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Author Topic: One Hell Of A Concept - Venoxxis' Ostheer Concept  (Read 24645 times)

Offline Venoxxis

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One Hell Of A Concept - Venoxxis' Ostheer Concept
« on: February 11, 2010, 02:54:51 AM »
                         [size=8]The Ostheer[/size]
                                     One Hell Of A Concept
                                               by Venoxxis


(1) General thoughts


Hello there,
first of all i gotta say that i want the Ostheer to be unique. I want it to go on its very own. Thats the most important of all. The Ostheer has to be something else than the other german faction not just a mixture. I read a lot of great concepts already, but finally i made the decision to write one on my own.
I did my best to create a unique and also clear concept.







First of all, i will try to answer some upcoming questions


1. Will the Ostheer use commando trucks, like brits do as well?!
In gerneral, no they wont. The first reason is, that the brits gotta stay unique, thats very important. On the other hand, that idea doenst fit in the "german style".
But well, the guys who love trucks will have fun with the Artillary Ware Doctrine which can call in a truck to support his art units! more .. later on!



2. How does the Ostheer build up their base than?!
The Ostheer uses the Sd.Kfz 9 to build up heavy structures and light ones with every kind of infantery.



3. Okk .. alright man, but hey! how the heck do they receive veterancy?
I thought very long about that. There were a lot of good suggestions about that. To make them get new abilities and more power via several veterancy levels for example. I love that idea, but i think that its too much work to do for every unit than, and it would be another vet-sys with 3 levels.
So i came up to the idea, for the reason of simplicity and coolness, that the ostheer recieves only one veterancy level.
In general, call it "ACE-level". It is reached ~ when PE guys reach Vet lvl2. Becoming a ace, the units reveice armour-, attack bonus (a lil less than vet3 of the wehr) and one special thing as well.

Infantry for example, receives a Feldwebel for their squard to give them several bonuses'.
Paks or Inf. support units gain a armour piercing shot, which they can use for no ammo over a short period of time.
Tanks like the Tiger I for example can now switch between HE and AP shells.



4. But can they pick up weapons?
No, because it isnt possible for the reasons of coding problems.



5. Can they upgrade neutral buildings to something!?
Yes, they can upgrade it to a foreign infantry HQ. This way you can call partisans from the front right to the front!



6. Just one very last question than! how do these guys secure sectors?

When you got a sector, you can upgrade it when your infantry is close to it to get more profit!









(2) Buildings, Units and Upgrades

The Ostheer techs up with an tech-up upgrade IN a specific building. These upgrades are pritty expensive but will be completed very fast, so think about which upgrade you choose!
This gives your Sd.Kfz 9 the ability to build the next building.
Teching starts IN the Infantry Kommando Ost, before that you can build without teching (look at the arrows, its easy to understand).
For example if you got the Infantry Kommando Ost you can tech up for the Panzer Warefare Commando OR the Infantry Support commando.

This is mostly the part of a concept, where clarity is gone far away, thats why i got that lil graphic of their techtree for you. Just always follow the arrows if you wanna know what building you need to get the next one with the techupgrade. Note: You dont need the Panzer Warefare Commando & the Infantry Support commando to techup to the Hall of GermanSteel.




Lets get started, with the
HQ - Headquarters of the Ostheer

The heard of the Ostheer. Here they call their first units to take over the first sectors. Also this is the only building, which can call in Sd.Kfz 9's to build up your main structures.

Buildable Units:


- Landserzug
   5 men squard. equipped with the K98.
   they can build uplight defensive structures, like sandbags.  Also, they can
   throw granades for some ammo.

   -> later on you can upgrade them with
       - one Panzerschreck (if you got the Panzer Warfare Commando)
       - with mp40's (if you got the Infantry Support Commando)

-Sd.Kfz 9.
 The vehicle to build up your buildings with. for the reason of
 balance, it doesnt have any weapons. when produced it 
 rolles in from outside of the map!


