Company of Heroes: Eastern Front

Author Topic: Suggestions for Ostheer  (Read 32051 times)

Offline PSIHOPAT

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Re: Suggestions for Ostheer
« Reply #15 on: February 04, 2010, 01:32:57 PM »
I have two suggestions,but i don't know if is possible to be made.

First :Ostheer tanks to have radio antenna mounted on the chassis.This antenna can be destroyed in combat,but all the time when he stay,tank have bonus like tanks from UK(from command tank).Is historic accurate....germans having bonus all the time when radio work.

Second : This faction to not have any AT field gun.AT duty,to be given just for tanks and/or infantry.Artillery can allow to build just monster self propelled artillery,or railgun artillery.
http://strangevehicles.greyfalcon.us/mauspic/dora.jpg
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg
http://i.somethingawful.com/booklist/images/monster03.gif

Weapons Of War - Hitler's Big Guns 5/5


This weapons don't have auto shot option,shoot very slow, but are very very powerful.
Also they can't shoot in fog of war for the balance reasons.With one cheap radio operator,recruited just for this purpose,can make a nasty surprise to the enemy.

« Last Edit: February 04, 2010, 02:04:05 PM by PSIHOPAT »

Offline Bauer

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Re: Suggestions for Ostheer
« Reply #16 on: February 04, 2010, 01:59:54 PM »
not good idea. Too big to powerful too easy to destroy by arty.
Propably the next game of relic will be pong, but i'm not sure if they would be able to balance the sides.


Offline PSIHOPAT

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Re: Suggestions for Ostheer
« Reply #17 on: February 04, 2010, 02:32:01 PM »
If will be balanced for game will be wonderful units.
Shooting from far from the battle line against enemy positions,will make them not so easy to be found and destroyed.Also giving them allot of health,will make this task even more harder for enemy.Their only weakness is very slow moving and shooting.

Also what is wrong with this unit?
Look at him.
Compare them.
Is awesome.
Like a moving fortress.
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg

I saw many concepts,but no one want to make this faction unique.This "monsters" are from nazy army,and is very sad to not be used.This weapons are part from the fame of germany in WW2.

This mod reflect situation in that period,and is better to be missed very few aspects from history.Germany has few things,who can't be matched by any other countries in that period,and this things is very important to be shown,and not ignored.
« Last Edit: February 04, 2010, 02:51:28 PM by PSIHOPAT »

Offline Gr33n

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Re: Suggestions for Ostheer
« Reply #18 on: February 04, 2010, 03:36:12 PM »
Great work Developer team! ;D


But i don't know why must by Ostheer Historical correct??.
In Normal Coh game you got a USA M26 tank , this tank was be use after February 1945 .

Kettenkrad (or haftrack) was using  for transport a pak 40 ,like in a game codname  panzer's.


or Haftrack


And the German tiger in Russia 1943 got ed 3x mg34

and here is a good side

newbielink:http://ww2drawings.jexiste.fr [nonactive]








Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #19 on: February 04, 2010, 06:44:01 PM »
Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities

Joke? 8.8cm the same range like a PAK? PAK 38?

Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?

The Nashorn is a support weapon, very long reload time and very small sight radius and is rather weak... M10 armor coding so its VERY powerful but VERY weak...it balances

I limit the Tigers because unlike the IS-2 the Tiger can stand up to Allied Tanks VERY well. In a 3v3 with two Blitz and 1 PE the Axis can get 6 and yes I said 6 Tigers (I love Bergers) I have seen and done this myself as well... its very devastating as they can't throw enough at them to beat them.

I am not putting those super tanks into my concept, they are retarded and slow... sorry Railway arty is a Offmap strike.. See Army Group South

Offline PSIHOPAT

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Re: Suggestions for Ostheer
« Reply #20 on: February 04, 2010, 07:04:34 PM »
Railway artillery retarded ?

Hmmm...Germany was retarded spending allot of money for build them ?

Anyway....retarded or not...are german stuff...

If one faction is made,is necessary to not be missed nothing...good or bad..how it is....

Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #21 on: February 04, 2010, 07:56:12 PM »
I said the super tanks where stupid and retarded... the only one that made it past the drawing board was the Maus and it was only half made as a prototype

Offline PSIHOPAT

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Re: Suggestions for Ostheer
« Reply #22 on: February 04, 2010, 08:04:21 PM »
The problem is.

If someone really want to make each fation unique from others,must use any possibility with historical base,more or less.

Until now,history is present in this mod,with few exceptions.
My idea was to be used ,weapons USED in Eastern Front by Germany.
This will make Osther different from others...no weak artillery barrage,and AT guns to be used;just tanks and specialized infantry for that....

This faction will have just very powerful explosions from very powerful weapons.Who play with this faction must calculate this strikes,because come very rare,due to the very slow reload time needed,but if is well calculated,can destroy one army in a hit.

All their enemies will be forced to spread their units,until the first shell will fall,than regrouping and attacking,and battle will be over,until the next shell will be on the way.Also tricks can be made with that faction,because if first shell fall,and enemy gather all forces to attack,another shell can fall from the new arrived piece.Also Ostheer can keep one shell for suicide,for hitting and destroying friendly and enemy armies if he feel to be in danger to loose the war.This will reflect perfectly mentality from Adolf Hitler.

Fortifications also will be useless when facing such destructive weapons.

What is wrong in that ?
Just imagine how may look that monsters in game.
Will be AWSOME!!!
« Last Edit: February 04, 2010, 08:18:18 PM by PSIHOPAT »

Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #23 on: February 04, 2010, 08:14:28 PM »
My Ostheer suggestion is not going to revolve around tanks that never saw combat (IE: Ratte, Mause)

Offline PSIHOPAT

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Re: Suggestions for Ostheer
« Reply #24 on: February 04, 2010, 08:20:06 PM »
I have nothing with your proposal,but it seems you do.

Some exceptions are made already in this game/mod,and why is not good to have some special and truly amazing weapons ?

All are considered super heavy tanks,and are produced in WW2
http://en.wikipedia.org/wiki/Panzer_VIII_Maus
http://en.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte
http://en.wikipedia.org/wiki/Landkreuzer_P._1500_Monster

Also rail guns was used and is very good to be used by Osther
http://en.wikipedia.org/wiki/Dora_gun

Is the last chance for giving to Germany their might,their amazing weapons,who impress many peoples even today.
« Last Edit: February 04, 2010, 08:39:02 PM by PSIHOPAT »

Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #25 on: February 04, 2010, 08:54:36 PM »
Because even though they added units that barely saw combat they kept it historically accurate to the units in the time. I have Railway artillery as an offmap drop for Army Group South. The Maus Ratte and Landkruezer where to big and worthless to be put on the field EVEN if they had been made other then prototypes..... If you want them in a suggestion, make your own instead of telling someone they need to put these super heavy tanks in... they don't even make logistical sense...sorry for being such an ass but seriously stop pressing the issue of the super tanks...

This is second draft of Ostheer Suggestion
Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D
Also the disclaimer still stands as stated in my original idea.[/center]

Built from HQ Building

   Eastern Front Sappers - 3x Units 3x Kar98k 250MP
         -Similar Panzer Elite Grenadiers.
         -Decent armor and attack power.
         -Builds Base buildings.
      Upgrades (2 slots)
      - G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
      - STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
      - Body Armor- 25 Munitions
         - Increases armor 2x

   Combat Engineers - 4x Units 4x Kar98k 250MP
         - Same health and armor as Pioneers
         - Builds Defenses
         - Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

   Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
         - Strong Elite Infantry
         - Backbone of the Ostheer Infantry
      Upgrades (4 slots)
      -STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
      -G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
      -Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
      Abilities
      - Hand Grenade with Fragmentation Sleeve - 25 Munitions
      - AT Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitons (requires Mechanisierten Division)

   Light Machine Gun Squad - 3x Units 3x MG34 300MP
         - Strong Mobile firepower
         - Same Armor as PE troops
      Upgrades (3 Slots)
      - MG42 - 50 Munitions - (Takes up one slot)
      Abilities
      - Suppressive Fire - 35munitions
         - Pins at a faster rate
      - Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
         - Makes a light sandbag position that can be garrisoned by infantry for heavy cover
         - Can be destroyed at the rate of sandbag walls
         - Neutral when no units are inside

