Base on thread created by UNR3AL, I realize that CoH somehow maintain a unique combination of starting unit. US and Wher started with weak unit combination while UK and PE start with their core infantry. In order to do the same combination, like SU the Ostheer don’t start with any unit. This will still balance as Ostheer unit tend to do better than any other faction even Wher.
However, another result from UNR3AL thread, Ostheer capable to secure point in a unique way. After some researches, Ostheer can upgrade the point. This upgradable point however has its own weakness: First, it use ammo that rarer than manpower; Second, the enemy doesn’t need to destroy anything, they only need to seize it twice. But with one Doctrine, it will be harder to seize than to destroy an outpost.
Ostheer doesn’t really gain veterancy. Instead, they gain area wide bonus. How this implement? Ostheer capables to build tower in every areas.
Hard hitting early and hard to be pressed at the end game. The Ostheer has some of the fastest unit to capture and seizing. This is balanced by having standard unit and lesser number. However, most of the research and upgrade are easy to gain, thus allow them to have better unit.
There are 4 different buildings that Ostheer can build. The HQ has 3 different upgrades which will unlock 3 different bases. The 4th building only available after all upgrades in HQ purchased.
Buildable unitOst Grenadier (300 MP 3/4 Pop)Type: Main InfantryRole: Assault Ost Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:1.) LMG (MG 34) (75 Ammo)2.) PzB 35(p) (Require Armor Full Support Upgrade; 75 Ammo)The defenses they can build:1.) Barbed Wire2.) Sandbag3.) Dragon Teeth4.) Mine (20 ammo)5.) Bobby Trap (15 ammo)6.) Beacon (Require Army Plan Bombardment)7.) Trenches (Require Army Plan Eastern Blitz)8.) Tower9.) Bunker (Require Advance Map Control)Ability they can do:1.) Throw Grenade (20 Ammo): Ost Grenadier will throw grenade to enemy. (Incendiary Grenade with Incendiary Element)2.) Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.3.) Repair (Require Army Plan Last Stand): Your Ost Grenadier will now repair.They gain benefit from:1.) Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.2.) Incendiary Element: Grant Ost Grenadier Incendiary Grenade.3.) Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability
They can build:1.) T1 Building2.) T2 Building3.) T3 Building4.) T4 Building5.) Tower6.) Bunker (Mortar Bunker with Army Plan Eastern Blitz)7.) Howitzer (Require Army Plan Bombardment)Ability they can do: Repair (Require Army Plan Last Stand): Your Builder Halftrack will now repair. (Advance Repair with Army Plan Last Stand)1.) Maximum Squad Size: Increase all squad size. Unlock T1 (200 MP 25 Fuel)2.) Incendiary Element: Grant some unit Incendiary type of weaponry and Bobby Trap will have Incendiary Effect.
Buildable unitMG 34 (260 MP 3 Pop)Type: Support InfantryRole: Anti-Infantry Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. Ability they can do: Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.They gain benefit from:1.) Improved Equipment: Replace MG 34 with MG 34/41 (MG 34S) which has better damage and suppression rate.2.) Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability
Zündapp KS750 (180 MP 2 Pop)Type: Light VehicleRole: Recon Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. They gain benefit from:1.) Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.2.) Advance Engineering: Increase speed and fire range of vehicle and tank.
Raupenschlepper-Ost Transport Truck (200 MP 15 Fuel 4 Pop)Type: Light VehicleRole: Support Vehicle Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. This vehicle can be upgrade with:1.) Ammo Truck (75 Ammo): Raupenschlepper-Ost will now have function similar to Ammunition Halftrack in exchange to its transport capability.2.) Medic Truck (75 Ammo): Raupenschlepper-Ost will now capable to heal nearby infantry in exchange to its transport capability.Ability they can do: Unpack/Pack: Increase effect range. (Also 2 medics will be summoned which will collect body, 4 bodies required. The medic will disappear when RSO move)They gain benefit from:1.) Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.2.) Advance Engineering: Increase speed and fire range of vehicle and tank.
1.) Improved Equipment: Replace old equipment with new and better equipment. (160 MP 25 Fuel)
Flakpanzer 38(t) (410 MP 40 Fuel 8 Pop)Type: Anti-Air UnitRole: Anti-Air, Anti-Infantry Flakpanzer 38(t) initial role is to handle incoming enemy aircraft support. However, due to heavily land base nature of the war, the Flakpanzer 38(t) role becoming more into Anti-Infantry. They gain benefit from:1.) Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.2.) Advance Engineering: Increase speed and fire range of vehicle and tank.
