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Eastern Front Mod (Read-Only)
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Ostheer Faction concept
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Topic: Ostheer Faction concept (Read 9788 times)
Spartasman
Ingenery
Posts: 23
Ostheer Faction concept
«
on:
January 19, 2010, 02:32:54 AM »
well, this seems to be the place to put this sort of thing, i put it up on the suggestions board, but i suppose that it now belongs here.
Ostheer
Buildings: There are two different types of buildings, the stationary base buildings, and mobile field support buildings, in order to build certain buildings, you must pre-requisite builidngs, like so;
HQ
- Logistiks post
Infantrietruppe barracks
- Infantry field support LKW
Panzer Commander field office
- Armor field Requisitioning LKW
The HQ allow the building of the Logistiks post, Logistiks post -> Infantrietruppe barracks -> Panzer Commander field office. Likewise, each main support building can build certain units, but field support units can only supply light units, observe; Infantrietruppe barracks -> Infantry field support LKW, Panzer Commander field office -> armor field requisitioning LKW. these field support trucks can secure territory, and have a small healing aura about them, also they must always be set up in a territory that is in supply to your main base for them to produce/reinforce.
HQ: Basic HQ building, can produce several starting units, and serves as base of supply for the entire game, can produce:
- Pioneers: 3 man squad armed with mp40's: 140 MP
Upgrades: Flammenwerfer 42, Minesweeper
Abilities: can construct; Barbed wire, sandbags, tank traps, trenches, mines, observation posts, MG position(like the Americans position, armed with an mg 34, Upgradeable with an mg 42)
- Kubelwagon: small recon vehicle, armed with an mg34: 120 MP
Upgrades: none
Abilities: can cap points
Logistiks post: building from which upgrades and light infantry units may be produced, can produce:
- Recon Squad: A small, versatile, 3 man squad, used for reconnaissance and light infantry support, g43 sniper rifles x2, k98 x1: 240 MP
Upgrades: Field observation (increasaes LOS)
Abilities: Camouflage (can hold fire, can move), mark target, sniper shot (can be used and remain camouflaged), crack shot ( can fire quickly, pinning a selected unit)
- Opel Blitz: cheap infantry transport, not suited for combat: 210 MP 15 fuel
Upgrades: none
Abilities: overdrive
- SD. Kfz 221: armored car, light skinned infantry support: 280 MP 25 fuel
Upgrades: field radio (can detect incoming armor)
Abilities: overdrive
Upgrades: the logistiks post is the only building in which upgrades may be purchased, all upgrades are categorized into three areas; Tactical, strategic, and logistical, this is how veterancy is gained, as it is bought from here.
Tactical upgrades
: improves the abilities of individual unit types, unlocks abilities and actions:
- Veterancy: veterancy is purchasable for the two different unit types (infantry, and armor) there are two different types of upgrades, offensive and defensive, with each providing certain characteristics (offensive improves speed and fire rate, and defensive improves damage and health) you may purchase a total of 3 veterancy upgrades for each unit type.