Abilities/upgrades:

- 200mm of pure steel
   gives you the ability to call in a Jagdpanzer "Ferdinant"     
   from outside of the map.

Requiers: All buldings, and the tank support upgrade "Ostketten".
  highly expensive beast!
  Just one at the same time, slighty more powerfull than a 
  Tiger, and better armour!









right after calling in the first Sd.Kfz 9, you can build the
German Engineer Hall

Here the german engineers and their mechanics can repair your tanks and vehicles.
Also, you can develop basic upgrades for the Ostheer here:


Abilities/upgrades:

- Einstoßflammenwerfer 46
   From now on, your Landerzug can use "Einstoßflammenwerfer"
   to burn down enemy infantry.
   Its a cheap upgrade, and is the new way to counter enemy granades!

- field repair
   with this upgrade, your assault team (buildable in
   the attack support HQ) can repair tanks!

- Take the red tanks! - Beutepanzer.
   this upgrade gives you the ability to salvage enemy tanks!
   But it takes very long, because we dont know anything about these soviet tanks..
   Ostheer T-34  go go!
   Also, the assault team can salvage our own tanks now.
  -> very expensive upgrade, but sometimes its surely usefull.

- Ostketten
   Gives your tanks new, better curb chains to handle
   the mud and snow of the russian outlands!
   -> faster on mud/snow!
   -> the chains dont brake anymore!

- Feldlazarett (field hospital)
   Your medic team can build up Feldlazaretts right at the front,
   to restock your units!






with the first Sd.Kfz, you can build up also the
Infantry Kommando - OST

Here we got our basic infantry units. And its the root of the Techtree.


Buildable units:

- Kübelwagen
   The Ostheers new support unit has got a MG 34 to support
   your infantry and flank the one of your enemy.
   MrScruff had a model just like this once, but for some reason i dont want to display it here.

- MG 34
   heavy, tripod MG. lower firerate than the MG42, but also less
   expensive!

- the lelG (leichtes infrantrie geschütz)
  The most flexible unit for sure, its 75mm canon can be used as a mortal
  AND as a early game PAK as well!
  Its 4 men crew just got 4 K98, so be sure to support it very well!

Thanks to Lord Rommel for this mindblowing idea!


- Spion (spy of the eastern front)
   The Ostheers new answer to a one man show, they dont need another sniper,
   they got a spy which is useable in many ways.
   -> place booby traps
   -> got demoliton charges
   -> can camouflage, walks a bit slower than, but not as slow as the snipers do.
   -> binoculars
   -> can build up camouflaged monitoring points.



Upgrades/tech-up pool:
here you decide which upgrade you wanna use, to get in the next tech level. You can choose both, but both are expensive, so take a good choise for the first one.

- Panzer Warfare Techup
  ----> makes the Panzer Warfare Kommando buildable! (Sd.Kfz 9)

- Infantry Support Techup
  ----> makes the Infantry Support Kommando buildable!








After developing the Panzer Warfare techup in the Infantry Kommando, your Sd.Kfz can build the
Panzer Warfare Kommando

Basicly, this Kommando is a support building for your upcoming tanks, and a defensive building against enemy tanks.


Buildable units:

- Assault team
   Basic 3-man anti tank unit. They are equipped with 1 powerfull Panzerschreck
   and 2 G43. These guys are pritty hard to kill, even if they
   are just 3 men.
   -> can be upgraded with the ability to throw "Hohlladungen"


- Panzer II (Luchs)
  Anti inf. tank, bad armour but doing great damage to enemy infantry!
 

- Sdkfz 251/22 - 7.5 cm PaK40
   This is the primary anti tank weapon of the ostheer,
   you can compare it to a "geschützwagen". the massive pak40
   mounted on a halftrack!
   
  -> can camouflage.
  -> slower than usual halftracks for the reason of balance.


