Company of Heroes: Eastern Front

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Topics - My Name Is Ante

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1
Bugs & Tech Support / Scarlog Error
« on: February 02, 2012, 01:17:10 AM »
Ok...
This one is for patch 1.6...

When I play, I get Scar error...
here the file...

2
Suggestions / Unit Page
« on: January 22, 2012, 12:37:53 AM »
As the new patch is coming, I think EF homepage is pretty barren...
Why don't we make something like unit page that Modern Combat and official CoH web have?
Though of course as long as it doesn't hinder the coming of the new patch... :P

3
Off Topic / Just want to share an idea
« on: January 17, 2012, 03:34:04 AM »
New one below:
http://easternfront.org/forums/index.php?topic=7306.msg109416#msg109416

===================================

Somehow I get an inspiration, but before I begin I just want to make it clear that I don't propose anything just try to share my ideas.
It is about Brit structure.

I've heard some issue about how you can't cut off their supply and when the Brit get the High Resource Point they become very annoying.
Then I think, if I am allowed to redesign this basic things, what will I do to address this?

I somehow think Brit should have an HQ like any other and change the function of Brit's truck to simply OP point.

These trucks can still build units, but the units don't come from the trucks, they come off-map.
These trucks also will have different upgrades, one will allow the trucks to increase the income they receive from the point while the other upgrade will allow infantry to reinforce from the truck.

So what do you all think?

4
Okay, Here is the 3rd and perhaps the last version
The reason I create a new thread instead of update the old one is because this current version has a lot of basic and fundamental change that it won't longer fit with the previous version.

I don't really understand why people don't reply my post, but I guess the text is just too much, so in this version I add Features, so you can at least know what you will see here.

Features
1.) Unique Gameplay
2.) Unique unit, yet can be simply a reskin
3.) Unique Veterancy
4.) Unique way to secure sector
5.) Buildable Tiger I and Doctrinal Tiger Ace (A Possible solution for whether Tiger should buildable or doctrinal)

3rd Ostheer Version

The Gameplay
What is Ostheer Starting Unit?
Base on thread created by UNR3AL, I realize that CoH somehow maintain a unique combination of starting unit. US, Wher, and SU started with weak unit combination while UK and PE start with their core infantry. In order to do the same combination, The Ostheer start with their infantry: Ost-Grenadier.

How about the Resource Management?
Ostheer, like SU, is incapable to secure resource earlier. However, another result from UNR3AL thread, Ostheer capable to secure point in a unique way. After some researches, Ostheer can upgrade the point. This upgradable point however has its own weakness: First, it use ammo that rarer than manpower; Second, the enemy doesn’t need to destroy anything, they only need to seize it twice. But with one Doctrine, it will be harder to seize than to destroy an outpost.

What about the Veterancy?
Ostheer doesn’t really gain veterancy. Instead, they gain area wide bonus. How this implement? Ostheer capables to build tower in every areas. This tower can not be build in area that hasn’t been captured, however the effect last even after seized by enemy. Only one tower can be built in every area and the tower is invisible. Also, the tower doesn’t reveal any invisible unit nearby. The bonus gave by the tower is varied and depend on which base building you built. Each base building unlock new bonus for your troop. Only 1 bonus can be active at once and the bonus is same for every tower.
1.)   Infantry Bonus:
•   (Pro) Increase Accuracy and damage against enemy infantry
•   (Pro) Your infantry will sprint and harder to suppress.
•   (Pro) Decrease enemy accuracy against your infantry.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to tank.
•   (Con) Decrease recon unit reveal range.
2.)   Vehicle Bonus:
•   (Pro) Increase Accuracy and damage against enemy vehicle.
•   (Pro) Your vehicle upgrade and repaired time will be decreased.
•   (Pro) Decrease enemy accuracy against your vehicle.
•   (Con) Slightly decrease your unit accuracy to enemy infantry and tank.
•   (Con) Decrease repair rate of Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) to anything beside vehicle.
3.)   Tank Bonus:
•   (Pro) Increase accuracy and damage against enemy tank.
•   (Pro) Increase armor penetration against enemy vehicle and tank.
•   (Pro) Decrease enemy mine and AT damage against your tank within area.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to infantry.
•   (Con) Decrease repair rate of Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) to anything beside tank.
4.)   Superior Bonus
•   (Pro) Increase damage against all of enemy unit.
•   (Pro) Your unit gain bonus defense.
•   (Pro) Increase your unit accuracy to all of enemy unit.
•   (Con) Increase enemy accuracy against all of your units.
•   (Con) Your Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) will repair slower.
5.)   No Bonus
•   (Pro) No Decreasing stat.
•   (Con) No Bonus.

Are they able to upgrade free house?
Yes they are. Like US and Wher, they capable to upgrade free house and make them forward Barrack. The forward barrack will allow you to build Ost Grenadier, MG 34 Team, Mortar Team, and Ost Panzerjäger Grenadier with building they exist as requirement. Unique to Ostheer, once Area Secure Research bought and the area where forward barrack exist secured, the forward barrack is unavailable to be seized. Also, the forward barrack will still available to build unit even though cut off from supply.

How the Gameplay supposes to feel?
Hard hitting early and hard to be pressed at the end game. The Ostheer has some of the fastest unit to capture and seizing. This is balanced by having standard unit and lesser number. However, most of the research and upgrade are easy to gain, thus allow them to have better unit. At end game, because of the lack of real veterancy, their unit will get harder to push forward. But the same reason makes them hard to be pushed. However, the raw power of later unit (such as Jadgpanzer and Tiger I) allow them to do the impossible.

Building, Unit, and Upgrade
There are 4 different buildings that Ostheer can build. The HQ has 3 different upgrades which will unlock 3 different bases. The 4th building only available after all upgrades in HQ purchased.

Ostheer HQ (Not buildable)
This will be the heart of your troop, and by the heart, it really means the heart. This building allows you to build with the Ost Grenadier and Builder Halftrack.

Buildable unit
Ost Grenadier (300 MP 3/4 Pop)
Type: Main Infantry
Role: Assault
   Ost Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:
1.)   LMG (MG 34) (75 Ammo)
2.)   PzB 35(p) (Require Armor Full Support Upgrade; 75 Ammo)
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth
4.)   Mine (20 ammo)
5.)   Bobby Trap (15 ammo)
6.)   Beacon (Require Army Plan Bombardment)
7.)   Trenches (Require Army Plan Eastern Blitz)
8.)   Tower
9.)   Bunker (Require Advance Map Control)
Ability they can do:
1.)   Throw Grenade (20 Ammo): Ost Grenadier will throw grenade to enemy. (Incendiary Grenade with Incendiary Element)
2.)   Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.
3.)   Repair (Require Army Plan Last Stand): Your Ost Grenadier will now repair.
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.
2.)   Incendiary Element: Grant Ost Grenadier Incendiary Grenade.
3.)   Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability

Builder Halftrack (200 MP 3 Pop)
Type: Utility Unit
Role: Build and Repair
   Replace the function of original utility unit from any other function. They are too big to build small defenses like mines, but they capable to build base building and big defenses like bunker. 2 things that makes them better than regular utility unit like Pioneer and Engineer: they are tougher (except against AT) and faster. They don’t have any armament however. They can build:
1.)   T1 Building
2.)   T2 Building
3.)   T3 Building
4.)   T4 Building
5.)   Tower
6.)   Bunker (Mortar Bunker with Army Plan Eastern Blitz)
7.)   Howitzer (Require Army Plan Bombardment)
Ability they can do:
   Repair (Require Army Plan Last Stand): Your Builder Halftrack will now repair. (Advance Repair with Army Plan Last Stand)
They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Upgrade:
1.)   Maximum Squad Size: Increase all squad size. Unlock T1 (200 MP 25 Fuel)
2.)   Incendiary Element: Grant some unit Incendiary type of weaponry and Bobby Trap will have Incendiary Effect. Unlock T2 (200 MP 30 Fuel)
3.)   Armor Full Support: Unlock T3 (200 MP 25 Fuel)

T1 (220 MP 15 Fuel)
Focus on Counter Infantry and Infantry Support, Unlock Infantry Bonus

Buildable unit
MG 34 (260 MP 4 Pop)
Type: Support Infantry
Role: Anti-Infantry
   Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. Ability they can do:
   Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.
They gain benefit from:
1.)   Improved Equipment: Replace MG 34 with MG 34/41 (MG 34S) which has better damage and suppression rate.
2.)   Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability

Zündapp KS750 (180 MP 2 Pop)
Type: Light Vehicle
Role: Recon
   Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Raupenschlepper-Ost Transport Truck (200 MP 15 Fuel 4 Pop)
Type: Light Vehicle
Role: Support Vehicle
   Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. This vehicle can be upgrade with:
1.)   Ammo Truck (75 Ammo): Raupenschlepper-Ost will now have function similar to Ammunition Halftrack in exchange to its transport capability.
2.)   Medic Truck (75 Ammo): Raupenschlepper-Ost will now capable to heal nearby infantry in exchange to its transport capability.
Ability they can do:
   Unpack/Pack: Increase effect range. (Also 2 medics will be summoned which will collect body, 4 bodies required. The medic will disappear when RSO move)
They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Improved Equipment: Replace old equipment with new and better equipment. (200 MP 40 Fuel)
2.)   Scharfschützen-Schule: Grant your infantry Sniper Awareness ability (200 MP 25 Fuel)

T2 (220 MP 25 Fuel)
Focus on Counter Mass Troop and Light Armor, Unlock Vehicle Bonus

Buildable Unit:
Mortar Team (270 MP 3 Pop)
Type: Support Infantry
Role: Long Range
   Equipped with 5 cm leGrW 36 and consist of 3 men, mortar team shoot in shorter range and deal lesser damage. But they capable to deploy, undeploy, and move faster. Ability they can do:
1.)   Mortar Barrage: Barrage on location.
2.)   Incendiary Round (50 Ammo): Launch an incendiary round on location.
3.)   Smoke Round (Require Veteran Artillerist): Launch a smoke round on location.
4.)   Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Improved Equipment: Replace 5 cm leGrW 36 with kz 8 cm GrW 42 which has better damage and fire range.
3.)   Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability

Flakpanzer 38(t) (410 MP 40 Fuel 8 Pop)
Type: Anti-Air Unit
Role: Anti-Air, Anti-Infantry
   Flakpanzer 38(t) initial role is to handle incoming enemy aircraft support. However, due to heavily land base nature of the war, the Flakpanzer 38(t) role becoming more into Anti-Infantry. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Panzer III (400 MP 55 Fuel 6 Pop)
Type: Medium Tank
Role: Assault
Require: Armor Full Support, 2 building built
   Panzer was build to be a tank hunter when fight against Soviet Union. However, when T 34 came out, this tank proved to be incapable to do their job. Thus, at the rest of the war they role became simply as Infantry support. Its role later on replaced by Panzer IV. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank. (220 MP 35 Fuel)
2.)   Area Secure: You can now upgrade your sector to secure it. (200 MP 15 Fuel)

T3 (220 MP 50 Fuel)
Focus on Counter Enemy Armor, Unlock Tank Bonus

Buildable Unit:
Ost Panzerjäger Grenadier (330 MP 3/4 Pop)
Type: Support Infantry
Role: Anti-Tank Unit
   This squad is Ost Grenadier that has been upgraded with PzB 35(p). They are identical in stats and have same ability. They can be upgraded with:
   Artillerist (75 Ammo, Require Artillery Element): Allow your Ost Panzerjäger Grenadier to drop Artillery on area.
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth
4.)   Mine (20 ammo)
5.)   Bobby Trap (15 ammo)
6.)   Beacon (Require Army Plan Bombardment)
7.)   Trenches (Require Army Plan Eastern Blitz)
8.)   Tower
9.)   Bunker (Require Advance Map Control)
Ability they can do:
1.)   Throw Grenade (20 Ammo): Ost Panzerjäger Grenadier will throw grenade to enemy. (Incendiary Grenade with Incendiary Element)
2.)   Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.
3.)   Repair (Require Army Plan Last Stand): Your Ost Panzerjäger Grenadier will now repair.
4.)   Deploy Artillery (50 Ammo, Require Artillerist Upgrade): Your Ost Panzerjäger Grenadier will now launch artillery signal on location. Off-map artillery will be dropped.
5.)   Deploy Fake Signal (Require Veteran Artillerist): Your Ost Panzerjäger Grenadier will now launch artillery signal on location. No Off-map artillery will be dropped.
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional PzB 35(p).
2.)   Incendiary Element: Grant Ost Grenadier Incendiary Grenade.
3.)   Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability

Raupenschlepper-Ost/PaK 40 (RSO/PaK 40) (300 MP 40 Fuel 4 Pop)
Type: Light Vehicle
Role: Anti-Tank
   Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. Equipped with PaK 40, RSO/PaK 40 become a fast and powerful Anti-Tank for Ostheer. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

StuG III
Type: Medium Tank (340 MP 50 Fuel 4 Pop)
Role: Infantry Support; Tank Hunter
Require: 2 building built
   Stug III is an assault tank that intended to become an Infantry Killer. As the war progress their role became more in to tank hunter than infantry support. A similar fate with its next generation Stug IV. They gain benefit from:
1.)   Improved Tank Equipment: Grant Stug III side skirt armor.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Advance Engineering: Increase speed and fire range of vehicle and tank. (220 MP 35 Fuel)
2.)   Improved Tank Equipment: Improve tank equipment. (400 MP 50 Fuel)

T4 (300 MP 50 Fuel)
Focus on the best of the best Unit, Unlock Superior Bonus

Buildable unit
Panzer IV (410 MP 70 Fuel 8 Pop)
Type: Medium Tank
Role: Tank Hunter
Require: 2 building built
   Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panzer IV side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Jadgpanzer IV (600 MP 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support
   Due to enemy armor threat and limited Tank available, Ostheer gain reinforcement to stop enemy advance and show German steel’s superiority. Only 3 buildable. Jadgpanzer gains benefit from:
1.)   Improved Tank Equipment: Grant Jadgpanzer IV side skirt armor.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
4.)   Heavy Armor Full Support: Increase buildable Jadgpanzer IV by 2.
 
Tiger I (900 MP 115 Fuel 14 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support, Heavy Armor Full Support
   Only several numbers of tiger seen in battle, but the result they capable to do are mostly beyond imagination. However, Tiger is very slow and expensive to build and only 1 tiger available. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
   
Buyable Research:
1.)   Heavy Armor Full Support: Allow you to build Tiger and allow you to build 2 additional Jadgpanzer IV. Require Tank Support Research. (300 MP 60 Fuel)
2.)   Tank Support: Jadgpanzer IV to be built. Require 2 building built. (200 MP 20 Fuel)

Doctrine
Army Plan Bombardment (Focus on Artillery)
Unleash the true Artillery Potential of Ostheer. This doctrine will focus on long range potential of Ostheer. Your Ost Grenadier and Ost Panzerjäger Grenadier will be able to build beacon while your Builder Halftrack will be able to build Howitzer.


