Company of Heroes: Eastern Front

Author Topic: Ostheer Army list [WIP]  (Read 15723 times)

Offline luz777

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Ostheer Army list [WIP]
« on: July 21, 2009, 02:00:07 AM »
This has been lurking around on the forums for a while but maybe quite a few people havn't seen it yet. Ino smaller suggestions are probably more useful, but it sort of comes as a package and is also pretty detailed so try and read the whole thing to get the gist  :)

But hey, feel free to take and use the ideas that are appealing and also to make suggestions for how it could be improved  ;)


From HQ:

Sturmpioniere Trupp: *Man -140*
Squad of 3 - MP40, wire cutters
Can be upgraded with mine sweeper *Mun -35*
Has "Satchel Charges" *Mun -45* ability
Builder unit.

Panzer IV Battlegroup: *Man -160, Fuel -30*
Available once Panzer Verbesserung and Artillerie Verbesserung have been completed
Enables call in of 3 Panzer IV Ausf. H to the battlefield.


From Kampftruppe Support: *Man -190, Fuel -15*

Infanterie Trupp: *Man -290*
Squad of 6 - Kar98k
Can be upgraded with Panzerfaust *Mun -20*
Has "Grenade" *Mun -25* ability
Basic infantry.

MG Trupp: *Man -260*
Squad of 3 - MG-42, MP40
Basic MG team.

Mortar Trupp: *Man -270*
Squad of 3 - 81mm Granatwerfer 34 Mortar, MP40
Has "Mortar barrage" and "Incendiarary barrage" *Mun -20* abilities
Basic Mortar team.

Aufklarer: *Man -340*
Squad of 3 - Kar98k
Has "Sniper Shot" *Mun -20* ability and can detect stealth units.
Scout unit.

VW Schwimmwagen: *Man -240*
Light recon vehicle
Equipped with an MG-42.


From Kampf Kompanie: *Man -200, Fuel -20*

Flammenwerfer Trupp: *Man -260*
Squad of 3 - 1 Flammenwerfer, kar98k
Close assault infantry.

Pak-40: *Man -320*
Squad of 3 - Pak-40, luger 9mm
Has "Camouflage" ability when in cover
Basic AT gun.

Raupenschlepper Ost: *Man -200, Fuel -15*
Tracked troop transport vehicle
Can carry 2 squads of infanrty, which can fire out from it
Has "Reach the Front" ability, providing a speed boost. *Mun -15*
 
Flammpanzer II "Flamingo": *Man -300, Fuel 45*
Close-combat, infantry support tank
Equipped with two Flammenwerfers and an MG-34
Has "Reach the Front" ability, providing a speed boost. *Mun -30*

Panzer III Ausf. J: *Man -320, Fuel -45*
Medium tank, effective against infantry and vehicles
Equipped with a 5cm KwK 39 cannon and 2 MG-34, one coaxial, one hull mounted
Can be upgraded with "Panzerfuhrer" to increase range *Mun -10*, and "side skirts" for improved defence *Mun -70*
Has "Smokescreen" ability. *Mun -30*


From Artillerie Kommand: *Man -185, Fuel -40*

Waffen SS Infanterie: *Man -380*
Squad of 5 - StG44, Gewehr 43
Can be upgraded with Panzershrek *Mun -75*
Has "Bundled Grenade" ability *Mun -35*
Can build sandbags
Heavy infantry.

Maultier Panzerwerfer 42: *Man -300, Fuel -30*
Mobile artillery
Equipped with 150mm Wurfgranate 41 rockets
Has "Panzerwerfer Barrage" ability.

Wespe: *Man -380, Fuel -40*
Self-propelled artillery
Equipped with 10.5cm leFH 18 light howitzer
Has "Howitzer Barrage" ability.


From Panzer Kompanie: *Man -250, Fuel -50*

SS Kompaniefuhrer: *Man -400*
Squad of 3 - 1 officer and 2 bodyguard - Luger 9mm, Stg44, Grenades
Has "Forward observation barrage" (rocket barrage available once Artillerie Command is built, *Mun -225*) ability. Also has area effect ability that strengthens nearby units morale
Command unit.

Jagdpanzer IV L/70: *Man -500, Fuel -90*
Anti-tank vehicle
Equipped with 7.5cm Pak 42 L/70 cannon and an MG-34
Has "Smokescreen" ability. *Mun -25*

Kugelblitz: *Man - 430, Fuel -40*
Anti-aircraft vehicle, effective against infantry
Equipped with 30mm Zwillingsflak 103/38 cannon and an MG-34.