Upgrades/tech-up pool:

- Hall of GermanSteel techup
  ----> makes the Hall of GermanSteel buildable!








After developing the Infantry Support techup in the Infantry Kommando, your Sd.Kfz can build the
Infantry Support Kommando

With this building, you got the ability to build anti infrantry units
and infantry support units.


Buildable units:

- Warden of the Reich
   Powerfull infantry unit with a 4-men squard.
   They got 4 Mp40 already, to knock even the best russian infantry.
  -> 2 man of them can be upgraded with the light mg 34
  -> they can throw granade bundles for ammo!


- medication team/"first care" - team
   A 3-men squard with 2 K98, the 3rd guy provids first care for your troops.
   But you need to settle it down first, to heal nearby troops!
   look out for these guys, they are usefull but easy to kill!
   but remember, they can only heal!
   restocking works without a "feldlazarett" (look at the   upgrades)
   only nearly the HQ!


- Sd.Kfz 10 - troop carrier
   With this halftrack-like vehicle you can transport your infantry very fast right to the front.
  Also, it can heal nearby units if you got a medic team inside! But just heal, not restock them! dont forget about that!



Upgrades/tech-up pool

- Hall of GermanSteel techup
  ----> makes the Hall of GermanSteel buildable!










After teching up in the Infantry Support Kommando or the Panzer Warfare Kommando, your Sd.Kfz can finally build the
Hall of GermanSteel
This is the building which usually ends up a battle.
Because nothing can withstand German Steel.


Buildable units:
which units are buildable for you here,
depends on your further decision of
which techup building you used.
If you got both buildings, than every unit + one extra unit is available for you.



The neutral unit:
One unit is available for both buildings, the universal tank of the Ostheer, the

- Panzer III (i wont name any "Ausführungen" because the orignial game also didnt do that)

   The cheap Panzer III rolls out of the Hall of GermanSteel
   with the universal 50mm short barrelled canon. But to give   
   this tank its multi-tasking ability you can upgrade it with
   several things:

   -> the universal "Seitenschürzen" upgrade
   -> the upgrade to a short barred 75mm canon,
       which shoots HE shells!
       This upgrade is fine for a tank based gamer,
       coming out of the Panzer Warfare Kommando and gets
       killed by enemy infantry.

   -> the upgrade to a longbarreled 50mm canon, which
        shoots AP shells!
        this upgrade is perfect for a infantry based gamer,
        coming out of the Infantry support Kommando, which
        needs anti-tank support now.




I think with this concept we can get the most usefull Panzer III - just as usefull as it should be :) !




The Panzer Warfare unit:
This unit is buildable, when you come from the
Panzer Warfare Kommando right into the Hall of GermanSteel.

- The Marder II
   Pure Anti tank weapon. The Marder II is just slighty worse
   than its big brother the Marder III. Just like the Marder III,
   you gotta settle down first! russain t-34 are no   
   match for this tank, if well sopported.




The Infantry Support unit:
Coming from the Infantry Support Kommando right into
the Hall of German Steel, you can build the

- Brummbär
   This is one hell of a anti infantry weapon. But also light
   vehicles get smashed away by the 150mm canon. its slighty worse
   armoured than the russain KV-2, and can withstand also
   some anti tank fire.





The lategame Unit:
If you wanna build this unit, you need both buildings - the
Panzer Warfare Kommando & the Infantry Support Kommando.
Surely you need one building where the Hall of GermanSteel techup is developed already.


- Panzer V - Panther
   The main battle tank of the germans in later war years.
   Its trusty, its powerfull, its germansteel!

Note: If you choose the Steamroller Doctrine The
Tiger I will become buildable as well.

- Tiger I
   One hell of a legendary Tank. There was no other Tank which
   brought so much fear into the heards of its enemys. This tank can
   dominate the battlefield and is deadly against inf. and tanks
   with its powerfull 8.8 as well.
-> if you got a tiger ace (via veterancy), you will get a skinchange to the 
    fearsome Black Skin known from the campaign.
-> Only 2 tigers at the same time on the battlefield are allowed.