Left Side: Support Artillerist
Registered Sector Artillery – 2 CP: Allow you to call-in registered artillery to a sector or beacon
   Now you can drop registered artillery on a sector like Wehrmacht and PE. You can also drop the artillery on Beacon. The Beacon has possibility to be destroyed by artillery.

Artillery Element – 2 CP: Grant your Ost Panzerjäger Grenadier with Artillery Element Upgrade.
   Your Ost Panzerjäger Grenadier will now have Artillery Element Upgrade. Allow them to drop Artillery Signal (Marksman Style) on Area.

Wespe – 4 CP: Call-in a Wespe to aid your artillery forces
   Allow you to call-in Wespe self-propelled artillery

Wespe (600 MP 12 Pop)
Type: Mobile Artillery
Role: Long Range
   Wespe is slightly inferior than Hummel. However, they can move faster in stand of fire power and fire rate. Ability they can do:
1.)   Barrage: Barrage on location
2.)   Securing Artillery (On/Off Ability, Require Veteran Artillerist): Wespe will lock a sector and launch artillery when enemy indicated on sector.
They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Right Side: Specialist Artillery
Trained Artillerist – 2 CP: Increase accuracy and fire rate of your Artillery
   It will increase your artillery unit (the long range unit) and emplacement accuracy and fire rate.

Improved Artillery – 2 CP: Reduce the cool down and increase fire range of your artillery
   It will increase your artillery unit (the long range unit) and emplacement fire range and reduce their cool down abilty (like incendiary round).

Veteran Artillerist – 3 CP: Your long range unit will now able to use new ability
   Every long range unit (Mortar Team, Wespe, and Howitzer) can now use new ability.

Army Plan Eastern Blitz (Focus on Speed)
Show your enemy the speed of Death. This doctrine will focus on Speed and constant firepower. Your Ost Grenadier and Ost Panzerjäger Grenadier will be able to trenches while your Builder Halftrack will be able to build Mortar Bunker instead of regular Bunker (Bunker previously created though will not replaced).

Left Side: Eastern Blitz
Reinforcement Blitz – 2 CP: Decrease the build time and reinforce time of all units
   Your units’ build time now decreased and your reinforcement speed increase.

Gebirgsjäger – 3 CP: Call-in Gebirgsjäger. These men are elite infantry
   Allow you to call in Gebirgsjäger

Gebirgsjäger (375 MP 6/8 Pop)
Type: Main Infantry
Role: Assault
   Gebirgsjäger (Mountain Riflemen) are the Waffen SS squad consists of 3 men. They are equal to Knight Cross Holder in armor term, but only use Kar98k. They have some upgrade:
1.)   Marksman (75 Ammo): Allow Gebirgsjäger to have a marksman. It allow them to snipe an infantry (Infantry Section style snipe) and increase its detection range.
2.)   PzB 35(p) (75 Ammo, Require Armor Full Support Research): Equipped Gebirgsjäger with PzB 35(p) which capable to dealt damage to vehicle and tank.
3.)   MP 44 (75 Ammo, Require Improved Equipment Research): Equipped Gebirgsjäger with MP 44 that do more damage against infantry.
They also can build defense:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
5.)   Tower
Ability they can do:
1.)   Throw Grenade (20 Ammo): Ost Grenadier will throw grenade to enemy. (Incendiary Grenade with Incendiary Element)
2.)   Sniper Awareness (On/Off Map, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require triple shot (they have elite armor) to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.
3.)   Marksman (25 Ammo, Require Marksman Upgrade): Snipe an infantry. (2 with Maximum Squad Size Upgrade)
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Incendiary Element: Grant Gebirgsjäger Incendiary Grenade.
3.)   Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability and decrease the cool down of Marksman ability.

6 Weeks to Moscow – 2 CP: Permanently make all of your units to move at higher speed, but sacrifice small accuracy
   Your troop will now move at higher speed and harder to suppress, however their accuracy will slightly decreased.

Right Side: Enemy Advance Counter
Spirit of Ostheer – 2 CP: Increase the sight range and fire range all units within territory and grant you ability that increase defense bonus for a period of time within territory
   All of your unit will now have longer sight range and fire range. It also grant you with ability to increase defense bonus of your unit in your territory.

The Ace – 2 CP: Allow you to build Tiger I Ace.
   From now on, your T4 Tiger I will be replaced by Tiger I Ace which equal to Whermacht vet 3 Tiger I. Tiger I that already built will remain same.

Panther – 4 CP: Call in a Panther.
   You can now call-in Panther.

Panther (745 MP 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
   This fearsome beast is capable to streak fear to the very heart of the red army. Panther can penetrate most Allied tank and has thick frontal armor. But its side lack the similar armor. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panther side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Army Plan Last Stand (Focus on Heavy Support)
Grant you best of the best unit. This doctrine will focus on Heavy Armor and Full Firepower. Your Ost Grenadier and Ost Panzerjäger Grenadier will be able to repair while your Builder Halftrack will be able to do advance Repair.

Left Side: Heavy Armor Specialist
The Panzerscherck– 2 CP: Replace your troop PzB 35(p) with Panzerscherck.
   Replace your Ost Grenadier and Ost Panzerjäger Grenadier PzB 35(p) with Panzerscherck.

Nashorn – 2 CP: Replace all RSO/PaK 40 with Nashorn Tank Destroyer
   From now on, your T3 will build Nashorn Tank Destroyer instead RSO/PaK 40. All previously built RSO/PaK 40 will remain same.

Nashorn (300 MP 50 Fuel 6 Pop)
Type: Light Armor Tank
Role: Tank Hunter
   Nashorn is one of the successful tank hunters in Eastern Front. Armed with the fearsome PaK 43/1, Nashorn proofed to be a formidable foe for T-34. They are better in term in Armor and Firepower while have same speed with Raupenschlepper-Ost/PaK 40 (RSO/PaK 40) they replace. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Elefant – 6 CP: Call in an Elefant tank. This tank can only available once in a game
   You can now call in Elefant. This tank can only exist once in a game.

Elefant (500 MP 16 Pop)
Type: Super Heavy Tank
Role: Tank Hunter
   Elefant is one of the most successful tank hunter in WW II. This tank will eat all allied tank like breakfast. Elefant doesn’t get benefit from any upgrade.

Right Side: Map Control
Advance Map Control – 2 CP: Increase the speed of Sector Secure upgrade and your unit seize rate.
   The point secure upgrade will now done faster and your unit will seize enemy territory faster.

Advance Map Secure – 1 CP: Allow Ost Grenadier and Ost Panzerjäger Grenadier to build Bunker. Your bunker can now be upgraded to MG Bunker.
   Now your Ost Grenadier and Ost Panzerjäger Grenadier will be able to build bunker like builder halftrack and now all your bunker is upgradable with MG 34.

88mm Flak AT/AA Gun – 3 CP: Allow your Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) to build 88mm Flak AT/AA Gun
   Your Builder Halftrack can now build 88mm Flak AT/AA Gun (400 MP 75 Fuel 11 Pop).