- Mine field: allows the construction of teller mines: 150 mp 100 mun, 50 mun per mine
- Stg44: allow panzer grenadiers to be upgraded with STG44 assault rifle: 220 mp 80 mun
Strategic upgrades
: allows the construction of certain buildings, and weapons, Includes:
- Artillery support: allows the construction of Light field howitzer emplacements: 200 mp 120 fuel, 450 mp & 200 fuel 8 pop cap per emplacement
- Defensive operations: allows the construction of trenches: 120 mp 20 fuel
- mobile command: allows command trucks to produce units when out of supply: 220 mp 75 fuel
- flak 88: allows the construction of 88 AA/AT emplacements: 240 mp 75 mun 50 fuel
Logistical upgrades
: allows you to research upgrades which improve supply, includes:
- improved supply lines: all strategic points produce more resources: 280 mp 125 fuel
- supply: after investing in this upgrade, you may now purchase munitions and fuel at your HQ for a price; 75 mun for 200 MP, 75 fuel for 200 mp: 240 mp 25 fuel
Infantrietruppe barracks: this building allows you to produce heavier infantry units, as well as light armored units, can produce:
- Landsehr: 5 man squad armed with K98's: 290 mp
Upgrades: 4x G43's (75 mun), panzerfaust (once upgraded, can use it for free after recharge(35 mun)
Abilities: Can build sandbags and Barbed wire, can throw grenade
- Mg team: 3 man squad armed with an mg42 HMG: 260 mp
Upgrades: barrel changer ( the Mg will fire more prolonged bursts of fire, but have longer and more frequent reloading times(50 mun)
Abilities: none
- Granatwerfer(mortar): heavy field mortar: 280
Upgrades: none
Abilities: mortar barrage, smoke barrage
- SD.kfz 251: Infantry transport and HMG 42 support: 250 mp 20 fuel
Upgrades: pak 40 (75 mun) negates infantry transport), Walking stuka(75 mun).
Abilities: (when upgraded with pak) tread breaker(20 mun), fire stuka, infantry can reinforce from it
- Panzer III: light-medium armor support: 320 mp 45 fuel
Upgrades: Flammenwerfer(100 mun)
Abilities: panzer commander (commander pops up, LOS increase
Infantry field support LKW: the sub-unit of the Infantrietruppe Barracks, can only build light units: Landser, recon squad, mg team, SD.kfz 221 armored car (350 mp 125 fuel)
Panzer commander field office: all medium to heavy tanks are requisitioned here, due to the expeditionary nature of the Ostheer, all tanks from here will come from off-map, can make:
- Panzer Grenadiers: 4 man squad armed with 3x K98's 1x mp40: 325 mp
Upgrades: (can upgrade twice) MG34 LMG (50 mun), (can upgrade once) rifle grenade(75 mun), (after research) mp44 x2 (50 mun)
Abilities: can throw 2x grenades(25 mun), can build sandbags and barbed wire, can fire special anti-tank rifle grenade(15 mun), can sprint, can be locked to a tank and follow it (like the British officer) for added protection and mobility
- Puma armored car: heavy armored car, used for infantry support and light anti armor support: 310 mp 50 fuel
Upgrades: 75mm barrel(75 mun)
Abilities: none
- Panzer IV: infantry support tank: 450 mp 75 fuel
Upgrades: Armored skirts(25 mun), MG42 gunner(50 mun), L/43 barrel (improved anti-tank abilities(75 mun), panzer commander (50 mun)
Abilities: none
- Vampyre Funkwagon: Panzer command vehicle: 240 mp 25 fuel
Upgrades: Artillery spotter (can call in light mortar strike(75 mun)
Abilities: call in artillery strike(50 mp), can be locked with a tank and provides an aura of improvement ( like the cromwell command tank )
- Panther: heavy tank, only available after building vampyre: 625 mp 120 fuel
Upgrades: Panzer Commander(50 mun), Armored skirts(25 mun)
Abilities: Hull down
- Tiger 1: heavy tank, excellent anti-tank & anti building support, only two can be built at any time ( buildable only with tiggergruppe support from doctrine menu): 790 mp 175 fuel
Upgrades: panzer commander(50 mun), Engine maintenance (allows self-repair(50 mun)
Abilities: engine repair(25 mun), high explosive shot (fires a single high explosive round(25 mun)
Armor field requisitioning LKW: field support truck, cannot build heavy or medium tanks, but can repair nearby vehicles, and deploy medium armor: Puma armored car, SD.Kfz 251 half track, Panzer grenadiers: 350 mp 125 fuel
Hard points (240 mp) - building of sufficient size can be turned into Hard points. Hard points are tougher than regular buildings, and all units within it recieve defensive bonuses. Units may also be reinforced from Hard points. Hard points also have the ability to heal nearby units with the purchase of a timed effect (50 mun)
Supply depot - supply depots can be built on strategic points, securing them and providing additional resources
Now the operations:
Combined Assault operations
- While the German army demonstrates the pinnacle of Armored warfare, combined assault operations are necessary for a successful Blitzkrieg attack.