(3) Doctrines

My ideas, where everything did start from. I didnt want to have any boring doctrines,
so i created cool guys, to rule the battlefield in a very unique way.
Lord Rommel was the one who said once that the Dotrines are the head of a faction, just the head.
Well, yea Rommel was right, so i wrote a whole concept now  :)
There is no any ability which i just took from a existing faction. Also i totally reworked
my existing Docs. Its just new, look!









Steamroller Doctrine

This doctrine simply smashes his enemies away. He is using
the heaviest german armour and the heat of flames in every
variety to strike fear into the hearts of his enemies. And at least, simply to roll over these.




left side:

Oil production                                                
For 70 ammo, you will get for                       
2 minutes 25% more oil!   

Panzerjäger Jagdpanzer IV
A powerfull Jagdpanzer IV can
now be called on the battlefield,
very well armed, and great armour.

Tigerphobia
Tiger tanks can now be
produced in your tank hall. They
will replace the Panther! a max. of 2
vehicles can be build at the same time.


right side:

Totenkopf-Kampfgruppe (3 men)
Call in soldiers with no any fear.
They got StG44 right at start,

-> they can strike fear into the heards of their enemies,
    so you can suppress one enemy squard.
-> for ammo, you can shoot the futuristic Panzerfast 100!

Flamethrower for the Reich
Totenkopfgruppe can be equipped with Flamethrowers now,
also you can upgrade the Panzer III now to a Flamethrower tank!

Feuersturm (Firestorm)
upon the targeted area, JU-87 can unleash
a firestorm now.















Stronghold Doctrine

This doctrine is specializied in defensive war. He can set
up the heaviest emplacements with his German Engineers.




left side:

Engineer Superiority
Upgrades in the german eng. hall are less
expensive now, and the machnics do fast repairs now.

Better Observation Posts
From now on your OP's
will give doubled amount
of the normal resources.

Grille Artillerieschlag
Call a heavy artillerie strike from
outside of the map.




Right Side:

German Diplom Ingineur
Call in a well educated German Dipl. Ing.
This officer-like unit is bad armed, but it gives
you serveral new options, just like a british commander
gives your units leadership. He can climb in the Sd.Kfz 9's,
to gives you new building options.


These Sd.Kfz will now be albed to build:

-> heavy roadblocks
-> Bunkers
-> a medic stadion (medics who carry hurt soldiers to the   
    station to set up a new squad.)


Pantherturm (Panthertower)
Sd.Kfz 9 with a Dipl. Ing. inside
are now abled to build a powerfull pantherturm.

Mortal Bunker
A Dipl. Ing. gives your Sd.Kfz 9 the ability to build
a very well armored mortal bunker. Only one bunker
can be build at the same time.
Surrounded units can be restocked.
Also it can be used as a retreating point.
The bunker is well armed as well with its heavy mortal
at the top. snipers cant kill these
units.
The bunker can hold 15 man or 4 units.
   
-> it can be upgraded with a "heal-upgrade"
    which heals the surrounded units.












Artillery Warfare Doctrine

Finally, the germas get a real artillery doctrine. I took a lot of effort into this guy,
to make it the guy it should be. This is one hell of a Doctrine!





Left side:

Artillirie Support Truck
Call in a light support truck, which can
be set down at the targeted area.
In the truck you can recrute a "Artillerietruppe-Ost"
which can built light difensive structures like sand bags,
trenches or "panzersperren" to defend their art emplacements.
Also they can build smal mortal bunkers, to give you the first
artillery superiority advantage.


Available upgrades in the truck:

   - light art. strike
     to defend itself from enemy infantry.
   - Artillery supiority
     This upgrade gives art. emplacements which are build in the
     area of the art. support truck more rage and more precision.

Only one truck at the same time!

