Company of Heroes: Eastern Front

Author Topic: 2nd reworked Ostheer by Lord Rommel  (Read 38474 times)

Offline Gerrit 'Lord Rommel' G.

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2nd reworked Ostheer by Lord Rommel
« on: January 23, 2010, 05:54:47 PM »
Hi guys!
Today i present you my reworked Ostheer-concept. Most things are similar with the old concepts but i put in some new ideas! Hf with it!

+++ German Ostheer +++ Last conceptupdate: 01. Feb. 2010 +++
First of all:
NO JAGDTIGER and NO STURMTIGER.

Why? Thats really simple: Both units never fight against red army at eastern front. Sturmtiger fought against the polish rebels at Warsaw and so NOT at the eastern front
and Jagdtiger fought PERHAPS!!! ( 1 or 2 Tanks ) at Wien during the last 3 or 4 days of world war 2 in Europa; not very much for a faction who should represent the hole eastern front! So; No Jagdtiger, no Sturmtiger at this concept!

Headquarter
The HQ ist the mainbuilding. Here you can research technologies like:
- SdKfz. 9 Startunit
- First-Aid-Center ( HQ is able to heal units near the hq. ).

2nd HQ
Ostheer infantry is able to build up secondary HQs ( like the old Wehrmacht and US Army ) at neutral building. Here they can recrut all units form the "Infantriegefechtsstand".

The new way to build up this nation:
You research the SdKfz. 9 at the HQ. Now you can call in a SdKfz. 9.
This SdKfz. had the ability to build up in three different "Gefechtsstände" ( the productionbuildings ). The build up cost a number of resources.

– SdKfz. 9 
  • Ability:
Build up to: Infanteriegefechtsstand, Panzergrenadiergefechtsstand, Panzergefechtsstand.



The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool between different battle-situations.
That means: each building had three unit-pools. One neutral unit-pool ( can be used all the time! ) and two special pools ( different form building to building! ).
After building the structure the player can recruit the neutral units. When he wants to build the specialunits, he had to research the upgrade, which needs time and resources! BUT when the battle-situation changes and the player needs the other specialunits he can get back to the building and research the other pool by an upgrade. But this will coast some researchtime and resources!
The special is that he can change the building upgrade all the time for any battlesituation.


What is special with this Ostheer?
Each unit had his own abilities which allows them
to do special operations. So just a good skilled
gamer will be able to use all this possibilities with
its full potential. 


INFANTERIEGEFECHTSSTAND/ Infantry command post:
Neutral Units:
- Landserzug
( 6 soldiers with 6xKar98 )
  • Upgrade:
The G43: replace 3x Kar98 with with 3x G43.
  • Ability:
Handgranate: throw a granate.
Schützengraben: build a trench.
Sandbags: build sandbags.
Feldwebel: Landserzug get one more soldier, a feldwebel, with a Stg. 44, who influence the battleperformence of the squad.

Pool: Infanteriekampf - Infantrybattle ( Research Building-Upgrade )
- MG 42 Team

- Scharfschütze
( 1 Soldiers with StG 44 scoped - Rang lower then other snipers, but fire faster then other snipers! )
  • Ability:
Binoculars: better view range.
Camouflage: Camouflage the sniper.

Pool: Schwere Waffen - heavy weapon ( Research Building-Upgrade )
- 7,5cm Infantriegeschütz 18
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
Indirect fire: Fires like a mortar with explosive-grenades.
Direct fire: Fires like an antitank gun with normal grenades - this grenades can damage light vehicles.

- Panzervernichtungstrupp
( 4 Soldiers with 2x Panzerschreck and 2x Luger Pistole 08 )
  • Ability:
Reloadfocus: Tankdestroyerteam reload faster for a short period of time.
Schützengraben: build a trench.
Sandbags: build sandbags.


PANZERGRENADIERGEFECHTSSTAND/ Panzergrenadier command post:
Neutral Units:
- SdKfz. 231 Recontank
  • Ability:
Speed!: For a short period of time SdKfz. 231 move faster.

- Panzergrenadiere
( 4 soldiers with 4xMP40 )
  • Upgrade:
Extended magazines: Can fire more rounds before reloading.
  • Ability:
Grenadeshower: Throw a lot of grenades
Schützengraben: build a trench.

Pool: Unterstützungskampf - Supportweaponsbattle ( Research Building-Upgrade )
- Sturmpioneers
( 4 Soldiers with 2x Flamethrower, 2x MP40 )
  • Ability:
Sprengpanzer Goliath: Build a small Goliath tank.
Run!: Sprint for a short period of time.
Mines: They can auto detect mines.
Schützengraben: build a trench.
Barbed wire: build barbed wire.
Sandbags: build sandbags.
Tank barriers: build czech hedgdogs.

