Company of Heroes: Eastern Front

Author Topic: new Ostheer concept  (Read 4641 times)

Offline Ghost

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new Ostheer concept
« on: November 01, 2009, 02:34:54 PM »
Basics
-no heavy tanks, but many light&medium tanks and strong doctrine units
-sectors must be defended, as they can not be locked-down
-no at gun, but effective tankhunter
-standart arty unit: sturmpanzer
-veterancy through fighting
-ressource-bonus: adding a bonus for every controlled sector
  *2 controlled sectors --> 1 extra ressource for every sector
  *4 controlled sectors --> 2 extra ressource for every sector
  *and so on...


HQ (F1):
-Pioniere: [120 MP, 2 population]
  *2 men with MP40
  *construct buildings and defenses
  *can make basic repairs
  *upgrades: improved repairs [25 Mun], Sturmpioniere (Satchelcharges, Flamethrower) [50 Mun]

Baracke (F2):
-Leichte Infanterie: [260 MP, 4 population]
  *light infantry
  *4 men with k98
  *grenades ability [25 mun]
  *Panzerfaust ability (must be unlocked) [25 Mun]
  *upgrades: 2xcaptured PPSh [75 Mun], Panzerfaust (give Pzfaust ability) [25 Mun]
-Aufklärer: [200 MP, 3 population]
  *scouts with large line of sight
  *3 men with k98
  *sniper-shot ability like british recon squad [25 mun]
  *cloak when in cover

Schwere Baracke (F3):
-Leichter MG-Trupp: [250 MP, 4 population]
  *4 men, 2xk98, 2xMG38
  *grenades ability [25 mun]
  *Sperrfeuer (instant pin-down, but stop firing for a few seconds)
-Grenadiere: [330 MP, 4 population]
  *standard infantry
  *4 men with 2xk98, 2xMP44
  *grenades ability [25 mun]
  *upgrades: G43 (1xG43 scoped) [35 Mun], Panzerbüchse (1xAT-rifle) [35 Mun]
-Panzerabwehrtrupp: [280 MP, 3 population]
  *AT-infantry
  *3 men, 2xk98, 1xAT-rifle
  *AT-grenades ability [25 Mun]
  *Panzerfaust ability (must be unlocked) [25 Mun]
  *ugrades: Panzerfaust (give Pzfaust ability) [25 Mun]
-Offizier: [250 MP, 1 population]
  *officer with MP40
  *command-aura like british officer
  *flares ability (reveals an area on the map) [25 Mun]

Fahrzeuglager (F4):
-Stug III: [350MP, 40 Fuel, 4 population]
  *a bit weaker than StuG IV
  *support assault gun
  *effective at supporting infantry
  *75mm stubby gun
  *upgrades: Schürzen (adds armored skirts) [35 Mun], 75mm long gun (greater range) [50 Mun]
-Pz II: [250MP, 40 Fuel, 4 population]
  *light tank
  *effective against infantry and (with upgrade) light vehicles
  *2 turret Mgs
  *upgrades: 20mm gun (replace one MG with a 20mm gun) [35 Mun]
-Pz III: [350MP, 55 Fuel, 4 population]
  *light tank
  *effective against infantry and light vehicles
  *37mm gun, 2 Mgs
  *upgrades: 50mm gun [50 Mun], Schürzen [35 Mun]
  *Schnellfeuer ability (fires 3 shot very fast, then stops firing for a few seconds) [25 Mun]
-Flak 30: [300MP, 4 population]
  *operated by 4 men
  *mobile AA-gun, needs to be set-up to fire like Pak or Nebelwerfer
  *effective against infantry, planes and light vehicles (jeeps & halftrucks)
-Hanomag: [220MP, 20 Fuel, 4 population]
  *transporter (12 spots), gaines 2 Mgs when loaded
  *upgrades: Pak 75mm [75 Mun], Sanitätswagen (heals nearby units) [35 Mun]
-Panzerjäger I: [250MP, 25 Fuel, 4 population]
  *light tankhunter
  *47mm AT gun
-Marder II: [250MP, 40 Fuel, 4 population] (replaces Panzerjäger I after upgrade)
  *tankhunter
  *75mm AT gun

Panzerlager (F5):
-Pz IV: [400MP, 80 Fuel, 8 population]
  *medium tank
  *effective against everything
  *75mm stubby AT gun, 2 Mgs
  *upgrades: Schürzen [35 Mun], long gun (greater range) [50 Mun], enginge (faster) [35 Mun]
-Jagdpanzer IV/70: [420MP, 75 Fuel, 8 population]
  *tankhunter
  *effective against tanks
  *75mm gun
  *upgrades: Schürzen [35 Mun]
-Sturmpz IV: [450MP, 60 Fuel, 8 population]
  *mortar tank
  *medium range
  *150mm mortar
  *fires slow like StuH

Heeresstab F6):
-Hartkernmunition: [75 Mun]
  *PzIV & JgdpzIV gain the AP-rounds ability
-Sprengmunition: [60 Mun]
  *gives PzIV the HE-shot ability effective against infantry and buildings
-Marder II-Upgrade: [20 Fuel]
  *Marder II replaces Panzerjäger I (existing Panzerjäger I will remain)


Defenses:
-Sandbag-Bunker: [135 MP], all weapons (MG,Pak,.... can be turned like 17-pounder)
  *6 spots
  *upgrades: MG [50 Mun], Feuerleitbunker (can call a mortar barrage [50 Mun]) [50 Mun]
-sandbags
-tank traps
-mines [25 Mun]
-barbed wire


Doctrines

Heeresgruppe Nord (army group north)
Focuses on fast assaults.

