Company of Heroes: Eastern Front

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Messages - Death grunt 117

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Here's a revision of the doctrine:
 
When you first get the doctrine and must have also have a Infanterie Gruppen Post,you can call in a Panzerbefehlswagen (Only two can be active at a once) to set up in a friendly sector as either a Gebirgsjäger Camp (shows all enemy movement) or a Ostbattalionen Camp (Shortens the Cooldown of a unit's ability in the sector), the Panzerbefehlswagen is slow,poorly armed and its vulnerable to anything above standard Infantry weaponry.

And a new revision of the tree:

Left tree- Gebirgsjäger Logistics:

1. -Strike teams  (Passive) (2 Control Points )
Allows the Gebirgsjäger Camp to train either Gebirgsjäger Kz.GrW42 mortar teams (Support) or a Gebirgsjäger sPzB41.leFl41 Anti-Tank teams (Assault),you can only have five Gebirgsjäger of any type active at a once.


2. -Reconnaissance Support  (Call in) (3 Control Points )
(Assault)Sd.Kfz. 232,A Heavy recon vehicle with sub-par armor,decent speed and adequate firepower and also having the ability to hull down to Camouflage and get a moderate sight boost.
(Support)Sd.Kfz. 263,A Radio,recon vehicle with sub-par armor,decent speed and poor firepower with the ability to hull down to call in Recon runs.


3. -Veteran Scouts  (Passive) (1 Control Points )
Gives all Gebirgsjäger troops the ability to Camouflage.


Right tree- Ostbattalionen Logistics:

1. -Light Panzer force  (Call in) (3 Control Points )
(Assault)A relatively fast Panzer I light tank with two MG 34s that have a high suppression rate but it's armor can only stop standard Infantry weaponry and it slow acceleration leaves it vulnerable to Anti-Tank teams.
(Support)A Sd.Kfz. 250/8 "Stummel" Armed with the powerful 7.5 cm KwK 37 it can tear infantry and buildings to pieces but its below average speed and thin armor leave its to be best used to support infantry.


2. - Ostbattalionen Reserves  (Passive) (2 Control Points )
Allows the Ostbattalionen Camp to either train Osttruppen Radio squads that can call in a flak 88 accurate artillery shot (Support) or Osttruppen combat squads witch have high numbers per unit and fight better in larger groups but are poorly trained and armed. (Assault),you can only have five Osttruppen of any type active at a once.


3. -Veteran Responders  (Passive) (1 Control Points )
All Osttruppen have reduced deployment time.

Note:

I may change it again because right now the both left tree and right tree is very identical on purpose,don't know if this is a good or bad ideal,so tell me what you think of it.

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The 12 men crew was more a joke because a moveable 8,8cm Pak 43 wont happen in the near by future ;)
And out of my view your doctrine had a bigger problem; your "We have Reserves"-ability.
It isnt a deal when u waste your infantry (or vet infantry) because of such an ability. In my opinion this
"american war machine" is one of the worst abilities ingame. Do u remember the time when red army had
this "infantry reserve" ability? Was a nightmare  ;D Thats the reason why it was kicked by balancers.

I guess the Sturer Emil can be used instead and the Ostbattalionen originally came in a call in but because of most of the doctrine being made up of call ins,I made them part of a ability.

Anything else to say about the doctrine?

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Well,the reason with the 5 men crew was of because if the crew died then how would you be able to recrew it?

Thinking about it,it could have 12 man crew and if the crew dies then you can call in a reserve crew that are the only unit able to recrew it.

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Just a ideal I have been thinking about.

Summary :

To hold off the Red Bear,look not towards your gun but to your wits! Hunt and halt the soviet's advances with the with the fast and highly trained Gebirgsjäger and the finest reconnaissance vehicles to watch for any weakness in the Red tide! And the always reliable panzer I,The numerous Ostbattalionen and the unparalleled Pak 43 In the Reserves will be able outlast whatever your enemies dare throw at you.


