2nd reworked EF Ostheer Concept
by Wordsmith
ver.2.1
Note to 2nd edition: I reworked my concept because it was not thought well through. Vet system remained same but I reworked units, tiers and resource mechanics (fuel loss). Also I add new buildings - Emergency supply yard and Specialist train facility. I also got some inspirations - especially from Venoxxis for graphics (nice)
and made some graphics too. I think it could give better picture of what I'm trying to say.
Overview
The Wehrmacht on Eastern front faced different challenges than on other battlefields. First it was huge distances, thus prolonging supply lines and logistics. Then huge numbers of Red Army retreating in the beginning of conflict and later attacking and pushing Wehrmacht from Russia back. I think Red Army design reflects this quite well so I based my design of Ostheer on these facts too.
As a hardcore PE player I tried do design the Ostheer as balanced as possible (because I suffer from PE imbalance in every single game) and to include units and abilities which PE and Wehrmacht factions doesn't have. In general it is quite hard to come with something unique because 2 other Axis factions covers a wide variety of weapons. I tried to make my best.
Buildings and tech
Whole EF war period can be divided into 3 basic eras:
-1941/1942 initial German attack, massive advance, infantry and light/medium tanks used
- 1942/1943 advance stopped, famous battles over big cities, Red Army recovers, new tanks hit the battle
- 1944/1945 German defense and retreat, defensive weapons used, lack of resources, desperate measures
These periods are represented with 3 different buildings, which can be build by Pioneer halftrack (from HQ) or later by Stormpioneers/ sWS Heavy Military Tractor. Prerequisite to next building is previous building as shown on the picture:
Except Forward strongpoint all building can be built only in HQ sector.
Buildings - Units
HQ1. Pioneer halftrack: Sdkfz 7 halftrack, unarmed- basic building unit, builds buildings
- can repair units
- can't capture points
- can lay mines (35 ammo)
Tier 1: Blitzkrieg barracks1. Ostheer infantry: 5 men, rifles- basic infantry used to capture and first fights
- it could be a non-German infantry unit representing that other nations were included in Ostheer
- after Tier2 it can be upgraded with one ZB.vz26 Light Machine gun (50 Ammo)
- can build barbwire
2. MG34 Machine gun: 3 Men- MG34 has slower rate of fire than MG42 and thus creates less suppress, it is similar to .30 MG
3. Pak 35/36, 37mm AT gun: 3 men- can penetrate only small vehicles armor (M8, Stuart, T70/90)
4. 7.5 cm Movable infantry artillery: 5 men push gun (like Paks)- after deploy can indirect shoot artillery barrage, short range since it is light arty (larger range than mortar, but smaller range than classic arty howitzers)
Tier 2: Tank deploy garage1. PzIIL "Luchs"- light recon tank
2. PzIII J- medium tank, backbone of the Ostheer armored divisions
- upgrade to L version with better armor (75 Ammo)
3. Sdkfz 251 Halftrack- reinforce infantry
- can transport 3 squads, 12 men
- possible upgrade to 251/2 version with 81mm mortar (50 Ammo)... then loose transport ability, mortar version has ability to Bombard (only with STF building)
- possible upgrade to 251/17 version with 20mm Flak38 Anti Aircraft gun (50 Ammo)... then loose transport ability, can shoot planes, creates good suppression (only with ESY building)
- after Tier3 possible upgrade to 251/22 version with 75mm Pak40 Anti Tank gun (75 Ammo)... then loose transport ability
4. StugIIIG self propelled assault gun5. Tiger Heavy tank- available after Tier3 is build
- until researched Reliability upgrade (100 MP, 30 Fuel) every Tiger produced has possibility 33% engine breakdown similar to critical hit to engine, which is checked in every 1min. interval, result engine damage can be repaired normally (this is reflecting poor reliability of first vehicles)
- Tiger has
"Progressive popcap" attribute, it means that first Tiger build has 14 popcap, next would have 16 and next 18 and so on representing the fact that Tiger was state of the art technology and it required high prestige to obtain more of them. If some Tiger is destroyed this Popcap will decrease too so the popcap limit could be then like this:
1 Tiger 14
2 Tigers 30
3 Tigers 48
4 Tigers 68
5 Tigers 90
Reliability upgrade (100 MP, 30 Fuel) - Tiger tanks will no more suffer from random breakdowns
Tier 3: Defensive station- unlocks the ability to construct the Forward strongpoint
1. Reserves infantry (i.e.Hitlerjugend): 3 men squad, (cheap infantry to defend homeland!)- can be used for capture
- can help building Forward strongpoint to build it quicker, but can't build itself and can't repair
- when in green cover they cloak automatically
- fire Panzerfaust ability (35 ammo)
Note: can be used for re-manning the AT guns/MGs/Mortars after it will be repatched by Relic...
