Company of Heroes: Eastern Front

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Topics - 2LTAndeh

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Eastern Front / Books on Soviet Strategy
« on: August 01, 2010, 03:16:36 AM »
I've been trying for a while to find some books about Soviet military strategy during WWII and haven't had much success. Most books out there seem to deal with the German strategy and try to answer that awful question "How could the Germans have won?" I've learned some about the Russian strategy but I've had to do it by "turning the map around," if you will. So I'm wondering if anyone has any suggestions as to what books to read. Thanks in advance.  :)

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Basic tech structure consists of three Tiers. (Your research buildings the Waffenamt and Panzertruppenschule can be built at any time.) T1 is your Army Group HQ, Infanterie Barracks, and Licht Company Barracks. T2 is researched at your HQ as Battalion Command but only after the Infanterie Barracks or Licht Company Barracks is built.

Battalion Command unlocks the T2 buildings, the Artillerie Battalion Barracks and the Panzer Regiment Barracks. T3 is researched at your Panzer Regiment Barracks as Panzer Regiment Command.

Panzer Regiment Command unlocks the T3 unit, the Panzer IV Ausf.H as well as the Doctrine specific heavy tanks, the Panzer VI Ausf.E Tiger I (Army Group Center) and the Panzer V Panther (Army Group South).

Units or research that require a specific doctrine to be recruited are marked in color.
BLUE=Army Group North Doctrine
RED=Army Group Center Doctrine
GREEN=Army Group South Doctrine

BASIC TIERS

Army Group Command (HQ)
    Research: Battalion Command. Unlocks Artillerie Battalion Barracks and Panzer Regiment Barracks. (300 manpower. 35 fuel.)
            
    Recruits:
-Panzerpionier (Engineer.) (170MP.) Population:3
    Engineer unit that is equipped for armored operations. Constructs all base structures and light defenses. Constructs MG nests equipped with an MG42. (240MP.)
    3 Infantry armed with Kar98s. Can upgrade squad with MP44s. (100 munitions.)
Abilities:[Active] Use med-pack. (35 Munition.) Use Panzerfaust. (35 Munition.) Can place AT mines. (50 Munition.) [Building] Place sandbags and barbed wire.

-Belagerungpionier (Engineer.) (150MP.) Population:3
Engineer unit that is equipped for siege operations. Constructs all base structures and heavy defenses. Builds the Pantherturm III heavy bunker. (650MP. 60Fuel.)
    3 Infantry armed with Kar98s. Can upgrade one with a Flammenwerfer 35 flamethrower. (50 Munition.)
Abilities:[Active] Use med-pack. (35 Munition.) Can place AT or AP mines. (50 Munition.) [Building] Can build trenches, anti-tank ditches, hedgehogs, sandbags and barbed wire.


-Logistiks Officer (HQ Supply Officer.) (300MP.) Population:2
          Supply Officer that manages resources more effectively. Only one can be on the field at any time.
          1 Supply Officer armed with a Luger.
Abilities:[Active] Logistics Handling. Boost the income of one resource by 25% by reducing income from two other resources by 15% each. Can change between resources after 5 minutes. Can be stopped at any time but your income from the resource boosted is stopped for 30 seconds. If the officer is killed when the ability is active, all resources are slowed by 25% for 60 seconds.

Infanterie Barracks (250MP. 25 Fuel.)
    Recruits:
-Jäger Truppen (Light Infantry.) (250MP.) Population:4
    Basic light infantry squad used for scouting and skirmishing.
    4 Infantry armed with Kar98s. Can upgrade one with a Kar98 scoped to act as a squad sniper. (75 Munition.)
Abilities:[Passive] Can detect camoflauged units. [Active] Use med-pack. (35 Munition.) Throw grenade. (15 Munition.) [Building] Place sandbags and barbed wire.
       
-SS Gebirgsjäger Troops (Elite Light Infantry.) (300MP.) Population:4 
    Light infantry trained in mountain warfare.
    4 Infantry armed with Kar98s. Can upgrade one member of the squad to an LMG (75 Munition.) or to a squad sniper. (75 Munition.)
Abilities:[Passive] Can detect camoflauged units. [Active] Use med-pack. (35 Munition.) [Active] Throw grenade. (15 Munition.) Use a Panzerfaust. (35 Munition.)
   