Waffenkammer: *Man -100*

Panzer Verbesserung: Available once Kampf Kompanie is built, use this to enable production of the Panzer III medium tank. *Man -220, Fuel -40*   

Artillerie Verbesserung:
Available once Artilerie Kommand is built, use this to enable production building of Wespe self-propelled artillery. *Man -300, Fuel -35*

MP40 Verbesserung: Available once all other buildings are built, Replaces Infanterie Trupp Kar98ks with MP40s. *Mun -50*

Handgranate Verbesserung: Available once all other buildings are built, Grenades and Bundled grenades do more damage. *Mun -65*


Doctrines:

Luftwaffe Superiority:

Left Side: - Supply Drop, 2CP: Paradrop munitions, fuel and some support weapons in revealed territory. *Man -100*      
      - Fallschrimjager, 2CP: Paradrop Fallschrimjager in revealed territory. *Man -400*
      - Minengeschoss HEI Rounds, 2CP: Upgrade the Kugelblitz with ammunition even more deadly to aircraft and infantry.

Right Side: - Butterfly Bombs, 1CP: Blanket selected area with Butterfly anti-personnel mines. *Mun -100*
       - Strafing Run, 2CP: Call in Focke-Wulf 190 strafing run. *Mun -150*
       - Bombing Run, 3CP: Call in Ju 87 Stuka bombing run. *Mun -250*

Panzer Superiority:

Left Side: - Industrial Might, 1CP: Vehicle and tank production times are reduced.
      - Dig In, 2CP: German tanks gain the "Dig In" ability, reducing manoeuvreability for increased defence.
      - Pantherturm, 3CP: Enables Sturmpioneers and Mechaniks to build the Pantherturm turret.

Right Side: - Repair Crews, 2CP: Call a squad of Mechaniks to the battlefield. *Man 200*
             - AT Halftrack, 2CP: Deploy a Light AT Halftrack to the battlefield. *Man -310*
        - Panzerjager Tiger, 4CP: Deploy an Elefant heavy tank to the battlefield.
         
Urban Superiority:

Left Side: - Satchel Charges, 1CP: Sturmpionieres gain the "Satchel Charges" ability.
      - Entrench, 1CP: Sturmpionieres can now build slit Trenches.
      - Howitzer Emplacement,3CP: Sturmpionieres can now build 15cm sFH 18 howitzer emplacements.

Right Side: - Veteran Scouts, 1CP: Aufklarer gain the "Camouflage" ability
       - Street Fighting, 2CP: Infantry gains an attack bonus against garrisoned enemies.
       - Tiger-Morser, 5CP: Deploy a Sturmtiger assault tank to the battlefield.

Doctrine Units:


Fallschrimjager: *Man -400*
Squad of 5 - Kar98k
Has "Incendiary Grenades" *Mun -40* ability
Can be upgraded with FG42. *Mun -70* or Panzerschreck *Mun -70*

Mechaniks: *Man -200*
Squad of 4 - MP-40, wire cutters
Has "Satchel Charges" *Mun -45* and "Salvage Wreck" abilities.
Can repair vehicles.
Builder Unit that arrives in Raupenschlepper Ost transport vehicle.

Light AT Halftrack: *Man -310*
Effective against light vehicles
Equipped with 37mm PaK 25 cannon
Has "Tread Breaker" ability. *Mun -40*

Elefant:
Only one allowed on the battlefield at a time
Heavy tank effective against vehicles
Equipped with 8.8 cm PaK 43/2 L/71 cannon and an MG-34
Has "Smokescreen" ability. *Mun -30*

Sturmtiger:
Only one allowed on the battlefield at a time, can only be called in once
Heavy tank effective against buildings, infantry and tanks
Equipped with 38 cm Raketen-Werfer RW61 L/5.4 rocket launcher and an MG-34
Has "Fire Mortar" ability *Mun -200*. Also has "Smokescreen" ability. *Mun -30*

Panzer IV Ausf. H: *Man -1200*
Medium Tank effective against infantry and vehicles
Equipped with 75mm KwK 40 L/48 cannon and 2 MG-34, one coaxial, one hull mounted
Arrives with "Side Skirts", can be upgraded with an MG-34 gunner. *Mun -70*


Support Buildings:

Sandbags, Barbed Wire, Tank Traps, Mines, Slit Trenches,

Howitzer Emplacement: *Man -460, Fuel -80*
Contains a 15cm sFH 18 heavy field howitzer.
Has "Howitzer Barrage" and "Counter Battery Fire" abilities.

Pantherturm: *Man -400, Fuel -70*
A stationary Panther turret used as an anti-tank emplacement.

