= Key aspects of our Ostheer-Concept
…the Ostheer concept to end all Ostheer-concepts
Greetings fellow EF-enthusiasts!
After reading with great pleasure the many interesting suggestions for the Ostheer so far, I, SturmhartZuEisenkeil and my mate Erwin1942 have put together yet another version of the Ostheer. We imagined the Ostheer to have a truck-like HQ, tents for the different army services and a tank-hall-like building for upgrades. In our version, the Ostheer starts with one Logistics-squad and a Landser-squad. Before any other buildings can be constructed, the Mobilmachung needs to be researched/activated in order to prevent rushes with early German infantry. After this is done, the player can increase his army with the units provided by the other buildings, however, further research of Tiers is required to gain access to all the buildings/units.
The Tier-upgrades are similar to the Wehrmacht Tier-system, however, the initial Tier-cost is higher but can be decreased by advancing on the battlefield, i.e. by killing enemy troops. The idea is that the Ostheer player needs to decide if he wants to go heavy on early units in the hope to decrease teching-costs but may eventually find himself out-teched by the other side or not having an effective counter to whatever the enemy throws at him.
Concerning the Veterancy-system, we would like to suggest an individual upgrade system, i.e. every squad has to be upgraded individually. This is of course cheaper than e.g. the global Wehrmacht upgrades. It gets even cheaper with kills. A unit that has already killed several enemies will be upgraded faster and for a smaller charge than units that have not seen battle, yet (since they will require significantly more training than their battle-hardened counterparts). Nevertheless, we also quite liked the Medal-based upgrade systems and other systems suggested elsewhere.
Furthermore, the Ostheer has the unique ability to upgrade its weaponry individually (e.g., Schrecks, Assault rifles, grenades etc.) in terms of accuracy, penetration, damage, reach, reload time etc. This process is similar to the veterency upgrades and purchasable at the same building.
Moreover, we decided to make Panther and Tiger tanks buildable, but connected a global fuel ‘penalty’ to them, in order to prevent pilling up massive German armor and thus quite static and old-fashioned end-game experiences. The fuel penalty forces to player to consider using a mix of units since his economy will simply not be able to handle excessive amounts of Tigers and Panthers (thus reflecting the actual fuel shortage resulting from the logistical problems during the invasion of the Soviet Union).
We would like to point out that all numbers are barely suggestions which should of course be discussed by those who have experience with balancing. The figures given here serve merely as examples.
Finally, even though we like the idea of calling the doctrinal choices Heeresgruppe Nord, Mitte and Süd, we were not too happy with it. Hence, we would like to suggest using three widely known German Generals, i.e. Generaloberst Hausser (Waffen-SS), Generalfeldmarschall von Manstein and Generaloberst Guderian to serve as the doctrinal choices, just have a look below. We quite like the ‘feel’ of it and find it very unique, especially the introduction of ‘tactical moves’ as doctrinal ability within the Manstein doctrine.
Synoptically, we focused on generating new ideas that bring new elements into the game play. We hope you enjoy the read!
Feldhauptquartier – FHQ - (Basebuilding)-Logistics-Squad - Builder Unit (3 man squad, weak but kind of durable, flamer upgrade, can build foxholes, lay barbed-wire, mines (T2). Once elite vet is reached, can also lay Tellermines if researched at the FFZ, 1.5 capping speed)
-Mobilmachung (Required for unlocking Logistics-Squads’ build/call-in ability)
-Tier upgrades – reduced costs through global kills, i.e. the more enemies are killed the cheaper the upgrade gets, hopefully resulting in a ‘gamble’ whether to push hard early on or rely on expensive teching; Tiers hence maybe as follows:
Mobilmachung (T1) ->
Barbarossa (T2) ->
Zitadelle (T3) ->
Total War (T4)
-Gekommen um zu bleiben (Base Fortification) – HMG Gunner for every Feldkommandantur
Infanterie Divisions Feldkommandantur - IDF[/size]
-Landser - 5man, Kar98, cheap, fast, Riflemen-ish in terms of strengths, 0.5 capping, Panzerfaust (T2), LMG upgrade (T2; turning the Landser in a MG-Crew, more mobile yet vulnerable to suppression fire etc.), G43 upgrade (T3), can build barbed-wire and dig ‘foxholes’ for cover, needed to operate PAK, mobile HMG and mobile Gebirgshaubitze, can de-crew weapons and booby-trap them.