-Grenadiers (Standard Infantry.) (300MP.)  Population:6
    Versatile infantry squad that forms the backbone of the OstHeer infantry forces.
    4 Infantry armed with Gewehr-43 rifles. Can upgrade two with an LMG (75 Munition.) and a Panzerschreck. (75 Munition.)
Abilities:[Active] Use med-pack. (35 Munition.) Throw grenade. (15 Munition.) [Building] Can place sandbags and barbed wire.
       
-SS Grenadiers (Heavy Infantry.) (400MP.) Population:8
    Highly motivated and highly trained infantry.
    4 Infantry armed with MP44s. Can upgrade two with an LMG (75 munitions.) and a Panzerschreck. (75 munitions.)
Abilities:[Passive] Can camoflauge. [Active] Use med-pack. (35 munitions.) Throw grenade. (15 munitions.) [Building] Can place sandbags and barbed wire.
   
-Panzerschützen (Heavy Infantry.) (330MP.) Population:6
    Infantry trained to fight alongside Panzers, they fight harder when grouped with Panzers.   
    4 Infantry armed with Gewehr-43 rifles. Can upgrade two with an LMG. (75 munitions.)
Abilities:[Passive] Can slowly repair armored vehicles. [Active] Use med-pack. (35 Munition.) Throw grenade. (15 Munition.) Use a Panzerfaust. (35 Munition.) [Building] Can Place sandbags and barbed wire.

-MG42 Team (Light crewed weapon team.) (260MP.) Population:3   
    3 Infantry equipped with an MG42 and two Kar98s. Can suppress infantry.
Abilities:[Active] Use med-pack. (35 Munition.)

-GrW 34/1 Mortar Team (Heavy crewed weapon team.) (270MP.) Population cap:3
    3 Infantry equipped with an GrW 34/1 8cm mortar and two Kar98s. Requires a minimum of 2 to operate.
Abilities:[Active] Use med-pack. (35 Munition.) Use charged shell. Extends the range of the mortar for 30 seconds. (20 munitions.) Use smoke shells. (Free.)

Licht Company Barracks (300MP. 35Fuel.)
    Recruits:
-Panzergrenadiers (Mechanized Infantry.) (475MP. 15Fuel.) Population:8
    Built with an Sd.kfz. 251/8-I Medical Half-Track without additional cost to population cap. Can carry two squads. Heals nearby infantry.   
    4 Infantry armed with Gewehr-43 rifles. Can upgrade to MP44 Assault Rifles. (150 Munition.) Can upgrade one with an LMG. (75 Munition.)
Abilities:[Passive] Can slowly repair armored vehicles. [Active] Use med-pack. (35 Munition.) Throw grenade. (15 Munition.)

-PaK 40 Anti-Tank Gun (Heavy crewed weapon team.) (340MP.) Population:4
    75mm anti-tank gun, this is the largest infantry towed AT weapon in the Wehrmacht. Slow to move but highly effective against armor.
    4 Infantry as crew. Requires a minimum of 2 to operate.
Abilities:[Active] Can fire tungsten cored rounds to achieve greater penetration. (50 Munition.)    

-Sd.Kfz. 234/1 Armored Car (Light armored vehicle used for scouting and supporting infantry.) (280MP. 35Fuel.) Population:4
    Armed with a 20mm KwK38 L/55 autocannon and an MG42 coaxial gun. Can upgrade its radio antenna to increase line of sight. (35 Munition.)
Abilities:None

-Panzer II Ausf. F (Up-armored version of the Panzer II light tank.) (350MP. 35Fuel.) Population:4
    Armed with a 20mm KwK30 L/55 cannon and an MG42 coaxial gun. Slower than the Sd.Kfz. 234, but is has more armor.   
Abilities:None

-Sd.Kfz. 250 Half-Track (Lightly armored personnel carrier.) (200 manpower. 15 fuel.) Population:4
    Armed with a top mounted MG42. Carries two squads.
Abilities:[Passive] Can reinforce nearby infantry.

