Company of Heroes: Eastern Front

Author Topic: Summary of the Ostheer sneaks [WIP]  (Read 162422 times)

Offline Ghost

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Summary of the Ostheer sneaks [WIP]
« on: April 28, 2011, 11:12:09 AM »
as the topic's name suggests this is a summary of the OH sneaks to give you an idea before you start making suggestions for units which may already be in the

concept. everything in here is still WIP and not final. coloured things contain links or pictures.

updated to alpha status



The buildings


The HQ

Infanterie Gruppen Post

Schutzen War Camp

Panzer Kampf Kommand

Forward Support Center

Veterancy

Ostheer has a different system than the other factions, however shares some basic principles. Ostheer veterancy is achieved by combat, both armoured and infantry based troops follow this rule.
When your unit reaches the first level of veterancy, you will be promted to choose a bonus that will increase with each veterancy level.

Example:
Landser starts at vet0 and gains vet1 -> you can choose between different options (not yet revealed). If you choose e.g. to increase speed, you will get a certain bonus. when the squad gains vet2, that bonus will increase. same at vet3. but be careful, once chosen you cannot change the vet bonuses for this squad!

Basic infantry and support vehicles can gain 3 levels of vet (vet1 Regular, vet2 Veteran, vet3 Senior).
Elite infantry and tanks however gain an additional level vet4, which makes them an ace. This last vet4 gives you the choice to specialize your unit. E.g. a Marksman ace can become an Observer (artillery support) or a Sniper Ace (dedicated sniper), a panther ace can become a Command Tank (bonuses for nearby units) or a Tank Hunter (offensive stats increased).


Modernisation
Modernisation is an Ostheer ability that let them use better equipment on the battlefield, reflecting the change of weapons, units and strategies used in the Eastern Front campaign while it lasted. Each upgrade will be available to purchase at your HQ so you can purchase them whenever you want, if you have the resources; the purchased upgrade or upgrades will remain until the game ends and you won't be able to recruit "outdated" equipment.


Details
OH building and unit chart


TIER 1: The HQ

- Starting units: 2 landser

- Units deployable:

Sdkfz. 9 - famo 18 ton halftrack
pic pic
Role: Builder Unit.
Limit: 2.
Abilities: Advanced Repair, Self-Repair, Heal(requires upgrade).
Upgrade: None.
Modernisation: None.
Summary: Sdkfz. 9 can build your basic base buildings: Infanterie Gruppen Post, Schutzen War Camp and Panzer Kampf Kommand.


Opel Blitz
Role: unknown
Abilities: Deploy Supplies
Upgrade: unknown
Modernisation: None
Summary: This vehicle will allow Ostheer increase their income a little bit by locking down a sector.


- Building upgrades:

Mobile Heal Station
The Ostheer has no medics to pick up wounded soldiers from the battlefield. However the HQ has equipped vehicles with the necessary materials to act as a mobile heal station. The Sd.Kfz 251 and the FSC gain the ability to heal nearby troops by a limited time for a small muni cost.

- Modernisation upgrades:

Infanterie Gruppen Post (330MP, 45 Fuel)
Schutzen War Camp (450MP, 80 Fuel)
Panzer Kampf Kommand (520MP, 120 Fuel)

- Base defenses:

20mm Flak 38 Emplacement
pic
Role: Base defense.
Abilities: None.
Summary: This static weapon will help you to defend your HQ effectively against infantry and light vehicles, providing you a safe zone... at least from early to mid game. Like similar units from other factions, these are your last line of defence; but while they excel at repelling infantry, you should keep an eye out for enemy support infantry such as mortars.


TIER 2: The Infanterie Gruppen Post

The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool for different battle-situations. The building units are divided by Light Assault(LA) units and Light Support(LS) units.
That means: each building had at least three units to select from. 1 is always buildable. An upgrade switches which of the other 2 units can currently be built, switching between Pool 1 and Pool 2 - for a  price...

The units that belong to LA are the Marksman and the Kübelwagen.

The units that belong to LS are the MG-34 Team and the 75mm ISG.

The Landser is a neutral unit, you can recruit them whatever you choose.

- Units deployable:

Landser
Unit pool: Neutral.
Role: Infantry
Weapons: 5xKar98, after "Feldwebel" upgrade: 4xKar98 + 1xMP40, after modernisation: none.
Abilities: Sandbags, Grenade.
Upgrades: Feldwebel (change 1 K98k to an MP40) and allows to use anti personal grenades.
Modernisation: Hafthohlladungen.
Summary: Early infrantry of the Ostheer... these soldiers armed with Kar98k rifles will serve you faithfully during the match. As they use those bolt rifles they are good firing at long distance, however you can promote one soldier to Sargeant w/MP40 and it's combat effectiveness in medium range will increase. They won't fair well in close combat fights. This unit can build sandbags from scratch. Throw Grenade ability will be available when Feldwebel upgrade is researched and Hafthohlladungen after modernization.