Buildable Unit:Ost Panzerjäger Grenadier (330 MP 3/4 Pop)Type: Support InfantryRole: Anti-Tank Unit This squad is Ost Grenadier that has been upgraded with PzB 35(p). They are identical in stats and have same ability. They can be upgraded with: Artillerist (75 Ammo, Require Artillery Element): Allow your Ost Panzerjäger Grenadier to drop Artillery on area.The defenses they can build:1.) Barbed Wire2.) Sandbag3.) Dragon Teeth4.) Mine (20 ammo)5.) Bobby Trap (15 ammo)6.) Beacon (Require Army Plan Bombardment)7.) Trenches (Require Army Plan Eastern Blitz)8.) Tower9.) Bunker (Require Advance Map Control)Ability they can do:1.) Throw Grenade (20 Ammo): Ost Panzerjäger Grenadier will throw grenade to enemy. (Incendiary Grenade with Incendiary Element)2.) Sniper Awareness (On/Off Ability, Require Scharfschützen-Schule Research): (Decrease sniper accuracy against your infantry OR sniper require double shot to kill your infantry) and grant detection range to your infantry, but decrease speed and damage of your unit.3.) Repair (Require Army Plan Last Stand): Your Ost Panzerjäger Grenadier will now repair.4.) Deploy Artillery (50 Ammo, Require Artillerist Upgrade): Your Ost Panzerjäger Grenadier will now launch artillery signal on location. Off-map artillery will be dropped.5.) Deploy Fake Signal (Require Veteran Artillerist): Your Ost Panzerjäger Grenadier will now launch artillery signal on location. No Off-map artillery will be dropped.They gain benefit from:1.) Maximum Squad Size: Add 1 additional man and 1 additional PzB 35(p).2.) Incendiary Element: Grant Ost Grenadier Incendiary Grenade.3.) Scharfschützen-Schule Research: Grant your infantry Sniper Awareness ability
Raupenschlepper-Ost/PaK 40 (RSO/PaK 40) (200 MP 15 Fuel 4 Pop)Type: Light VehicleRole: Anti-Tank Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. Equipped with PaK 40, RSO/PaK 40 become a fast and powerful Anti-Tank for Ostheer. They gain benefit from:1.) Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.2.) Advance Engineering: Increase speed and fire range of vehicle and tank.
Type: Medium Tank (340 MP 50 Fuel 6 Pop)Role: Infantry Support; Tank HunterRequire: 2 building built Stug III is an assault tank that intended to become an Infantry Killer. As the war progress their role became more in to tank hunter than infantry support. A similar fate with its next generation Stug IV. They gain benefit from:
Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from:
Jadgpanzer IV (600 MP 12 Pop)Type: Heavy TankRole: Tank Hunter
Tiger I (900 MP 115 Fuel 14 Pop)
Quote from: My Name Is Ante on March 13, 2010, 03:00:26 PMBase on thread created by UNR3AL, I realize that CoH somehow maintain a unique combination of starting unit. US and Wher started with weak unit combination while UK and PE start with their core infantry. In order to do the same combination, like SU the Ostheer don’t start with any unit. This will still balance as Ostheer unit tend to do better than any other faction even Wher.No starting unit?:/QuoteHowever, another result from UNR3AL thread, Ostheer capable to secure point in a unique way. After some researches, Ostheer can upgrade the point. This upgradable point however has its own weakness: First, it use ammo that rarer than manpower; Second, the enemy doesn’t need to destroy anything, they only need to seize it twice. But with one Doctrine, it will be harder to seize than to destroy an outpost.That was a good idea.+1 for you and UNR3AL.
Thats just wierd. Fresh but too wierd.
Lesser number than pios? I dont like the idea when you need to have a lot of weak units and you have to babysit them all.
Cool. Something like a non doctrinale doctrine.But wouldnt it be better to make some original call-ins instead.
Sound like PE grens but with even more abilities (much too much).If you want a 4 man squad upgrade giv it to weapon crews becouse ostheer cant recrew weapons so it could use a 4th man.
I like a logistic halftrack idea. +1
Wermacht needs an MG. But a weaker MG that costs the same as MG-42 and cannot be recrewed?My idea was to make a buildeble light MG-34 3 man squad (like a gren squad with a MG-42 upgrade) with no ammo cost and tripod pugrade (light MG->heavy MG upgrade).
Every army needs a spoter unit but I doubt it will win with a Kubelwagen.
Trucks are too easy to destroy. A halftrack with these abilities would be better.Will there be a possibility to run away with this truck and leave medics behind?
What equipment and why so cheap? BARs alone cost 200MP/60fuel
Why does it cost the same as Ostwind if it has worse armor (Pz 38(t) - Marder armor).Youre Flakpanzer and PzIII are very similar units (lighter than mediums, good vs infantry and light vechicles.
Another unit that can do anything.
