Company of Heroes: Eastern Front

Author Topic: HazeNinja's Ostheer DOCTRINE concept.  (Read 4042 times)

Offline HazeNinja

  • Ingenery
  • *
  • Posts: 49
    • View Profile
HazeNinja's Ostheer DOCTRINE concept.
« on: February 04, 2010, 11:50:29 PM »
OSTHEER DOCTRINE CONCEPT

Hello, this is my Ostheer conept. There are some mistakes when identifying the "ability types"
Please give me some constructive criticism.


Mechanized Warfare Doctrine


Left side: Armored Logistics

 Repairs! (1 cp) Pioneers are now able to construct repair bunkers. (building permit)

Sturmpioneers (3 cp) 3 man squad of sturmpioneers equipped with mp40’s and advanced  repair enter the field. They also can salvage supplies from wrecked vehicles. (call-in)

Experienced Tank Crews (4 cp) All tank crews are now experienced, having greater range and visibility while stationary, faster rate of fire, and better accuracy. (passive-unit)

Right tree: Tank Support

Armor recon (1 cp) Vehicles) have further visibility while’s their stationary. (active– unit)

Improved Armor ( 2 cp) All vehicles now have slightly increased armor (active-unit)

The Predator (5 cp) You may now call in the rare, extremely powerful but slow, Jagdtiger.  [900 Mp] (call-in)



Siege Tactics Doctrine

Left Side: Artillery support

Far shot (2 cp) All mortars, artillery equipment can now shoot further, but at the cost of accuracy. (Active-unit)

Explosive Ordinance (2 cp) All artillery shell’s and mortars have slightly increased damage(active-unit)

Hummel’s or sturmtiger[2 at a time] ( 3 cp) Call in a hummel artillery unit. (call-in) [only 3 at a time.]

Right side: Front line defense

Too the front! (1 cp) All units have a slightly decreased production time for a short duration. (passive-player)

Stuka Strikes (3 cp)  Stuka’s will strife targeted area. (Passive-player)

Experienced Artillery crew’s ( 4 cp) All mortar crews, and artillery vehicle crew’s are experienced. Reload time is shorter, greater accuracy, and mobility. (Passive-unit)


Infantry Assault tactics

Left side: Infantry tactics


Infantry Defenses (1 cp) All units may build basic defenses [Sand bangs, Barbed wire, ‘Dragon’s teeth’] And also, pioneers may now build trenches. (Active-unit)

Veteran infantry (3 cp) If veterancy is earned. All veteran infantry are now faster on foot, more accurate and are better at survival. [. i.e. better at avoiding being crushed on tanks, blown up by minds, and less suppressible, if at all.] (Passive-unit)

SturmKommando’s (4 or 5 cp) call in grizzled veteran, elite assault infantry. Equipped with mp44’s and a panzershrek upgrade and body armor for taking more damage, and smoke screen. These units may also sprint. (Call-in)

Right side: Infantry Armory

Armor Piercing rounds (2 cp) All infantry’s weapon’s (excluding explosives) are apc rounds, more effective against infantry, infantry in buildings, and light vehicles. (passive-unit)

Supply Surge (2 cp) For a short amount of time, all cool downs of abilities involving weapons or explosives, are reduced. At the slight cost of munitions income.

Men vs. machine  (4 cp) All regular infantry are now equipped with anti-vehicle /anti-building. They now have incendiary or frag grenades, anti-tank grenades, and panzerfausts.

Offline Paciat

  • Mr. Spam
  • *
  • Posts: 1206
  • Without balance COH world will end!
    • View Profile
Re: HazeNinja's Ostheer DOCTRINE concept.
« Reply #1 on: February 05, 2010, 01:29:07 PM »
OSTHEER DOCTRINE CONCEPT

Hello, this is my Ostheer conept. There are some mistakes when identifying the "ability types"
Please give me some constructive criticism.