The doctrine's tank is a Panzer V/IV command tank that can either use Mark Fire (Assault) on a hostile vehicle, friendly units are more accurate and the do more damage to the marked vehicle and the other is Panzer Cover (Support) all friendly tank take less damage and all hostile units accuracy to them is lowed for them for 30 seconds.

Tech Tree :

Right tree: Field Logistics :

 - 2CP Field Command (Passive)
Allows the Strumpioneers to build a Logistics Camp in friendly territory,the Logistics Camp can train either Gebirgsjäger Kz.GrW42 mortar teams (Support) or a Gebirgsjäger sPzB41.leFl41 Anti-Tank teams (Assault)

 - 3CP Reconnaissance Support  (Call in)
(Assault)Sd.Kfz. 232,A Heavy recon vehicle with sub-par armor,decent speed and adequate firepower with the ability to Camouflage with a moderate sight boost.
(Support)Sd.Kfz. 263,A Radio,recon vehicle with sub-par armor,decent speed and poor firepower with the ability to hull down and call in artillery strikes.

 - 1CP Logistics Complex (Passive)
Gives all Gebirgsjäger troops the ability to Camouflage.

Left tree: Field Reserves :

 - 3CP Panzer I (Call in)
A relatively fast light tank with two MG 34s with a high suppression rate but it's armor can only stop standard Infantry weaponry and it slow acceleration leaves it vulnerable to Anti-Tank teams.

- 2CP We have Reserves (Ability)
All Infantry loss when active will be replaced with Osttruppen Troops witch have high numbers per unit and fight better in larger groups but are poorly trained and armed.

-4CP Pak 43 Anti-Tank Gun (Call in,Only one can be active at a time)
A Highly powerful gun that is towed by a unit of 5 Men with a long gun range and a powerful kick,can also fire a (Support) high explosive shell or (Assault) Armour-piercing, composite rigid shell.

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Ostheer Suggestions / Re: Osther rewards units.
« on: July 10, 2013, 04:43:10 AM »
Maybe the Gepard could have longer range and is more accurate then Luch so its a heavy infantry sniper.

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Ostheer Suggestions / Re: Osther rewards units.
« on: July 09, 2013, 11:56:25 PM »
Well its ok, they are not as necessary as bug fixes, balancing ,new maps ,improve models,The campaign and/or new factions etc,etc....

Still keep up the great work on the mod.

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Ostheer Suggestions / Re: Osther rewards units.
« on: July 09, 2013, 11:12:15 PM »
I guess there is no room for panzer I, maybe one day but what do you think about my the other ideals?


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Ostheer Suggestions / Re: Osther rewards units.
« on: July 09, 2013, 09:19:13 PM »
Thanks for the reply and i was not thinking that the panzer I was to reward unit for both the kubelwagen and the Luch, just one and maybe the Gepard could be a reward unit for the Luch, both have powerful anti-infantry weaponry but the Gepard has anti-air power at the cost of being less armored.

And the panzer I only being use until 1941,well i dont think the Kugelblitzs ever saw combat on the large with only 5 units being made in world war II so logic is out the window when gameplay demands it but i know that we cant add something like a maus or ratte, I just think that a few panzer Is is not too out of place for osther who have a "out of date but still deadly" theme going for them and use whatever they can get there hands on so a out of date tank fits them in my opinion.

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Ostheer Suggestions / Osther rewards units.
« on: July 09, 2013, 05:42:38 PM »
I had some rewards units ideals for the Osther.

The Panzer I for the kubelwagen, The Panzer I has more armor and firepower but cost a lot more and is slower then the kubelwagen.

Also the Panzer I could work for the Panzer II, The Panzer I is weaker in armor and the firepower but has a higher suppression rate and is cheaper then the Panzer II.

The Jagderpanzer I for the Marder II, The Jagderpanzer I has less firepower and armor then the marder II but is faster,cheaper and has a lower profile then the Marder II.

The Flakpanzer 38t "Gepard" for the Kugelblitz, The Gepard is petty much worse in every aspect then the Kugelblitz but is much less expensive then the Kugelblitz.

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