HMG Emplacement: *Man -250*
Standard MG Nest.

Kommunications Emplacement: *Man -225, Fuel -15*
When built in controlled territory secures the sector and grants a resource bonus.
Can be garrisoned by one squad and fired out of.

Aid Station: *Man -150*
Basic aid station, medic goes out to collect wounded troops in range.
When six have been collected spawns an Infanterie Trupp

Reperaturwerkstatt: *Man -150*
Basic repaid station, pionieres go out to repair damaged vehicles in range.
As Sturmpioneers cannot repair vehicles they must build these.

Rallying point: *Man -50*
Built by Sturmpionieres and provides a place for troops to retreat to that isn't the HQ.
Can be built anywhere in controlled territory.


Build Tiers:

HQ --> Kampftruppe Support --> Kampf Kompanie + Rallying Point --> Waffenkammer + Artillerie Kommand + Panzer Kompanie + Reperaturwerkstatt.


Aesthetics:

As the Ostheer are another German faction they need to be visually different and recognisable to the existing ones, so, re-skins.
The easiest way to do this would be to use the green uniforms the German armies used, as opposed to the blue of the Whermacht and Panzer Elite.
So Green, with a few "winter" looking aspects, some white helmets, a few fur collars here and there, and some new camo patterns should do the trick.
Something like this maybe http://easternfront.org/forums/index.php?topic=597.15

Also some replacement camo and skins for the vehicles would be cool, also based around a green/grey/yellow theme.
Something like this for example http://rodolphe.quemerais.free.fr/cms/index.php?option=com_easygallery&act=photos&cid=30&Itemid=33
As on the Eastern Front the Germans were the invading force so their buildings should represent a more mobile force.
So no more big concrete pillboxes like the Wehrmacht, a more improvised look would suit the Ostheer.
Similar to that of the americans, lots of sandbags and some more tent-like structures would fit the bill well.


Issues:

I am aware that the Kugelblitz was barely out of development when the war ended. However the ones that were produced fought in the Battle for Berlin,
seeming as the mod takes us up to that event, I think it'd be a cool addition, plus it looks pretty darn snazzy http://en.wikipedia.org/wiki/Kugelblitz :P

Some people I expect will not be too happy about the lack of Panthers and Tigers, as they played a large part on the Eastern Front. However they
have more than enough to make up for it with the Jagdpanzer IV L/70, Elefant, Panzer IV battlegroup etc. It was more a matter of putting in some cool new units
the other axis factions dont have as opposed to exact realism.

Some people seem to like the idea of including Axis minor nations as the doctrine abilities for the Ostheer. Personally I dont think this is a very good
idea as alot of these nations contributions were fairly minor and were using weapons and equipment bought from the Germans anyway. Not that I'm underplaying
or unaware of the sacrifice made by people of these countries, it just wouldn't really do anything to improve gameplay. Hope I haven't offended anyone :)

The Waffen SS, I know some people might object to playing as them on moral grounds of some sort but they did make up a proportion of the Eastern Front armies.
Plus, Einsatzgruppen commited most of the atrocities and they followed up after that main force moved through, and are not included.
But lets not get into a discussion about war crimes.

Alas also no Jadgtiger, which I'm sure plenty of people want, and I'm not at all opposed to it either, just with the Sturmtiger, which fits with the urban
theme of alot of the fighting on the Eastern Front, and the Elefant for the large tank battles, having the Jagdtiger aswell might get abit close to OP-ness.
Plus it would just double up the role that the Elefant plays, and the team have already created a model for that.

Other Notes
So yeah, thanks for taking the time to read if you got this far :P

Cheers  :)
« Last Edit: July 27, 2009, 01:19:37 AM by luz777 »

Offline waaaaaaaaaaaaaat

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Re: Ostheer Army list [WIP]
« Reply #1 on: July 21, 2009, 07:37:00 AM »
Your list is a pretty solid list as a base so I'll just add my thoughts/ideas in green if you don't mind. :P
I apologise if it seems like I'm trying to undermine you, these will merely be suggestions.
This has been lurking around on the forums for a while but maybe quite a few people havn't seen it yet. Ino smaller suggestions are probably more useful, but it sort of comes as a package and is also pretty detailed so try and read the whole thing to get the gist  :)

But hey, feel free to take and use the ideas that are appealing and also to make suggestions for how it could be improved  ;)


From HQ:

Sturmpioniere Trupp: *Man -140*
Squad of 3 - MP40, wire cutters
Can be upgraded with mine sweeper *Mun -35*
Has "Satchel Charges" *Mun -45* ability Can they construct defences?
Builder unit.