Left side
Artillery
Artillery Observer - All Mortars and artillery pieces will be equipped with Artillery Observation Equipment, enhancing their range: 1pt
Off-map Artillery - Long range Artillery with be directed to barrage a marked target: 2pt
Grille Self propelled gun - a sIG 38 grille self-propelled howitzer will be allocated for your command: 3pt
Right side
Lufwaffe
Aeriel observation - Aeriel observation planes will give you updated reports on the battle field, revealing all enemy structures for a short duration of time: 2pt
Firebomb - a Henschell bomber will drop a devastating firebomb attack on a large area, burning out buildings and structures: 3pts
Stuka Bombing strike - A stuke dive bomber will swoop down and deliver a bomb and strafing strike on your target(like an artillery strike, only with machine guns, suppressing sirens, and only a few powerful bombs): 2pt
Seige Operations
- Seige units and tactics will be deployed to the battlefront, striking terror into our enemies and supplying us with advanced weaponry
left side
Assualt
stormtroopers - a squad of 4 storm troops will be called in to support combat operations(only k98s, upgradeable with mp40s, can camouflage, throw grenades): 2pts
Kessel: any enemy territory that is surrounded by friendly territory will automatically be reduced to neutral, also, any enemy units within that territory will suffer in defense, but receive attack bonuses: 1pt
Elefant tank - An experimental Elefent heavy tank destroyer will be called in: 4pts
Left side
Intelligence
Abwher network - Army intelligence allows you to listen in on enemy radio communications: 1pt
detection gear - all enemy units within friendly territory are visible to the player, regardless of fog of war: 3pt
Dora - A single round fired from one of our heavy railroad artillery pieces will destroy virtually anything, even more powerful than the V1 rocket, can only be used once: 4pt
Mechanized operations
- mechanized warfare operations allow you to increase the pace of assaults, and to improve your infantries abilities
Left Side
Infantry
Grenadiers - infantry units will throw additional grenades at no extra cost: 2pt
Mechanized Infantry - halftracks and armored cars may now capture strategic points: 2pt
Brummbar support - A Brummbar heavy tank will be called in to support infantry: 3pt
Right side
Panzer
Shwherpunkt - this ability will grant your armor and vehicles with increased speed and firing rate for a short amount of time in any selected territory, allowing for a breakthrough: 2pt
Sabot rounds - Armor piercing sabot rounds will be equipped by our panzers, giving them enhanced anti-armor capabilities: 1pt
Tigergruppe support - A single Tiger ace will be called into the battle, this tank is irreplaceable, but regular tigers are now producible as well (only 2 tigers allowed on the field): 4pt
id really like to hear what the mods think, but any suggestions and comments are welcome
Post Merge: January 17, 2010, 01:17:59 PM
ive updated it again, im not exactly sure if anyone is reading these, but whatever.
Post Merge: January 18, 2010, 03:53:02 PM
is anyone reading this?
«
Last Edit: February 06, 2010, 06:42:42 AM by Spartasman
»
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hdboomy
Ingenery
Posts: 1
Re: Ostheer Faction concept
«
Reply #1 on:
January 22, 2010, 02:32:09 AM »
It was a very interesting combination. I would certainly have fun playing that faction. It reads like a 'best of' for the two existing german factions.
My concern is that it would be unbalanced. You'd have to make the costs very high, otherwise the Ostheer would have access to some of the best infantry and armor in the game.
Sorry if this is a double post.