Artillerie Battalion Barracks (320MP. 40Fuel.) Requires prior HQ upgrade: Battalion Command
    Recruits:
-sIG33 Heavy Infantry Gun (Towed artillery gun.) (400MP. 35Fuel.) Population:5
    150mm infantry gun towed by a Sd.Kfz. 11 Half-Track.
    4 Infantry as crew. Requires a minimum of 2 to operate.
Abilities:[Active] Can fire the Stielgranate 42 artillery shell for 30 seconds. Effective at destroying enemy defenses and mine fields. (35 Munition.) Can fire smoke shells.

-Gebirgsgeschütz 36 Field Gun (Towed field gun.) (350 MP. 25Fuel.) Population:5
    75mm field gun towed by a Sd.Kfz. 2 Kettenkrad.
    Crew of 5. 3 on the gun and 2 driving the Kettenkrad armed with a rear mounted MG42. Requires 3 to operate the gun. If any crew are lost, they are replaced by the ones on the Kettenkrad. If two are lost, the gun is immobile but still active. Can be reinforced by a half-track and becomes mobile again.
Abilities:[Active] Can fire unique hollow-charge AP shells. (35 Munition.)

-Sd.Kfz. 124 Wespe (Self-Propelled Artillery based on the Panzer II chassis.) (400MP. 60Fuel.) Population:6
    Armed with a 105mm howitzer. The Wespe is used to keep pace with the fast moving Panzergruppen while providing artillery support.
Abilities:[Active] Can dig in. Immobile but higher rate of fire.

-Sd.Kfz. 132 Marder II (Tank destroyer based off of the Panzer II chassis.) (380MP. 35Fuel.) Population:6
    Lightly armored tank destroyer, the Marder II is armed with a 75mm Kwk40 anti-tank gun effective against most armor.
Abilities:[Active] Ambush. Marder crew camoflauges to ambush enemy tanks. Immobile but more accurate, camoflauge is removed when firing.

Panzer Regiment Barracks (350MP. 45 Fuel.)  Requires prior HQ upgrade: Battalion Command     
    Research: Panzer Regiment Command. Allows the Panzer IV Ausf. H, Panzer V Panther and Panzer VI Ausf. E Tiger I to be built. (200MP. 20Fuel.)

    Recruits:
-Panzer III Ausf.J/1 (330MP. 50Fuel.) Population:7
    Medium tank equipped with a 50mm KwK39 L/60 gun.   
Abilities:[Upgrades] Armor Skirts. Armored skirts are placed on the turret and hull to protect against shaped charged shells. (75 Munition.)

-Panzer IV Ausf.H (450MP. 80Fuel.) Population:8 
    Medium tank that has been given better quality armor and equipped with turret and side skirts to better protect against shaped-charge shells.

-Panzer V Panther (650MP. 110Fuel.) Population:12              
    Heavy tank armed with a 75mm gun. Has more penetrating power than even the 88mm gun of the Tiger I.   

-Panzer VI Ausf.E Tiger I (800MP. 135Fuel.) Population:15 (Cap: 2)
    Heavy tank exceptionally well armored and armed with an 88mm gun. Effective against all armor.


Waffenamt (Research Building.) 100MP.
   Armor Research:
Panzer Leutnant I -Armored cars and Panzer IIs are led by a junior officer. Units are less likely to receive mobility damage. (200MP. 25Fuel.)

Panzer Leutnant II -Panzer IIIs and Panzer IVs are led by a junior officer. Units are more accurate and damaged engines are repaired slowly when the panzer is idle. (250MP. 35Fuel.)
     
   Infantry Research:
Infanterie Feldwebel I -Infantry are led by an experienced NCO. Increases the combat effeciancy of Jäger Truppen and MG42 teams.Jäger Truppen are less prone to suppression and have a greater line of sight. MG42 Teams take less time to suppress infantry. (250MP. 25Fuel.)

Infanterie Feldwebel II -Increases the combat efficiency of Grenadiers and Mortar Teams. Units are more accurate and have more health. (250MP. 35Fuel.)

   Engineer Research:
Pionier Feldwebel I -Panzerpionier units are led by an experienced NCO. Base structures and defenses are built at a slightly faster rate. (150MP. 10Fuel.)