- SdKfz. 251
  • Ability:
First aid packets: heal nearby infantry
Reinforce: Infantry can reinforce nearby the SdKfz. 251.

Info: Can transport 10 Soldiers ( max. 2 squads ).


Pool: Abwehrkampf - Defensive battle ( Research Building-Upgrade )
- PAK 40 7,5cm
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
Camouflage: Camouflage the antitank gun.

- 2cm Flak 38
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
„Abprotzen“: Crew directs gun into fireposition and is so no more able to move the gun but its accuracy is clear better!
„Aufprotzen": Gun is now mobile.

Info: The Flak is able to fire during movement but so it is hard to hit something.


Technology at the Panzergrenadieregefechtsstand:
- StuKa zu Fuß - SdKfz. 251 can be upgraded to "StuKa zu Fuß".
  • Ability:
Batterie! Fire!: Fire a salve of 32cm Grenades.
- Flametank - SdKfz. 251 can be upgraded to
SdKfz. 251/16 "Flammenpanzerwagen".
  • Ability:
Burn!: For a short period of time the Flammenpanzer had a higher weapon range.


PANZERGEFECHTSSTAND/ Panzer command post:
Neutral Units:
- Panzer III Ausf. J L/42
  • Ability:
Panzergranate 40: Fire a Panzergrenade 40 which makes more damage then the normal tankgrenades.
Side armor: Upgrade Panzer III Ausf. J with Panzerschürzen.
7,5cm L/24 KwK: Upgrade Panzer III with 7,5cm KwK - better against "soft targets".

- Bergepanther
  • Ability:
German armor: Overrepair tanks.

 
Pool: Panzerkampf - Panzerbattle ( Research Building-Upgrade )
- Panther Ausf. A
  • Ability:
Panzergranate 40/42: Fire a Panzergrenade 40/42 which makes more damage then the normal tankgrenades.

- Marder II
  • Ability:
The Tracks!: Marder II destroyed the tracks of enemy tanks.


Pool: Infanterieabwehrkampf - Infantrybattle ( Research Building-Upgrade )
- StuG III Ausf. G
  • Ability:
Side armor: Upgrade StuG with Panzerschürzen.

- Sturmpanzer Brummbär
  • Ability:
Observer: Upgrade Brummbär with an Scherenfernrohr for higher view range.
Side armor: Upgrade Brummbär with Panzerschürzen.



DOCTRINS




Heeresunterstützungsverbände ( Army support troops )

Luftwaffeneinsatz ( Airforcemission ):

- 7. Flieger-Division
Call in a squad Fallschirmjäger.
( 4 soldiers with 2x FG42, 2x G43 )
  • Ability:
Geballte Ladung: throw a satchel charge.
Sprint!: Sprint for a short period of time. Can't be pinned down.
Fanaticism!: Higher weapon damage when a squad member is killed by the enemy!

- Luftversorgung ( Airsupport )
He 111 Air supply plain flies fuel, munition and weapons into the battlearea.

- StuKa Einsatz ( StuKa Attack )
For a short peroid of time Ju 87 StuKas fly over the battlefield and attack every enemy spotted.

schwere Heeres-Panzerbateilung ( heavy tankgroup ):

- prioritized Support
For a short period of time Ostheer produce more resources.

- prioritized weapons
For a short period of time Ostheer produce units faster.

- sHeeresPzAbtl 503 "Feldherrnhalle"
Call in a heavy Tiger II henschel-turret.
  • Ability:
FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Tiger II makes more weapon damage.

Info
: You can call it again after destruction!

Heereseliteverbände ( Army's elite troops)

Heereselitedivision ( Army's elite division ):

- Grenadiere "Großdeutschland"
Call in a squad of Grenadiere "Großdeutschland".
( 4 Soldiers with 3x StG44, 1x LMG42 )
  • Ability:
Grenedesshower: throw a lot of grenades.
Firegrenadesshower: throw a lot of firegrenades.
Long Range Combat: Switch StG44 on long range modus for better long range battle performance ( 1 bullet fire mode ).
Short Range Combat: Switch StG44 on short range modus for better short range battle performance ( continuous fire mode ).

- Panzerartillerie "Großdeutschland"
Call in a PzSfl. II "Wespe".
  • Ability:
Smokegrenades: Fire smokegrenades. When such a grenade hit an enemy tank this tank is "blind" ( viewrange near to 0 ).