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Spartasman
Ingenery
Posts: 23
Re: Ostheer Faction concept
«
Reply #2 on:
January 22, 2010, 02:53:26 AM »
historically the Ostheer did have access to the best armor and infantry, this is more than a meer reflection though. Regular German factions, with the possible exception of the PE, are COMPLETELY useless against the Soviets, and the panzer elite even cant do anything, without a HMG and any cheap mobile artillery, they are easy to steamroll mid game. The purpose of the ostheers should be to give the player a strong but quick beginning, which slowly hardens to more defensive, stronger units till the end, this is the only way to counter soviet rush tactics. if the Russians can spam t34s and is-2s, the ostheer needs to spam panzer IV, panthers, and a few tigers. 88's are a must for defensive purposes, and without mg34-42s and mortars, your defenses will be destroyed easily.
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Rokossovski
Strelky
Posts: 60
Re: Ostheer Faction concept
«
Reply #3 on:
January 23, 2010, 07:04:46 PM »
I like the balance of special types of tanks and that you do not neglect the infantry.This Ostheer could be interesting to play.
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irik
Guard
Posts: 227
Re: Ostheer Faction concept
«
Reply #4 on:
January 24, 2010, 02:46:14 AM »
Don't forget the Jagdtiger could be included in the Ostheer
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Guards of the Red Army. Today, the German Reich is done away with!
TheReaper
Guard
Posts: 223
Re: Ostheer Faction concept
«
Reply #5 on:
January 24, 2010, 01:02:43 PM »
I love to see some German air support in Ostheer, and the following units: Panzer 3, and Panzerwerfer 42. Like in Codename: Panzers
trailer panzers II
and
Codename:PANZERS trailer
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Spartasman
Ingenery
Posts: 23
Re: Ostheer Faction concept
«
Reply #6 on:
January 25, 2010, 09:32:30 PM »
ive updated it a bit
Post Merge: January 27, 2010, 01:08:40 AM
ive updated the veterancy system a bit, its a cross between the PE and Wher, but then again, that is ultimately what the ostheer is going to be.
«
Last Edit: January 27, 2010, 01:08:40 AM by Spartasman
»
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Panzer4life
Axis Commander
Commissar
Posts: 291
Re: Ostheer Faction concept
«
Reply #7 on:
January 28, 2010, 04:13:06 PM »
Not bad, but we really don't the Schutzstaffel. that is what the terror doctrine is. The only panzer division to have king Tigers are the SS panzer division, and the V1 were protected by the SS. But if you want to have it called the SS fine. But i figure that maybe a a Siege operation might be nice, to get through the people who bunker spam, or for Soviets who pick their Propaganda and put conscripts and tank hunters in slit trenches.
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No one can stop the German panzer divisions.
Spartasman
Ingenery
Posts: 23
Re: Ostheer Faction concept
«
Reply #8 on:
February 06, 2010, 06:43:12 AM »
ive updated it a little again, for what its worth.
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Psyfer
Ingenery
Posts: 2
Re: Ostheer Faction concept
«
Reply #9 on:
August 07, 2010, 08:26:15 AM »
A unit I'd like to see (probably as a doctrine only unit) is the Sturmtiger. It was a very rare (12 in service) heavy assault gun, but it's pretty cool all the same...
May be it could be delpoyed like the King Tiger, (ie. you only get one) or as a reward unit.
For those not familiar with it, here's the wiki link:
newbielink:http://en.wikipedia.org/wiki/Sturmtiger
[nonactive]
Failing that, another heavy assult gun, such as the Brummbär would be nice to see.
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malekithau
Ingenery
Posts: 1
Re: Ostheer Faction concept
«
Reply #10 on:
August 07, 2010, 02:29:22 PM »
Hi noob here -
Minor allies - Hungarians/Rumanians, their tanks, cavalry etc.
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cephalos
Mapper
Mr. Spam
Posts: 1367
Pick a card...
Re: Ostheer Faction concept
«
Reply #11 on:
August 07, 2010, 03:20:32 PM »
I lkie the veterancy system.
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Quote from: Lord Rommel on April 17, 2011, 04:48:16 PM
OSTHEER IS DONE WHEN IT'S DONE!
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Company of Heroes: Eastern Front
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Eastern Front Mod (Read-Only)
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Ostheer Suggestions
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Ostheer Faction concept