Panzer IV Battlegroup: *Man -160, Fuel -30*
Available once Panzer Verbesserung and Artillerie Verbesserung have been completed
Enables call in of 3 Panzer IV Ausf. H to the battlefield.


From Kampftruppe Support: *Man -190, Fuel -15*

Infanterie Trupp: *Man -290*
Squad of 6 - Kar98k
Can be upgraded with Panzerfaust *Mun -20*
Has "Grenade" *Mun -25* and "Fire Panzeraust" *Mun -35* abilities -These are only 10 MP over volks and they lob grenades and have 1 more man... IMO have one but not both. I'm also wandering if Panzerfaust is really needed as Panzershreck infantry is available from the same building, but shrecks accuracy is quite terrible ATM, especially against light vehicles such as those encountered early game.
Basic infantry.

MG Trupp: *Man -250*-I'm not sure whether this should be cheaper than the Wehr equivalent due to the cheap(er)ness of this T1 building, of course balance will eventually dictate cost.
Squad of 3 - MG-42, MP40
Basic MG team.

Mortar Trupp: *Man -270*
Squad of 3 - 81mm Granatwerfer 34 Mortar, MP40
Has "Mortar barrage" and "Incendiarary barrage" *Mun -20* abilities
Basic Mortar team.

Aufklarer: *Man -340*
Squad of 3 - Gewher 43
Has "Sniper Shot" *Mun -20* ability and can detect stealth units. -I'm not sure if this is really an issue but it should have longer cooldown than the British ability for balance, but since the British Recon Squad should be tougher it may be somewhat balanced already.
Scout unit.

Panzershreck Trupp: *Man -340*Cheaper maybe? They should serve no other purpose than anti-tank and I would really rather have a cloakable PaK for 20 MP cheaper, you could also add Fire Panzerfaust to this instead of Infanterie Trupp for super dedicated AT.
Squad of 3 - 1 Panzershreck, MP40
Anti-tank infantry.

VW Schwimmwagen: *Man -200*
Light recon vehicle -As with MG42, don't think it should be cheaper than Wehr equivalent because T1 building is cheaper. Unless it's weaker of course.
Equipped with an MG-42.


From Kampf Kompanie: *Man -200, Fuel -20*

Flammenwerfer Trupp: *Man -260*
Squad of 3 - 1 Flammenwerfer, kar98k -MP40 > Kar98K close range, though this may be fine as flammenwerfer + MP40 would be pretty BS IMO lol
Close assault infantry.

Pak-40: *Man -320*
Squad of 3 - Pak-40, luger 9mm -It should have a weaker Camo ability as the PaK-38 of Wehr currently has quite a powerful cloak bonus already and I'm guessing PaK-40 would be more power than PaK 38 to start with. Maybe a Camo ability similar to PE Fallschrimjaeger(sp?) where they must be in cover.
Has "Camouflage" ability
Basic AT gun.

Raupenschlepper Ost: *Man -200, Fuel -15*
Tracked troop transport vehicle
Can carry 2 squads of infanrty, which can fire out from it
Has "Reach the Front" ability, providing a speed boost. *Mun -15*-Up the cost to bring to balance with speed boost abilities of other races maybe?
 
Flammpanzer II "Flamingo": *Man -300, Fuel 45*
Close-combat, infantry support tank
Equipped with two Flammenwerfers and an MG-34
Has "Reach the Front" ability, providing a speed boost. *Mun -30*

Panzer III Ausf. J: *Man -320, Fuel -45*-I think it's a bit OP to have this in T2, maybe switch with Waffen SS Infanterie and lower fuel a little bit?

After reading Panzer Verbesserung I realise it isn't so bad ubut I'll leave this idea out there.

Medium tank, effective against infantry and vehicles
Equipped with a 5cm KwK 39 cannon and 2 MG-34, one coaxial, one hull mounted
Can be upgraded with "Panzerfuhrer" to increase range *Mun -10*, and "side skirts" for improved defence *Mun -70*
Has "Smokescreen" ability. *Fuel -30*-Should cost Munitions tbh.


From Artillerie Kommand: *Man -185, Fuel -40*

Waffen SS Infanterie: *Man -380*
Squad of 5 - StG44, Gewehr 43
Can be upgraded with Panzershrek *Mun -75*
Has "Bundled Grenade" ability *Mun -30* -too cheap?
Can build sandbags
Heavy infantry.

Maultier Panzerwerfer 42: *Man -300, Fuel -30*
Mobile artillery
Equipped with 150mm Wurfgranate 41 rockets
Has "Panzerwerfer Barrage" ability.

