Company of Heroes: Eastern Front

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Messages - Lord Wiffleby

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Ostheer Suggestions / Re: Unit suggestion thread:
« on: October 28, 2010, 05:20:33 AM »
Well... There is the "Kummersdorfer rumour" ;)
Two Maus tanks were tested at the Heeresversuchsgelände at Kummersdorf near Berlin. Some photos showed Maus tanks with armed turrets. The rumour says that this two Maus tanks should have fought against the red army during their attack against this area.
So perhaps Maus had fought but this single battle is no reason FOR the Maus tank at the german Ostheer  ;D

I know that it basically had no impact on the war. I'm saying that it would be included as if the Ostheer managed to delay long enough to put it into to some kind of general production, despite it not being fully perfected. It didn't expect it would be included, I just hoped, since I love COH and the Maus tank, and thusly wanted to combine the two.

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Ostheer Suggestions / Re: Unit suggestion thread:
« on: October 22, 2010, 08:34:49 PM »
I would love it if the Ostheer could somehow get a Maus tank. It could be like a giant and really expensive one use weapon. While very difficult to stop, it would be slow, and if possible, couldn't cross bridges. Anyway, that's just my attempt to get the Maus into Company of Heroes (since I'll never be able to do it myself). I'd love to see that giant thing rolling across the Battlefield.

3
I recently had this idea, though it may only seem good on paper.

What if the Ostheer were created as if it were specifically tailored for doing everything better than the Soviets?

Allow me to explain: As an example, in order to counter large Soviet units, why not give the Ostheer a 6 man unit similar in strength and abilities to the Whermacht grenadiers? It would cost 100 manpower per soldier, perhaps a little extra. At the same time, it would reinforce slowly and expensively. In other words, the unit would almost be too powerful. An American commander could put out two rifleman units for less manpower. In other words, unless these Ostheer units are continually supplied with reinforcements and extra units, it is very easy for them to get outflanked and outnumbered.  It would also need to inflict heavy damage to any opponents early on, otherwise it will still find itself in a losing battle of numbers.

Now then, apply the general concept to the whole Ostheer. It is powerful when a good commander uses the troops right. He can muster an overwhelming force of these troops if he keeps them from being fully destroyed, but if he loses too many, then he will have to choose his battles wisely. In other words, the Ostheer would be a bit like an elephant: large and powerful, but very clumsy and slow.

4
You made an Ostheer concept out of 3 units? :D

Also everything about "Shutzen" is wrong.
G41 and G43 are allmost the same. Why do you need them both?
Sniper in a squad that costs less than Wehrmacht sniper alone?
If you loose a sniper just reinforce it for 50MP...OP
Think of units that wont win every firefight with UK infantry.

This is why I like having posts on it, so that I can get feedback. Also, I will be adding more units in, but I want to know if the halftrack recruitment idea is possible. The halftracks shouldn't be allowed to reinforce infantry, though. Otherwise you could just move them into an opponents base and constantly reinforce troops once inside.

Still, you are right about the shutzen, I've got a few ideas that should make them work better.

5
I was thinking that too, oddly enough. I could change it to the artillery spotting chassis, but I don't know what the major differences between them would be (aside from one being able to direct artillery barrages).

In fact, I think I have a better idea already.

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Ostheer Suggestions / Re: Ostheer Concepts
« on: April 29, 2010, 08:51:43 PM »
Thanks for the tips. I'll definitely rework several of my ideas. I'll also add some unit and construction concepts.

7
Alright, the concept has been heavily revised, but is not totally complete. Constructive Criticism would be appreciated.

Ostheer Construction Concepts
As for the Ostheer's main structure, I think it I have an interesting idea.

Its basic infantry, shutzen, are capable of building the faction's basic buildings, but are ineffective at repair. In order to properly repair, you must recruit an actual engineer unit (which could hopefully build more structures, but I'm not sure if this would work).

My new concept of construction is much different than the old one. Instead of having an enormous base, the Ostheer need only build a few buildings for the purpose of upgrades. For recruitment, the Ostheer needs to make upgrades to its command post. The reason for this is that Ostheer units aren't "built", but are instead called in like off map support.

The positive side to this is that you need to build only a few buildings. The negative side is that all unit production is impossible if the Ostheer players Command Post is destroyed. Furthermore, since some infantry troops are able to use the Fallshirmjager infiltrate ability they cost more money to produce, regardless of whether you use the ability or not.