-Panzergrenadiere –T2 – (3man, 1schreck, AT grenades, can lay mines, 0.5 capping)
-Sturmgrenadiere – T3 – (3man, 1Stg44, incendiary grenades, can build barbed wire, 1 capping)
-Gebirgsjäger – T4 – (4man, Gewehr43, MP40, grenades, camo when in cover, Panzerfaust150 granting tread-breaker ability but long cool-down and only moderate damage, 1.25 capping)
-Feldwebel (Officer) – T4 – Veteran Feldwebel/Hauptmann added to squads, yields MP40, binoculars, grants one level of veterancy
Mobile Infanterieunterstützungs Divisions Feldkommandantur - mIDF-Kübelwagen – T1 – Light Recon, MG38, MG42 upgr. (T2), Räumungskommando upgrade (T3; Kübelwagen crews can now set up demolition charges, detect and lay mines)
-Krad Sniper – T2 – ‘Sniper’ on Krad, only auto-camouflages in when in cover, can only fire when standing still, superior range, marking ability (enemy sniper targeted by the sniper remains visible to other friendly units for several seconds
-Raupenschlepper Ost ( newbielink:http://de.wikipedia.org/wiki/Raupenschlepper_Ost
[nonactive]) – T2 – Like a halftrack, upgradable to mobile medic station (T2), mobile HMG (T2), Pioneer-Carrier, i.e. mobile OP (T2) or mobile Gebirgshaubitze (Mountain Howitzer) 7,5cm (T3; good vs. Blobs and Emplacements, long range but only moderately accurate, slow and only light armor)
-PAK38 – T2 – No cloak, hull down (i.e., two man of the team lay barbed-wire and some sandbags, only on one line in front of the PAK; automatically), upgrade to PAK40 (T4), needs to be operated by Landser-Squad
Artillerie Divisions Feldkommandantur - ADF-Nebel-HT – T2 – Nebel HT only fires Nebel, i.e. provides (effective) cover, flares, increase friendly infantry’s accuracy against enemy troops targeted by the flare barrage
-Wespe – T4 – Light-Hummel, less accurate as well, long CD (not enough shells at the front, yet), Ammunition-Supply upgrade -> decreased CD
-Artillery Funkwagen – T3 – Increases accuracy of artillery in its sector, decreases enemy artillery’s accuracy in its sector, permanently uncovers artillery pieces firing at its sector until they are destroyed or moved
Panzer Divisions Feldkommandantur - PDF-Panzer III – T3 – AI tank, light, fast, cheap, spammable...
-StuGII – T3 – upgradable to
StugIII (T4)
-Panzer IV – T3 – Ausführung H standard, Ausführung J upgr. (T4)
-Panther – T4 – Strong AT/moderate AI, Expensive, lowers fuel income by 2.
-Tiger – T4 – Separate upgrade required, very expensive, every Tiger lowers fuel income by 2.5 max to +5
-Tiger Mechanics – T4 – 4man, only unit capable of repairing the tiger, except for Kursk Mechanics, can mount skirts on other tanks (55 ammunition), received damage while repairing x2.0
Feldforschungszentrum (Field Research Center) - FFZ-Provides individual veterancy upgrades, i.e. squads have to be individually assigned for either offensive or defensive upgrades, immobile while upgrade is being ‘build’. Units might need to garrison the Feldforschungszentrum for the time of the upgrading process. Upgrade speed and cost tied to kills – e.g., 5kills = long & expensive upgrade, 10kills = medium speed & cost, 15+kills = fast & cheap upgrade
-Provides weapon upgrades, i.e. higher penetration for schrecks, bigger magazines for Stg44 and G43, Scoped bolt-action rifles (Kar98 & G43) enabling long interval (long CD) precision fire, Anti-Emplacement Shells for the Mortar, AP Ammunition for MGs, Fragmentation rockets for the Nebel-HT etc.