Wespe: *Man -380, Fuel -40*
Self-propelled artillery
Equipped with 10.5cm leFH 18 light howitzer
Has "Howitzer Barrage" ability.


From Panzer Kompanie: *Man -250, Fuel -50*

SS Kompaniefuhrer: *Man -400*
Squad of 3 - 1 officer and 2 bodyguard - Luger 9mm, Stg44, Grenades
Has "Forward observation barrage" (rocket barrage available once Artillerie Command is built, *Mun -225*) and "Supervision" abilities. Also has area effect ability that strengthens nearby units morale-I think Supervision should be dropped to distance itself a little bit more away from Wehr but that's just me.
Command unit.

Jagdpanzer IV L/70: *Man -500, Fuel -90*
Anti-tank vehicle
Equipped with 7.5cm Pak 42 L/70 cannon and an MG-34
Has "Smokescreen" ability. *Fuel -30*Maybe a liiiiitle bit cheaper since it's more of a dedicated AT vehicle than allrounder but that can obviously change to an extent, and smokescreen could be changed to cost Munitions but that isn't much of an issue at all.

Kugelblitz: *Man - 430, Fuel -40*
Anti-aircraft vehicle, effective against infantry
Equipped with 30mm Zwillingsflak 103/38 cannon and an MG-34.

-Sad there is not a heavy tank but that's okay, though other people can suggest one :P

Waffenkammer: *Man -100*

Panzer Verbesserung: Available once Kampf Kompanie is built, use this to enable production of the Panzer III medium tank. *Man -220, Fuel -40*   

Artillerie Verbesserung:
Available once Artilerie Kommand is built, use this to enable production building of Wespe self-propelled artillery. *Man -300, Fuel -35*

MP40 Verbesserung: Available once all other buildings are built, Replaces Infanterie Trupp Kar98ks with MP40s. *Mun -50*

Handgranate Verbesserung: Available once all other buildings are built, Grenades and Bundled grenades do more damage. *Mun -50*-A bit cheap maybe? This ability could potentially be quite devastating.


Doctrines:

Luftwaffe Superiority:-Completely mirrors airborne lol, I kinda don't like that but that's just me.

Left Side: - Supply Drop, 2CP: Paradrop munitions, fuel and some support weapons in revealed territory. *Man -100* -This should really be further down IMO, extra fuel early game is a bit much tbh.     
      - Fallschrimjager, 2CP: Paradrop Fallschrimjager in revealed territory. *Man -400*
      - Paradrop AT Gun, 2CP: Paradrop Pak 40 anti-tank gun in revealed territory. *Man -370*-Dropping a cloakable AT gun is a bit much, maybe replace with Junkers 87 G 37mm Strafe for say about 150-200 Munitions, somewhat like Henschel run for PE but weaker?

Right Side: - Butterfly Bombs, 1CP: Blanket selected area with Butterfly anti-personnel mines. *Mun -100*
       - Strafing Run, 2CP: Call in Focke-Wulf 190 strafing run. *Mun -150*
       - Bombing Run, 3CP: Call in Ju 87 Stuka bombing run. *Mun -250*

Panzer Superiority:

Left Side: - Industrial Might, 1CP: Vehicle and tank production times are reduced.
      - Dig In, 2CP: German tanks gain the "Dig In" ability, reducing manoeuvreability for increased defence.-Maybe extra armour plates? I'm not sure if they did that but I never really liked the Dig In ability of British, thought again that's just me lol.
      - Repair Crews, 2CP: Call a squad of Mechaniks to the battlefield. *Man 200*

Right Side: - AT Halftrack, 2CP: Deploy a Light AT Halftrack to the battlefield. *Man -310*-hmm... I think it's a bit powerful for 2 CP, not really that much though.
       - Flak 36 88mm Cannon, 3CP: Enables Sturmpioneers to build the 88mm Flak 36 AA/AT. -Switch with Mechaniks maybe? I really think they should come a bit earlier, maybe even before the ATHT. This and Elefant on the same side is a bit much despite costs.
       - Panzerjager Tiger, 4CP: Deploy an Elefant heavy tank to the battlefield.
         
Urban Superiority:

Left Side: - Satchel Charges, 1CP: Sturmpionieres gain the "Satchel Charges" ability.
      - Entrench, 1CP: Sturmpionieres can now build slit Trenches.
      - Howitzer Bunker,3CP: Sturmpionieres can now build 15cm sFH 18 howitzer bunkers. -Howitzer "Bunker"?