15cm sFH 18.
The artillerietruppe ost can now built powerfull sFH 18 emplacements.


Father Of All Guns
Call a single shot af the "Schwere Gustav" from outside of the map.
Impact compareable to the V1 - costs are as well compareable. Big Boom!
  Propaganda war!
-> you can use it again and again, but just one shot at a time calling it!


Right side:

"Präzisionsschuss" (single, very precisonal shot)
Artillery and mortal units can shoot with "Großtreibladungen" one single
very precisonal shot with massive damage and great rage. (for mortals it costs ammo).

- Roaring Brummbär
Gives the Brummbär the ability to shoot highly explosive shells for
a short period of time.

Thor Hammerschlag (only one /game)
The utimate propaganda weapon of the eastern front "Gerät 040" (60cm mortal) can now
be called on the battlefield. Units in its area cant be pinned because
of the presence of the enormous mortal. Surely the slowest unit ingame, but once it stands
well suported infront of the enemy base this mortal will shoot it down with its super
heavy granades.

This isnt just another art. unit, it has special abilities and always just shoots only
one shell, which makes it really unique. Before you can shoot, you always have to settle
down first. Than you can dicide between 2 kind of munition:

  - The "Botongranate" (cement granade) -no costs.
    Very powerfull against buildings, but also powerfull 
    against infantry and tanks if it doesnt
    miss these, because its very inacurate.

  - High explosive shell - costs ammo.
    very expensive deathbringer for every kind of infantry in
    the targeted area. It also damages
    buildings and tanks. Big Boom!











(4) Reward units:


If some of you got some orignial ideas as well,
just post them. Im interested in "foreign" tanks as reward units.


- Raketen-Panzerbüchse 43 nicked "Püppchen (eng: Dolly)"
  Replacing: leIG18

Unlike the leIG this weapon is just able to fight enemy tanks,
its something like a early game pak, more effective like the leIG
in tank hunting for sure. It shoots 88mm rockets (!) similar to panzerschrecks!
Its way more orignial than the pak36.

take a look at it:


or here for a bigger image: http://upload.wikimedia.org/wikipedia/commons/9/99/Raketen-Panzerb%C3%BCchse_43_Normandy_P001135.jpg




- Panzer 35(t)
  Replacing: Panzer II "Luchs"

Like the Panzer II, the czech tank is a light tank, which has less
anti Inf. power but more anti-tank power than the german tank.
In fact,You can use this one fighting early game tanks or armoured
cars with its 37mm KwK. To have some anti inf power as well,
the usefull czech tank got a MG as well.

Lets have a look at it:






- Sturer Emil
  Replacing: Elefant (of the HQ)

This "Selbstfahrlafette" got the most powerfull anti tank gun of the whole war.
Only 2 where build, but they where the most successfull of their kind.
Long time ago, luz777 started a thread about this amazing unit,
and A LOT people liked it. I said once that it would be in my concept,
if i got one one day  ;). and well, here i am.

With its modified 128mm Flak40, this tank will be the most powerfull tankhunter ingame, BUT - its armour is pretty weak. talking about armour, the Elefand is still much much better. So think about your choise.






-------------------------------------------------------




Special thanks goes to Lord Rommel who made me writing this somehow
and for bringing some awesome ideas in there with his
great knowlegde.


//Venoxxis
« Last Edit: March 19, 2010, 01:41:19 AM by Venoxxis »

Offline Panzer4life

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #1 on: February 11, 2010, 06:50:05 AM »
Good work on developing a unique and usable Ostheer Venoxxis. I would play the Ostheer with this type of uniqueness. However, one thing on the Schewer Gustav. If you only get to shoot it once, while you can go grab the Terror Doctrine's V1 rocket and use it as much as you like, what incenttive will a player have to play that Doctrine for the Ostheer. I love the idea for using the Schewer Gustav, but it needs to be usable for players to want and use it.
    On to other things, I like how none of the doctrines are like the other factions' doctrines. I would personally use the Stramroller Doctrine. The use of fire in war is something to enjoy using in a game. a flamethrower Panzer 3, and firebombs would make people who garrison units (conscript defense) run in fear.