Mechanized Warfare Doctrine


Left side: Armored Logistics

 Repairs! (1 cp) Pioneers are now able to construct repair bunkers. (building permit)

Sturmpioneers (3 cp) 3 man squad of sturmpioneers equipped with mp40’s and advanced  repair enter the field. They also can salvage supplies from wrecked vehicles. (call-in)

Experienced Tank Crews (4 cp) All tank crews are now experienced, having greater range and visibility while stationary, faster rate of fire, and better accuracy. (passive-unit)

Right tree: Tank Support

Armor recon (1 cp) Vehicles) have further visibility while’s their stationary. (active– unit)

Improved Armor ( 2 cp) All vehicles now have slightly increased armor (active-unit)

The Predator (5 cp) You may now call in the rare, extremely powerful but slow, Jagdtiger.  [900 Mp] (call-in)



Siege Tactics Doctrine

Left Side: Artillery support

Far shot (2 cp) All mortars, artillery equipment can now shoot further, but at the cost of accuracy. (Active-unit)

Explosive Ordinance (2 cp) All artillery shell’s and mortars have slightly increased damage(active-unit)

Hummel’s or sturmtiger[2 at a time] ( 3 cp) Call in a hummel artillery unit. (call-in) [only 3 at a time.]

Right side: Front line defense

Too the front! (1 cp) All units have a slightly decreased production time for a short duration. (passive-player)

Stuka Strikes (3 cp)  Stuka’s will strife targeted area. (Passive-player)

Experienced Artillery crew’s ( 4 cp) All mortar crews, and artillery vehicle crew’s are experienced. Reload time is shorter, greater accuracy, and mobility. (Passive-unit)


Infantry Assault tactics

Left side: Infantry tactics


Infantry Defenses (1 cp) All units may build basic defenses [Sand bangs, Barbed wire, ‘Dragon’s teeth’] And also, pioneers may now build trenches. (Active-unit)

Veteran infantry (3 cp) If veterancy is earned. All veteran infantry are now faster on foot, more accurate and are better at survival. [. i.e. better at avoiding being crushed on tanks, blown up by minds, and less suppressible, if at all.] (Passive-unit)

SturmKommando’s (4 or 5 cp) call in grizzled veteran, elite assault infantry. Equipped with mp44’s and a panzershrek upgrade and body armor for taking more damage, and smoke screen. These units may also sprint. (Call-in)

Right side: Infantry Armory

Armor Piercing rounds (2 cp) All infantry’s weapon’s (excluding explosives) are apc rounds, more effective against infantry, infantry in buildings, and light vehicles. (passive-unit)

Supply Surge (2 cp) For a short amount of time, all cool downs of abilities involving weapons or explosives, are reduced. At the slight cost of munitions income.

Men vs. machine  (4 cp) All regular infantry are now equipped with anti-vehicle /anti-building. They now have incendiary or frag grenades, anti-tank grenades, and panzerfausts.
I can see only 3 call-in units (all elite :(), and there are too much pasive abilities.

Anyway, I like you making a siege doctrine. I had the same concept 6 hours earlier than you.:D
http://easternfront.org/forums/index.php?topic=2681.0

Offline Panzer4life

  • Axis Commander
  • Commissar
  • *
  • Posts: 291
    • View Profile
Re: HazeNinja's Ostheer DOCTRINE concept.
« Reply #2 on: February 07, 2010, 12:05:04 AM »
Hey, good idea, but maybe less of the passive abilities, more supports like artillery strike and call in units. People like to feel that the doctrines have their own special units.
No one can stop the German panzer divisions.

Offline HyperSniper999

  • Major
  • *****
  • Posts: 511
  • Wehrmacht and Afrika Korps power!
    • View Profile
Re: HazeNinja's Ostheer DOCTRINE concept.
« Reply #3 on: February 07, 2010, 04:03:14 AM »
I believe, instead of a hummel, add in an unlock for a howitzer emplacement like the ones from the Airborne campaign on ToV. 
"You can close your eyes and plug your ears and be afraid and ignorant of the darker parts of history, but always know that you're the one responsible for allowing those events to happen again and with even greater consequences and not know how to end the nightmare you did upon yourself."