-Global Vehicle upgrades – Speed, Optics, Armor, Gunner etc.
-Individual Vehicle and Tank upgrades, s.a.
-Bergepanther (T3) – Recovers enemy vehicle wrecks, which than can be studied, increasing Ostheer tanks’ effectiveness against studied vehicle types. In order for this to happen, the Bergepanther needs to recover the wreck, tow it to the FFZ where the ‘Study’ option becomes now available. It should probably take round about the same time a Wehrmacht tier upgrade takes and costs, as well, maybe according to vehicle type, e.g., vehicles 200MP 25Fuel, Tank 400MP 40Fuel and so on. A maximum of 3 upgrades can be gained for each unit-type, resulting in higher accuracy against the vehicle, less received accuracy from the vehicle and higher damage against that vehicle. This is thought to enable e.g., the Panzer IV J to become a more valid endgame solution in order to preserve fuel reserves, since the Panzer IV would me significantly more effective against an in-depth studied tank.
‘Doctrines’
Instead of Doctrines or Tactics, the Ostheer might use ‘Oberbefehlshaber’ (commanders-in-chief) or simply ‘Generals’ or ‘Commanders’. For one, this would match the existing German Factions in terms of rather dubious and not really self-explanatory naming. Moreover, this is (kind of) historically accurate, as all of the commanders named below fought in the East at one point in time and were all known for significantly different, very characteristic ‘leadership styles’. Finally, those you enjoy history might especially appreciate this (so I hope, at least). However, the Waffen-SS tree will not purely be about the Waffen-SS, but also about advanced weaponry and ‘psychological warfare’, given the immeasurable terror these men really caused. Also, I find that a description of the Waffen-SS needs to contain a reference of some sort about them actually being mass-murderers. Most of them were. While the Wehrmacht’s participation in war crimes can (and has to be) debated controversially from case to case, there were very little exceptions to the blood-soaked rule within the Waffen-SS. Even though this is just a game, I feel this should be accurately represented. Nevertheless, I also feel that the Waffen-SS needs to be included in EF since it was a considerable factor in the horrors of WW2, especially in the East. My apologies for all this wannabe wise ass BS… ;-)
N.B. We did not include too many real building permits since we imagined the Ostheer to be furiously advancing all the time (or at least being willing to do so), hence, their focus is not on fortifying areas but on crushing the enemy on the advance.
Oberstgruppenführer Generaloberst Hausser (Waffen-SS)
Universal commander, using mixed forces and most advanced weapon systems. The Hausser-led Waffen-SS Division 'Das Reich' installed fear and terror in their opponent’s hearts. Due to their lack of strategic thought and tactical planning and the abysmal war crimes committed by the Waffen-SS, which caused allied soldiers to fight even more ferociously against these mass-murderers in uniform, they constantly suffered substantial losses during their actions on the battlefield.
-If Generaloberst Hausser is chosen, all Landser gain the ability to scavenge fallen friendly and enemy soldiers for small amounts of ammunition
-----LHS-----Die Erde ausbluten (Draining the soil) – Builder units and the Totenkopf-Kampfgruppe gain ability to secure sector, set up time, ~x1.33 resource income, received damage while securing x2.0, immobile while securing
Totenkopf-Kampfgruppe (Waffen-SS Squad) – 6 man infantry squad, heavily armed (e.g., Stg44), lightly armored, bonus against retreating squads, group zeal, heroic charge. But: e.g., Guards, Commandos and Rangers fighting the Totenkopf-kampfgruppe, get bonuses against them
Zwangsarbeit (Forced Labor) – MP can be exchanged for Fuel/Ammunition at a 10:1(?) ratio. (Maybe Totenkopf-Kampfgruppe required on the field?); Zwangsarbeit and Totenkopf-Kampfgruppe may be exchanged, increasing Totenkopf-Kampfgruppe's effectiveness.