2. Assault squad (i.e. SS-Stosstruppen): 4 men squad- elite infantry with better armor and health, shock troops, not possible to retreat, not possible to suppress
- ability to Throw incendiary grenade (25 Ammo)
- ability to Fight hand-to-hand (free, cooldown)... assaulting enemy infantry when they get close, they can attack relentlessly engaging close infantry hand-to-hand for short period (5 seconds, reload 3 sec. so each man can kill max.2 close enemies) killing instantly with 1 shot
3. Raketenwerfer 56: 6 men- 30 cm rocket launcher, similar to 15cm Nebelwerfer (larger range and damage, lower accuracy, slower rate of fire, no fire damage just impact rockets)
4. Flakpanzer Kugelblitz, mobile AAA- anti-air gun, good vs infantry and light armored targets
Specialist train facility (STF)- non-tier building used to train specialist soldiers and unlock some abilities
- if Specialist train facility is built then Emergency supply yard can't be build
STF Abilities:1. MG34 Ambush (150MP, 20 Fuel), MG34 can cloak and ambush incoming infantry
2. Leichtgeschütz 40 (160MP, 25 Fuel) - allows upgrade for Assault squad with 7.5 cm Leichtgeschütz 40 (recoilless gun) (125 Ammo)
STF Units:1. Stormpioneers (Sturmpioniere): 4 men squad soldier type- builds buildings, barbwire, sandbags and tank traps
- can lay mines (25 Ammo)
- have advanced repair ability
- can capture points
- upgrade Flamers (50 Ammo), 2 men receive flamers
- received Satchel charge ability (50 Ammo) and Throw Molotov Cocktail (20 Ammo) after Tier3
2. Elite sniper: 1 Man- as standard sniper but with +10 sight range but K98 rifle has slower rate of fire than G43 of Wehr sniper
- has 1.2 more health than Wehr sniper
3. Gebirgsjäger: 4 men squad- available after after Tier2
- has increased sight range than standard infantry (=40)
- long range combat experts, uses G43 scoped rifles, good accuracy at long range
- ability to Throw grenade (25 Ammo)
- after Tier3 able to upgrade with Panzerschreck (75 Ammo)
Emergency supply yard (ESY)- non-tier building used to manage supplies stock and unlock some abilities
- if Emergency supply yard is built then Specialist train facility can't be build
ESY Abilities:1. Stielgranate 41 upgrade for Pak 35/36 (120 MP, 15 Fuel)- ability to shoot Stielgranate 41, shaped charge which can penetrate any armor (35 Ammo, 15 seconds cooldown)
2. Advanced recruiting upgrade (150 MP, 25 Fuel)- increases max.men in Ostheer infantry from 5 to 6
3. Conditioning upgrade (100 MP, 10 Fuel)- ability to run for Assault squad (similar to PE run) (free, cooldown)
4. Organize supply of Fuel (350 MP)- gives 50 Fuel
- long cooldown 7min.
5. Organize supply of Ammo (250 MP)- gives 50 Ammo
- cooldown 5min.
ESY Units:1. sWS Heavy Military Tractor- available after Tier3
- lightly armored, unarmed
- builds buildings
- can lay mines (25 Ammo)
- have advanced repair ability
- can't capture points
- but can secure points for increased income (as Embark/Disembark ability)
- Panzerwerfer upgrade (150 Ammo), 10-barreled 15 cm Nebelwerfer 42 rocket launcher after Tier3
Prestige center - VeterancyPrestige center serves as gathering point for experience. Units doesn't become veterans by experience, instead all experienced is counted inside this building and can be checked every time clicking on it. For those experience points medals can be granted to particular units, making it then more valuable in combat:
25exp Iron Cross 1st class
50exp German Cross
90exp Knight's Cross
Each medal is then displayed with unit's banner similar to PE def/off veterancy. Each unit can receive only 1 individual medal, it doesn't have to have lower medals to receive bigger one. So it is possible to distribute a Knight's cross to a unit without any medal. Effect of medals are cumulative, higher medal has bigger impact. Medals could also grant some special ability, but I haven't thought those yet.