  Keep on the good work.
No one can stop the German panzer divisions.

Offline Paciat

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #2 on: February 11, 2010, 09:10:46 AM »
Ferdinant is a great idea but it was to rare. It should be a doctrine call-in.

Landserzug suck.
6 men is too much for the axis.
3xK98 & 3xMP40 is not a good team. The squad wont good an any range. Thats why all infantry have rifles (+lmg) or smgs.

Spy -  ;D my idea.

If an Assault team us an anti-tank unit, why does is need 2 MP44 upgrade (or even G43)?

Pak 40 (75mm) has to be an emplacement (like the 76,2mm 17lbs). Ist too heavy. 1 more man wont help. You need a horse! ;D

Warden of the Reich
Youre ifnantry was preaty good so far. Now you want to add a 4 man KCH squad with upgrades and granade bundles?
If it was a 2 man squad it would still be OP!

Sd.Kfz 10 - troop carrier
If its an ambulance then theres no room to carry troops.
A halftack that heals and reinforces units is OP. Even US, UK and Soviet buildings (stationary) cant do that.

Brummbär like the KV-2 should be a doctrine call-in.

Doctrines:
Oil production - where will all that oil come from? Romania cant produce enough allready.

Jagdpanzer IV - isnt that a stugIV with better frontal armor?
Hope it will have a Panthers gun upgrade.

Tigerphobia - i want the Tiger ace back. :(

Totenkopf-Kampfgruppe:
Another OP infantry. MP-44 were rare in WWII but most of youre infantry can have them. And whats with a 5 man squad?

Feuersturm (Firestorm) - there is a firestorm wermaht ability.
What will the JU-87 do? Drop a 1800kg bomb? Strafe with x2 3,7cm guns? Or will it just firestorm. ;D

Pantherturm - whats a Pantherturm? Is it OP?

Mortal Bunker:
Retreating and reinforce point, heavy mortat, MG, heal-upgrade...
Will it cost 1000MP/200fuel? :-\

Real artillery doctrinie?
Was the OP mortar and JU-87 "flying artillery not real enough?


...did you think about the balance even once?
Dont you know that without ballance the COH world will end?

Offline Vio88mm

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #3 on: February 11, 2010, 10:46:05 AM »
I wonder what the Devs think of it :D ! nice concepts btw.very unique

Offline Venoxxis

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #4 on: February 11, 2010, 01:46:02 PM »
Is it OP?

sorry man but i dont think you thought about much more than that.
As i can see, you didnt really read the concept so you came up to wrong "OP" conclusions. For example, show me where i said
that the medic team can recrew ppl? Nowhere! even if they are in the halftrack.

The only way to recrew out of your mainbase is to build up
a "feldlazarett" when you got the upgrade. This is much less
than OP man. just read!

"OP mortal" and Ju-87 is artillary?
hmhm .. i dont get the point here.

The mortal is just a mortal, its weak man. And its a late game unit. Its more a diffensive post than anything to attack with.
What does it has to do with artillary?

The Ju-87 does right what it says, it JUST releases a firestrom which works fine against enemy inf and buildings.
No any kind of artillary as well.

Okay enough of the negative facts of your post so far :p
You were also right about a lot of things, so thank you man.