OR: Zwangsarbeit (Forced Labor) first, then the Totenkopfkampfgruppe and finally the Northern Gods of War ability (or maybe call it Gods of the North?) and drop Erde ausbluten (Draining the Soil)
-----RHS-----Leuchtspurmunition (Tracer Ammunition) – Infantry and weapon crews get Leuchtspurmunition, Accuracy x1.25 – received accuracy x1.10 – activation required
Einigeln (All-round Defence)/’Der Führer haut euch raus’ (Sit tight, the Fuhrer will bail you out)! – Infantry in target sector dugs in and receives defensive bonuses. If no friendly units join the sector (i.e., to bail them out) within X seconds, the squads become demoralized and gain defensive penalties.
Waffen-SS Sturmtiger – One time only call-in. Maybe like a KV-2 just stronger, more durable and even slower. N.B.: I have read the comments arguing that there were no Sturmtigers fighting in the east, but there were no Russians fighting together with British and American soldiers in Stalingrad, neither – as it is quite fortunately possible in EF. Hence, I went with what Nubrannosaurus has said in the sticky, since the Sturmtiger is an impressive unit that a lot of people (including myself) would like to see in action.
Generalfeldmarschall von MansteinThe brilliant strategist Erich von Manstein never relied solely on brute force. His outstanding maneuvers and tactical expertise made him a well respected military mastermind – even among the Allied Generals.
-If Generalfeldmarshall von Manstein is chosen to direct the forces in battle, all Landser gain a 'lock behind vehicle' ability as described by GamblerSK in this thread (great idea, gambler!)
-----LHS-----Front Kommandantur (Forward Command) – Command tank/truck call-in, non-fighting, grants bonuses to units in sector (Inf+Vehicles/Tanks)
Hochleistungsfunk (Advanced Combat Communication) – Building permit, allows Logistics-Squads to built radio masts which increase the speed of all vehicles and tanks (~1.15) within sectors containing a radio mast - builadable in enemy territory, as well
Einkesseln (Empocketing) - Mark sector, units moving into sector within ~30seconds gain offensive and speed bonuses for ~30seconds while enemy AT and Weapon Crews suffer Accuracy Penalties for ~30seconds. Enemy units in target sector cannot retreat for the time Einkesseln is active. MP drain for every infantry unit and fuel drain for every tank unit that was affected by Einkesseln afterwards for a certain time
-----RHS-----Finte! (Red Herring) - Infantry can perform 'mock-retreats' to waypoints chosen by the player
Sichelschnitt (Sickle Cut; newbielink:http://en.wikipedia.org/wiki/Manstein_Plan
[nonactive]) – Forces surround target area (~half a sector max.) in overwhelming speed, cannot be suppressed while active and received accuracy x0.5. Mechanism similar to the British creeping barrage, i.e. 4 way-points are settable which the selected units will rapidly occupy in equal proportions
Taktische Eingreiftruppen (Tactical Rapid Response Froces) – Infantry squads gain one additional weapon slot
Generaloberst GuderianInventor of the infamous German ‘Panzerwaffe’, Heinz Guderian is all about treads, canons and heavy armor! The cunning tank-commander, who spearheaded the ‘Blitzkrieg’ strategy, brings heavily armored forces, high mobility and the element of surprise to the Battlefield, driving yet another nail in the coffin of the Allied Forces in Europe.
-If Generaloberst Guderian is chosen, all Landser gain the Panzerfaust100, increasing range and damage of their Panzerfaust-ability
-----LHS-----Fahrzeugattrappen (Vehicle/Tank dummies) – Mock vehicles or tanks that can move only slowly; low HP, call-in at one fourth of ‘copied’ vehicle. Either ‘castable’ on specific unit in order to ‘duplicate’ it, or one common Ostheer vehicle or tank, then buildable by basic builder unit
‘Kursk Mechanics’ – Crack-Mechanics arrive from the Kursk. Builder unit call-in that can over-repair. Kursk Mechanics can also salvage wrecks, repair the Tiger, have decent armor and take only moderate damage when repairing under fire
‘Elephant’ – Heavy and bad-ass AT, One at a time call-in. Maybe other tank-based call-in unit (doesn’t really matter, does it?)