Example of Tiger with all medals:
Medal benefits to units can be in general:
InfantryIron Cross: Max.health 1.1, Accuracy 1.1, Reload 0.9
German Cross: Max.health 1.2, Received damage 0.85, Received accuracy 0.85
Knight's Cross: Max.health 1.3, Received suppression 0.75, Damage 1.5
GunsIron Cross: Max.health 1.1, Accuracy 1.1, Reload 0.9
German Cross: Max.health 1.1, Received damage 0.9, Received accuracy 0.9
Knight's Cross: Max.health 1.3, Received accuracy 0.9, Damage 1.5
VehiclesIron Cross: Max.speed 1.1, Accuracy 1.1
German Cross: Max.health 1.2, Penetration 1.3
Knight's Cross: Received damage 0.8, Damage 1.5
Forward strongpointCan be build in the own sector, it is a small placement surrounded with sandbags with hole inside. Infantry can garrison it (2 Slots, 6 Men Capacity). Forward strong point can be upgraded:
- Medical station (125 Ammo), builds a medical station which can heal all friendly infantry nearby
- Observation tower (50 Ammo), decreases capacity to 1 Slot, 3 Men, Increases sight range by +25
- Bobby trapped place (50 Ammo), looks like standard strongpoint and can still be garrisoned, but if enemy infantry tries to garrison it it will blow up and kills infantry which tried it
Units/buildings building costs summaryTier 1: Blitzkrieg barracks (200 MP, 25 Fuel)
Tier 2: Tank deploy garage (250 MP, 50 Fuel)
Tier 3: Defensive station (250 MP, 60 Fuel)
Specialist train facility (200 MP, 30 Fuel)
Emergency supply yard (200 MP, 30 Fuel)
Prestige center (100 MP, 10 Fuel)
Forward strongpoint (120 MP)
HQ: Pioneer halftrack (160 MP), Sdkfz 7 halftrack, unarmed
T1: Ostheer infantry (220 MP), 5 men, rifles
T1: MG34 Machine gun (250 MP), 3 Men, Luger
T1: Pak 35/36, 37mm AT gun (280 MP), 3 men, Luger
T1: 7.5 cm le.IG 18 Movable infantry artillery (320 MP, 20 Fuel), 5 men, Luger
T2: PzIIL "Luchs" (230 MP, 35 Fuel), 2 cm KwK 38 L/55, MG34
T2: PzIII J, Medium tank (350 MP, 60 Fuel), 50mm KwK 38 L/42 gun, MG34 Machine gun
T2: Sdkfz 251 Halftrack (200 MP, 25 Fuel)
T2: StugIIIG assault gun (450 MP, 75 Fuel), 7.5 cm StuK 40 L/48
T2: PzVIE Tiger Heavy tank (900 MP, 200 Fuel), 8.8 cm KwK 36 L/56 gun, 2x MG34 Machine gun
T3: Reserves infantry (110 MP), 3 men squad, K98 rifles
T3: Assault squad (450 MP), 4 men squad, 3xMP44, 1xMG42, MG34
T3: Raketenwerfer 56 (350 MP), 6 men, Luger
T3: Flakpanzer Kugelblitz (420MP, 45 Fuel), 2x 30mm Flak 103/38
STF: Stormpioneers (Sturmpioniere) (280 MP), 4 men squad soldier type, MP40
STF: Elite sniper (420 MP), 1 Man, K98 scoped
STF: Gebirgsjäger (330 MP), 4 men squad, G43 rifles
ESY: sWS Schwere Wehrmachtschlepper, Heavy Military Tractor (220 MP, 20 Fuel)
Fuel loss principleFuel income will decrease with every single tank lost representing the later fuel shortage and also that German industry was not able to match production capacity of Russians (or Allies as well) later in the war. Every tank then become a treasure and should be treated well. This would be a big challenge to balance it, but it can bring interesting element into a game play.
Every lost tank results in decrease of fuel income according to the unit representing long supply lines and heavy logistics dependence along with the late war fuel shortage for Germany:
PzII: -1 fuel/min.