Fixxed the infantry op problems, i agree with you.
Also i replaced the pak40, by a halftrack carring this AT
weapon ;) - it costs fuel now, but its also moveable now :)

Do you have any ideas for the spy man?
i was thinking about a sniper killer ability, but i didnt find one.
maybe you can do it ;)

Also it was a hard one for me to let the tiger ace go. :(
but man, you can get one still! with the GOing Ace veterancy system 8)
-> it will get a blackskin and a special ability, just read!
i know its a lot to read man ;) i would have done the same maybe.

thats it so far ;)

--------------------------------


Also huge thanks to the other guys replaying. maybe i wrote it a bit unconclusive, but you can shoot the schwerer gustav as often as you want. I added something to make it clearer now ;)


keep on critisizing the concept!

this way it gets better and better :D
« Last Edit: February 11, 2010, 01:50:11 PM by Venoxxis »

Offline Unr3aL

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #5 on: February 11, 2010, 02:39:43 PM »
It looks nice, I will see which opinion will I have after reading.
« Last Edit: February 11, 2010, 03:29:05 PM by Unr3aL »

http://easternfront.org/forums/index.php?topic=2904.0 - How should look Ostheer to be original

Offline Aouch

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #6 on: February 11, 2010, 03:00:21 PM »
Nice concept, I really like it!
But, as usual, some things I don't like:
* Your Thor can't be part of CoH. It's even bigger than a HQ. Think of this giant thing, it would be too big for most maps and will make the game lagg. Also, the max amount of polys for a CoH-model is IIRC 6000. Almighty MrScruff once had a model for it and it was around 600.000 polys "big".  ::)
* Like in most other concepts, I think there's too much inf in your concept. But as usual, it's only my opinion.
* I agree with Paciat, Landsers shouldn't have MP40 right at the beginning. Either all of them or only one man (the Zug/Gruppenführer) has one.
* No foreign call-ins? OK, not everybody wants to see them...
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline Paciat

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #7 on: February 11, 2010, 03:03:36 PM »
Is it OP?
"OP mortal" and Ju-87 is artillary?
hmhm .. i dont get the point here.

The mortal is just a mortal, its weak man. And its a late game unit. Its more a diffensive post than anything to attack with.
What does it has to do with artillary?

The Ju-87 does right what it says, it JUST releases a firestrom which works fine against enemy inf and buildings.
No any kind of artillary as well.

Do you have any ideas for the spy man?
i was thinking about a sniper killer ability, but i didnt find one.
maybe you can do it ;)
[/i]
thats it so far ;)

Also huge thanks to the other guys replaying. maybe i wrote it a bit unconclusive, but you can shoot the schwerer gustav as often as you want. I added something to make it clearer now ;)

keep on critisizing the concept!

this way it gets better and better :D
"very well armored mortal bunker" is "weak"? Now I dont get it.

Ju-87 was called a flying artillery. But firestorm is a arti barrage (in COH). So my question is what bombs will Ju-87 drop?

Offline Venoxxis

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #8 on: February 11, 2010, 03:23:08 PM »
fixxed the landserzug problem.

@aouch
 -> scruffy did something with this highly poly model once, as far as i know. we will see :p
We need a unique art unit. the only other thing, which would be as unique as this one is the sturmtiger, but it didnt really fight on the easternfront.
A call in wespe or grille would just be another hummel/priest.

would be cool if you could add a link to your "ostheer concepts" topic!

@ Paciat
-> Some Ju-87 will drop "Brandbomben" (firebombs) upon
the targeted area. either the BC 250 or the BC 500.
how many Ju-87 will be coming, depends on how strong they are. I mean its a balance issue, so i didnt mention any numbers.
The Bunker is weak in attacking, thats what i mean.
And you cant build it right away, you can build it just at the end of the techtree.
Without any support, paks and tanks blow this bunker away.
« Last Edit: February 11, 2010, 03:25:19 PM by Venoxxis »

Offline Unr3aL

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #9 on: February 11, 2010, 03:29:24 PM »
It's the best concept yet.

I don't like only two things.
Quote
German Diplom Ingineur can climb in the Sd.Kfz 9's,
to gives you new building options.
-> trenches

I think that treches are unique for British. It's better to don't use trenches in Ostheer concept. In cobination with Wehr and Pe can be trenches really deadly.

