Company of Heroes: Eastern Front

Author Topic: Ostheer concept by Newbie. [2nd]  (Read 3049 times)

Offline Newbie.

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Ostheer concept by Newbie. [2nd]
« on: June 21, 2010, 10:21:14 PM »
The Ostheer has no base. However, they have a 'Reserve force'. This is 3 Types of unit, explained below.

[Credit to TheVolkskinator for Layout idea]

Last Update: 25th July 2010 21:08 GMT

Jager
Unit Class: Infantry.
Unit Role: Scout, Defensive Conscruptor
Build Cost: 300 ManPower
Build Time: 45.
Built From: Infantie Bunker
Population Upkeep: 4,
# Of Squad Members: 4,
Reinforce Cost Per Man: 25 Manpower.
Health Per Man: 40
Weapons: 3x Scoped Kar98k. 1x MP38
Upgrades: Eternal Light - Unit for a short time can uncloak Soviet units.
Abilities: Conscruct Defensive Structures,
Move Speed: 5.
Capping Speed: .55
Other:


OstPioneers
Unit Class: Builder
Unit Role: Base Conscruting. Minesweeping
Build Cost: 200 ManPower.
Build Time: 25
Built From: Offmap call in. [Calls Unit of 5 OstPio's]
Population Upkeep: 4,
# Of Squad Members: 4,
Reinforce Cost Per Man: 20 Manpower.
Health Per Man: 40
Weapons: 4x Karbiner 98k.
Upgrades: Demolition-Grenadier - Arms with Satchel charges and 1 MineSweeper.
Abilities: Construct Base Structures, Rudimentary Repair.
Move Speed: 2.
Capping Speed: .45
Other:

Light-PanzerJäger
Unit Class: Light-Anti Vechicle
Unit Role: Anti-Vechicle
Build Cost: 460 Manpower.
Build Time: 25
Built From: Transport Kompanie Factory
Population Upkeep: 5,
# Of Squad Members: 4,
Reinforce Cost Per Man: 35 MP.
Health Per Man: 40
Weapons: 2x Panzerbüchse 39 AT Rifle, 2x MP-40 Sub-Machine Gun.
Upgrades: Panzer-SturmJäger - Replaces the 2 MP40's of this sqaud with 2 STG44's
Global Upgrades: Man Against Machine! - Add's 2 more men, 1 armed with a Panzerbüchse39 and one with a MP40/STG44.
Abilities: One for all! - Fire a Treadbraking round
Für mein Führer! - Throw a Panzerwurfmine AT Greande.
Panzer MARSCH! - Mount a Panzer III or Tiger I Tank.
Move Speed: 2.
Capping Speed: .45
Other:


When you land your HE111, You build up a reserve force, and build a Infantrie Bunker, which, builds the standard infantry units of the Ostheer.

OstGrenadiers

Unit Class: Infantry.
Unit Role: Infantry.,
Build Cost: 280 MP.
Build Time: 45.
Built From: Infantrie Bunker.
Population Upkeep: 5
# Of Squad Members: 5
Reinforce Cost Per Man: 30 Manpower.
Health Per Man: 60.
Weapons: 4x Kar98k. 1x STG44.
Upgrades: Konigskratzer MARSCH - Gives a Single MG42 Light-Machine gun to the team.
Global Upgrade: Unteroffizier [Add's Officer, armed with MP40]
Abilities: Throw Model, 24 Grenade. Build Barbed Wire.
Move Speed: 3.
Capping Speed: .50
Other: N/A

MG34
Unit Class: Support Weapon
Unit Role: Defense
Build Cost: 320MANPOWER.
Build Time: 45
Built From: Infantrie Bunker
Population Upkeep: 4,
# Of Squad Members: 3
Reinforce Cost Per Man: N/A
Health Per Man: 30
Weapons: 1x MG34. 2x MP38.
Upgrades: None.
Abilities: Suppresion
Move Speed: 2.
Capping Speed: N/A
Other:

60mm Mortar
Unit Class: Support.
Unit Role: Medium-range support.
Build Cost: 360 MANPOWER.
Build Time: 50
Built From: Infantrie Bunker
Population Upkeep: 4,
# Of Squad Members: 3
Reinforce Cost Per Man: N/A
Health Per Man: 30
Weapons: 60mm Mortar, 1x lugerP08, 1x Kar98k
Upgrades: Statzgrantedenmortar-Kommand - Upgrades to a 12cm mortar.
Abilities: Smoke Rounds. HE Rounds. AT Rounds.
Move Speed: 2
Capping Speed: N/A
Other:

Sniper
Unit Class: Scout,
Unit Role: Scout, Anti-Infantry
Build Cost: 380 MP
Build Time: 50
Built From: Infantrie Bunker
Population Upkeep: 2,
# Of Squad Members: 1,
Reinforce Cost Per man: N/A
Health Per Man: 45.
Weapon: 1x Scoped Kar98k
Upgrades: None.
Abilities: LOAD RIFLE - Must be used before it fires.
CALL LUFTWAFFE - Calls a Junkers JU-87 Bomber to fire it's 30mm cannons at the area.
Move Speed: 3.
Capping Speed: 60.
Other:

Then, you build the newer Transport Kompanie Factory.

VW Kubelwagen
Unit Class: Raid
Unit Role: Raid
Build Cost: 390
Build Time: 45.
Built From: Transport Kompanie Factory
Population Upkeep: 4,
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Vechicle: 80
Weapons: MG42
Upgrades: 'Waffen-SturmWagon' Upgrades to Kommand Wagon, can now call in Battery fire from the 12th SS + Kommand Tanks.
Abilities: Rush - Speed increase to 15
Move Speed: 12
Capping Speed: .45
Other:

Opel Blitz
Unit Class: Transport
Unit Role: Transport
Build Cost: 430 MP. 20 FUEL.
Build Time: 60.
Built From: Transport Kompanie Factory
Population Upkeep: 5
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Truck: 100
Weapons: N/A. 37mm PaK36 if upgraded.
Upgrades: Panzer-Jüg - Add's a light PaK36 37mm AT Gun on the Blitz. Can no-longer carry men.
Abilities: Platoon Transport [20 men]
Move Speed: 9
Capping Speed: N/A
Other: 


ADGZ Armoured car
Unit Class: Infantry Support
Unit Role: Infantry Support
Build Cost: 460 MP. 40 FUEL.
Build Time: 65.
Built From: Transport Kompanie Factory
Population Upkeep: 5
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Car: 150
Weapons: 1x 20mm gun. [45mm if upgraded]
Upgrades: Bolschevisk Weapons - Add a 45mm Turret, the same used on the T-26B Tank.
Abilities: FlankRush - Speed increase to 12
Move Speed: 9
Capping Speed: N/A
Other: 


Riechspolizei Academy, your next building.

Strumtruppen
Unit Class: Heavy Infantry
Unit Role: Assault
Build Cost: 450 MP.
Build Time: 55.
Built From: Riechspolizei Academy
Population Upkeep: 5
# Of Squad Members: 5
Reinforce Cost Per Man: 35 MP.
Health Per Man: 70
Weapons: 5x MP40
Upgrades: Und das heißt Erika! - Add's STG45 Assault rifles to the Ifantry, and they can now throw Bundelled greandes, as a result of a Morale rush.
Abilities: Model 24. - Throw a Model 24 Greande.
Move Speed: 4
Capping Speed: .60
Other: 

Panzer II Luchs
Unit Class: Light Tank
Unit Role: Infantry Support
Build Cost: 500 MP. 50 FUEL.
Build Time: 65.
Built From: Riechzpolezi Academy
Population Upkeep: 5
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Tank: 180
Weapons: 1x 20mm gun. 1x MG42
Upgrades: N/A
Abilities: Camoflague
Move Speed: 6
Capping Speed: N/A
Other: 

PaK40
Unit Class: Anti-Armour
Unit Role: Anti-Medium-Armour
Build Cost: 490 30 MUNI.
Build Time: 65.
Built From: Riechspolizei Academy
Population Upkeep: 5
# Of Squad Members: 4
Reinforce Cost Per Man: N/A
Health Per Man: 50
Weapons: 1x 75mm PaK40 1x Kar98k
Upgrades:Es braust unser Panzer im Sturmwind dahin!
Abilities: You can now 'Combine' This paK40 AT gun with a PanzerII to Create a Marder II! Must have the Es braust unser Panzer im Sturmwind dahin! Ablitty. Cost 90 MUNI.
Move Speed: 2
Capping Speed: N/A
Other: 

Next Building, Fortress.