PzIII: -1 fuel/min.
StugIII: -1 fuel/min.
Tiger: -3 fuel/min.
Kugelblitz: -1 fuel/min.
Wespe: -1 fuel/min.
Nashorn: -2 fuel/min.
Sturmpanzer IV: -2 fuel/min.
Elefant: -3 fuel/min.
This loose can not be regained, but is limited to -20 Fuel/min. and could not be less than zero. Minimum Fuel flow should be always guaranteed to +5 Fuel/min. after applying the minus score. This means if player has +30 Fuel/min. and has penalty -20 Fuel/min., he receives still +10 Fuel/min.. If he has only +20Fuel/min. income and same penalty -20 Fuel/min., he will still receive +5 Fuel/min. regardless.
Note: On regular 1v1 maps, the usual fuel income from half of the map should be about +20 Fuel/Min. Normally player had to loose about 10-20x tanks to reach bottom fuel income which is quite a lot. In common game if players are equally good and game lasts long there are about 5-10 tanks loses average. After that one of the sides reaches advantage and eventually wins.
Ostheer player could risk and push opponent for more territory but could loose some tank in this which could lead to later fuel shortage but this was exactly as it happened during WW2.
Doctrines
Maneuver warfare strategyManeuver warfare doctrine focuses on offence. Player is given the abilities to strike far in front of advacing troops. Armored group can then quickly advance and destroy everything in its path.
Left side: Combined armsAdvanced recon (1CP) - let the infantry do the recon so our panzers can be aware of enemy AT weapons
- unit passive ability, all infantry units receive increased sight range +10, including garrison units in buildings
Ju87D strike (2CP) - also Luftwaffe wants to do their part in this glorious campaign, let them seed the fear into hearts of enemy
- player active ability 250 Ammo cost, Stuka bomber will dive drop 1xSC500 and 2xSC250 bombs on designed area, siren wail will also increase suppression in larger area around impact
Wespe (3CP) - help our mechanized forces to destroy distant enemies with mobile artillery
- call-in unit 550MP cost, mobile 10.5 cm leFH 18M L/28 arty
- ability shoot artillery barrage
- ability shoot smoke barrage
- max.3
Right side: Armored spearhead tacticsFast advance (2CP) - crush enemy with our armors
- player active ability 150 Ammo cost, increases the speed (+3) and decrease the received accuracy (0.75) of all vehicles for period of 30sec.
Armor fighting spirit (3CP) - all tanks now serves as source of inspiration and example to our troops
- unit passive ability, all tanks now act as veteran sergeant of PE, giving all surrounding infantry units 0.75 received suppression and 1.25 received experience
Nashorn (3CP) - help out AT units with this outstanding mobile gun
- call-in unit 550MP cost, mobile 88 mm PaK 43/1 AT gun
- lightly armored
Indirect approach strategyIndirect approach focuses purely on resource war. The economics behind the fighting troops is as same important as troops itself. Without resources even most deadly weapons could not be manufactured thus would be not deployed. Player could arrange more supplies while disrupting enemy supply lines to a point of total resource shortage.
Left side: Economy warEconomy boost (1CP) - everybody in our homeland increased its productivity to support war effort
- player active ability 300 MP cost, fuel income increase +50/min., ammo income increase +50/min., duration 1min.
Priority supply (3CP) - your prestige allows you to arrange better supplies
- passive ability, increases MP income by +25/min.
Bombard supply routes (4CP) - let's hurt the economy of the enemy, bombard their supply lines
- player active ability 300 Ammo cost, for duration of 45 sec. all enemy income of MP, fuel, ammo is halved (bombard sounds can be heard on background indicating the bombardment and demoralizing the opponent)
Right side: Sabotage tacticsIndustry sabotage (2CP) - sabotage the production of enemy
- player active ability 100 Ammo cost, for duration of 1min. all enemy production time is doubled (or production speed is halved)
Saboteur squad (2CP) - squad of saboteurs which is sent to decimate enemy
- call-in unit 270MP cost, 3 men, MP40
- invisible on small map and on tactical map
- once deployed in enemy territory, they disrupt income from that sector effectively halving the resource income
- have ability to plant mines (25 Ammo) and to plant Demolition charges (50 Ammo)
- only 1 Saboteur squad in game at time allowed
Disinformation (3CP) - send false information to enemy to confuse him
- player active ability 150 Ammo cost, for duration of 45 sec. false information will be displayed on enemy small map and on tactical map, indicating random infantry squads and tanks moving towards his base
Holding ground strategyNo step back! Only with good defense Ostheer is able to stop those red hordes. This doctrine allows the player to focus on defense and call-in most dangerous heavy mobile guns like "Brummbär" or invincible Elefant.