Quote
Totenkopf-Kampfgruppe (5 men)
Call in soldiers with no any fear.
They got StG44 right at start,
later on you can upgrade them with 2 flamethrowers.
-> they can strike fear into the heards of their enemies,
    so you can suppress one enemy squard.
-> for ammo, you can shoot the futuristic Panzerfast 100!
You can have those Supermen really fast in game. Commandos, best British infantry unit is for 3CPs, but those guys only for one CP.

Sorry for my English. My English isn't best.

http://easternfront.org/forums/index.php?topic=2904.0 - How should look Ostheer to be original

Offline Venoxxis

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #10 on: February 11, 2010, 03:33:51 PM »
It's the best concept yet.

I don't like only two things.
Quote
German Diplom Ingineur can climb in the Sd.Kfz 9's,
to gives you new building options.
-> trenches

I think that treches are unique for British. It's better to don't use trenches in Ostheer concept. In cobination with Wehr and Pe can be trenches really deadly.

Quote
Totenkopf-Kampfgruppe (5 men)
Call in soldiers with no any fear.
They got StG44 right at start,
later on you can upgrade them with 2 flamethrowers.
-> they can strike fear into the heards of their enemies,
    so you can suppress one enemy squard.
-> for ammo, you can shoot the futuristic Panzerfast 100!
You can have those Supermen really fast in game. Commandos, best British infantry unit is for 3CPs, but those guys only for one CP.

Sorry for my English. My English isn't best.

Thank you!
Ohh well, ur right about these trenches, i will delete them.

The "Totenkopf-Kampfgruppe" was thought to be callable
with 4 commando points. I just dont got the right image yet :)

I will upgrade it soon!
« Last Edit: February 11, 2010, 04:32:28 PM by Venoxxis »

Offline Pauly3

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #11 on: February 11, 2010, 05:13:59 PM »
some of the doctrine ideas look OP (oil production should be 3cp...) and the german dipl. Ing thing maybe encourages turtling way too much, i mean a bunker whose crew cant be killed by snipers, which has a mortar and an MG 42??? compine this with two pantherturrets and you have an unbeatable defense strongpoint. Also the Name "Hall of German Steel is ridiciolous. Germans back in those times didnt call their tanks "german Steel" they called it  the "Panzerwaffe" or "panzerverbände". just because the STUG IV drivers keep shouting it doesnt mean the germans really did it. But enough of the patronizing criticism, overall i like your concept, especially the ACE-bonus veterancy
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn

Offline Gerrit 'Lord Rommel' G.

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #12 on: February 11, 2010, 05:43:46 PM »
Hm. I think this concept had some problematic points.
I just want to show by one example;
Your artillery doctrine:
You have the Brummbär, the sFh 18, the railwaygun Dora and the Thor Mortar... 4 Abilities with artillery; 4 times different units for the same action; battle over distance!
So tell me why i should call in Brummbär when sFh 18 can kill infantry by an greater distance? Why should i call in a Thor-Gerät when Brummbär is more mobile and sFh 18 more save ( fire from behinde the frontline! ). I cant see the sense behind this ???

And this problem u can find at some more points at the concept - different infantry units with the same function, Beutewaffen and german weapons, three ways of first-aid and so one! Dont think to big; think prapractically!

I think this is a nice concept but a concept which some critical points!
« Last Edit: February 11, 2010, 05:45:27 PM by Lord Rommel »
May the force be with you.

Offline Venoxxis

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #13 on: February 11, 2010, 05:52:58 PM »
well, the brummbär isnt a call in.
Its just a kind of update for it.

The sFH. is a long distance, art weapon.
the bummbär is a breaktrough weapon.

please explain the inf. problems :p


Offline SK8ERatWAR

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Re: One Hell Of A Concept - Venoxxis' Osheer Concept
« Reply #14 on: February 11, 2010, 06:07:18 PM »
I think this is the best, most worked-out and creative Ostheer suggestion that I've read so far. Nice job on the images.
 ;D