Defensive Building
15 cm schwere Feldhaubitze 18 (sFH 18/Howitzer)
German Howitzer that can devastate enemy. They can do Barrage and Firestorm Barrage (200 Ammo, Require Veteran Artillerist)

88mm Flak AT/AA Gun
This fearsome weapon can destroy aircraft and ground target a like.

Bunker
Defensive structure common in war. Can be upgraded into MG Bunker (75 Ammo, Require Advance Map Secure)

Mortar Bunker
Defensive structure with Mortar as primary armament. They can do Barrage.

Upgrade Outside Unit
Sector
Sector Secure (40 Ammo): Secure a sector.

Free House
Upgrade to Forward Barrack (250 MP): Upgrade free house to Forward Barrack.

That is my concept I sincerely wait for reply and any suggestion...
Also, it would be great if any of you can give any idea about the "tower" and base building name...

Thank You

5
Ostheer Suggestions / Ostheer Concept by Ante (2nd Version)
« on: February 26, 2010, 03:11:23 PM »
Ok, here is now 2nd version of my Ostheer concept.
Most of unit still same but there are also a lot of change in this concept.

Basic Gameplay

In my opinion Ostheer should have a pretty intensive map control faction. They will have speed, fast capture and seize rate, and heavily rely on a lot of use of obstacle.

Gameplay (Point)

Quality over Quantity
Ostheer still maintain the basic Axis principal: Quality over quantity. Thus, every unit in Ostheer could do most of thing better than their counterpart in any other faction but also more expensive. However, Ostheer still needs a lot of upgrades before really achieve this state.

Map Control
Ostheer has more variation of obstacle that would stop ally from reaching their destination or goal. From simple sandbag to the devastating bobby trap. However, they will still need to carefully plan their strategy as it can become a double edge sword. Ostheer also capable to build base in the sector they control to allow for wide base (historically they spread across the Eastern Front although they spread too thin). These base will secured the territory but will not increase the resource however.

Offensive
Ostheer are a very fast faction (almost or same with PE) and has good to excellent firepower. It doesn’t mean they are a copy cat of PE by having a lot of vehicle. Although they have more armor than infantry, they still have a lot number of infantry variation. However, not all units have good punch, some only have minor firepower, but in exchange they do their job better. Some units also get their better firepower through upgrade. And some is pure firepower.

Veterancy
Ostheer doesn’t gain any veterancy. Instead, they gain area wide bonus. How this implement? Ostheer capables to build tower in every areas. This tower can not be build in area that hasn’t been captured, however the effect last even after seized by enemy. Only one tower can be built in every area and the tower is invisible. Also, the tower doesn’t reveal any invisible unit nearby. The bonus gave by the tower is varied and depend on which base building you built. Each base building unlock new bonus for your troop. Only 1 bonus can be active at once and the bonus is same for every tower.
1.)   Infantry Bonus:
•   (Pro) Increase Accuracy and damage against enemy infantry
•   (Pro) Your infantry will sprint and harder to suppress.
•   (Pro) Decrease enemy accuracy against your infantry.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to tank.
•   (Con) Decrease recon unit reveal range.
2.)   Vehicle Bonus:
•   (Pro) Increase Accuracy and damage against enemy vehicle.
•   (Pro) Your vehicle upgrade and repaired time will be decreased.
•   (Pro) Decrease enemy accuracy against your vehicle.
•   (Con) Slightly decrease your unit accuracy to enemy infantry and tank.
•   (Con) Decrease repair rate of Ostheer Pioneer to anything beside vehicle.
3.)   Tank Bonus:
•   (Pro) Increase accuracy and damage against enemy tank.
•   (Pro) Increase armor penetration against enemy vehicle and tank.
•   (Pro) Your tank now immune to enemy mine within area.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to infantry.
•   (Con) Decrease repair rate of Ostheer Pioneer to anything beside tank.
4.)   Superior Bonus
•   (Pro) Increase damage against all of enemy unit.
•   (Pro) Your unit gain bonus defense.
•   (Pro) Your Ostheer Pioneer will repair faster.
•   (Con) Increase enemy accuracy against all of your units.
•   (Con) Decrease your unit accuracy to all of enemy unit.
5.)   No Bonus
•   (Pro) No Decreasing stat.
•   (Con) No Bonus.

Building, Unit, and Upgrade
There are 4 different buildings that Ostheer can build. The HQ has 3 different upgrades which will unlock 3 different bases. The 4th building only available after all upgrades in HQ purchased.

Ostheer HQ (Not buildable)
This will be the heart of your troop. This building allows you to build with the Ostheer Pio and Ostheer Grenadier.

Buildable unit:
Ostheer Pioneer (120 MP 2 Pop)
Type: Utility Unit
Role: Building and Repair
   Ostheer Pioneer is much like they wermacht counterpart, consist of only two men. However, they are weaker as they only armed with pistol. However, they are faster both in speed, build, capture, and seize rate. Ostheer Pioneer has 2 upgrades:
1.)   Flamethrower (Require Incendiary Element; 50 Ammo)
2.)   Mine Detector (50 Ammo)
Ostheer Pioneer also can build (obviously) base and defenses. The defenses:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
5.)   Mine (20 ammo)
6.)   Bobby Trap (15 ammo)
7.)   Bunker (However, this bunker cannot be upgraded into machinegun bunker) (150 MP)
Depending on Doctrine, they will receive additional upgrade:
1.)   Left Doctrine (Focus on Artillery) they will be able to plant beacon so although there are no troops around, the area will still be revealed. Only 5 beacons allowed. They will also receive camouflaged ability.
2.)   Center Doctrine (Focus on Speed) they will receive smg. It will make them has similar firepower with most utility unit (like Pioneer and Engineer). They will also receive expert repair ability.
3.)   Right Doctrine (Focus on Heavy Support) they will receive Panzerscherck upgrade (75 Ammo). They also now capable to build goliath.
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Incendiary Element: Allow your Ostheer Pioneer to have Flamethrower.

Ostheer Grenadier (300 MP 3 Pop)
Type: Main Infantry
Role: Assault
   Ostheer Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:
1.)   LMG (MG 34) (75 Ammo)
2.)   PzB 35(p) (Require 2 base building built; 75 Ammo)
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.
2.)   Incendiary Element: Grant Ostheer Grenadier Incendiary Grenade.

Buyable Research:
1.)   Infantry Full Support (Unlock T1) (200 MP 25 Fuel)
2.)   Light Armor Support (Unlock T2) (200 MP 25 Fuel)
3.)   Armor Full Support (Unlock T3) (200 MP 25 Fuel)

T1 (220 MP 15 Fuel)
Focus on Infantry Support, Unlock Infantry Bonus

Buildable unit
MG 34 (260 MP 3 Pop)
Type: Support Infantry
Role: Anti-Infantry
   Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Improved Equipment: Replace MG 34 with MG 34/41 (MG 34S) which has better damage and suppression rate.

Mortar Team (270 MP 3 Pop)
Type: Support Infantry
Role: Long Range
   Equipped with 5 cm leGrW 36 and consist of 3 men, mortar team shoot in shorter range and deal lesser damage. But they capable to deploy, undeploy, and move faster. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Improved Equipment: Replace 5 cm leGrW 36 with kz 8 cm GrW 42 which has better damage and fire range.
3.)   Incendiary Element: Grant Mortar Team Incendiary Round.