Right Side: - Sniper Aces, 1CP: Snipers do not recieve a movement penalty whilst cloaked.-Aufklarers right? It's quite a powerful ability for only 1 CP and a 3 man squad, I think it should  just be a reduced movement penalty in it's current form.
       - Street Fighting, 2CP: Infantry gains an attack bonus against garrisoned enemies.
       - Tiger-Morser, 5CP: Deploy a Sturmtiger assault tank to the battlefield.

Doctrine Units:


Fallschrimjager: *Man -400*
Squad of 5 - Kar98k
"Fire Panzerfaust" *Mun -35* and "Incendiary Grenades" *Mun -40* abilities
Can be upgraded with FG42. *Mun -70*

Mechaniks: *Man -200*
Squad of 4 - MP-40, wire cutters
Has "Satchel Charges" *Mun -45* and "Salvage Wreck" abilities.
Can repair vehicles.
Builder Unit that arrives in Raupenschlepper Ost transport vehicle.

Light AT Halftrack: *Man -310*
Effective against light vehicles
Equipped with 37mm PaK 25 cannon
Has "Tread Breaker" ability. *Mun -40*

Elefant:
Only one allowed on the battlefield at a time
Heavy tank effective against vehicles
Equipped with 8.8 cm PaK 43/2 L/71 cannon and an MG-34
Has "Smokescreen" ability. *Mun -30*

Sturmtiger:
Only one allowed on the battlefield at a time, can only be called in once
Heavy tank effective against buildings, infantry and tanks
Equipped with 38 cm Raketen-Werfer RW61 L/5.4 rocket launcher and an MG-34
Has "Fire Mortar" ability *Mun -200*. -Can it fire normally or will it be like the British Churchill AVRE? If it's like the AVRE I think 200 would be a bit much?Also has "Smokescreen" ability. *Mun -30*

Panzer IV Ausf. H: *Man -1200*
Medium Tank effective against infantry and vehicles
Equipped with 75mm KwK 40 L/48 cannon and 2 MG-34, one coaxial, one hull mounted
Arrives with "Side Skirts", can be upgraded with an MG-34 gunner. *Mun -70*


Support Buildings:

Sandbags, Barbed Wire, Tank Traps, Mines, Slit Trenches,

Howitzer Bunker: *Man -460, Fuel -80*
Contains a 15cm sFH 18 heavy field howitzer.
Has "Howitzer Barrage" and "Counter Battery Fire" abilities.

88mm Flak 36 AA/AT: *Man -400, Fuel -75*
Standard Flak 88 AA cannon.

HMG Emplacement: *Man -250*
Standard MG Nest.

Kommunications Bunker: *Man -225*
When built in controlled territory secures the sector and grants a resource bonus. -There should be some limit to these since it's a bunker, maybe you could base some sort of tier system based on the amount of these, with that idea I think they would also have to cost some fuel and maybe a bit more manpower but this is just a random thought that popped up.

Aid Station: *Man -150*
Basic aid station, medic goes out to collect wounded troops in range.
-what would come out of these? If it's anything better than Infanterie Trupp I think it may need a slight increase in cost.
Reperaturwerkstatt:
*Man -150*
Basic repaid station, pionieres go out to repair damaged vehicles in range.
As Sturmpioneers cannot repair vehicles they must build these.

Rallying point: *Man -50*
Built by Sturmpionieres and provides a place for troops to retreat to that isn't the HQ.
Can be built anywhere in controlled territory.


Build Tiers:

HQ --> Kampftruppe Support --> Kampf Kompanie + Rallying Point --> Waffenkammer + Artillerie Kommand + Panzer Kompanie + Reperaturwerkstatt.


Aesthetics:

As the Ostheer are another German faction they need to be visually different and recognisable to the existing ones, so, re-skins.
The easiest way to do this would be to use the green uniforms the German armies used, as opposed to the blue of the Whermacht and Panzer Elite.
So Green, with a few "winter" looking aspects, some white helmets, a few fur collars here and there, and some new camo patterns should do the trick.
Something like this maybe http://easternfront.org/forums/index.php?topic=597.15 [nofollow]

Also some replacement camo and skins for the vehicles would be cool, also based around a green/grey/yellow theme.
Something like this for example http://rodolphe.quemerais.free.fr/cms/index.php?option=com_easygallery&act=photos&cid=30&Itemid=33 [nofollow]
As on the Eastern Front the Germans were the invading force so their buildings should represent a more mobile force.
So no more big concrete pillboxes like the Wehrmacht, a more improvised look would suit the Ostheer.
Similar to that of the americans, lots of sandbags and some more tent-like structures would fit the bill well.