Marksman
Unit pool: Assault.
Abilities: Sneak.
Weapons: MKb.42.
Upgrades: None.
Modernisation: None.
Ace veterancy: Forward Observer (gives you clear sight of a zone covered by FoW) and Sniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; removes Hide ability)
Summary: The marksman wields an Mkb.42, has similar traits to a normal sniper except that as he uses an assault rifle instead of a rifle, the range of fire is less than a normal sniper, although it has better rate of fire. Remember this before engaging.

MG-34 Team
Unit pool: Support.
Role: Infantry Support.
Weapons: 1xMG34 + 2xKar98, after modernisation: 1xMG34/41 + 2xKar98.
Abilities: Hot Barrel.
Upgrades: None.
Modernisation: Unlocks Hot Barrel ability(the gunner will conitnue shooting without cooling down the weapon for a short period of time).
Summary: This support team carries a MG34, set on a tripod and it's crew members wields kar98ks. Ideal for supporting your landsers or/and marksman(or marksmen). Let's welcome those soviets with a rain of lead!

Kübelwagen
Unit pool: Assault.
Role: Scout.
Weapons: MG-34
Abilities: Unknown.
Upgrades: 2nd MG (MG-42)
Modernisation: Gains better engine (upgrades all vehicles in the field, passive)
Summary: The recon vehicle of the Ostheer, has a MG-34 and has good mobility. After modernization, you can purchase a passenger MG-42 to increase it's firepower.

75mm Infantry Support Gun
pic
Unit pool: Support.
Role: Heavy Infantry Support / Heavy Mortar.
Weapons: 7.5cm Infantriegeschütz 18 + 2xKar98 (4 men in total).
Abilities: Indirect fire, Direct fire. After Modernisation: Hollow Charge Shell.
Upgrade: None.
Modernisation: Gains "Hollow Charge Shell" ability for better AT capabilities (30 Mun, 90 sec cooldown).
Summary: The 75 mm ISG is a versatile weapon of the Ostheer: works as an anti-infantry gun and as a light anti-tank gun. With it's Indirect fire ability will barrage the desired location as a mortar; while Direct fire will shot a projectile on a straight line, like an anti-tank gun. Be sure to try one of these!

- Upgrades available:

Light Assault
Enables the production of Marksmen and Kübelwagen. When you active LA, the MG34 Team and 75mm ISG are disabled.

Light Support
Enables the production of MG34 Team and 75mm ISG. When you active LS, Marksmen and Kübelwagen are disabled.

You can purchase both upgrades whenever you want(as long as you have resources of course), but only one can be active at time.


TIER 3: The Schutzen War Camp

Heavy Assault(HA): The units that belong to this pool are the Ofenrohrtrupp and PzII Luchs.

Heavy Support(HS): The units that belong to this pool are the Sdk. 251 and the Pak40.

Neutral units: Stormpioniers and the Panzerwerfer.

- Units Deployable:

Panzer II Luchs
pic pic
Unit pool: Assault.
Role: Heavy Recon
Weapons: 20 mm KwK 38 L/55 + MG34.
Abilities: Speed!
Modernisation: Needs Modernization upgrade to be unlocked.
Summary: The reconnaissance unit of the ostheer, capable of capturing points and having the ability to increase it's speed temporary makes it a valuable target... if not a must die one. With it's 20 mm cannon can do short work of enemy infantry; however remember that those units aren't meant to fight by themselves because aren't so tough.

Panzerwerfer 42 on Maultier
Unit pool: Neutral.
Role: Anit-Infantry/Spam
Weapons: 15 cm Panzerwerfer 42
Abilities: Salvo - Explosive Rounds
Upgrades: Incendiary Rounds (Replaces Explosive)
Modernisation: None. (Needs modernisation to be researched and either Infantry Gruppen Post or Panzer Kampf Kommand).
Summary: Armed with 15 cm tubes and capable of firing 10 projectiles, the Panzerwerfer 42 is strong enough to fight against infantry, specially high concentration of them. It's normal barrage can be improved to incendiary after that upgrade is researched. It has halftrack armor, so it's quite resilant to small weapons fire; also remember to change it's location once you fired to avoid being hunted down by a quick enemy raid. Eastern Front's Panzerwerfer is special, when firing, it must remain still until the turret locks down the target area, so the vehicle doesn't rotate when firing, only the turret does, remember this when firing.

