see the target)


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds

*Improved Coomand Trucks 3Points: Your command trucks are tougher, move faster and reduce 30 seconds from every cooldown 


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.
 
Title: Re: The Ostheer
Post by: lonesoldier84 on January 13, 2010, 04:46:32 AM
moved to new thread
Title: Re: The Ostheer
Post by: Ryousan on January 13, 2010, 04:51:51 AM
Hey men If you have any ideas about Ostheer suggestions make a new topic and post them there.  :-\
Title: Re: The Ostheer
Post by: lonesoldier84 on January 13, 2010, 04:55:17 AM
k done. thanks.
Title: Re: The Ostheer
Post by: Voop_Bakon on January 13, 2010, 07:37:23 AM
Ryousan, you have my favorite Ostheer concept to date. Minus the last 3 doctrine abilities on the Panzer Battlegroup (they seemed unoriginal to me) I enjoyed every part of your idea. Hope the devs notice what you have put out there
Title: Re: The Ostheer
Post by: Ryousan on January 13, 2010, 12:27:49 PM
Thanks man  ;D.  I will keep doing my best to improve my concepts, but suggestions and feedbacks are welcome.

I was thinking to include anotrher special feature to the Ostheer, would be something "Extreme Measures" and allows the Ostheer to have to a once Once per Battle support power or something like that.

As for the Panzer battlegroup, I really need some fresh ideas for that one...

Post Merge: January 14, 2010, 04:27:15 AM
And I think have found some inspiration...

Panzer Battlegroup Doctrine

Logistics

*Ostfront Pioneers 1Points= Enables your Belagerung Engineers and Sturmpioneers to recover ammo from wrecks (+10 instead of +5)

*Panzergranaten 3Points: All your Panzer IV and Panther  can shoot a powerful Panzergranaten 40 to deal with heavy armor.

*Counter-Engeniering 3Points (400 Manpower): Deploys a Panzerkampfwagen T-34/76 to the battlefield

(http://www.achtungpanzer.com/images/t34_58.jpg)


Panzer Superiority


*German Engeniering 2Points:  Reduce 60 seconds to all your cooldown waiting times in your Panzerkommand and   Feldunterstützungs LKWs

*Bergepanther 3Points: Calls in a bergepanther Support Vehicle, it can perfrom Advanced Repairs and to to recover wrecks.

*The Elephant 4Points: Deploy a very powerful  Sd.Kfz. 184 Panzerjäger Tiger. No more than one at once. 


Title: Re: The Ostheer
Post by: Aouch on January 17, 2010, 03:59:27 PM
Why have a T34?
Sure, the Germans captured some of those tanks, but German Ostheer needs German weaponry or at least something which no other faction has yet. For example the PzKpfW. 38 (t).
Furthermore, the /76 comes to late, seeing as the enemy will already have IS-2 and upgunned Shermans at this time.

Also, the Bergepanther must go, because it's the only thing which makes the Panzer Elite outstanding towards the other Armies.   :)
Noone would even consider playing as PE when OH will be better AND have the ability to reconstruct vehicles.  ;D
Title: Re: The Ostheer
Post by: Ryousan on January 17, 2010, 04:11:11 PM
Well the difference between the Bergepanther and the Bergetiger is that for example the Bergepanther is a doctrine unit. Will not be always available

As for the T-34, this only a sketch I have to explore the Idea. the germans captured enough soviet vehicles to extensively use them in both the Wehrmacht and the Waffen SS. They even captured a T-34 factory in the battle of kursk. But as I said before I must think further on that. I was planning to include a whole battle group a captured tanks one IS-2 and two T 34

(http://img440.imageshack.us/img440/3740/is2rx6.jpg)

About the Panzer 38, I like the idea but the problem is that It would be outclassed pretty quick is its an easy prey for almost any AT-gun. But It is really a interesting idea...



Post Merge: January 18, 2010, 11:57:38 AM
Well here is another update of my Ostheer Propsal. I wonder if everyone is getting annoyed by these ::)...

But Doesnt matter. Thins changed.

-The cooldown now drops from 210 to...80 seconds. 210 is idiocy, you are going to get overwelm if you cant pruduce nothing during three minutes. I also reduce the ammount of time the Hauptmann, uogrades and dcotrine abilities reduce from the cooldown

-Im including a "Sturmgeschutz Battlegroup" to the Panzer Battlegroup Doctrine wchich consistis in a Sturmgrenadier Squad and a Stug III. See Concept for further information.

-Ostfront Pioneers(Panzer Doctrine): Your Pioneers can now obtain ammo from wrecks.

-Assault Specialists(Fortress Doctrine): All your pioneer-like units can now be upgraded with flamethrowers and can throw satchel charges.

Thats it. See concept in page 1 for further information.

Title: Re: The Ostheer
Post by: El Douche McGrivis on January 18, 2010, 03:46:33 PM
The only thing I have an issue with is that you can only upgrade your units next to the command trucks. Every other faction you can upgrade in territory. If your still stuck on the idea of only next to command trucks, they must have to be some pretty powerful upgrades.

The issue I can see with it is that if you are moving your CP to a more forward position, you are completely devoid of special purpose upgrades for that period, or if it is a large map, you either have to retreat to the CP to upgrade the unit  at the critical moment, or have them stick around and wait to be upgraded.

Basically in a nut shell what i'm trying to say is that I can see it spreading a player too thin too quickly, especially late game. Imagine if as the British you had to move back every single one of your units back to the CP to upgrade them.
Title: Re: The Ostheer
Post by: Ryousan on January 18, 2010, 03:50:51 PM
There are some exceptions.

-You can upgrade near a Forward Base which can be established in a building.

-And you can upgrade near a Supply Opel Blitz

Read the entire concept before posting
Title: Re: The Ostheer
Post by: El Douche McGrivis on January 18, 2010, 04:19:00 PM
There are some exceptions.

-You can upgrade near a Forward Base which can be established in a building.

-And you can upgrade near a Supply Opel Blitz

Read the entire concept before posting
Ah ok  :) that sounds a bit better. There was so much info I must have missed that part.
Title: Re: The Ostheer
Post by: guynumber7 on January 26, 2010, 05:53:56 AM
1. Replace Karl strike with 80cm Gustav strike, just because its insane

2. the nashorn is kinda like a marder, a glass cannon. Jadgtiger would be really cool but if we alread have elefant..

and i hope Strumtiger can be fitted in somewhere.
Title: Re: The Ostheer
Post by: Soul.j on January 26, 2010, 02:40:11 PM
instead of making new units, we can save time and borrow off other mods, there is already an sturm tiger from battle of the bulge..!
Title: Re: The Ostheer
Post by: maccollo on January 27, 2010, 01:18:13 AM
I like the special abilities, but overall it kind of feels like a faction that has everything the other factions has and more.
It seems you seem get to powerfull units to fast. Tanks AND tank destroyers at T2? transports and transportable halftrack at T1 + support weapons?

Besides I think it would get a bit to complicated to have 2 buildings for every tier.

However the concept is very interesting and I think it could work if you limited it to tier 2 only, or tier 3 as well if you limit the difference to less units than tier 2.

Also you could simplify the concept further by having the just one building per tier. When they are built you'd get a couple of basic units for that building, withethe rest restricted until you choose one of two tier upgrades.

So if there's 4 units per tier there 2 of them could be determined by the tier upgrade at T2 and just 1 at T3.