Issues:

I am aware that the Kugelblitz was barely out of development when the war ended. However the ones that were produced fought in the Battle for Berlin,
seeming as the mod takes us up to that event, I think it'd be a cool addition, plus it looks pretty darn snazzy http://en.wikipedia.org/wiki/Kugelblitz [nofollow] :P

Some people I expect will not be too happy about the lack of Panthers and Tigers, as they played a large part on the Eastern Front. However they
have more than enough to make up for it with the Jagdpanzer IV L/70, Elefant, Panzer IV battlegroup etc. It was more a matter of putting in some cool new units
the other axis factions dont have as opposed to exact realism.

Some people seem to like the idea of including Axis minor nations as the doctrine abilities for the Ostheer. Personally I dont think this is a very good
idea as alot of these nations contributions were fairly minor and were using weapons and equipment bought from the Germans anyway. Not that I'm underplaying
or unaware of the sacrifice made by people of these countries, it just wouldn't really do anything to improve gameplay. Hope I haven't offended anyone :)

The Waffen SS, I know some people might object to playing as them on moral grounds of some sort but they did make up a proportion of the Eastern Front armies.
Plus, Einsatzgruppen commited most of the atrocities and they followed up after that main force moved through, and are not included.
But lets not get into a discussion about war crimes.

Alas also no Jadgtiger, which I'm sure plenty of people want, and I'm not at all opposed to it either, just with the Sturmtiger, which fits with the urban
theme of alot of the fighting on the Eastern Front, and the Elefant for the large tank battles, having the Jagdtiger aswell might get abit close to OP-ness.
Plus it would just double up the role that the Elefant plays, and the team have already created a model for that. -You could add elefant to Panzer Kompanie and put Jagdtiger where it is now but that is almost completely unnecessary.

Other Notes
So yeah, thanks for taking the time to read if you got this far :P

Cheers  :)

Well, those are my suggestions. Some of my questions may sound a bit stupid further up the post as I was adding things as I went down and I may have left a few things in that were later explained.

Offline luz777

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Re: Ostheer Army list [WIP]
« Reply #2 on: July 21, 2009, 02:13:06 PM »
Hey, thanks for the feedback  :)
No worries it doesn't at all seem undermining, it needed another person to go over it and pick out flaws anyway.

Okie doke so...

Sturmpioneers and Mechaniks can build defenses and support buildings.

I've adjusted the costs of the bundled grenades, Schwimwagen, MG Trupp etc.

Panzerschrek group removed, abit redundant with the Pak being easily buildable soon after.

Pak 40 camo ability only available in cover.

"Supervision" ability removed from officer.

Mechaniks and Flakk 88 swapped round in "Panzer Superiority" doctrine.

"Sniper Aces" was something I'd forgot to remove earlier, its sorted now.

Sturmtiger fires like the AVRE, except more powerful.

Kommunications Emplacement cost increased, 1 per territory.

Aid station spawns Infanterie Trupp.

The Luftwaffe Doctrine does need to be alot less like airborne, any ideas people?
I'd like to keep the Fallschrimjager though  :)

Cheers


Offline 130Th Panzer

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Re: Ostheer Army list [WIP]
« Reply #3 on: July 21, 2009, 02:24:48 PM »
I have to say that i havent got time to start with the kugelblitz but sturmtiger is ready.

Sturmtiger
Pictures:


Offline HostileAmerican

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Re: Ostheer Army list [WIP]
« Reply #4 on: July 21, 2009, 05:36:56 PM »
Well u did your home work i can tell you that. the ideas look great i hope it take effect. GJ

Offline Ghost

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Re: Ostheer Army list [WIP]
« Reply #5 on: July 21, 2009, 06:55:18 PM »
- add Pz II with a dual MG as a combined anti-air and anti-infantry unit instead of Kugelblitz
- Jagdpanzer IV/70 effective againts vehicles only
- "Heavy Battlegroup" call-in of a Panther and a Tiger I, a limit of 1, can be recalled once BOTH are destroyed, very expansive like 2000 MP or higher, needs "Pz IV Battlegroup" and all "Waffenkammer" upgrades
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline luz777

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Re: Ostheer Army list [WIP]
« Reply #6 on: July 25, 2009, 07:07:24 PM »
@ Kingtiger

Thanks for the suggestions...

- the Panzer II would make a very weak aa/ai vehicle, and the Flammpanzer already covers the light tank role.
- The Jagdpanzer is primarily effective against vehicles
- A "heavy battlegroup" might push the heavy tanks abit too close to OP'nes, they already have Panzer IV, Jagdpanzer, Panzer III, Elefant and Sturmtiger!