Support Team (250 MP 2 Pop)
Type: Support Infantry
Role: Support
   Support team is a multifunction squad consists of only two men. They armed with pistol only. It has 3 different upgrade before it function can be seen clearly.
1.)   Medic Support (50 Ammo): Allow them to heal nearby troop and allow them to turn in to Medic Tent. Their heal rate is pathetic however when in infantry mode. Once turn in to medic tent, it can heal better and collect fallen comrade but this process is irreversible.
2.)   Marksmanship Support (50 Ammo): Allow them to snipe an enemy infantry. Marksmanship Support also increases the accuracy of nearby troop.
3.)   Mechanic Support (50 Ammo): Allow them to repair vehicle, tank, and building. They will receive smg after this upgrade.
They gain benefit from:
   Maximum Squad Size: Increase all squad size.

Buyable Research:
1.)   Maximum Squad Size: Increase all squad size. (160 MP 25 Fuel)
2.)   Improved Equipment: Replace old equipment with new and better equipment. (160 MP 25 Fuel)

T2 (220 MP 25 Fuel)
Focus on Light Armor, Unlock Vehicle Bonus

Buildable Unit:
Raupenschlepper-Ost (200 MP 15 Fuel 4 Pop)
Type: Light Vehicle
Role: Support Vehicle
   Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. The function of this vehicle is similar to Ammunition Halftrack but unable to build Goliath. This vehicle can be upgrade with:
1.)   7.5 cm PaK 40/1 anti-tank gun (75 Ammo): Raupenschlepper-Ost will now capable to become light and highly mobile anti-tank in exchange for it's reduces cool down ability. Require 2 Building built
2.)   5 cm leGrW 36 (75 Ammo): Raupenschlepper-Ost will now capable to launch 5 cm leGrW 36 which has lesser accuracy than mortar team but extremely mobile in exchange for it's reduces cool down ability.
They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Improved Equipment: Replace 5 cm leGrW 36 with kz 8 cm GrW 42 which has better damage and fire range.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Zündapp KS750 (180 MP 2 Pop)
Type: Light Vehicle
Role: Recon
   Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Sd.Kfz. 11 (220 MP 20 Fuel 4 Pop)
Type: Light Vehicle
Role: Transport
   Sd.Kfz. 11 is a common half track used by the Axis and has been seen in many fronts. Sd.Kfz. 11 can be upgraded with:
   Sd.Kfz. 11/2: replace the MG 34 equipped on the vehicle with flamethrower which dealt more damage to infantry and building but sacrifice the transport function. Require Incendiary element upgrade. Require Incendiary Element.
They gain benefit from:
1.)   Incendiary Element: Grant Allow Sd.Kfz. 11 to be upgraded into Sd.Kfz. 11/2.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Incendiary Element: Grant some unit Incendiary type of weaponry. (120 MP 30 Fuel)
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank. (220 MP 35 Fuel)

T3 (220 MP 50 Fuel)
Focus on early tank, Unlock Tank Bonus

Buildable Unit:
Panzer III (400 MP 55 Fuel 6 Pop)
Type: Medium Tank
Role: Assault
Require: Tank Support
   Panzer was build to be a tank hunter when fight against Soviet Union. However, when T 34 came out, this tank proved to be incapable to do their job. Thus, at the rest of the war they role became simply as Infantry support. It’s role later on replaced by Panzer IV. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

StuG III
Type: Medium Tank (340 MP 50 Fuel 6 Pop)
Role: Infantry Support
Require: Tank Support
   Stug III is an assault tank that intended to become an Infantry Killer. As the war progress their role became more in to tank hunter than infantry support. A similar fate with it’s next generation Stug IV. They gain benefit from:
1.)   Improved Tank Equipment: Grant Stug III side skirt armor.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Flakpanzer 38(t) (410 MP 40 Fuel 8 Pop)
Type: Anti-Air Unit
Role: Anti-Air, Anti-Infantry
   Flakpanzer 38(t) initial role is to handle incoming enemy aircraft support. However, due to heavily land base nature of the war, the Flakpanzer 38(t) role becoming more into Anti-Infantry. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Tank Support: Allow most tanks to be built. Require 2 building built. (200 MP 20 Fuel)
2.)   Improved Tank Equipment: Improve tank equipment. (400 MP 50 Fuel)

T4 (300 MP 50 Fuel)
Focus on the best of the best Unit, Unlock Superior Bonus

Buildable unit
Panzer IV (410 MP 70 Fuel 8 Pop)
Type: Medium Tank
Role: Tank Hunter
Require: Tank Support
   Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panzer IV side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Panther (600 MP 110 Fuel 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support
   This fearsome beast is capable to streak fear to the very heart of the red army. Panther can penetrate most Allied tank and has thick frontal armor. But it’s side lack the similar armor. Only 3 Panther are available to be built. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panther side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
4.)   Heavy Armor Full Support: Increase buildable Panther by 2.
 
Tiger (900 MP 115 Fuel 14 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support, Heavy Armor Full Support
   Only several numbers of tiger seen in battle, but the result they capable to do are mostly beyond imagination. However, Tiger is very slow and expensive to build and only 1 tiger available. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
   
Buyable Research:
1.)   Heavy Armor Full Support: Allow you to build Tiger and allow you to build 2 additional Panther. Require Tank Support Research. (300 MP 60 Fuel)
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank. (220 MP 35 Fuel)

Doctrine
Army Plan Bombardment (Focus on Artillery)

Left Side (Mobile Artillery)
Artillery Warning – 1 CP: Warn you when enemy finish an artillery emplacement or launch in/off-map artillery.
   It will warn when enemy finish their artillery unit/emplacement (The Howitzer or Firebase). Also, give you early warning when a smoke signal is launched by enemy.

Trained Artillerist – 2 CP: Increase accuracy and fire rate of your Artillery
   It will increase your artillery unit (the long range unit) and emplacement accuracy and fire rate.

Wespe – 4 CP: Call-in a Wespe to aid your artillery forces
   Allow you to call-in Wespe self-propelled artillery
Wespe (600 MP 12 Pop)
Type: Mobile Artillery
Role: Long Range
   Wespe is slightly inferior than Hummel. However, they can move faster in stand of fire power and fire rate. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Right Side (Station Artillery)
Registered Sector Artillery – 2 CP: Allow you to call-in registered artillery to a sector or beacon
   Now you can drop registered artillery on a sector like Wehrmacht and PE. However, as your Ostheer Pioneer can build beacon, you can also drop the artillery on Beacon. The Beacon has possibility to be destroyed by artillery.

Improved Artillery – 2 CP: Reduce the cool down and increase fire range of your artillery
   It will increase your artillery unit (the long range unit) and emplacement fire range and reduce their cool down abilty (like incendiary round).

Howitzer – 4 CP: Allow your Ostheer Pioneer to build a Howitzer
   Your Ostheer Pioneer can now build a Howitzer (450 MP 75 Fuel 11 Pop).

Army Plan Eastern Blitz (Focus on Speed)
Left Side (Eastern Blitz)

Reinforcement Blitz – 2 CP: Decrease the build time and reinforce time of all units
   Your units’ build time now decreased and your reinforcement speed increase.