   Sniper - 1x Unit 1x Scoped Kar98k 340MP
         - Similar to the Wehrmacht and American Snipers but can not cloak on roads
      Abilities
      - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
         - There is a 50% chance that if the Sniper is shot at by another sniper that
           the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
   
   Scout - Kublewagen - 1x Unit  1x Wather P38 - 200MP
                 - Observation Post - 15 Munitions
                         - Cloaked and provides Line of sight and sniper detection
                         - Can only be used three times globally

Built from Grossdeutschland Division

   Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
         -Slower then the Pak38 but is more resilient.
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds

   Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
         - Slower then the other factions mortars, fires slower, has a larger minimum radius
           and but has very high damage almost equal to 105 American Howitzer but can not fire
           freely.
      Abilities
      - Barrage
      - Smoke Barrage
      - Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

   Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
      Upgrades
      - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
         - Provides a Healing Aurora
      - Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
      - Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

   Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
      Abilities
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds
      - Lock Down
         - Increases Accuracy and Fire Rate

   Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
      Upgrades
      - 50mm KwK 38 L/42 - 75 Munitions
         -Increases Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
      - ACPR Rounds with 50mm KwK 38 - 50 Munitions
         - Triples armor penetration for 30 seconds

   2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
      Upgrades (4 Slots)
      - STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
      - Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
      - Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
      Abilities
      - Bundle Grenade - 50 Munitions
      - Satchel Charge - 50 Munitions
      - Magnetic Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitions

   StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
      Upgrades
      - L/48 - 60 Munitions - Increased Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions

Built from 1st SS Panzer Division

   Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 75 Munitions
         - Triples armor penetration for 45 seconds

   Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      - Pzkpfw IV Ausf. F2 - 125 Munitions
         - Increased Armor and Firepower against Tanks

   Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time, small sight radius and Armor of M10
      Abilities
      -Lock Down
         - Increases Accuracy and Fire Rate
   Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Built By Eastern Front Sappers

   Eastern Garrison - 250MP 10 Fuel
   Grossdeutschland Division - 300MP 25 Fuel
   Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
   1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
   Sandbags
   Barbed Wire

Built By Combat Engineers


   Pillbox - 250 MP
   -Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
      Upgrades (Two Slots)
      - MG42 - 50 Munitions (Takes up one slot)
         - Both MGs can not fire from the same position
      - PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

   Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
   - Not as strong as Wehrmact Bunker, made of reinforced sandbags
      Upgrades
      - MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

   Heavy Bunker (With Army Group Center) - 550MP
   - Builds a six sided Bunker with three side in the front that have interlocking fields of fire, holds 15 Units with three slots.
                 - MG 42 - 75 Munitions
                   - Mounts an MG-42 to the roof for 360 degree fire.
                 - Roof Sandbags - 25 Munitions
                   - Adds an additional slot on top for 5 Units

   2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
   - More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
   - Can not be sniped

   7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
   - Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
   - Can not be sniped or burnt out.
   - Very well armored.

   8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
   - Placed inside a sand bag bunker and can not be sniped
   - 75% of Range of 105mm Howitzer
   - Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

   Guard Tower - 100 MP
   - Weak wooden structure with 1 unit slot and 5 man capacity
   - Large sight radius.
   - Neutral when no units are inside like a trench.

   Sandbags
   Barbed Wire
   Tank Traps
   Mines
   Outposts
   Light DFPs


Doctrines

   Army Group North
   - Mechanized Infantry and Defensive Support
   Defensive Half
      - 2 CP - Defensive Operations
         - Allows for the building of Flak Cannon Pit
         - Increases HP on Pillbox and HDFP
      - 2 CP - Fortified Outposts
         - Increases HP on outposts and adds a MG34 for Light Infantry Defense
         - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
      - 3 CP - Increased Fortifications
         - Allows for the building of the 7.5cm Fixed AT Position
         - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
   Assault Half
      - 2 CP - Assault Squads
         - Gives access to a group of Gebirgsjager Infantry - 550MP
            - Highly skilled marksmen and mountain men that can traverse ground quickly.
         - Allows access to Assault Grenades for 50 Munitions
      - 3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
         - Call in a group of three Pzkpfw III to support your army.
      - 3 CP - Panzerwerfer 42 - 450MP
         - A 15cm 8 rocket barrage max call in of 3.
         - High damage, long cool down.
                        - For 150 Munitions an Incendiary Barrage can be launched.