Left side: Artillery supportCarefull positioning (2CP) - find a good spot for our artillery and fortify it
- unit active ability (no cost)
- 7.5 cm le.IG 18 artillery have now ability to dig-in, which will reduce a barrage cooldown by 30% but after it is deployed, it can not redeploy and move further (become static emplacement)
17cm K18 Bombard (2CP) - devastate enemy with our powerful artillery
- player active ability (175 Ammo), fires 17 cm Kanone 18 arty off-map heavy barrage
Sturmpanzer IV (3CP) - call-in a devastating assault gun "Brummbär"
- call-in unit 750MP cost, 15 cm StuH 43 L/12, MG34
- only 2 units available at time
Right side: Defensive operationsRugged defense (1CP) - let the enemy pay for daring to attack us
- player active ability (75 Ammo), all infantry units in yellow or green cover or garrisoned in buildings receive damage 0.5, receive accuracy 0.75, receive suppression 0.5 for 30sec.
- only affects units in own territory
Ambush (3CP) - lure the enemy to our traps and destroy them
- unit active ability (no cost), all AT guns can now cloak while waiting and ambush incoming enemy with higher first shot damage
- this ability affects Pak 35/36, Sdkfz.251/22 (75mm AT gun upgrade), StugIII, Elefant
Elefant (5CP) - call the hardest beast on Eastern front, mighty Elefant
- call-in unit 900MP cost, 8.8 cm PaK 43/2 L/71 heavy armored mobile AT gun
- only one Elefant allowed in game
- possible upgrade with MG34 for protection vs infantry (75 ammo)
Summary
To summarize my concept, I wrote this short list of main ideas:
- veterancy is gained globally in Prestige center, then distributed to individual units by decorating it with medals
- fuel income decreases with lost vehicles, representing later fuel shortage, long supply lines and German damaged industry - on the other hand Ostheer will have one quick light and medium tank to fight earlier than other factions - PzII or PzIII
- there are 3 tiers, which are linear one after another, but choosing from 2 special buildings (Emergency supply yard and Specialist train facility) could diverse a play style a little
Unit tech availability summary:To compare with other factions I made also following analysis, in terms of fuel costs.
Fast 1st armored car (not destroyable by infantry without AT weapons):US: 15+50+45+30 = 140 (M8)
Brit: 15+30+35+45 = 125 (Stuart)
Russian: 115+30 = 145 (T70)
Wehrmacht: 35+50+35+35 = 155 (Puma)
PE: 20+30+40+40 = 130 (MarderIII)... actually PE Marder could be destroyed by Flamers, maybe by BARs too (if shooting from back)
Ostheer: 25+50+35 = 100 (PzII)
*Note: fast PzII is available soon because Wehrmacht was stronger in tank doctrine from begin of the war, that time any possible opponent could have AT gun for sure. I'm aware that it may lead to spam PzII-PzIIIs and base raids, but this was the Wehrmacht initial tactics developed by Guderian. Opponent can then focus more on defense from begin and making mines and AT guns. Spamming PzII then would possible make player exhaust fuel supplies due to fuel loss.
1st tank:US: 15+50+90+55 = 210 (M10)
Brit: 15+30+35+65+70 = 215 (Cromwell)
Russian: 115+75 = 190 (T34)
Wehrmacht: 35+50+35+50 = 170 (StugIV)
Wehrmacht: 35+50+50+50+80 = 260 (PzIV)
PE: 20+30+60+60 = 170 (PzIV)
Ostheer: 25+50+60 = 135 (PzIII)
Ostheer: 25+50+75 = 150 (StugIII)
Ostheer: 25+50+60+200 = 335 (Tiger)
Ostheer: 25+50+60+45 = 180 (Kugelblitz)
Ostheer vs Red Army charts:
Looking forward to your comments!