Panzer III
Unit Class: Armour support
Unit Role: Armour Support
Build Cost: 600 MP. 70FUEL.
Build Time: 80
Built From: Fortress
Population Upkeep: 7
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Tank: 190
Weapons: 1x 50mm Gun, 2x MG42
Upgrades: Es War ein Edelweiss, Ein Kleines Edelweiss, Holla-hidi hollala, Hollahi diho! - Upgrade to a Flammenpanzer Ausf.
Propaganda War- Changes to the PanzerIII Command tank.
Auf der Heide blüht ein kleines Blümelein und das heißt Erika! - Turns the tank into the Ifantry Support tank armed with a 7.5cm Short barrel gun.
Abilities: Flank Speed
Move Speed: 6
Capping Speed: N/A
Other: 


StuGIII
Unit Class: Tank Destroyer
Unit Role: Tank Destroyer
Build Cost: 600 MANPOWER. 60 FUEL [May be more than StuG IV, but the Ostheer is a highly advancedfraction, so..]
Build Time: 80
Built From: Fortress
Population Upkeep: 7
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Tank: 180
Weapons: 1x 75mm Gun, 1x MG42 if upgraded
Upgrades: N.A
Abilities: LockDown
Move Speed: 5
Capping Speed: N/A
Other: 

Wespe
Unit Class: Self-Propelled Arty
Unit Role: Light Arty Support
Build Cost: 650 MP. 75 Munitions. 25 Fuel.
Build Time: 65
Built From: Fortress
Population Upkeep: 12
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Tank: 150
Weapons: 1x siG33 15cm Howitzer.
Upgrades:
Abilities: Luach smoke shells, lauch fireshells, lauch HE Shells, launch AP shells, lauch AT Shells. [Must select what shells to switch to BEFORE firing]
Move Speed: 6
Capping Speed: N/A
Other:

Tiger
Unit Class: Heavy Armour
Unit Role: Heavy Armour SUpport
Build Cost: 900 MANPOWER. 130 FUEL.
Build Time: 110
Built From: Fortress
Population Upkeep: 12
# Of Squad Members: N/A
Reinforce Cost Per Man: N/A
Health Per Tank: 300
Weapons: 1x 88mm Gun, 3x MG42
Upgrades:
Abilities: LockDown
Move Speed: 4
Capping Speed: N/A
Other:


DOCTRINES


Army Group North

North is a defensive doctrine.

L Side: Final Stand

Imperial Trenches
Jager's can now build a Imperial Trench [1CP]

Volkstrumm Support
All Squads are effected by Der Führer's Volkstrumm, and gain a extra man, armed with a Kar98k! [2CP]


Recon Plane
Call in a Recon Plane to scout the battlefield, and Drop Smoke Bombs. [2CP]

R Side: Inspired Overwatch

kämpfen für sieg!
All men now hold their ground more! Decreasing there speed by 2, but doubling their health. [2CP]

Foward KompanieFührer

All tanks vision slits are inproved, they can now fire at a deeper range!
[3CP]

Brummbar
Calls in a Brummbar SPG.

Army Group Centre

Arm group Centre is a offensive Doctrine.

L SIDE: Inproved Training Techiques

Strosstrüppen

Calls in a 7 man squad of Strosstrüppen armed with STG44's and Panzerbuchse 39 anti-tank rifles.
[1 CP]

PanzerI
Call in a MG armed Panzer I For anti-ifantry purpose.
[2 CP]

Elefant

Calls in a Elefant Tank Destroyer. Only 1 on the field at a time.

R SIDE: Großsdeutschland Support Brigade

Sniper Optics
Each Sniper now has 3x Vision on his SniperRifle!
[1 CP]

Anti-Tank caliber round
Calls in a single heavy 10.5cm anti-tank round, just 1 of them. HOWEVER, if aimed at a tank, it will AUTOMATICLY hit it's engine, slowing it.
[2 CP}

Blitzkrieg
Calls in a squadron of Junker's JU87's, led By Hans-Ulrich Rudel, to strafe a area. After this is done, a battleunit of 1x PanzerIII and 3x OstGrendiers arrive on the field.
[4CP]