Also

Removed PaK drop from Luftwaffe doctrine.

Whilst it is still fairly similar to airborne I think it also suits the Ostheer well, as the aircraft give close fire support to the ground units as they did on the real Eastern Front.
Also supply drops fit in well as they were used quite widely, especially in Stalingrad to support the encircled 6th Army.

Offline Ghost

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Re: Ostheer Army list [WIP]
« Reply #7 on: July 27, 2009, 03:04:25 AM »
first of all, i like those ideas a lot but i think it would be best to change  "Waffen SS Infanterie" to something like "heavy infantry" or so just to avoid people having any trouble with that name :D

you're probably right about the "heavy battlegroup" just tried to get some heavy tanks into the ostheer ;)

for the doctrines:
#panzer superiority
- replace the AT halftruck with Panzerknackers AT infantry: 3 men, 2xK98,  1xPanzerschreck, has Haftladung ability (like stickybomb but more damage and squad must be closer to the tank to use it) for 400 man power
- replace panther turm with a simple call-in of either a panther OR a tiger (you have a limit of 1 at a time but can choose which one) for 800 (panther) or 1200 (tiger) man power
#urban superiority
- i think having the sturmtiger should be enough artillery (with maultier and wespe), replace the "Howitzer Emplacement" with "sniper teams" call-in for 900 man power, 2 men, 1xk98 scoped and 1xmp44, camo ability on 2. veterancy level and something like "counter snipe" (sniper team will not move and only shoot on snipers in range) on 3. level
#luftwaffe superiority
- good the way it is ;)


one question about the Kommunications Emplacement, can it be built like the scout car some where in the sector or like an OP?
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline HazeNinja

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Re: Ostheer Army list [WIP]
« Reply #8 on: July 27, 2009, 05:51:51 AM »
Hm...For the luftwaffe looks good. But how about maybe a flare ability?(Like in PanzerKreig) Where you can call it on an area and keep it lighted for a short period of time.

Offline UeArtemis

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Re: Ostheer Army list [WIP]
« Reply #9 on: August 01, 2009, 06:37:13 PM »
I see it is a thread about Germans so:
I still propose reskin the PE as Waffen-SS and make some Wehrmacht infantry unit more realistic
and use for the PE such ranks:
1. Oberschütze or Obermann
2. Sturmann
3. Rottenführer
4. Unterscharführer
5. Scharführer
6. Oberscharführer
7. Hauptscharführer
8. Sturmscharführer
9. Untersturmführer
10. Obersturmführer
11. Hauptsturmführer
12. Sturmbannführer
13. Obersturmbannführer
14. Standartenführer
15. Oberführer
16. Brigadeführer
17. Gruppenführer
18. Obergruppenführer
19. Oberstgruppenführer
20. Reichsführer   

You can use buttonholes as icons of ranks.
« Last Edit: August 01, 2009, 06:47:04 PM by UeArtemis »
I believe in one thing only, the power of the human will. © Joseph Stalin

Offline WartyX

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Re: Ostheer Army list [WIP]
« Reply #10 on: August 02, 2009, 12:37:11 AM »
The aim of the mod is not to make the whole game more realistic. If you want changes to Relic's factions, there are plenty of other mods whose sole aim is to do so.

Offline 13CaptApollo

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Re: Ostheer Army list [WIP]
« Reply #11 on: August 22, 2010, 12:12:35 PM »
Thumbs up to this particular concept. No airborne elements though as this was not used against the Red Tide. Strong emphasis on urban warfare and anti-tank though, hence if the concept can be manipulated to include the above, that would a good Ostheer concept. Things like the Jadgtiger and Sturmtiger would be heavy vehicle elements, and the Panther (a battlegroup with anti-infantry support) as the counter to the T34 that easily defeats Panzer IV and below.

Offline WartyX

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Re: Ostheer Army list [WIP]
« Reply #12 on: August 22, 2010, 02:21:52 PM »
Woah, this thread is over a year old. Talk about digging up the past!  ::)

Offline Seeme

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Re: Ostheer Army list [WIP]
« Reply #13 on: August 22, 2010, 03:36:29 PM »
I think we should leave treads that haven't been talked in for 2 mouths alone.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Offline mooooooo

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Re: Ostheer Army list [WIP]
« Reply #14 on: August 22, 2010, 07:41:50 PM »
well i think that many of your ideas are good but when you got to the doctrines for the most part they were all unoriginal ideas used by all the other armys. one thing that makes this game so good is that all the factions are completely different but still balanced in there own way and not just a slightly different combination of the same doctrines