- Division "Großdeutschland"
This will replace the Panther with the Tiger I spätes Baulos of the heavy Kompanie of the Panzergrenadierdivision "Großdeutschland".

Info: You can just have 2 Tiger I at the battlefield at the same time.
Info: Tiger I nearly so strong like JS II ( same level! ).

sHeeresJgPzAbtl ( heavy tank hunter group ):

- Panzervernichtungsschlacht
Every infantry unit can use the Panzerfaust.

- Motorisierung! ( motorized! )
The 7,5cm PAK and the 2cm Flak 38 get mobile.
Replace 7,5cm PAK 40 with Panzerjäger 7,5cm Pak 40 Raupenschlepper Ost.
Replace 2cm Flak 38 with SdKfz. 7/2 ( 3,7cm Flak 37 ).

- sHeeresPzJgAbtl 654
Call in a Jagdpanzer Ferdiandt.
  • Ability:
The Elefant: Upgrade Ferdinand with a frontal-MG 34.
FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Elefant makes more weapon damage.

Info
: You can just call ONE Ferdinand per game!


Festungsverbände ( Fortress troops )

Abwehrschlacht ( Defending battle ):

- Festungsbau
Sturm Pioneers are able to build heavy defense like MG-Nest, Anti-Tank-Bunker, Anti-Air-Bunker,  and minefields.

  • AA-Bunker:
It is a bunker with an anti-air-gun ( 2cm Flak 38, 2cm Quadgun or 3,7cm Flak 18 ) on it. One side it can fight against fighters and on the other side it will protect infantry against airstrikes.
  • AT-Bunker:
A small bunker with a 37mm Pak 36 Heeresanklopfgerät. The reason: By Hitler all weapons for fortification with a caliber over 5cm should transport to western front in 1944.
-> Bunkers can be garrison by Infantry ( e.g. MG 42 Team ).

- Festungskampf ( Fortification battle )
Second HQs can still produce units when they get cut of by supply.

- 10.5cm leFh 18/40
Call in a leFh 18.
  • Abilities:
Smokegranates: Fire a salve of smokegranate. If such a grante hits a tank, the tank is blind for a period of time!
Direct Fire!: With this ability the leFh 18 can fire directly on targets like an anti-tank gun. So it is extremly effectiv against any unit! )


Kampfgruppenverband ( Battlegroup combat ):


- Stadtkampf ( Towncombat )
Infantry get combat bonus ( better range, more damage ) when they fight form cover or out of buildings.

- Durchbruch! ( Breakthrough! )
For a short period of time tanks cant get critical hits and infantry cant pinned down. Tanks and infantry move faster!

- Der Gigant! ( the Giant! )
Call in a ME 323 glider ( a little bit bigger then Hamilcar so that Giant can land ;) ) which transports 2 squads of Stoßtruppen and a Marder II.
  • Abilities:
The Stoßtruppen: Giant can produce a squad of Stoßtruppen.
The Marder: Giant can produce a Marder II.

- Stoßtruppen
( 4 Soldiers with 4x StG44 )
  • Abilities:
Camouflage: Unit is invisiblefor the enemy.
Magnetmine: Unit can use a magnetic mine against armored enemies.


captured weapons
Beutwaffen:

The Ostheer isnt able to use heavy weapons of the red army because german steel is better then this red stuff!

Sectorprotection
Sektorensicherung:

The Ostheer secured resources by their dominance. That means: More soldiers in a territory will prodruce more resources, but their must be a limit, because of the balance!

Veterancy:
Veterancy will be gained by productiontime. A units which is build up for a longer time had more time to get training with their weaponsystem. So units with long production times had a high veterancy.
You can decide at your HQ ( 4 buttons ):
  • Build fast units with no veterancy.
  • Build units with veterancy I,
    but they need more buildingtime then units
    without veterancy-training.
  • Build units with veterancy II,
    but they need more buildingtime then units
    with veterancy I training.
  • Build units with veterancy III,
    but they need more buildingtime and more ressources
    then units with veterancy II training.

Horrido!
A Concept by Lord Rommel
« Last Edit: February 01, 2010, 01:58:39 PM by Lord Rommel »
May the force be with you.

Offline Rokossovski

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #1 on: January 23, 2010, 06:31:58 PM »
I like it some really good and even better new ideas.Is the giant something like the British Hamilcar ? And what is 1. the supporter tank and what the allrounder tank ?

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #2 on: January 23, 2010, 06:37:56 PM »
I add a link for the ME 323.