Now that I have established the theory, here are the actual buildings:

Buildings
The Command Post: This building is the source of all the Ostheer's production. To produce a unit, the Ostheer player is required to research an upgrade for it. This permanent addition to the headquarters allows the player to call in the accessed unit. Though it allows the player to partially skip lower tiers, the higher tier upgrades are more expensive, and require technologies from the other two buildings. The headquarters is also responsible for veterancy, which I will discuss soon.

Forward Armory: Construction of this building allows the player to research and call in mortar and mg teams. When it is upgraded with the "Escalation" tech, it allows the player to research and call in marksmen teams and panzerjagers.

Panzer Coordination Post: The construction of this building allows the player to research and call in the Panzer III, the Command SDKFZ 251/6, and the Panzerwerfer. Researching the "Escatlation" tech allows the research and requisition of the Tiger Tank and the Panther.

Veterancy
Veterancy is purchased from the command center, in a fashion similar to the Wehrmacht. However, the upgrades are purchased for individual units, rather than unit clusters. Furthermore, the upgrade affects the equipment and abilities of the unit in question. The only other thing affected is unit speed and rate of fire, which increase with veterancy.

Call in units are given veterancy when a similar unit is upgraded by a commander. For instance, the MG team and S.S. Waffen Stormtroopers both receive veterancy with the same upgrade, since they are both MG squads.

Units
All Ostheer units are either highly focused, or fulfill a few roles. However, Dedicated units (like the Shutzen, the Panzer III, and Ostheer Panzer Grenadiers) are only capable of countering units in their own class (infantry against infantry, etc.). Multiple role units (like the MG Squad, the Mortar Squad and the Marksman Squad) aren't as effective as their counterparts from other factions in the same role (the Marksman Squad can't use stealth, and requires strength in numbers to fight enemy snipers).

The only units that fight against units outside their class are the Panzerjagers and the Panzerwerfer, neither of which are exceptionally effective against their intended targets. In other words, while Ostheer units can hold their own, their specialists are lacking, making the faction somewhat inflexible.

Ostheer Infantry


Shutzen (4-man squad armed w/K-98s) 380 manpower

A small but effective band of men capable of building the Ostheer's basic structures. However, they are unable to repair vehicles. Can Infiltrate. Veterancy weaponry upgrades:
1: Allows you to add one more squad member
2. Equips one member with an MG-43 LMG (portable).
3. Remaining squad reequipped with G-43s

NOTE: Historically speaking, the Fuhrer had ordered that the name of basic infantry be changed to Grenadiers by 1942, but the changes weren't totally enforced until '43.

Ostheer PanzerGrenadiers (4-man squad armed w/MP-40s) 420 manpower

Only their name is the same as their western relatives. These panzergrenadiers are assault troops suited only to the task of advancing quickly alongside the Ostheer's armor. Can infiltrate.
Veterancy weaponry upgrades
1. Grenade Assault ability added
2. Flammenwerfer for one squad member
3. STG 44s for remaining squad members

MG Grenadiers (4-man squad armed w/ an MG-42 and K-98s) 350 manpower
An MG squad with support members that could match unupgraded Ingenery.
1.Faster MG set up
2. Sprint ability
3.Even faster set up

Mortar Grenadiers (4- man squad armed w/mortar and K-98s) 360 manpower
A mortar team capable of defending itself from weak or already damaged infantry.
1. Bombardments become more accurate
2. G-43s are given to the squad members
3. An extra man is added to the squad, allowing it to defend itself better

Marksman Team: (3-man squad armed w/ K-98s, one scoped) 420 manpower
Though unable to use stealth, the squad's extras are as capable as most regular infantry. Can infiltrate.
1. Suppress: Use 20 munitions to slow down a targeted enemy infantry unit
2. G-43s are given to the two spotters
3. Scopes are distributed to the spotters, giving them higher accuracy

Panzerjagers: (3-man squad armed with an AT rifle and K-98s) 380 manpower
The only AT infantry possessed by the Ostheer. This team is able to resist infantry with limited effectiveness.
1. AT Grenades
2. Panzerjagers receive the ability to set up AT mines
3. The squad receives a second AT rifle

Ostheer Vehicles

SdKfz 251/6 (command halftrack) 300 manpower 25 fuel
Though unarmed, the SdKfz 251/6 medium command halftrack can reinforce infantry, as well as provide a fall back point.

Panzer III (Anti-Armor Panzer) 440 Manpower 50 Fuel
The Panzer III was a tank equipped to deal with others of its kind. As it increases in veterancy, it becomes increasingly capable in this respect.
1. Front and Rear Armor of the Panzer III receives a boost.
2. The main turret gun is changed to a 5cm KwK 39 L/60, giving it more firepower.
3. The Panzer III is once again rearmed, this time with a 7.5 cm KwK 37 L/24 gun, capable of firing HEAT rounds. This results in a massive increase to it's AT firepower.

