Company of Heroes: Eastern Front

Author Topic: Suggestions for Ostheer  (Read 24551 times)

Offline guynumber7

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Re: Suggestions for Ostheer
« Reply #60 on: March 03, 2010, 06:05:03 PM »
Hey that gives me an idea, how about incedinary rifle grenades!

Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #61 on: March 03, 2010, 06:09:07 PM »
I think your concept lacks any anti building weapons for your infantry unless I missed something. By this I mean things like flammenwerfers, rifle grenades or incendiary grenades.

Do you mean anti Garrison? That is what the Hand Grenade with the fragmentation sleeve is for ;D as far as anti building, there is always the panzershreck and I kinda force the player to think tactically rather then blobbingly

Offline Versedhorison

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Re: Suggestions for Ostheer
« Reply #62 on: March 03, 2010, 11:19:35 PM »
Yes I do mean anti garrison although you do have some anti garrison abilities it's still kind of lacking in comparison to all the other factions.

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Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #63 on: March 03, 2010, 11:50:43 PM »
Think tactically not brute force :P

Offline Versedhorison

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Re: Suggestions for Ostheer
« Reply #64 on: March 04, 2010, 06:31:24 AM »
perhaps but for all of the other factions anti garrison usually require an ammo purchase or something of the equivalent. there is always tactics involved in what decisions you make in these games.

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Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #65 on: March 05, 2010, 01:53:37 AM »
There is tactics involved in Airborne blobs?????

Offline Versedhorison

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Re: Suggestions for Ostheer
« Reply #66 on: March 05, 2010, 06:08:42 AM »
apart from that crap

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Offline Pauly3

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Re: Suggestions for Ostheer
« Reply #67 on: March 05, 2010, 06:15:09 PM »
dont forget about ranger blobs
I dint like these knd of tactics.
It sort of works against the Panzer elite, forces PE player to get Stg-44 spam.
But as I said I never use this **** tactic
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Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #68 on: March 05, 2010, 06:47:05 PM »
Wanna know a good airborne blob killer? Vet3 Stormtrooper Stg44s....me and a Buddy tested this out, he got about 5 squads of airborne and 2 squads of Riflemen and I got 4 squads of Stg44 Vet3 Storm troops...  It was slaughter, you stun them then toss a bundle nade from another then let loose with the Stg44s and good god there is little +3s coming up all over the place O_o

Offline SauerKRAUT

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Re: Suggestions for Ostheer
« Reply #69 on: March 05, 2010, 07:31:54 PM »
Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp... There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.

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Offline hgghg4

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Re: Suggestions for Ostheer
« Reply #70 on: March 05, 2010, 08:40:10 PM »
Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp...

Fixed it, it was a Sturmtiger but then I changed it back O_o

There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.

Churchills couldn't hit the broad side of the Empire State Building.... and all my P3's can be upgraded but you are right fixed to 800MP

Post Merge: March 05, 2010, 08:43:18 PM
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 - 800MP
         - Call in a group of two 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 - 500MP
         - 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:

Pz3 Call on now 800 MP and two tanks
Wespe now 500MP
« Last Edit: March 05, 2010, 08:43:23 PM by hgghg4 »

Offline comrade2012

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Re: Suggestions for Ostheer
« Reply #71 on: April 14, 2010, 04:28:43 AM »
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.
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Offline vietlord

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Re: Suggestions for Ostheer
« Reply #72 on: April 15, 2010, 10:34:21 AM »
if 88 can(t be recrewed, then more people working on the 88
pleeeease criticize or comment my ostheer try
http://easternfront.org/forums/index.php?topic=3265.0

Offline comrade2012

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Re: Suggestions for Ostheer
« Reply #73 on: April 17, 2010, 04:20:36 AM »
what if the Osheer had the ability to repair enemy tanks, and then use them against them. The germans often times would capture enemy tanks.
"It is better to fight for something than live for nothing." George Patton

Offline Versedhorison

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Re: Suggestions for Ostheer
« Reply #74 on: April 20, 2010, 12:11:08 PM »
So would anyone else given the chance.

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