Army Group South

The 'Average Joe' Doctrine

L SIDE: CZECH FACTORY SUPPORT
 
Increase Munitions
All Luger welding support units get a Kar98k in replacement.
[1 CP]

Resource Lend-Lease
You can send over FUEL and MUNITIONS to your allies, or if it's 1v1, store FUEL and MUNITION in your base, once this upgrade is purchased
[3CP]

Defense
All Structures now have a PaK36 37mm anti-tank gun ontop of them for defence.
[2CP]

R SIDE: SLAVACK REGIONAL SUPPORT

Waffen-Grenadier

Calls in a 5 man support foriegn support unit from the Waffen-SS No 'Natoinality' is given.
Armed with 5xSteyr-Mannlicher M1895
Fallschrimjager Panzer-Pioneer

Deploy's a unit of 5 man Panzer-Pioneer, armed with 4x MP38  and 1x FG42 Can Repair units, and Ride Tanks.

Erzherzog-Albrecht-Marsch
U-Boat's from Karl Donitz's unit surrond The North sea., cutting off supplys for 30 minutes. [/i]

Veterancy

Each 'type of veterancy' is a medal. These are given after the unit proves itself in combat

Medals:

Knights Cross - Increase Offensive ablitty
Irons Cross - Increase Defensive Ablitty
Long Service Award - Increase acombat effectiveness when used in groups..

For tanks, each medal gives a special ablitty:

Knights Cross - Add's a MG42 AA Gun.
Irons Cross - Add's Side Skirts
Long Service Award - Add's Smoke Greande Lauchers


REWARD UNITS:

Strosstrüppen - Gerbisjäger

Gerbisjag's are Heavy Infantry trained in mountain warfare armed with Scoped STG44's.


Sturer Emil - Elefant

Replaces the Elefant with the slower, but more powerful, Sturer Emil.










UPDATES:

No HQ for Ostheer.
Ostpio's now have 4x Kar9k Auto.
Bike can nolonger call Strafing run.
All PaK's removed apart from PaK40
Kubelwagon now full on raid unit.
Blitz sdKfz. 2 upgrade removed
Only StuGIII now has the LockDown Ablity.
Panzer III Now very customisable.
HE Rounds in Army Group North now replaced by Call-in Brummbar.
Flammpanzer III in Army Group Centre replaced by Call-in Panzer I.
Resource lend-lease now Increased to 3CP to stop T4 Rush.
Forgeign Unit now renamed Waffen-Grenadier.
Kriegsmarine Field Pio's now replaced by Fallschrimjager Panzer-Pioneer.
U-Boat support now only lasts 30 Seconds.

Update Nr. 2:

Fortress can now build 105mm Wespe SPA.

Update Nr. 3

Bicycle Ifantry now replaced by Light-PanzerJäger Ifantry.
« Last Edit: July 25, 2010, 10:29:15 PM by Newbie. »

Offline neosdark

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Re: Ostheer concept by Newbie. [2nd]
« Reply #1 on: June 21, 2010, 11:01:33 PM »
Its a neat design idea, but i have a few qualms. If you call in a Glider as your HQ it should be easy to destroy, correct? If thats the case, one very quick Bren Carrier Rush and you good sir, are f-ed in the butt.

Its a nice idea, but easy to break. I have an idea that i would like to adapt to your design:

When you call in your glider, it becomes similar to the Commando HQ glider, being able to produce your tier 1-1.5 units and the "reserve force" that comes in consists of Ostpioneers mounted on Motorcycles (2 of them) and a Jager squad. The Ostpioneers build up the base HQ while the glider spits out more Jagers, and other infantry units.

Otherwise its a very sound design (waiting for veterancy and doctrines of course) and i hope that you will get good reviews.

Offline Tico_1990

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Re: Ostheer concept by Newbie. [2nd]
« Reply #2 on: June 21, 2010, 11:22:42 PM »
I have read this idea, and I quite like it, however, I also agree with neosdark that a glider as a HQ might be a bit easy to destroy.
On top of that, I have one question at the moment. I noticed that you have 3 transport units, my question would be: "why do you have three of them?"
I can understand one transport, but honestly, I think that two let alone three are too many. I'd say that you should either drop the opel blitz, or the SdKfz (for originality, keep the blitz).
Just a suggestion though.

Cheers

Offline Newbie.

