How should look Ostheer in order to be original, playable and equally historic accurate.Problem of third German side consists in that Allies had more sides in contrast to Axis where played the main role only Germans.
Allied nations is quite a number and therefore also their armies are quite wide but German sides are already two and so it's quite hard to make a new one that will be different from previous sides, have extensive and equally no copied arsenal and equally be balanced and playable.
In order to making Ostheer, we must analyze previous two German sides and conceptually diversify from them.
Wehr:from beginning more likely defensive side, in late game strong side thank to buyed veterancy, different units, big amount of units
PE: no weaker phase of the game but in no one excels, base is universal infantry supported mainly with light armor
Now we must characterize Ostheer from historical aspect. As it was here on this forum said, each side contains crosscut of units from year 41 to 45.At the beginning Ostheer had been focused offensively but gradually came to defensive.
Therefore ideal inspiring sides for Ostheer are surprisingly USA and British.
Why USA? Because USA have stronger start, weaker end (that from historical aspect stands also for Ostheer). Next they have lighter tent structures, which fits also for Ostheer from reason that they hadn't time to dig in (at the beginning of war on eastern front regarding to fast advance ahead and then regarding to fast retreat
).
Why British? Because command trucks would ensure by themselves originality, playability and balance of Ostheer and also question of taking the points would be solved. Equally Would be Ostheer diversify with different structure of units, another veterancy and another system of calling the command trucks.
Balance and mini conceptIt's nice that all are trying make concept of Ostheer so that Ostheer would be equivalent enemy for Russians but we must impeach also that Russians aren't single allied side. We have there Americans and British. We must impeach also structure and power of their units. That's why I would see Ostheer like this. Basic unit will be some attack infantry. It should have less members, fast capping (Russians were underestimated) and equipped with some "attack" gun (best MP40/38). Building unit can be one of the German light trucks. Defensive structures should be lighter because Germans don't have time to dig in properly but they should have higher amount of defensive structures types. Support weapons should be lighter (for example 50mm mortar or MG34) excluding Pak 40 (nicely done in Cross of Iron mod). Middle tanks pz3 and pz4 would make core of Ostheer. Panther tanks needn't be in Ostheer. Someone can argue that they were on eastern front but Panthers have both other sides so that won't do any good. I would put Tiger into some doctrine (ideal would be Tiger Ace).
This would be the best building/truck tree.
Thx Venoxxis to genial idea.
Next I attach threes significant ideas regarding Ostheer which I think about that are original and equally fit in game. Concretely starting unit, upgrade point system and veterancy.
Starting unitWe have five starting units in game yet which can be divided in two types: a) weak unit for building (USA, Wehr, Russians) b) strong fighting unit, which creates core of side for most of the game (PE, British). As the best solution I consider unit that won't fit in to class a or b. Recon squad is the best solution. It would be weaker fighting power than PE Grenadiers but stronger than Engineers Ideal equipment is rifle Kar98 (MP40 was quite heavy). Unit looks like this:
Recon squad, squad of three men with Kar98
- fast moving, fast capping, big sight distance, can detect mines, they can build only first building
- upgrades: 1) Heavy recon - Kar98 is replaced by LMG, suppression ability, more health
2) Heavy Engineers - Kar98 is replaced by flamethrower, can build defensive structures can defuse mines (this solves problem how implement flamethrower and building type of unit)
Upgrading of captured pointsIt would proceed so that captured point could be improve same way as unit for 150MP. On the top of point below the flag would rise another one with symbol of gear wheel and the point starts produce more resources. I attached image for understanding.
Veterancy systemExample infantry:
1)I really like idea that veterancy will be acquired by fight but it won't be upgrades of unit abilities but upgrades of unit equipment. Whether with option to choose one of two upgrades or only with one upgrade for each level of veterancy.
Automatic veterancy, I can´t choose anything - squad of four men with MP40: vet1 grenades, vet2 AT grenades, vet3 MP44
I can choose from two options - squad of four men with MP40: vet1 fire grenades or grenades, vet 2 sticky bombs or AT grenades, vet 3 G43 or MP44
Example tanks:
Automatic veterancy, I can´t choose anything - panzer4 short 75mm gun, vet1 long 75 mm gun, vet 2 MG on the roof, vet 3 armor skirts
I can choose from two options - panzer4 short 75mm gun, vet 1 long 75 mm gun or mounting, vet 2 MG on the roof or smoke screen, vet 3 armor skirts or ability to fire armor-piercing grenades
2)Units have only one grade of veterancy, it takes a long time to reach it but if unit gains veterancy, it's worth it.
Thanks for reading. Comment, and tell me, what's your opinion about this.