Pionier Feldwebel II -Panzerpionier units build sturdier structures and defenses. Base buildings and light defenses have more health. (200MP. 20Fuel.)

   Artillery Research:         
Artillerie Leutnant I -Artillery crews and AT crews are led by a junior officer. Increases the combat efficiency of sIG33 Guns crews and PaK 40 crews. Units have a faster rate of fire. (200MP. 25Fuel.)

Artillerie Leutnant II -Marder II crews are led by a junior officer. Units have a greater line of sight and are more likely to score disability hits. (200MP. 30Fuel.)


Gebirgsjägerschule

Gebirgsjäger Infanterie Leutnant -SS Mountain troops are led by a junior officer highly experienced in mountain warfare. They are not slowed by rough terrain, are less prone to suppression, and their squad sniper can slow enemy infantry. (300MP. 30Fuel.)

Gebirgsjäger Artillerie Hauptmann -Gebirgsgeschütz 36 Gun crews are led by a mid-level officer experienced in mountain warfare. Artillery crews are very accurate, have a faster rate of fire and shorter cool-down time. (300MP.40Fuel.)

Belagerungpionier Leutnant -Belagerungpionier units are led by a junior officer. They build light and heavy defenses faster and more durable than Panzerpioniers and can repair buildings much faster. (200MP. 30Fuel.)

Panzertruppenschule

Panzer Hauptmann -Panzer III, IV, and Tiger I crews are lead by an experienced officer. They are highly accurate, have a faster rate of fire, and crews will automatically initiate field repairs when the Panzer is idle and has less than 50% health. (300MP. 45Fuel.)

Panzerschützen Leutnant -Panzerschützen units are lead by a junior officer. Squad LMGs can suppress, slowly heal when idle, and are more likely to score mobility hits when using the Panzerfaust. (300MP. 30Fuel.)

SS-Junkerschule

SSTruppenoffiziere -All infantry units are led by an experienced and tough SS-Obersturmführer. Infantry units are highly accurate, very hard to suppress, and will receive less damage as squad members are killed. (300MP. 45Fuel.)


DOCTRINES

Heeresgruppe Nord (Army Group North)


Gebrigs Infantry Support (Mountain Infantry Support) [Left Column]

1CP   Finnish Sissi (Calls in allied light infantry specializing in recon and guerrilla tactics.) (300MP.) Population cap:4
     Infantry move at a faster pace when walking through rough terrain and have a great line of sight.
     4 Infantry armed with Kar98s. Can upgrade one member of the squad to a squad sniper. (75 Munition.)
Abilities:[Passive] Can camoflauge. [Active] Plant AP and AT mines. (50 Munition.) [Building] Can build a camoflauged recon nest. Has a long line of sight and detects camoflauged units. Uses up a member of the squad and will need to be reinforced. (30MP.)

2CP   SS Gebirgsjäger Troops (Elite light infantry trained in mountain warfare.)
    Allows the recruitment of Waffen SS Mountain Troops from the 6th SS Mountain Division Nord

2CP   Gebirgsgeschütz 36 Field Gun (Light field gun used by mountain troops.)
    Allows the production of the GebG 36 75mm light field gun.

Statischer Krieg (Static War) [Right Column]
       
1CP    Siege Pioneers (Pioneers specializing in siege warfare.)
    Allows the recruitment of Belagerungpioniers to construct heavy defenses.

3CP    Siege Bunkers (Allows Belagerungpioniers to construct Pantherturm III heavy bunkers.) (650MP. 60Fuel.) Population:10
    Equipped with a modified Panther turret, this heavy bunker is built to withstand heavy artillery and to be used as crew quarters. Can hold 3 squads, heal garrisoned units and reinforce nearby infantry.
         
4CP    Junkers Ju-88 Bombing Run (Calls in a pair of Ju-88s to carpet bomb the selected area.) (250 Munition.)

Heeresgruppe Mitte (Army Group Center)

Panzerwaffe (Armoured Force) [Left Column]

1CP   Panzerschützen (Infantry trained to fight alongside the Panzers.)
    Allows the training of Panzerschützen.
      
2CP   Panzer VI Ausf. E Tiger I (Heavy Panzer armed with a powerful 88mm gun.)
         Allows the production of the Tiger I.