And what do u mean with support tank and allrounder?
May the force be with you.

Offline Rokossovski

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #3 on: January 23, 2010, 06:50:27 PM »
a tank to kill infantry and support your infantry and one tank to do a little of everything .
The giant does the same like the Hamilcar or not ?With the same animation ?
I like your ideas about Veterancy and sektorensicherung.
« Last Edit: January 23, 2010, 07:00:43 PM by Rokossovski »

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #4 on: January 23, 2010, 06:58:01 PM »
Panzer III can deal with enemy infantry and Panther, too.
So Panzer III should be a kind of multirole medium tank, Panther a heavy tank which survives a number of anti tank weapons hits, Marder II is a tank destroyer which is easy to destroy for infantry, StuG III is a tank destroyer too but can defend itself better against infantry with its 2x MG34 and the Brummbär is an real infantrykiller.

So u could get the combination of:
Panzer III - Panther - Marder II
or
Panzer III - StuG III - Brummbär.

So both unit pools had a special focus.
1. combination -> effective against armor.
2. combination -> effective against infantry and fortifications.

If the enemy had a lot of tanks, you will chose unitpool 1 - the Panzerbattle-pool.
If the enemy had a lot of infantry, you will chose unitpool 2 - the Infantrybattle-pool.

About the ME 323: This glider land on the field and after it it opens it gates and the units will leave the ME 323 giant ( like the british hamilcar ).
« Last Edit: January 23, 2010, 07:05:05 PM by Lord Rommel »
May the force be with you.

Offline Rokossovski

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #5 on: January 23, 2010, 07:05:41 PM »
That sounds great.
Whats about a mobile pak? I think at a nashorn/hornisse.
Have you something to transport infantery ?
« Last Edit: January 23, 2010, 07:17:03 PM by Rokossovski »

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #6 on: January 23, 2010, 07:16:22 PM »
I think Pak 7,5cm and Marder II are enough anti tank power ;) And if u need more, chose the Heereseliteverbände ( Army's elite troops ) and u can call in the might Elefant tank hunter.
May the force be with you.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #7 on: January 23, 2010, 07:24:11 PM »
I miss some halftracks in your concept.There are just tanks and almost no vehicle.
Somethink to transport infantry, with special abilities.
The sektorensicherung is a good idea maybe it can be make so that some units produce more resources then others .In this case the maultier would be a good option.
« Last Edit: January 23, 2010, 07:27:33 PM by Rokossovski »

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #8 on: January 23, 2010, 07:30:09 PM »
SdKfz. 9 and  Sdkfz. 251 are halftracks.
I think to include other halftracks does not make sense because why do u need e.g. a Opel Maultier halftrack? No combatvehicle, just "support" and so on.

When i include a Opel Maultier for getting more resources than my sectorprotection-idea is senseless because than the Opel Blitz would nearly work like PE's SdKfz. 221!

But i think in my concept you need to build the Sdkfz. 251 because it is a important supportweapon for your infantry.
« Last Edit: January 23, 2010, 07:32:24 PM by Lord Rommel »
May the force be with you.

Offline Rokossovski

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #9 on: January 23, 2010, 07:32:24 PM »
The original sdkfz 251 could transport 10 men , what about yours ?

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #10 on: January 23, 2010, 07:32:46 PM »
Dont know. 10 soldiers xD

SdKfz. 251 should be able to transport infantry but i thought that was clear ^^
May the force be with you.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #11 on: January 23, 2010, 07:39:09 PM »
Have you got a scout an conqueror unit ?
A tank(panzer 2) for this would be something new , but it could be too mighty.
« Last Edit: January 23, 2010, 07:49:35 PM by Rokossovski »

Offline Gerrit 'Lord Rommel' G.

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #12 on: January 23, 2010, 07:51:14 PM »
 :)
« Last Edit: November 06, 2014, 07:32:18 PM by Gerrit 'Lord Rommel' G. »
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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #13 on: January 23, 2010, 07:56:34 PM »
sorry it is my English , but even Google does not know recon. It is quite a lot for a unit (supporter,transporter,scout)

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Re: 2nd reworked Ostheer by Lord Rommel
« Reply #14 on: January 23, 2010, 07:58:43 PM »
Ah. Okay. Sry. Didnt know this. thought most CoH-gamers know "recon" from reconnaissance and that is the military word for scouting ;) But i'm surprised that google.com doesnt know the word RECON xDDD

So i had a scouting tank -> SdKfz. 231
and a trooptransporter -> SdKfz. 251  ;D
May the force be with you.