left side: Unterstützung
-drop Fallschirmjäger (paratroopers) [3CP]
-Stuka run (MG and bombs) [3CP, 120 Mun]
-Artillerie-Unterstützung (call a Panzerwerfer 42, limit of 3) [3CP]

right side: Panzerverbände
-Panzerkommandanten (add tank commanders, increasing line of sight) [2CP]
-Panzervorstoß (tanks can cap sectors) [3CP]
-Schwere Panzerunterstützung (calls a Panther G or a Tiger I, one at a time) [4CP]

Doctrine units:
-Fallschirmjäger: [430MP, 4 population]
  *4 men, with k98
  *grenades ability [25 Mun]
  *place S-mines (bouncing betty) [30 Mun]
  *upgrades: FG42 [35 Mun]
-Panzerwerfer 42: [450MP, 6 population]
  *150mm rockets
  *barrage
-Panther G: [800MP, 12 population]
  *75mm gun, 2 Mgs
  *smoke ability [20 Mun]
  *Tread breaker ability [35 Mun]
  *upgrades: Schürzen [35 Mun]
-Tiger I: [800MP, 14 population]
  *88mm gun, 2 Mgs


Heeresgruppe Mitte (army group center)
Focuses  on defenses.

left side: Panzerjäger
-Eingraben (infantry can choose to dig-in, increases HP but they are immobile) [2CP]
-call a Nashorn [3CP]
-call an Elefant (only once) [4CP]

right side: Defenses
-Defensive Operations (lowers building costs for defenses) [2CP]
-Heavy Defenses [2CP]
-call a Wespe (limit of 3) [3CP]

Doctrine units:
-Nashorn: [450MP, 8 population]
  *88mm AT gun
  *needs to be set-up to fire
  *cloakes when set-up
-Elefant: [500MP, 14 population]
  *very heavy but slow tankhunter
  *88mm AT gun
-Wespe: [500MP, 8 population]
  *like Hummel but a bit weaker and faster

Heavy defenses:
-Pak-upgrade for sandbag-bunker (adds a pak) [50 Mun]
-mortar bunker upgrade for sandbag-bunker (adds a mortar) [50 Mun]
-Flak-Drilling upgrade for sandbag-bunker (adds a triple flak) [50 Mun]


Heeresgruppe Süd (army group south)
Focuses  on urban combat.

left side: Unterstützung
-call a Gebirgsjäger squad [3CP]
-Scharfschütze (call a sniper) [2CP]
-Durchbruch (call a Henschel-Version Tiger II, only once) [4CP]

right side: Häuserkampf
-Straßenkampf (enables Flammenwerfertrupp, roadblocks, PzII Flamethrower-upgrade) [3CP]
-Panzerknacker (call a panzerknacker squad) [2CP]
-call a Sturmtiger (only once) [3CP]

Doctrine units:
-Gebirgsjäger: [420MP, 6 population]
  *elite infantry (like Knights Cross Holders)
  *4 men with unscoped G43
  *grenades ability [25 Mun]
  *panzerfaust ability [25 Mun]
  *upgrades: G43 scoped [50 Mun], MP44 [50 Mun]
  *cloak when not moving
-Scharfschütze: [350MP, 4 population]
  *camo ability
  *scoped K98
  *counter-snipe ability (immobilized, cloaked, fires on snipers only)
-Tiger II: [500MP, 16 population]
  *henschel turret Tiger II
-Flammenwerfertrupp: [300MP, 3 population]
  *3 men, 1xFlamer, 2xMP40
  *incindiary grenade ability [30 Mun]
  *upgrades: 2nd Flamethrower [50 Mun]
-Flamthrower upgrade for PzII [75 Mun]
  *adds 2 small flamethrower to the PzII
-Panzerknacker: [375MP, 3 population]
  *3 men, 2xk98, 1xPanzerschreck
  *Haftladung ability (AT grenade with great damage, must be deployed at close range) [35 Mun]
  *upgrades: 2nd Pzschreck [50 Mun]
-Sturmtiger: [500MP, 14 population]
  *heavy mortar tank, very slow, great range
  *bombard ability (single mortar shot) [75 Mun]


Reward units:
-Sturer Emil
  *replaces Elefant
  *125mm AT gun
  *weaker armor than Elefant but greater range and more damage
« Last Edit: November 09, 2009, 02:01:51 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline bastex

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Re: new Ostheer concept
« Reply #1 on: November 02, 2009, 11:07:48 PM »
hmm how should i say it. ur quite ammo heavy
yes .... im sorry ><
bcouse i was  born as a complete utter bastard

Offline Aouch

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Re: new Ostheer concept
« Reply #2 on: November 04, 2009, 06:15:26 PM »
hmm how should i say it. ur quite ammo heavy
Indeed it would be hardly possible to get enough ammo to unlock even the basic equipment and abilities.  :-\
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline Ghost

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Re: new Ostheer concept
« Reply #3 on: November 05, 2009, 11:30:08 AM »
thx for the suggestions. i lowered the munition costs. hope its better now  ;)
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline ford_prefect

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Re: new Ostheer concept
« Reply #4 on: November 05, 2009, 02:29:31 PM »
thx for the suggestions. i lowered the munition costs. hope its better now  ;)
Does that rely say "No heavy tanks"???? That would not make any sense to see a Ostheer nation without any heavy tanks ;D

Offline Ghost

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Re: new Ostheer concept
« Reply #5 on: November 05, 2009, 03:44:18 PM »
that means no basic heavy tanks. but of course doctrine heavy tanks like panther, tiger 1&2 and elefant
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Venoxxis

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Re: new Ostheer concept
« Reply #6 on: November 05, 2009, 04:54:09 PM »
really a lovely concept.
especially like the way the docs. change their way of fighting.
good one  :)