Game play
-Infantry system
One good unit for winning battles and holding key sectors. Because of manpower shortage there are too few elite units to go around. Mostly undermanned weapons crew and mediocre reserve units which were scraped together and used for tasks like building, re-crewing and capping and so on.
-Veterancy and medic system combined.
No buying and no choosing. Not player controlled at all. Veterancy is earned as for the US faction. German infantry starts out with no medic aid but for each veterancy level they get an increased health recovering. Speed is increased if inside houses or HQ. Vehicles get an automatic crew field repair. Length and speed of repairs gets better for each level. Healing cannot take place in combat or while moving, but will be faster if back in the base.
F1 COMPANY HQ
-Reserves
Builder. Capping. Repairs. 6xKar no upgrades. Good for recrewing. But not cost-effective. Theme II may upgrade the squad with Mp40 and may drop a crewable two-man 50mm light mortar. Theme III makes it possible to upgrade reserves with MP44.
F2 INFANTRY BATTALION
-Ostfrontveteranen
Ostheer starting unit but cannot cap or build anything. No weapon crewing. 4xKar. First upgrade to G43 and/or Mp40. Starting unit needs F2 to upgrade. Later upgrade to Mp44s needs F4. In addition a Magnetic AT Panzerhandmine. Starting unit needs F2. Theme II cannot upgrade to Mp44. Special ability: Secure territory. Main purpose for this unit. Will react like a normal unit, but cannot be moved by player while in the securing state.
-Feldwebel
Dual role as anti-jeep sniper and sniper spotter. Shooting at jeeps has a high chance of producing a gunner dead result. Probably good versus Tank riders and similar targets as well. Will uncloak any sniper in same sector. Else all values are inferior to other snipers. Cannot move while cloaked. Only unit with a Panzerfaust 60 but expert user. Faust 100 is an upgrade.
-Two man Mg34
Moves faster than Mg42. Do not need set up time but cannot shoot while moving. If set up, longer range and vastly improved accuracy. When set up it will cloak after some time. A one man Mg34 will have slower Rate of Fire and reloading. Theme II has follow option on Reserve units.
-Two man Panzerschreck team
Only unit with a Schreck. Must be two to load the schreck. German schreck teams consisted of two men. One were the loader. Set up time to fire. If set up will cloak if not in enemy infantry LOS. If set up before target arrives it will fire better than elite grenaders and triple vet PE tankbusting panzergrenaders. Minimum range because if its too close the shot bounces off. Will never fire against infantry in the field unless using forced attack. Cannot be fired from inside houses. Can dig a two-man foxhole(or at least entrench). Theme II does not have Schrecks, only Two man Flamethrowers.
F3 MOTORISED REGIMENT
-SdKfz 2 Kettenkrad.
Slow capping. Vehicle awareness when halting. Not intended for sniper spotting. May transport the three 'support' units(space for 2 men). Cargo will slow its speed. Cargo may not fire.
-Opel Maultier halftrack
For transporting and reinforcing troops. Alternative fall back point for retreat. Capped at one to prevent AI spam and because of the fall back option.
-FlaK halftrack
To name one, the Opel Maultier with FlaK38. Other options out of several 'Flak on halftrack'-solutions could be interesting as well. I got the impression that there will be a Maultier anyway.
-SdKfz 250/9 Recon halftrack
By mid-1942 this vehicle had largely replaced the SdKfz 222 armored car. The 250/9 halftracks were better suited to the difficult terrain and weather at the East Front. Ability: Observe. The two turret halves are pushed open and two crew members are shown.The visibity is then greatly enhanced.
-SdKfz 251/1 Medium infantry halftrack
Two MGs. MGs are crewed by the halftrack's inherent crew. Not for reinforcing other units but the halftrack's own MGs can be recrewed by pressing a reinforce halftrack icon. Theme III may make field conversions.
F4 PANZER BRIGADE
-StuG III G
Schuerzen is included. Ability: Switch to AT for two minutes. If necessary cancelling the switch costs ammo as well.
-Jagdpanzer IV L/48
Dedicated Tank hunter. Hopeless against infantry. Zimmerit included. Downgrade: Remove muzzle brake. This will reduce enemy spotting. It also improves target accuracy.
-Panzer IV
Theme II or not yet chosen Version G. Upgrades individually with skirts.
Theme III gets to build Pz IV H with skirts included Theme I gets to build Pz IV J. Has slower manually driven turret speed. A smoke and close combat system which uses munition when used. A weigth saving Thoma(wire mesh) Schürzen. AT-rifles not affected.
-Panther
Theme I = version A, Theme II = version D and Theme III = version G
-Wespe
Are buildable when you have unlocked one side of the command tree. Lock down means only accuracy bonus. No Bombardment only Attack ground should. Order to attack ground ammo and is time limited. Normal state is 'Hold Fire', but you may change this to 'Fire at will'. No firing in to FOW.
I. GENERAL HEINRICI
The Poison Dwarf
1. Stubborn defence
Passive friendly territory defensive bonus. No clicking(or cost) unless you want to specify sector. If so this sector gets an even better defensive bonus but your other sectors gets a negative modifier to reflect the change in priority.
2. Timing the onslaught
General Heinrici's Storch recon plane viewing the battlefield. All enemy vehicles, incl AT-guns and howitzers, are visible on the minimap during the activation.
3. Heinrici's orders
While active soldiers and weapons crew get little damage from artillery fire. Not able to shoot or move when active.
Panzerabwehr
1. Call in: PaK (50mm is OK)
PaK when you actually need it. No delayed entry. Will only cloak while behind cover. Ability: Hold fire. Unless already spotted will only fire when enemy enters the last third of LOS. Improves hitting/penetration.
2. PAK fronts
Stacking bonus when in same sector.
3. Call in: Hornisse/Nashorn.
II. SUMMER OFFENSIVE
Simulating the Heavy Panzer Doctrine of 1943 and the southern flank of Kursk. Tiger supported by Pz IIIs. Decided to have Pz III on both sides of the tree. You may even try Case Blue with this theme.
Heavy Panzer Company
1. Call in: Pz III N with a 75 mm L/24 HE gun to support your Tiger Doctrine
2. Call in: Tiger.
Tiger have a timer using a lot of fuel which makes it able to move. Then a cool-down period. May not build any more F4 units as long as there is a Tiger on the field. Requires F4 to be called in.
3. Schwerpunkt.
You may have both a Tiger and the Ferdinand on the field simultaneously.
Schwere PanzerJäger Regiment 656
1. Call in: Pz III M
2. Call in: a Sturmpanzer IV from Sturmpanzer Abteilung 216. Skirt upgrade.
3. Call in: one Ferdinand from Schwere Panzerjäger Abteilung 653.
III. GROSSDEUTSCHLAND
Mobile counter attack
1. Halftrack support
All 251 halftracks have a general follow option.
2. Field conversions
Any 251/1 may be converted to a SdKfz 251/10 Medium AT halftrack or to a SdKfz 251/17 Flak 38 which needs to lockdown to get a full 360 degrees ability.
3. Counter offensive
Your 251/1 halftracks may capture points
Waffenamt
1. Sturmgewehr 44
Even reserves can upgrade to Mp44 because you are favored by the Oberkommando. Takes two steps to upgrade entire squad.
2. Guderian's Duck
Jagdpanzer IV L/70. No zimmerit or muzzle brake. Worse to move than the L/48, but better penetration. Call in.
3. Call in Panzerwerfer 42 . Only faction unit with 'Fire into FOW' ability.