Company of Heroes: Eastern Front

Author Topic: Ostheer Concept "Army Group Command" by 2LTAndeh (Final)  (Read 8310 times)

Offline 2LTAndeh

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Ostheer Concept "Army Group Command" by 2LTAndeh (Final)
« on: June 05, 2010, 06:41:28 AM »
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.
« Last Edit: November 02, 2010, 02:54:29 AM by 2LTAndeh »

Offline delmar77

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh
« Reply #1 on: June 06, 2010, 08:20:58 PM »
The exercise of building a complete organized
system is already a difficult task, expose
our criticism is even more arduous.The east does
have vehicles similar to Wehr and PE, one can not
escape it. What should be done is to replace the
order vehicles. Call, build etc..
I'll put a few ideas:

His way of putting different vehicles in
construction, with the choice of the doctrine ends
discussions about which unit will be constructed
in these building or not.
Choose the army X (Doctrine) and have the vehicle
you want in that doctrine. Ex: Belagerungpionier,
Panzer VI, Tiger Ausf.E. Leaving the Doctrine even
more important in the strategy of each player. +1.

He didn´t put Jagdtiger, Sture Emil or other unit
prototype. Started well. :)

Placed the three doctrines as the hosts North,
Central and South.It was all that i wanted! 1

Post doctrines in different colors was also
a good detail of an organization.

 the infantry trained to fight a mechanized
infantry (official British style?).

Sugestions:

Maybe make a chart with each building and units
to be visually faster to assimilate by readers
of the forum.
 
Panzer Regiment Barracks
Let these units as .
- Panzer III Panzer III Ausf.J / 1
- Panzer IV Ausf.H

Let the Panther as any other doctrine,maybe south.
like the Tiger is of center.
Não se apresse em perdoar. A misericórdia também corrompe.
(Nelson Rodrigues)

Offline Newbie.

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh
« Reply #2 on: June 08, 2010, 12:58:10 PM »
Very Nice. Very Very Nice.

Just a few tips

Add a Doctrine for the Panther, as it'll be a bit OP Having a Tiger + Panther Supported by Panzer IV's on the map.

Offline 2LTAndeh

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh
« Reply #3 on: June 09, 2010, 02:25:21 AM »
Thanks for the comments. :) I took to heart the suggestion to add the Panther as a doctrine unit and now only Army Group South has the ability to produce it. Army Group North gets the heavy bunkers and light infantry. Center gets the Tiger I and Panzergrenadiers. South gets the SS Grenadiers and Panther.

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Update.)
« Reply #4 on: June 23, 2010, 03:21:10 AM »
For whatever reason I felt compelled to work on my concept some more today. Also re-worked some of the layout so its now easier to read, especially the veterency research section.

Offline CreeperFIN

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Final)
« Reply #5 on: June 23, 2010, 10:10:40 AM »
I LOVE THIS OSTHEER ARMY CONCEPT DOCTRINES ARE THE BEST DOCTRINES EVER MAN =)

Offline 2LTAndeh

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Final)
« Reply #6 on: June 23, 2010, 11:01:49 PM »
I LOVE THIS OSTHEER ARMY CONCEPT DOCTRINES ARE THE BEST DOCTRINES EVER MAN =)

Thank you.  :) Still if anyone has any suggestions on how to improve it I would greatly appreciate it!

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #7 on: July 08, 2010, 06:01:06 AM »
Changelog

June 05th.
-Fixed several unit inconsistencies and changed how Waffenamt research effects infantry and panzers.
-Changed the Panzer Waffenamt to the Panzertruppenschule to more easily discern between unit unlocks and upgrades. -Panzergrenadiers and Panzerschutzen can get LMGs. -Removed the Medical Half-Track as an independent unit, only produced with Panzergrenadiers. -
Removed the Sdkfz 251/1 Half-Track and replaced with the Sdkfz 11 Halftrack.

June 07th.
-SS Mountain troops are now a recruitable unit but replace the standard Jager Troops.
-Panzergrenadiers built without the halftrack are now 400MP and 475 with the halftrack.
-The Tiger I now costs 800MP and 135Fuel instead of 850MP.
-Removed recruitable unit detail in the doctrine section to simplify the layout. Off map units are still described.