Gebirgsjäger – 3 CP: Call-in Gebirgsjäger. These men are elite infantry
   Allow you to call in Gebirgsjäger
Gebirgsjäger (375 MP 6/8 Pop)
Type: Main Infantry
Role: Assault
   Gebirgsjäger (Mountain Riflemen) are the Waffen SS squad consists of 3 men. They are equal to Knight Cross Holder in armor term, but only use Kar98k. They have some upgrade:
1.)   Marksman (75 Ammo): Allow Gebirgsjäger to have a marksman. It allow them to snipe an infantry (Infantry Section style snipe) and increase it’s detection range
2.)   PzB 35(p) (75 Ammo): Equipped Gebirgsjäger with PzB 35(p) which capable to dealt damage to vehicle and tank.
They also can build defense:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.
2.)   Improved Equipment: Replace Kar98k with MP 44.
3.)   Incendiary Element: Grant Gebirgsjäger Incendiary Grenade.

6 Weeks to Moscow – 2 CP: Permanently make all of your units to move at higher speed, but sacrifice small accuracy
   Your troop will now move at higher speed and harder to suppress, however their accuracy will slightly decreased.

Right Side (Enemy Advance Counter)

Protect the Fatherland – 2 CP: Increase the sight range and fire range all units within territory and grant you ability that increase defense bonus for a period of time within territory
   All of your unit will now have longer sight range and fire range. It also grant you with ability to increase defense bonus of your unit in your territory.

Spirit of Ostheer – 3 CP: Allow you to build 2nd Tiger and equip your troop with better Anti-Tank weapon.
   You can now build your 2nd Tiger and replace PzB 35(p) with Panzerscherck.

Jadgpanzer IV – 4 CP: Call in a Jadgpanzer IV tank hunter
   You can now call-in Jadgpanzer IV Tank Hunter max 3

Jadgpanzer IV (600 MP 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
   Due to enemy armor threat and limited Tank available, Ostheer gain reinforcement to stop enemy advance and show German steel’s superiority. Jadgpanzer gains benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Army Plan Last Stand (Focus on Heavy Support)
Left Side (Heavy Armor)

Armor Urgency – 2 CP: Decrease the build time of all vehicle and tank
   All of your vehicle and tank build time is reduced.

Panzer Superiority – 2 CP: Improve all Tank firepower and fire range
   All of your tanks now do more damage and can shoot further enemy.

Elefant – 6 CP: Call in an Elefant tank. This tank can only available once in a game
   You can now call in Elefant. This tank can only exist once in a game.
Elefant (500 MP 16 Pop)
Type: Super Heavy Tank
Role: Tank Hunter
   Elefant is one of the most successful tank hunter in WW II. This tank will eat all allied tank like breakfast. Elefant doesn’t get benefit from any upgrade.

Right Side (Map Control)
Advance Map Control – 2 CP: Allow your Ostheer Pioneer to build observation post and your Main Infantry to plant mine and bobby trap
   Now your Ostheer can build observation post and your main infantry can plant mine and bobby trap. Your tower can now reveal invisible enemy.

Advance Secure Control – 2 CP: Your secured territory will now give bonus resource. Your base and defense will also gain boost in health and armor also your bunker can now be upgraded into MG Bunker
   Your secured point, with the exception those that secured with your base, now produce bonus resource. Your base will also gain extra health and armor. Your bunker can be upgraded into MG Bunker.

88mm Flak AT/AA Gun – 3 CP: Allow your Ostheer Pioneer to build 88mm Flak AT/AA Gun
   Your Ostheer Pioneer can now build 88mm Flak AT/AA Gun (400 MP 75 Fuel 11 Pop).



Well, that's it
Any suggestion and criticism is welcome

Thanks

6
Ostheer Suggestions / Ostheer Concept by Ante
« on: February 15, 2010, 08:56:53 PM »
Ostheer Concept by Ante (99,99%)

- CLOSED -
New version available:
Ante's new concept verion - click here!
Lord Rommel - DEV


Basic Gameplay

In my opinion Ostheer should have a pretty intensive map control faction. They will have speed, fast capture and seize rate, and heavily rely on a lot of use of obstacle.

Gameplay (Point)

Quality over Quantity
Ostheer still maintain the basic Axis principal: Quality over quantity. Thus, every unit in Ostheer could do most of thing better than their counterpart in any other faction but also more expensive. However, Ostheer still needs a lot of upgrades before really achieve this state.

Map Control
Ostheer has more variation of obstacle that would stop ally from reaching their destination or goal. From simple sandbag to the devastating bobby trap. However, they will still need to carefully plan their strategy as it can become a double edge sword. Ostheer also capable to build base in the sector they control to allow for wide base (historically they spread across the Eastern Front although they spread too thin). These base will secured the territory but will not increase the resource however. This part will be more explained in doctrine once I’ve finished the doctrine.

Offensive
Ostheer are a very fast faction (almost or same with PE) and has good to excellent firepower. It doesn’t mean they are a copy cat of PE by having a lot of vehicle. Although they have more armor than infantry, they still have a lot number of infantry variation. However, not all units have good punch, some only have minor firepower, but in exchange they do their job better. Some units also get their better firepower through upgrade. And some is pure firepower.

Veterancy
Ostheer has 2 different set for veterancy. Whether the free set or the expensive but permanent set. The veterancy set:
1st set: Ostheer can gain veterancy by simply lead their forces to battle. This set of veterancy mirror the America style of veterancy.
2nd set: This second set is buyable from your HQ. This set can not be purchased before all upgrade from base building is bought. This will grand ACE name to your unit and it will give your unit some addition (eg: more infantry in 1 squad). This upgrade is slightly less powerful than vet3 of set 1 but affects your entire unit. This will only affect your next build unit and by buy this veterancy, they will not gain veterancy from battle.

Building, Unit, and Upgrade (WIP)
There are 4 different buildings that Ostheer can build. The 3 first building are available to be built in the same time while the fourth can only be built once all 3 previous built. These building can be built anywhere except enemy territory.

Ostheer HQ (Not buildable)
This will be the heart of your troop, and by the heart, it really means the heart. This building not only serves you with the Ostheer Pio, this building also provides you with the 1st set of veterancy upgrade.

Buildable unit:
Ostheer Pioneer
Type: Utility Unit
Role: Building and Repair
   Ostheer Pioneer is much like they wermacht counterpart, consist of only two men. However, they are weaker as they only armed with pistol. However, they are faster both in speed, build, capture, and seize rate. Ostheer Pioneer has 2 upgrades:
1.)   Flamethrower
2.)   Mine Detector
Ostheer Pioneer also can build (obviously) base and defenses. The defenses:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
5.)   Mine (only 20 ammo)
6.)   Bobby Trap (15 ammo)
7.)   Bunker (However, this bunker cannot be upgraded into machinegun bunker)
Depending on Doctrine, they will receive additional upgrade:
1.)   Left Doctrine (Focus on Artillery) they will be able to plant beacon so although there are no troops around, the area will still be revealed. Only 5 beacons allowed. They will also receive camouflaged ability.
2.)   Center Doctrine (Focus on Speed) they will receive smg. It will make them has similar firepower with most utility unit (like Pioneer and Engineer). They will also receive expert repair ability.
3.)   Right Doctrine (Focus on Heavy Support) they will receive Panzerscherck upgrade. They also now capable to build goliath.
They will also gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 3rd Infantry and add 1 slot weapon for another upgrade.
2.)   Ace Support Infantry: Grant them better armor (like elite Pioneer get).
3.)   Trained Squad: Increase the veterancy rate.