-----RHS-----Von A bis Zimmerit (From A to Zimmerit) – Panzer get a Zimmerit-coating making them invulnerable/less vulnerable (50%?) against sticky bombs and underbody protection, decreasing the effectiveness of mines or/and the likelihood of Engine Damage
Guderian-Ente – Light AT call-in, very fast but not very durable and weak against infantery -
OR: Der Ernter (The Harvester) - Kugelblitz AI tank, very strong against infantry
Panzerfibel ( newbielink:http://en.wikipedia.org/wiki/Pantherfibel
[nonactive]) – Tank-crews, better educated through the manual, get self-repair when out of combat and medium speed increase within a 10 radius around enemy tanks (You don’t circle-strafe tank-crews educated by the Panzerfibel!) maybe other marginal bonuses and/or one level of vet, and/or faster build-time, depending how many CPs are required (If this should include Tiger-Crews, than this should definitely by an ultimate, since Tiger-Mechanics will no longer be required; also, the Panzerfibel’s position within the tree should be determined by the bonuses applied to the tanks)
-----Alternative Abilities for either Commander-in-chief-----Here is a list of other abilities we thought up but did not include in this draft. We hope some may find them useful and/or have ideas how to develop them into better abilities. Just have a look:
Northern Gods of War – The Großmörser (Heavy, heavy Mortars) Odin, Wotan and Thor are directed to the target sector, completely devastating it in one infernal barrage. There is a long delay between flares and incoming shells. All minor emplacements and not player-built buildings in target sector are destroyed
Kugelblitz – One at a time call-in medium AA Tank (Think Ostwind with better armor)
Blutzoll (Death Toll) – ‘Castable’ on unit, if active, unit cannot retreat or move, but gains considerable offensive bonuses
Med-Evac – Allied War Machine for Infantery, kinda. Friendly units engaged in fire fights get a med-evac, which triggers cool down after which veteran squads can be called in, squad size according to units lost when med-evac was active
Leichenfleddern (Body-stripping) – Allows Infantry to scavenge dead friendly and enemy units for small amounts of ammunition
Geister Division / Ghost Division – Tanks can camouflage once for a short period, while camouflaged speed is substantially (!) reduced. Camouflage irreversibly (!) removed when engaging in combat or spotted. ~60 seconds ~100 Ammunition, ~360seconds CD.
‘Panzerknacker’ – Stukka gets called in on specific target, eventually destroying it if not counter-repaired. Stukkas can only operate on friendly territory or directly adjoining sectors
Kriegstreiber (War mongers) – Vehicle deploy times increased by x.05, followed by fuel drain equal to 10% of original fuel cost
Taktisches Sperrfeuer (Tactical Curtain Fire) – Heavy, linear artillery strike, expensive and fuel drain afterwards (due to repositioning of artillery)
Störfunk (Disrupting Radio) – Cloaked Radio-squads can be employed, randomly blocking resource-flow from the sector they are in or canceling orders to enemy units
Eiserne Kreuz (Iron Cross) – Infantry and support units gain one level of veterancy & free weapon upgrade if eligible
Veteran Panzerjäger – Schrecked squads gain tread-breaker ability (25ammunition/50% chance)
Kriegsgehärtet (War-hardened) – Elite infantry (min Vet2) gain an ‘aura’ of experience, providing surrounding infantry with veterancy bonuses one level below their own. If squads within the aura achieve e.g., 3-6-9 kills while under the aura’s influence, they keep the veterancy even if they leave the aura of the squad originally providing it
Feldtarnung (Camouflage) – Infantry gets re-issued improved uniforms in exchange for their old summer uniforms, resulting in e.g., received accuracy x0.90 or health +5% or enemy sight radius -5 or a mix of those
We hope you had an interesting read. Respect if you made to here
Have a nice weekend, yours truly,
SturmhartZuEisenkeil & Erwin1942