Company of Heroes: Eastern Front

Author Topic: Ostheer Suggestions  (Read 4737 times)

Offline Ghost

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Ostheer Suggestions
« on: July 20, 2009, 07:58:15 PM »
My suggestions for the Ostheer:

Buildings:
F1.HQ
F2.Infantry Barracks
F3.Support Barracks
F4.Vehicle Depot
F5.Tank Depot
F6.Logistics Center

Buildables
F1:
-Pioniers (building unit, can be upgraded with a Minedetector)
-Artillery Spotters (recon unit, call "Wespe Barrage" ability that ignores the Wespe firing range)
-Upgrades: "Artillery Support" (enable "Wespe Barrage")

F2:
-Light Infantry (K98, Pzfaust ability, Grenade ability)
-Regular Infantry (K98, MP40 upgrade, Grenade ability)
-Sharpshooter (K98 scoped, camo ability)
-Heavy Infantry (G43 (better than K98), "Geballte Ladung" bundledgrenade ability, "Sniper" uprade (deploy Marksman like British), MP44 upgrade)
-Upgrades: "Sniper Support" (enable "Sniper" for Heavy Infantry)

F3:
-Mortar Trupp ("Barrage" and "Smoke Barrage")
-Support Trupp (K98, can be upgraded with either a Flamethrower or 2 light MG38 or 2 Panzerbüchsen (anti-tank-rifles), "Grenade" ability)
-MG42 Trupp (MG42, "Sperrfeuer" ability that supresses instantly and deals 2xdamage for a short period but is very expansive)
-Offizier ("Force retreat" ability, command aura, can be upgraded with MP40, "Inspire" ability (breaks suppression), "Smoke Barrage" ability)
-Upgrades: "Front Officiers" (Offizier buildable)

F4:
-Panzer III (very light tank, for recon, has an MG)
-StuG III (weaker than StuG IV)
-Hanomag (Upgrade 2xMG, can take 12 soldiers)
-Pak 38 (like wehrmacht pak)
-Maultier Panzerwerfer (halftruck with 10 rockets)
-Upgrades: "Rocket Artillery" (enables Maultier)

F5:
-Wespe (mobile Artillery, a lot weaker than hummel, "Barrage", not a single shot like StuH)
-Ostwind (like wehrmacht ostwind)
-Jagdpanzer IV/70 (tank hunter, slow, good damage, can take as much as Pz IV, but doesn't get hit as often as Pz IV)
-Panzer IV (starts with short gun, can be upgraded to longe barrel gun)
-Panther (like wehrmacht panther)
-Upgrades: "75mm Long Barrel" (for Pz IV), "Armored Skirts" (for Pz IV)

F6: you can choose only one of them!!!
-Blitzkrieg Phase (all units move and capture faster)
-Defense Phase (all units and buildings get more HP)
-Counter Attack Phase (all units get an accuracy bonus and and deal more damage)

Defenses (buildable by Pioniers)
-OP
-Sandsacks
-Barbed Wire
-Tanktrap
-Roadblock (Dig-In Doctrine only)
-Trenches (Dig-In Doctrine only)
-Splitterminen (Dig-In Doctrine only)
-Mines
-Sandsack Emplacement (like a Bunker but less HP, Medic or Mortar or MG Upgrade)
-leFH 18 (Dig-In Doctrine only)

Doctrines:
1) Blitzkrieg
left side: "Assault Troops"
-call "Sturmpioniers" (2xFlamethrower, heavy assault infantry)
-call "Mechanised Infantry" (a Hanomag with a Heavy Infantry Trupp)
-call a Tiger I
right side: "Support"
-"PzIV Massproduction" (PzIV cheaper and faster to build)
-Blitzkrieg (like wehrmacht)
-"Stuka Support" (like Henschel but with MG instead of anti-tank-fire)

2) Dig-In
left side: "Defense"
-call "Volkssturm" (very cheap infantry for emergency situations)
-"Eingraben" (Roadblocks, Trenches and "Splitterminen" anti-personal mines buildable)
-call an Elefant
right side: "Support"
-"To the last man" (troops can't be supressed and gain an offensive and defensive bonus while in their own territory)
-replace Pak38 with Pak40
-"Artillery Support" (leFH 18 buildable and also gives the "sFH Shot" (a single powerful artillery shot) ability)

3) Veteran Troops
left side: "Infantry"
-call "Panzerknacker" (AT-Infantry with Panzerschrecks and "Haftladung" ability (heavy at-democharge, short range for placement))
-"Veteran Infantry" gives all Infantry Vet-Lvl 2
-call a "Sniper Ace"
right side: "Tanks"
-"Hartkernmuition" (gives PzIV, Pak, Jagdpanzer and Panther the "Armored Piercing Amuntions" ability)
-upgrade Panther to "Panther G" (a bit faster and better more accurat)
-call a "Tiger II" Henschel
« Last Edit: July 27, 2009, 02:41:28 AM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline WartyX

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Re: Ostheer Suggestions
« Reply #1 on: July 20, 2009, 10:48:43 PM »
Now is the ideal time to start thinking about some serious suggestions for the Ostheer, people. This is a good roster, but it would be easier for us devs if you give us detailed individual ideas, rather than rough long lists.

Offline vengefulnoob

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Re: Ostheer Suggestions
« Reply #2 on: July 20, 2009, 11:59:31 PM »
1. Kettenkrad: like pe kettenkrad but with a man on the back with an stg 44

2. Faustruppen: dedicated at squad, 4 men and fauststurm ability (like standard panzerfaust ability but all squad members fire)

3. Volksturm: appalingly weak but heavily armed late game unit with stg44s and plenty of panzerfausts. 6 man squad
Za Chest Gvardii!

Offline Field Marshal Vodka

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Re: Ostheer Suggestions
« Reply #3 on: July 21, 2009, 01:54:44 AM »
Just throwing in an idea, perhaps each Doctrine could be an army group (North, central and South). Each army group would have had its own equipment and methods for the job at hand, so I see no reason why they cannot be tied to the three doctrines in some way.

Offline luz777

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Re: Ostheer Suggestions
« Reply #4 on: July 21, 2009, 02:01:13 AM »
Thats a very cool idea  :) But what was distinct about the three Army groups that would make them notably different in terms of gameplay?

Offline waaaaaaaaaaaaaat

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Re: Ostheer Suggestions
« Reply #5 on: July 21, 2009, 07:39:45 AM »
1. Kettenkrad: like pe kettenkrad but with a man on the back with an stg 44

2. Faustruppen: dedicated at squad, 4 men and fauststurm ability (like standard panzerfaust ability but all squad members fire)

3. Volksturm: appalingly weak but heavily armed late game unit with stg44s and plenty of panzerfausts. 6 man squad
2. sounds insane lol.