Buyable upgrade:
1.)   Ace Main Infantry
2.)   Ace Support Infantry
3.)   Ace Vehicle
4.)   Ace Tank

T1 Building
Focus on main troops

Buildable unit
Ostheer Grenadier
Type: Main Infantry
Role: Assault
   Ostheer Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:
1.)   LMG (MG 34)
2.)   Panzerschreck
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry and add 1 weapon slot for another upgrade.
2.)   Ace Main Infantry: Add 5th Infantry and add 1 additional weapon slot.
3.)   Incendiary Element: Allow them to use Incendiary Grenade.
4.)   Trained Troop: Increase the veterancy rate.

Raupenschlepper-Ost
Type: Light Vehicle
Role: Transport
   Raupenschlepper-Ost (RSO) is a heavy used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. This vehicle can be upgrade with:
1.)   7.5 cm PaK 40/1 anti-tank gun: Raupenschlepper-Ost will now capable to become light and highly mobile anti-tank in exchange for it's transport capacity. Require 2 Building built
2.)   5 cm leGrW 36: Raupenschlepper-Ost will now capable to launch 5 cm leGrW 36 which has lesser accuracy than mortar team but extremely mobile in exchange for it's transport capacity.
They gain benefit from universal upgrade:
1.)   Ace Vehicle: Allow them to transport more unit, if upgraded with weapon, increase it's weapon effectiveness
2.)   Trained Troop: Increase the veterancy rate.
3.)   Incendiary Element: Grant them Incendiary round that deal extra damage against infantry and building
4.)   Kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

Zündapp KS750 (T1)
Type: Light Vehicle
Role: Recon
   Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. Zündapp KS750 gain benefit from universal upgrade:
1.)   Ace Vehicle: Replace MG 34 with MG 34/41 (MG 34S) which has higher fire rate
Trained Troop: Increase the veterancy rate.
Buyable upgrade
1.)   Increase Squad Size: Grant 1 additional infantry to all squad.
2.)   Incendiary Element: Grant some incidenary for units.
   
T2 Building
Focus on Support Infantry

Buildable unit
MG 34
Type: Support Infantry
Role: Anti-Infantry
   Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. They gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry.
2.)   Ace Support Infantry: Change their MG 34 into MG 34/41 (MG34S) which has higher fire rate.
3.)   Trained Troop: Increase the veterancy rate.

Mortar Team
Type: Support Infantry
Role: Long Range
   Equipped with 5 cm leGrW 36 and consist of 3 men, mortar team shoot in shorter range and deal lesser damage. But they capable to deploy, undeploy, and move faster.  They gain benefit from:
1.)   Increase Squad Size: Grant them 4th Infantry
2.)   Ace Support Infantry: Grant them Phospor round that deal extra damage against vehicle and tank
3.)   Trained Troop: Increase the veterancy rate.
4.)   Incendiary Element: Grant them Incendiary round that deal extra damage against infantry and building
5.)   kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

Support Team
Type: Support Infantry
Role: Support
   Support team is a multifunction squad consists of only one man. He armed with pistol only. It has 3 different upgrade before it function can be seen clearly.
1.)   Medic Support: Allow them to heal nearby troop and allow them to turn in to Medic Tent. Their heal rate is pathetic however when in infantry mode. Once turn in to medic tent, it can heal better and collect fallen comrade but this process is irreversible.
2.)   Ammunition Support: They will receive smg and allow them to decrease the ability cool down of nearby unit.
3.)   Mechanic Support: Allow them to repair vehicle, tank, and building. They will receive smg after this upgrade.
They gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 2nd Infantry.
2.)   Ace Support Infantry: Add 3rd Infantry and change Support team pistol with smg.
3.)   Trained Troop: Increase veterancy rate.

Buyable upgrade
1.)   Trained Troop: Increase the veterancy rate for Infantry.
2.)   kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

T3 Building
Focus on Foreign Infantry Support and Vehicle Support

Buildable Unit
Bersaglieri
Type: Main Infantry
Role: Assault
   The itialian reiforcement to help the Ostheer forces. Consist of 4 men and armed with Carcano M1891(M91), they can throw grenade and build defenses, The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 5th Infantry and add 1 weapon slot for another upgrade.
2.)   Ace Main Infantry: Grant Elite Armor and MAB 38A (Moschetto Automatico Beretta Modello 1938A).
3.)   Incendiary Element: Allow them to use Incendiary Grenade.
4.)   Trained Troop: Increase the veterancy rate.

Toldi I (k.hk. A20)
Type: Light Tank
Role: Recon, Assault
Require: Toldi I
   Toldi I (k.hk. A20) is Hungarian Light tank that capable to deliver damage to most early Allied troops. Toldi I (k.hk. A20) requires Toldi I upgrade before capable to produce. Toldi I gain benefit from universal upgrade:
1.)   Ace Tank: Replace Toldi I (k.hk. A20) with Toldi IIa (k.hk. B40)
2.)   Trained Troop: Increase the veterancy rate

Flakpanzer I
Type: Light Armored Tank
Role: Anti-Air, Anti-Infantry
   Flakpanzer I original function is to destroy enemy air force. However, the land base nature of the war forces them to attack ground troop. This tank is lightly armored however, as it can easily down by enemy weapon. Flakpanzer I gain benefit from:
1.)   Ace Tank: Increase Flakpanzer I effectiveness and armor
2.)   Trained Troop: Increase the veterancy rate

Buyable Upgrade
1.)   Toldi I: Allow to build Toldi I (k.hk. A20). Require 2 building built
2.)   Camo Train: Bersaglieri can now camouflage.

T4 Building
Focus on the best of the best Unit

Buildable unit
Panzer IV
Type: Medium Tank
Role: Tank Hunter
   Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from universal upgrade:
1.)   Ace Tank: Give Panzer IV top gun MG 34 and armored side skirt
2.)   Trained Troop: Increase the veterancy rate

Panther
Type: Heavy Tank
Role: Tank Hunter
   This fearsome beast is capable to streak fear to the very heart of the red army. Panther can penetrate most Allied tank and has thick frontal armor. But it’s side lack the similar armor. Only 4 Panther are available to be built. Panther gain benefit from universal upgrade:
1.)   Ace Tank: Give Panther top gun MG 34 and armored side skirt
2.)   Trained Troop: Increase the veterancy rate
3.)   Additional Tank Support: Increase the maximum number of Panther to 6

Tiger
Type: Heavy Tank
Role: Tank Hunter
Require: Full Armor Support
   Only several numbers of tiger seen in battle, but the result they capable to do are mostly beyond imagination. However, Tiger is very slow and expensive to build. They require Full Armor Support Upgrade before capable to be built and only 1 available. Tiger gain benefit from universal upgrade:
1.)   Ace Tank: Increase Tiger armor penetration and Tiger armor
2.)   Trained Troop: Increase the veterancy rate

Buyable upgrade
a.   Full Amor Support: Allow you to build Heavy Tank Tiger. Require Toldi I Upgrade
b.   Additional Tank Support: Increase the maximum number of Panther to 6. Require Toldi I Upgrade

Doctrine
Army Plan Bombardment (Focus on Artillery)
Left Side (Mobile Artillery)
Artillery Warning – 1 CP: Warn you when enemy finish an artillery emplacement or launch in/off-map artillery.
   It will warn when enemy finish their artillery unit/emplacement (The Howitzer or Firebase). Also, give you early warning when a smoke signal is launched by enemy.

Trained Artillerist – 2 CP: Increase accuracy and fire rate of your Artillery
   It will increase your artillery unit (the long range unit) and emplacement accuracy and fire rate.