June 08th.
 -Removed the Nashorn take destroyer from the Army Group South doctrine and replaced it with the Panzer V Panther. Allows the production of the Panther tank at the Panzer Regiment Barracks.


June 10th
.
-The Logistiks Officer is now an actual unit that has to be recruited from the HQ.
-Added penalties to stopping the Logistics Handling ability and penalties if the officer is killed.
 -Changed how the Supply Warehouse works and reduced its cost.
-Removed the Panzer III command tank.
-Replaced the Hummel with the Wespe.
-Replaced the Sdkfz 11 Halftrack with the Sdkfz 250 Halftrack.
-The Panzer III Ausf J can now be upgraded with armored skirts.

June 22nd.
-Removed the Panzergrenadier unit from the Infantrie Barracks.
-Cleaned up layout.

June 23rd.
-Reduced the research cost of Panzer Regiment Command from (350MP 45Fuel) to (200MP 20Fuel).
-Reduced the cost of SS Grenadiers from (475MP) to (400MP).
-Any veterancy upgrades from the Waffenmant and Panzertruppenschule do not effect off-map support units. (Finnish Sissi, Panzer IV Ausf. J, and SS Feldgendarmerie.)
-SS Gebirgsjäger Troops DO NOT replace standard Jager Truppen.
-Panzergrenadier squads DO NOT replace standard Grenadier squads.
-Reduced the Command Point cost of the Finnish Sissi from 2 to 1.
-Reduced the Command Point cost of the SS Feldgendarmerie from 3 to 2.
-SS Gebirgsjäger Troops now receive a bonus from the Infantry Feldwebel I veterancy.
-Infantry Feldwebel I gives a line of sight and suppression bonus to light infantry instead of an accuracy bonus.
-Infantry Feldwebel I gives an accuracy bonus to MG42 Teams and Mortar Teams only.
-Infantry Feldwebel II gives an accuracy bonus and health bonus instead of a suppression bonus to LMGs.
-Infantry Feldwebel II does not give any veterancy bonus to Panzergrenadiers or Panzerschutzen.
-Panzer Hauptmann veterancy now gives crews the ability to repair their tank back to 50% health if the Panzer is idle instead of simply repairing engines faster.
-Panzer Hauptmann veterancy no longer gives Panzers a movement speed bonus.
-Panzer Leutnant I veterancy gives an armor bonus to panzers instead of an accuracy bonus.

July 07th
-Reworked all veterancy so each doctrine has its own T3 vet upgrade.
-The Tiger I no longer has to be researched.

July 15th
-The Sd.Kfz. 124 Wespe now costs 60 fuel instead of 35.
-The Sd.Kfz. 124 Wespe is no longer a doctrine specific unit.
-The Tiger I now has a pop cap of 2 instead of 3.

July 28th
-Removed the "Cutting Supply" ability from the Pantherturm III bunker due to the likelyhood that coding will not allow it.

November 1st
-Edited the abilities of the Logistiks Officer and made his function more clear.
-Edited how the Supply Warehouse is accessed.

The original post was getting way too long so I just decided to keep the changelog in a different post.
« Last Edit: November 02, 2010, 02:56:33 AM by 2LTAndeh »

Offline stalkiii

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #8 on: July 08, 2010, 08:46:44 AM »
i like this one,very much,at first i ofc looked up were there any finns :D liked those 'sissi' troops,but is there any cap with tiger,like max 2,or can you make an army of 'em?
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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #9 on: July 08, 2010, 09:46:16 AM »
i like this one,very much,at first i ofc looked up were there any finns :D liked those 'sissi' troops,but is there any cap with tiger,like max 2,or can you make an army of 'em?

I know "Sissi" is a funny name but its the literal name for the Finn's light infantry, it means "Guerrilla" in English. I might change it to "Kynttilä Joukot" meaning light infantry to lessen any confusion regarding the name, considering most people aren't aware of the Finn's infantry in WWII.