Stormpioneers
pic
Unit pool: Neutral.
Role: Assault Engineers.
Weapons: 4xKar98.
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Deploy Mines, Run(requires Assault Pool), Goliath(requires Support Pool), Concrete emplacements, S-Mines.
Upgrade: SMG Pack(4xMP40), LMG Pack(1xMG34), Flammethrower (1xFlammenwerfer 42)
Modernisation: If you purchased the LMG or the Flamethrower packs, you are allowed to buy an additional wepon, if you got the SMG pack you will get grenade shower ability.
Summary: The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct concrete emplacements or planting S-Mines to defend zones. Stormpioniers are very versatile, so you can upgrade them with four MP40 or MG-34s or Flamethrowers, depending of your needs. They swap abilities, Run and Deploy Goliath when swapping pools.

Sdkfz. 251 ausf. B (aka Troop Halftrack)
pic pic
Unit pool: Support.
Role: Transport + Anti-Infantry.
Weapons: 2xMG34 (MGs come manned), after modernisation and upgrade: Flak38.
Abilities: Hold 10 troops (2 squads), First Aid, Reinforce.
Upgrade: Can be upgraded to Sd.Kfz. 251/3(with the antenna, the default HT comes without it).
Modernisation: Can be upgraded to Sdk. 251/17C with Flak-38 for better AI. (45 Mun).
Summary: Armed with 2 MG34, is strong enough to combat infantry, offering more protection than almost all objects around the map(excluding buildings), let alone that is mobile. Capable of reinforce nearby squads makes it useful for supporting assaults. It has a time based ability called First Aid, like the Forward Support Center, than can be used after Mobile Heal Station upgrade from the HQ is purchased.

PaK 40
Unit pool: Support.
Role: Heavy Anti-Tank.
Weapons: PAK 40 7.5cm + 4xKar98 (4 men in total)
Abilities: Camouflage(requires Elite vet)
Upgrade: None.
Modernisation: None. Needs modernisation to be unlocked.
Summary: The heavy PaK 40 is one of the best anti tank weapons the Ostheer can give you. With it's 75 mm cannon can decimate almost all the tanks that dare to get on their sight. It can earn a camouflage ability to ambush the opponent, while using their first shot bonus before their camo fades off.

Ofenrohr Truppen
pic pic pic
Unit pool: Assault.
Role: Anti-Tank Support.
Weapons:  1x Panzerschreck 43 + 2x Luger Pistole 08.
Abilities: Sandbags, Reload Focus.
Upgrades: None.
Modernisation: Additional Schreck upgrade.
Summary: Early AT infrantry of the Ostheer, they use the early version, the RPzB 43. Activating Reload Focus makes them shoot with more precision and reduces the reload time but decrease the speed of the unit and makes them more vulnerable to enemy fire. They must be stationary to fire and have the ability to build sandbags as well.

- Upgrades available:

Heavy Assault
Allows to enable the production of the Ofenrohr Trupps and the PzII Luchs. When you active HA, the Sdk. 251 Halftrack and the Pak40 are disabled.

Heavy Support
Allows to enable the production of the Sdk. 251 Halftrack and the Pak40. When you active HS, the Ofenrohr Trupps and the PzII Luchs are disabled.

You can purchase those upgrades whenever you want(as long as you have resources of course).


TIER 4: The Panzer Kampf Kommand

This building uses two different pools, Panzer Assault(PA) and Panzer Support(PS). PA will let you build Panthers and StuGs while PS allows for Marder IIs and the Brummbär, each one oriented to fill the gap left by the previous pools choices or you can use it just because you like it. The Panzer III Ausf. J is the main stay of the Ostheer forces, is the neutral unit for this building; always available and multi-roled (through upgrades).

- Units Deployable:

Panzer III Ausf. J
Unit pool: Neutral.
Role: Medium Tank.
Weapons: 5 cm KwK 38 L/42 Ausf. J + 2xMG34, after upgrade: 7,5cm L/24 as AI + 2xMG34 or 5 cm KwK 39 L/60 as AT + 2xMG34.
Upgrades: Side Armour, 7.5cm L/24 KwK Ausf. N (Soft Targets)
Abilities: Panzergranate 40.
Upgrade: None.
Modernisation: Gains better frontal armor and gun mantlet, upgrades all vehicles in the field.
Summary: The main battle tank for the Ostheer, capable of dealing with medium tanks, but helpless against modern ones. The Panzer III is able to combat both infantry and armour. Upgrades allow it to increase it's effectiveness vs either.
Can be upgraded with side armor (skirts) and it's has the ability to fire a Panzergranate projectile; devastating against man and machine alike. Anti-Infantry specialise comes by way of the 7.5cm "Stubby" cannon upgrade, and you can upgrade it with a better anti-tank gun as well.