Sounds like a faster and much cheaper Marder.Make it slower or more expensive.
Another mobile PAK 7,5cm.Why is it 6pop cap. StugIV is 4pop cap.3rd mobile PAK 7,5cm.4th mobile PAK 7,5cm. At least this one has a more powerfull Panthers gun.
Why should ostheer pay as many MP as werhmacht for a Tiger that has no vet. Doctrinal call-ins are more MP expensive becouse you can save fuel and have another unit to choose from. Non doctrinal Tiger should cost about 750MP but much more than a panther (140).
Artillery doctine is boring and OP. The only interesting thing in it is wespe. When youre doing an arti doctrine (dont know why arti doctrines are wwI based, thats so not German) compare it to Canadian arti.
Why is Gebirgsjäger in blitz doctrine?Whats the point of making a doctrinal 800MP Panther call-in if PE can call-in 2 non doctrinal panthers that gain vet for 1000MP?Whats the point of making a 3 on the field limit? 3 panthers are 36pop cap. You also need support for these heavies.
I like Army Plan Last Stand the most but its like in other doctrines its based on units not tactics. Why do you call Nashorns and Elephants the last stand weapons?
Why does it benefit from Zimmerit anti-magnetic coating?Zimmerit was used on tanks so sticky bombs and AT granades that used magnets would just fell of the armor.Zimmerit?Zimmerit?
1) About starting unitPaciat is right, I don't use starting unit here. Just like SU doesn't start with any unit. But the HQ of course has units to be built if that what you mean. Well, my argument is because unlike many early unit like Pioneer, Engineer, and even Panzer Grenadier, they have an early anti-spam ability grenade. Also the research to improve their combat efficiency available really early: in their HQ. But well, I think I'll reconsider it.
QuoteLesser number than pios? I dont like the idea when you need to have a lot of weak units and you have to babysit them all.What do you mean by have lesser number than Pios? All of the squad at least has 3 men.
Similar but not same. They can't repair (Unless you choose Army Plan Last Stand Doctrine). The weapon crews of course has 4th man.
I don't quite this post...Did you mean I should use Kubelwagen instead? or Zündapp won't win against Kubelwagen?
Because it has faster speed and ignore terrain penalty...And no, the medic will disappear when you move.
QuoteAnother mobile PAK 7,5cm.Why is it 6pop cap. StugIV is 4pop cap.3rd mobile PAK 7,5cm.4th mobile PAK 7,5cm. At least this one has a more powerfull Panthers gun.Like Wehr that has a lot of tank. But of course it for different situation of battle and resource
I am not really master on Arty and I rarely use them, but I believe there must be an focused artillery doctrine.So can you tell me why is is boring and OP? And what is wwI based here?
About unit and tactics. What is the point of good unit without good tactics? Micro them and they are gone...
QuoteQuoteLesser number than pios? I dont like the idea when you need to have a lot of weak units and you have to babysit them all.What do you mean by have lesser number than Pios? All of the squad at least has 3 men.So youre wont be lesser in numbers like you said. They will have standard 3-4 man squad.
QuoteSimilar but not same. They can't repair (Unless you choose Army Plan Last Stand Doctrine). The weapon crews of course has 4th man.Who will repair youre vechicles then? UK has no early game repair unit but its bren carrier can repair itself.
Building HT can repair.
QuoteI don't quite this post...Did you mean I should use Kubelwagen instead? or Zündapp won't win against Kubelwagen? Thats what I meant. Building a German motorcicle was as expensive as building 2,5 kubelwagons! so Germany started to mass produce them. You can see this in documentary videos. In 1941 german army uses a lot of motorcicles but in 1944 not as many.Kubelwagons could also tow light guns.
QuoteBecause it has faster speed and ignore terrain penalty...And no, the medic will disappear when you move.A truck can ignore terrain penalty while a halftrack cant?
QuoteI am not really master on Arty and I rarely use them, but I believe there must be an focused artillery doctrine.So can you tell me why is is boring and OP? And what is wwI based here? Most artillery doctrines were born in the trenches of WWI.Becouse UK were traditionalists an artillery doctrine fits them good.The boring thing in your arti doctrine is that it just upgrades youre is that it just upgrades youre arti, gives arti strikes for ammo and theres a similar to hummel call-in. There are no abilities like a recon plane to spot for arti or counter batery.A siege doctrine would be interesting. You could add bundle granades, flamethrower tanks, etc.
QuoteAbout unit and tactics. What is the point of good unit without good tactics? Micro them and they are gone... Sorry, what I meant has that doctrines shouldnt just upgrade a units abilities but also give new ones. (like lets say bundle granades or binoculars for moutain troops so they become a siege/spotter unit but only in arti doctrine)