As far as the Tiger tank is concerned I completely forgot to put a cap on it. I'd like to see the cap put at 3 considering how expensive it is, how much pop cap it uses and how long it takes to get. I want people to get some bang for their buck. While this may make the Ostheer seem OP on paper if you were to suggest that someone could spam Tigers in a 2v2, the reality is the Russians get some awesome AT power and one or two Tigers on the field isnt a game winner like it is in vanilla CoH. If you're at a point in the game where you can throw out three Tigers like its nothing, then its likely the game has been going in your favor. Anyway, theres a saying in the US military that goes something like "One is none and two is one," which essentially means you usually need a backup or reserve to be effective in combat and win.

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #10 on: July 08, 2010, 06:03:21 PM »
well it's always cool to have many tigers IF you're playing as wehrmacht,but not when you're against them,i hardly won my bro in 1v1,i had like 10 t-34 and he had 1 tiger+3 panthers
well,2 would be just fine,if there will be cap for tigers
and yes i know what sissi means,i'm a finn myself ;) just said it like you got a cool name for them
« Last Edit: July 09, 2010, 09:35:57 AM by stalkiii »
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Offline Genzero

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #11 on: July 08, 2010, 10:33:04 PM »
Hey man thats got to be the best concept i ever read ;D

I have a thought when i was reading it how about for the  Belagerungpionier seens thay are a doctrines that they are alowed to build heavy defensive bunkers such as MG, AT, AA, Medical, Repair Bunkers. Just a thought you think it over and if its a good idea then go for it :D

Offline 2LTAndeh

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #12 on: July 16, 2010, 03:45:47 AM »
Hey man thats got to be the best concept i ever read ;D

I have a thought when i was reading it how about for the  Belagerungpionier seens thay are a doctrines that they are alowed to build heavy defensive bunkers such as MG, AT, AA, Medical, Repair Bunkers. Just a thought you think it over and if its a good idea then go for it :D

Thank you.  :) Are you suggesting that the Belagerungpioniers be able to build MG, AT, AA bunkers etc in place of the Pantherturm III bunker? Or in addition to being able to build the Pantherturm III?

well it's always cool to have many tigers IF you're playing as wehrmacht,but not when you're against them,i hardly won my bro in 1v1,i had like 10 t-34 and he had 1 tiger+3 panthers
well,2 would be just fine,if there will be cap for tigers
and yes i know what sissi means,i'm a finn myself ;) just said it like you got a cool name for them

Pop cap changed to 2. :)
« Last Edit: July 16, 2010, 04:20:04 AM by 2LTAndeh »

Offline Genzero

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #13 on: July 16, 2010, 08:55:36 PM »
ummm thats could work too but i was just thinking take any kind of pak gun and put it in their for AT but that works too with moving turret  :P MG42 for MG Medical to be given to soldiers but needs say 40 ammo like brites and with medics, and repair Pioneers like Weh.

« Last Edit: July 16, 2010, 09:09:57 PM by Genzero »

Offline 2LTAndeh

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Re: Ostheer Concept "Army Group Command" by 2LTAndeh (Updated again)
« Reply #14 on: July 28, 2010, 11:54:03 PM »
ummm thats could work too but i was just thinking take any kind of pak gun and put it in their for AT but that works too with moving turret  :P MG42 for MG Medical to be given to soldiers but needs say 40 ammo like brites and with medics, and repair Pioneers like Weh.

Gotcha, so a blend between the Brits' defenses and the Wehrmacht's, keeping in mind the "heaviness" of the bunker. Versatile and its more historically accurate considering only 40 some Pantherturm bunkers were built on the Eastern Front. I like it. It has a more "siege" feel to it as well.

I'm thinking a heavy bunker with the option of giving it a Pak40 or a 10 cm Nebelwerfer 40 (to be used as a heavy mortar firing conventional HE rounds) while still able to garrison one squad, two squads can be garrisoned if no weapon has been added to the bunker yet. Im thinking that being able to garrison a squad makes up for the lack of an MG bunker. I apologize it took so long to respond, getting started with school again.

Here is a link describing the Nebelwerfer 40. http://en.wikipedia.org/wiki/10_cm_Nebelwerfer_40
« Last Edit: July 29, 2010, 12:00:59 AM by 2LTAndeh »