Panther
Unit pool: Assault.
Role: Heavy Tank.
Weapons: 7.5 cm KwK 42 + 2xMG34
Abilities: None.
Upgrade: Skirts, Cupola MG(requires vet1).
Modernisation: Unlocked after modernisation.
Ace veterancy: Command Tank (buffs nearby friendly vehicles) or Tank Hunter (offensive stats increased)
Summary: The Ausf. G version of the Panther is ready to be deployed at the Eastern Front! This fearsome war machine can only be brought after modernization. It will start as an ausf. D variant but once it start hitting vet he will be upgraded to ausf. G, allowing the player to invest in a cupola MG for AI support.

StuG III Ausf. G
Unit pool: Assault.
Role: Assault-Gun.
Weapons: 7.5 cm StuK 40 L/48
Upgrades: MG gunner. After modernisation: Side Armour Skirts (25 Mun).
Modernisation: Can be upgraded with Side Armor Skirts for better protection.
Summary: With the arrival of the T-34 on the Eastern Front it was quickly noticed that Panzer IIIs were no match for them - T-34s being both technologically advanced and available in massive numbers - in response, Oberkommande sent forth the StuG III to the eastern front. Supplementing the Pz. III as a mobile Anti-Tank platform. The Stug III can be upgraded with Side Armor(skirts) to increase it's resilience to enemy fire.

Marder II (Sd.Kfz. 132)
Unit pool: Support.
Role: Tank Destroyer.
Weapons: F22 76mm gun
Abilities: After modernisation: Tungsten Core Shell.
Upgrade: None.
Modernisation: Gains "Tungsten Core Shell" ability for far better damage (40 Mun, 90 sec cooldown).
Summary: The Panzer Support pool has available the Marder II for use as an effective tank destroyer to combat Soviet armour. Armed with the 7.5cm PaK 40 and armour piercing rounds the Marder II - while more vulnerable than the fully in-cased StuG III - is highly capable at silencing Soviet advances. The Marder II is able to support units vs armoured units over large distances. Be aware the Marder is a fragile unit and should attack from maximum range, supported by Panzer IIIs.
Eastern Front's Marder II uses a soviet divisional gun F22 re-chambered to use german PaK 40 ammunition.

Brummbär
Unit pool: Support.
Role: Heavy Assault-Gun.
Weapons: 15 cm StuH 43 L/12
Upgrades: Side Armour, Observer
Modernisation: Unlocked after modernisation.
Summary: The Sturmpanzer IV is the next step in anti-infantry support, boasting a powerful 15cm howitzer; infantry and structure alike are left helpless. Providing an excellent close combat support against infantry and light vehicles, It can be upgraded with armoured skirts and the vehicles line of sight can be increased with the Tank Commander opening the top hatch to survey the field.
Slow and large; the Brummbär should move with infantry support to avoid destruction by concentrated anti-tank weaponry.

- Upgrades available:

Panzer Assault
Allows the production of Panthers and StuG IIIs. Disables the production of Marders and Brummbärs.

Panzer Support
Allows the production of Marders IIs and Brummbärs. Disables the production of StuGs and Panthers.

You can purchase those upgrades whenever you want(as long as you have resources of course).


Forward Support Center

- Units Deployable:

Panzerfusiliers
Unit pool: None.
Role: Infantry.
Weapons: 4xMP44.
Upgrades: None.
Abilities: Grenade Shower and Fire Panzerfaust(vet1).
Modernisation: Earn grenade shower ability.
Summary: A squad of four soldiers wielding MP44 submachine guns. They are tougher than the Landser and excels in close combat. Their time based ability called "Grenade Shower", as the name suggest, unleash a vicious rain of stielhandgranates to the target until the effect worns off. They can use Panzerfausts to fight off enemy tanks.


Doctrines


Doctrine 1: Army Support Troops

Right tree: Luftwaffe Support

* Luftwaffe Recon Command - 2CP (Allows the player to call in the Sdkfz/263 Air Command vehicle; able to call in Recon Runs and Stuka strikes [requires Aces High!].)

* Brandenburger - 2CP (Airdrop two man squad of highly trained special forces infantry).

* Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability.)


Left tree:Foreign Support

* Foreign Volunteers - 2CP (Call-in a single random Foreign squad)

* Fear factor - 2CP (Accuracy against Ostheer units decreased for limited time)

* Foreign Battlegroup - 3CP (Call-in two random Foreign squads (or 1 random squad plus a random crewed weapon) and 2 Foreign Tanks)



Doctrine 2: Army Elite Troops

Right tree:Assault Battalion

* Jaegers - 3CP (Call on a 3-man squad of highly trained sharpshooters)

* Panzerkrieg! - 2CP (Infantry fight better when near friendly tanks)

* Tiger Production - 3CP (Replace Panther with a buildable Tiger I)


Left tree:Elite Battalion

* Infantry Recon - 1CP (Infantry sight range's increased)

* Ostkrieg! - 3CP (Infantry receive a range and damage bonus when fighting from cover and buildings)

* Elefant - 5CP (Call-in the feared Elefant Tank Destroyer)


Doctrine 3: Army Fortress Troops

Right tree: Improved Defences

* Improved Fortifications - 2CP (Pioneers can construct Panzernests and Tripwires)

* Improved Communications - 2CP (Field HQs can still operate when in isolated territory)

* Wespe - 3CP (Call-on the 105mm Wespe Self-propelled howitzer)


Left tree: Improved Supply

* Prioritised Support - 2CP (For a short period of time Ostheer produce more resources)

* Prioritised Weapons - 2CP (For a short period of time Ostheer produce units faster)

* Royal Tiger - 5CP (Call in a Tiger II Henschel)
« Last Edit: April 25, 2012, 07:18:06 PM by Ghost »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline RedGuard

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #1 on: April 28, 2011, 11:46:07 AM »
Wow  :o that was comprehensive good to see all this info together. Lets you get a good feel for the faction

thx for putting that together ghost :)
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Offline cephalos

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #2 on: April 28, 2011, 12:04:47 PM »
good job Ghost  ;)

Offline Max 'DonXavi' von B.

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #3 on: April 28, 2011, 12:52:08 PM »
Thank you, Ghost. This is quite a good summary and makes just 1 topic to read of five.  :)

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Offline Archibald

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #4 on: April 28, 2011, 05:34:50 PM »
Finaly. Thanks, Ghost. Is that to expect.

Offline Blackbishop

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #5 on: April 28, 2011, 06:25:33 PM »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline IJoe

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #6 on: April 28, 2011, 06:41:47 PM »
For trip wire :).

http://www.5rar.asn.au/weapons/trap_12.jpg
What's the difference between a mine, or a booby trap and a tripwire? Any new visuals, or just cost/prerequisites?

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Offline Blackbishop

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #7 on: April 28, 2011, 06:46:33 PM »
Well, a tripwire won't do that much damage to a vehicle than a mine, booby traps need to enter the building/cap the sector to trigger them unlike trip wires.

I cannot say anymore at this moment :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Paladin88

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #8 on: May 12, 2011, 05:32:24 AM »
(The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct trenches)

Isn't this going to be a pain for the Brits to combat? Brits sux vs slit trench...
OIY! Get your filthy hands off the Maus!
http://easternfront.org/forums/index.php?topic=5672.0

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Offline Blackbishop

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #9 on: May 12, 2011, 06:23:55 AM »
It won't be that kind of trench... and if in the end we cannot implement it, will be replaced for other ability.

Soviets won't have trenches either in 1.40... Whoops that's a spoiler :P.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Walentin 'Walki' L.

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #10 on: May 12, 2011, 01:10:21 PM »
Quote
Soviets won't have trenches either in 1.40... Whoops that's a spoiler :P.

hurray! :D
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Offline Ghost

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #11 on: May 15, 2011, 12:14:34 PM »
updated it with the new sneak peak 7 "modernisation"
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline MrRossi

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #12 on: May 23, 2011, 02:36:20 PM »
Well... on question regarding the MG 34/41. It was just a prototype and has never seen production. Why have you chosen to use this instead of the 42?
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Offline S1lv3rWolf

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #13 on: May 23, 2011, 02:57:08 PM »
the MG-42 came from a prototype named MG-39/41, so despite the MG-42 and MG-34/41 having the same firerate, both are most likely different and unique in their own ways.

Plus, it keeps to the theme of them having a different MG :P

Offline MrRossi

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Re: Summary of the Ostheer sneaks [WIP]
« Reply #14 on: May 23, 2011, 03:11:16 PM »
Ok so somehow a matter of style :D
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