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Re: Ostheer concept by Newbie. [2nd]
« Reply #3 on: June 22, 2010, 09:15:46 AM »
Ok! I was wondering how people would generalise the glider. I'll sort some stuff out. This Glider, or 'HE111'. Is Very heavyily armoured. [Not as much as a HQ] However, it can be recalled in once destroyed a max of 3 times.


3 Transport. Just tthought on it

Kubelwagen Transport: Only Carrys 3, will be usually upgraded with the MG34 for raiding by a commander.

Opel Blitz - Full-on transport

SdKfz - Yeah.. Maybe a upgrade for the blitz?



Post Merge: June 22, 2010, 09:30:55 AM
Ok! I was wondering how people would generalise the glider. I'll sort some stuff out. This Glider, or 'HE111'. Is Very heavyily armoured. [Not as much as a HQ] However, it can be recalled in once destroyed a max of 3 times.


3 Transport. Just tthought on it

Kubelwagen Transport: Only Carrys 3, will be usually upgraded with the MG34 for raiding by a commander.

Opel Blitz - Full-on transport

SdKfz - Yeah.. Maybe a upgrade for the blitz?


EDIT: xD... So does anyone think the 4 diffrent anti-tank guns [37mm-Anti-Vechicle] [50mm Anti-LightTank] [75mm-Anti-Medium tank] and [88mm Anti-Heavy tank] is too much?
« Last Edit: June 22, 2010, 09:30:55 AM by Newbie. »

Offline Pauly3

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Re: Ostheer concept by Newbie. [2nd]
« Reply #4 on: June 22, 2010, 11:29:20 AM »
whats the use of having two paks???
another thing: Lugers as a maingun just suck (except for officers...) no german unit ever carried only lugers..
"But risk has always been an inescapable part of warfare."
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Offline Newbie.

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Re: Ostheer concept by Newbie. [2nd]
« Reply #5 on: June 22, 2010, 04:40:57 PM »
Two PaK's - add realism, slightly. Having just a PaK43 as a AT Gun 'would be op' while having a PaK38 would be 'Unrelistic'. Plus, they offer a unique way to counter other tanks, you'd have to strategically choose what PaK would be suited for the job.

Luger - Luger's aren't used a  main weapon MUCH, mostly by support squads + OstPioneer, a upgrade in army group south will replace support squad luger's with Kar98k's. The OstPioneer's can also be upgraded with kar98k's. and also, most of the Luger using units AREN'T Battle units.

Offline Tägermonf

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Re: Ostheer concept by Newbie. [2nd]
« Reply #6 on: June 24, 2010, 09:16:45 AM »
Very Nice Idea

Offline Pauly3

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Re: Ostheer concept by Newbie. [2nd]
« Reply #7 on: June 25, 2010, 02:02:07 AM »
another thing... kriegsmarine pios on the field??
i cant imagine that (they are not like us-marines, they dont even exist..)
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Offline Seeme

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Re: Ostheer concept by Newbie. [2nd]
« Reply #8 on: June 25, 2010, 03:56:42 AM »
Will be heck for the coders :D
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline cephalos

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Re: Ostheer concept by Newbie. [2nd]
« Reply #9 on: June 26, 2010, 12:27:58 PM »
U-boots surround Russia?! OMG...
Increase munitions should decrease upgrades cost.
PaK43 - towed,right, because it was too heavy for infantry to push it.
Resource leand-lease... well, it sounds quite good, untill one player gets fuel from two, and immediately rushes to T4....

Offline Blackbishop

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Re: Ostheer concept by Newbie. [2nd]
« Reply #10 on: June 26, 2010, 08:22:47 PM »
I think devs don't want to invite Kriegsmarine to the party ;)...
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Offline TheVolskinator

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Re: Ostheer concept by Newbie. [2nd]
« Reply #11 on: July 18, 2010, 12:38:22 AM »
HEY! You stole my unit layout plan!  :P  8) jk jk. Looks pretty good, but it seems like the Glider HQ is fairly weak, and 3 Transports/4 AT guns is a tad much. I also see a few too many units, try keeping the range at around 15-20 total non-doctrinal units. But over all, very nice job.  ;D
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Offline Newbie.

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Re: Ostheer concept by Newbie. [2nd]
« Reply #12 on: July 18, 2010, 04:23:15 PM »
;P Thanks,. Might do a update... Reading yours now ;P