   Army Group Center
   - Anti Tank and Tank Assault
   Defensive Half
      - 2 CP - Hold the Line!
         - Allows Access to Heavy Bunker
         - Gives a Defensive Bonus to Infantry near HQ, Heavy Bunker and Pillboxes
      - 1 CP - Advanced Warning
         - Just like for the Defensive Doctrine
      - 5 CP - Ferdinand - 500MP
         - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
   Assault Half
      - 3 CP - Surprise Attack - 150 Munitions
         - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
         - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
      - 1 CP - Light Artillery Strike - 75 Munitions
         - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
      - 4 CP - Tiger Battalion
         - Allows Access to Tiger Production at the 1st SS Panzer Division.

   Army Group South
   - Urban Conflict
   Artillery Command
      - 1 CP - Booby Trap Building
         - Just like Panzer Elite
      - 3 CP - Flak 88 Fixed Artillery Position
         - Allows Access to the 88 Fixed Artillery Position
      - 3 CP - Wespe - 900MP
         - Max Call in of 3
         - Lock down and Barrage
   Street Fighting
      - 2 CP - Advanced Street Fighting
         - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
      - 3 CP - Firebomb - 150 Munitions
         - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
         - Can not be used in Command Sector
      - 4 CP - Railway Artillery Shell - 200 Munitions
         - A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.



Modifications:

Added a Tread Breaking Panzerfaust to Ostengrenadiers and 2nd SS Panzer Infantry after Mechanisierten Division is built.

Removed Tank Bunker in Army Group Center and replaced with Heavy Bunker.

Changed the Assault Halftrack in Army Group North to Panzer 3 Battalion and changed it to 3CP

Changed Panzerwerfer 42 to 3 CP

Added an Incendiary Barrage to Panzerwerfer 42 for 150 Munitions



« Last Edit: February 24, 2010, 02:16:55 AM by hgghg4 »

Offline Doctor_Den

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Re: Suggestions for Ostheer
« Reply #26 on: February 07, 2010, 12:33:39 PM »
Interesting game concept but trying to make it intersting you forget about history.
Sturmtigers? Do you know that it was only 18 units build during all WW2 =) So using it is nonsense (especially in AGS). Want some assault gun for city fight, no problem - you can choose from this weapons:
   - StuH 42
   - PzaII Wespe
   - Hummel
They will be more historic and accurate for this fraction.

And some doctrine abilities:
-  3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
- Call in a group of three Pzkpfw III to support your army.
It costs too much, I am not sure that player can collect such amount of manpower while fighting with enemy. Reduce it to 1000MP or suggest something else.
 - 2cm Flak Cannon Pit (With Army Group North)
I don't think this is needed at all.


Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #27 on: February 08, 2010, 04:13:17 AM »
- Yeah I was talkin with some people and they agreed but I am probably going back to the original with AGS and use the Wespe,

- for the Panzer Battalion your right, I will drop it to 1000MP and 2 Tanks... so its not OP

- Why get rid of the Flak Pit?

Offline GeneralSatan

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Re: Suggestions for Ostheer
« Reply #28 on: February 14, 2010, 07:41:25 AM »
Just the idea of the P-1000 Landratte shows that you do not know what is going on here. Both the landratte and the Maus were never implemented. The only 3 Maus tanks ever built were destroyed, except for 1 Maus, which was captured with it packed full of explosives! If you were to introduce these into the game, then the balance would be completely GONE!!!!!

Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #29 on: February 14, 2010, 10:26:05 PM »
I  would never use it... it could be circle strafed by a destroyed engine SU85.....