2CP   Panzergrenadiers (Heavy Infantry.)
    Allows the production of Panzergrenadiers built with an Sd.kfz. 251/8-I Medical Half-Track without additional cost to population cap at the Licht Company Barracks.

Logistik Kommand (Right Column)

1CP   Strategic Reserve (Allows pioneer units to build a Supply Warehouse.) (150MP. 15Fuel.)
    One random resource is built up at 15% the speed you are receiving it. Can only be accessed every fifteen minutes. Resources are lost if building is destroyed but can be rebuilt.

2CP   Logistiks Officer (Headquarters supply officer that can manage resources more effectively.)
         Allows the recruitment of a Logistiks Officer at the HQ.
    Has the Logistics Handling ability that allows you to choose to boost the amount of resources you recieve per minute from one resource at the cost of reducing the amount you recieve from your two other resources. Can change between resources after a period of time but can be stopped at anytime at the cost of receiving none of the boosted resource for a short period of time. If the officer is killed, you receive a global reduction in resources for a certain amount of time.

5CP   Panzer Reserve (Calls in three Panzer IV Ausf. J units) Population:12 (900MP.)
    Commits three Panzer IV Ausf. J tanks to the battlefield to immediately replace losses and keep the advance going. Less capable than the Panzer IV Ausf. G, but cheaper to produce.

Heeresgruppe Süd (Army Group South)

Waffen SS Support (Left Column)

1CP   Stand Fast! (Infantry will fight harder when under attack in friendly or enemy territory but they cannot retreat.) Active for 60 seconds. (50 munitions.)

2CP   SS Grenadiers (Highly trained infantry from the Waffen-SS.)
    Allows the recruitment of SS Grenadiers.

2CP   SS Feldgendarmerie (Calls in a Military Police unit of the much feared SS Feldgendarmerie.) 475MP. Population: 8
    Infantry tasked with rooting out partisans in occupied territory, executing deserters and keeping strict discipline among the troops. Unsuppressable.
    5 Infantry armed with MP40s. Can upgrade two with MP44s. (75 Munition.)
Abilities:[Active] Fight or die! Two members of any one squad around it will be executed and that squad can no longer be reinforced. Removes suppression of infantry squads around it and compels them to fight harder. Active for 30 seconds. (75 munitions.) Use med-pack. (35 munitions.) Throw grenade. (15 munitions.)

Combined Arms (Right Column)

2CP   Airborne Lifeline (Calls in the Luftwaffe to drop supplies to keep your men fighting!)
    Drops three resource packages containing a random resources of 100+ for each package.

2CP   Panzer V Panther (Heavy tank armed with a 75mm gun. Has more penetrating power than even the 88mm gun of the Tiger I.)
    Allows the production of the Panzer V Panther.

3CP   Stuka Airsupport (Calls in two Stuka dive-bombers to strafe and bomb the selected area.) 250 Munition.


Comments and criticisms are welcome. Also any questions regarding any particular unit, ability, doctrine etc just post in this thread, no need to PM me.

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Mapping / Map Suggestions for Operation Typhoon
« on: May 01, 2010, 09:00:14 PM »
I would really like to see a couple of maps based on the Vyazma and Bryanks battles. Both were major factors in the German's push to Moscow. Now I've tried my hand at using world builder but I dont really have a knack for map making. (With the exception of Disciples 2.) Here are a few pictures of the layout for both the Vyazma and Bryanks battles.

First Bryanks:







Post Merge: May 01, 2010, 01:14:59 PM
This one is similar to the one above but shows both pockets.



Ive had a hard time finding any real photos of either battle to give you a clearer view of how the terrain looked but I'll keep looking.


Post Merge: May 01, 2010, 01:19:08 PM


This shows the whole of Operation Typhoon. I apologize for quality of these, my googlefu is week. Clearly both battles were large and I suggest a 3v3 size map at least with fairly large, open and wooded areas with a small fraction of each city taking up a small portion of the map. As for resources, I suggest an emphasis on fuel and large-area man power points to promote fast operations using mobile forces. Hope this helps anyone interested and I would be more than willing to help anyone who wants to map this. All comments or criticisms are welcome. :D

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