Wespe – 4 CP: Call-in a Wespe to aid your artillery forces
   Allow you to call-in Wespe self-propelled artillery
Wespe
Type: Mobile Artillery
Role: Long Range
   Wespe is inferior to it’s PE counterpart, Hummel. But ability of Army Group Artillery Support will increase it’s quality. It gain benefit from universal upgrade:
1.)   Ace Tank: Increase Wespe speed and armor
2.)   Trained Troop: Increase the veterancy rate

Right Side (Station Artillery)
Registered Sector Artillery – 2 CP: Allow you to call-in registered artillery to a sector or beacon
   Now you can drop registered artillery on a sector like Wehrmacht and PE. However, as your Ostheer Pioneer can build beacon, you can also drop the artillery on Beacon. The Beacon has possibility to be destroy by artillery.

Improved Artillery – 2 CP: Reduce the cool down and increase fire range of your artillery
   It will increase your artillery unit (the long range unit) and emplacement fire range and reduce their cool down abilty (like incendiary round).
.
Howitzer – 4 CP: Allow your Ostheer Pioneer to build a Howitzer
   Your Ostheer Pioneer can now build a Howitzer.

Army Plan Eastern Blitz (Focus on Speed)
Left Side (Eastern Blitz)
Reinforcement Blitz – 2 CP: Decrease the build time and reinforce time of all units
   Your units’ build time now decreased and your reinforcement speed increase

Gebirgsjäger – 3 CP: Call-in a squad consists of 3 men (Gebirgsjäger). These men are elite infantry
   Allow you to call in Gebirgsjäger
Gebirgsjäger
Type: Main Infantry
Role: Assault
   Gebirgsjäger (Mountain Riflemen) are the Waffen SS squad consist of 3 men but armed with MP 44. They can be compared to Knight Cross Holder. They have some upgrade:
1.)   Marksman: Allow Gebirgsjäger to have a marksman but decrease it’s armor value (a sniper can now one-hit-kill it). It allow them to snipe an infantry (Infantry Section style snipe) and increase it’s detection range
2.)   5th Man: Add 1 man to Gebirgsjäger but reduce it’s armor value (a snipe can now one-hit-kill it)
They also can build defense:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry and add 1 weapon slot.
2.)   Ace Main Infantry: Allow them to keep their armor value after upgrade 5th man but not marksman.
3.)   Trained Troop: Increase the veterancy rate.

6 Weeks to Moscow – 2 CP: Permanently make all of your units to move at higher speed, but sacrifice small accuracy
   Your troop will now move at higher speed and harder to suppress, however their accuracy will slightly decreased

Right Side (Enemy Advance Counter)
Protect the Fatherland – 2 CP: Increase the sight range and fire range all units within territory and grant you ability that increase defense bonus for a period of time within territory
   All of your unit will now have longer sight range and fire range. It also grant you with ability to increase defense bonus of your unit in your territory

Spirit of Ostheer – 3 CP: Allow you to build 2nd Tiger
   You can now build your 2nd Tiger

Jadgpanzer IV – 4 CP: Call in a Jadgpanzer IV tank hunter
   You can now call-in Jadgpanzer IV Tank Hunter max 3

Jadgpanzer IV
Type: Heavy Tank
Role: Tank Hunter
   Due to enemy armor threat and limited Tank available, Ostheer gain reinforcement to stop enemy advance and show German steel’s superiority. Jadgpanzer gains benefit from universal upgrade:
1.)   Ace Tank: Give Jadgpanzer top gun MG 34
2.)   Trained Troop: Increase the veterancy rate

Army Plan Last Stand (Focus on Heavy Support)
Left Side (Heavy Armor)
Armor Urgency – 2 CP: Decrease the build time of all vehicle and tank
   All of your vehicle and tank build time is reduced

Panzer Superiority – 2 CP: Improve all Tank firepower and fire range
   All of your tanks now do more damage and can shoot further enemy

Elefant – 6 CP: Call in an Elefant tank. This tank can only available once in a game
   You can now call in Elefant. This tank can only exist once in a game
Elefant
Type: Super Heavy Tank
Role: Tank Hunter
   Elefant is one of the most successful tank hunter in WW II. This tank will eat all allied tank like breakfast. Elefant doesn’t get veterancy.

Right Side (Map Control)
Advance Map Control – 2 CP: Allow your Ostheer Pioneer to build observation post and your Main Infantry to plant mine and bobby trap
   Now your Ostheer can build observation post and your main infantry can plant mine and bobby trap

Advance Secure Control – 2 CP: Your secured territory will now give bonus resource. Your base and defense will also gain boost in health and armor also your bunker can now be upgraded into MG Bunker
   Your secured point, with the exception those that secured with your base, now produce bonus resource. Your base will also gain extra health and armor. Your bunker can be upgraded into MG Bunker

88mm Flak AT/AA Gun – 3 CP: Allow your Ostheer Pioneer to build 88mm Flak AT/AA Gun
   Your Ostheer Pioneer can now build 88mm Flak AT/AA Gun


Please forgive me for my bad English
Correct me if I am wrong. Any suggestion and comment is welcomed

7
Ostheer Suggestions / My Opinion About Doctrine
« on: February 14, 2010, 10:03:17 AM »
First of all, I want to apologize for my bad English
Afterall, English is not my main language
Second, this is my first time to make a thread in forum, so once again I want to apologize if I make any mistake or anyone think my post is not good at all

Now, into the topic
I've read a lot of topic about Ostheer, and i feel some of them get the feel for a fresh and unique faction
However, I don't think the same about the doctrine

Why? most of the concept of the gameplay is still under the same heart of the vCoH, but not with the doctrine

There is already a sticky thread about this, but I don't think it is complete enough, at least about the theme
In my opinion, the 3 doctrines should look like this
The Left should focus on Artillery and it's support
The Center should focus on speed
The Right should focus on Heavy support

About the source of my opinion
The Left: All faction have artillery option from this side doctrine. Whether it is an intensive one like the British or simply a registered artillery from whermacth if I am not mistaken. However, Artillery can not win by themselves, so each faction has different addition. Artillery+Defense for America, Soviet, and Whermacth (However, for America and Soviet, they include infantry). Artillery+Map Control for British (Overwatch Artillery) and PE. For the Ostheer, base on ratio, I would love to see if it center on Artillery+Map Control or anything new. It just that I feel it more CoH if it is Artillery.

The Center: Mostly focus on speed, which means, to ensure infantry reach the frontline as fast as possible. There are several different method I see in game: Through the air (America and British), Through building (PE and Soviet), and Through ability (the Blitzkrieg from Whermacth). It also important to see, that mostly in game, the center also add element that not present in their original gameplay: Air force for America, Aggressive attack for British, Superior resource and speed for Whermacth, Defense for PE, and Urban Specific for Soviet (<== I don't know about this one for sure, but certainly this one is unique). Again, for ratio, I would love to see if Ostheer have speed from ability like the Whermacth.

The Right: This one is focus on Heavy Support, so everything from this side should be though and not really change the gameplay (except for America as it become just like PE with Raid). This side I believe should be the easiest for beginner as they give enough firepower to the faction so it can survive without much skill. This side as I see, buff the original gameplay of the faction instead of alter it. For Ostheer, I guess everything prepared for their heavy tank should go here. And honestly, this side of doctrine that I think mostly right concepted by people.

So, I guess that is all I can say, I hope it is usefull and I want you to not this as an offense as I just give it as my suggestion.

Once again sorry if I make mistake
Thanks developer for the good game ;D

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