Panzerwerfer (light artillery and anti-personnel half-track) 320 Manpower 45 fuel
Known as the Moaning Minnie to Americans, the Panzerwerfer had an MG in the front, and a rocket launcher on the back. This is the only Anti-Personnel vehicle available to all versions of the Ostheer.

Panzer V-Panther (Medium Anti Armor Panzer) 600 manpower 110 fuel
Essentially the same tank as its cousin on the Western Front.

Tiger I (Heavy Anti Armor Panzer) 750 Manpower 155 fuel
The best armed and armored tank available to the Ostheer, the Tiger is capable of doing significant damage to almost any enemy.

Doctrines/Strategies

I've made some more changes to the doctrines. The reason I've only crossed out the previous ones, is that I would like to know if people think the new ones are better.

Strategy #1: Combined Arms Strategy (Early)

Offers a variety of supports from various branches of the service. Not the most powerful, but well balanced. It will also allow for rapid reinforcement at the front.

Luftwaffe Contributions:

Foreign Reinforcements (2)
The Luftwaffe uses its air transports to rapidly bring a group of foreign soldiers to the front (i.e. the edge of the map) for 200 manpower and 35 fuel.

Fallschirmjager Glider (3)
A glider arrives carrying both a Fallshirmjager squad and a Fallschirmjager Mortar Squad.

Strafing Run (5)
A Stuka opens fire on the targeted ground with its MGs, suppressing infantry, and subsequently dropping an incendiary bomb.

Whermacht Contributions:

Call in a Panzer 38t (1)
Call in the Panzer 38t anti-infantry tank for 350 manpower. Can upgrade its armor for 75 munitions, and switch to using AT rounds for 10 seconds (50 munitions). This tank is the earliest available to any faction, though it is highly vulnerable to AT fire.

Call in a Panzerbefehlswagen III Ausf J (2)
Call in a modified Panzer III command tank that has a fully functioning turret cannon for 460 manpower. Because so few were manufactured, only one may be deployed at a time. It is better than most other tanks in that it can allow infantry to fall back to its location, even while it provides reasonably strong AT support.

Call in a Wespe (4)
Call in a Wespe artillery weapon that functions similarly to the Hummel from the PE.

Strategy #2: Siege Strategy (middle)
The Ostheer uses tactics meant to be similar to those it used when the capture of Stalingrad was thought to be feasible.

Morale Tactics:

For the Fatherland! (1)
A global ability that allows all your infantry to break suppression and start sprinting for 75 munitions.

Call in a Propaganda Sdkfz (2)
Call in a Sdkfz halftrack with a Propaganda speaker mounted on it. This fragile vehicle has the power to force retreats free of charge. However, this ability has a long cool down time.

Continuous Bombardment (4)
For 200 munitions, order your artillery guns to bombard an enemy sector continuously as long as it has hostile forces in it. The guns will do their job for 1 minute before needing to "cool off."

Crushing Tactics:

Urban Grenades (2)
Equips all infantry with incendiary and bundle grenades for use against holed up enemies.

Infantry Reorganization (2)
Because siege operations require more men, two additional soldiers may be added to Ostheer infantry units once this ability has been requisitioned.

S.S. Waffen Stormtroopers (3)

An elite 5-man Stormtrooper squad that comes equipped with MP-40s, but with the ability to upgrade to STG-44s for 125 munitions. It costs 550 manpower to deploy. If you want it to be unique, you could also give the unit an MG-42. The unit would then be able to break enemy defenses, as well as set up its own.

Strategy #3: Last Line of Defense Strategy
Mimics the tactics used by the Ostheer during its later years.

Emplacements:

Trenches (1)
Allows Infantry squads to construct slit trenches similar to British ones.

Flak 88 (2)
Allows infantry squads to construct Flak 88 guns.

Fortified Bunker (2)
An expensive and tough square concrete bunker that has MG-42s available to fire on all its sides except the rear. Buildable for 390 Manpower.

Infantry:

Call in Volksturmm (1)
Call in a 6 man squad of Volksturmm for 200 manpower. Volksturmm may use panzerfausts.

Desperation (1)
A global ability that dramatically increases the rate of fire of all your units for 100 munitions. Also causes a small loss in accuracy.

Call in S.S. Honor Guards (3)
These men have vowed to defend Germany's government until the very end. Armed with STG-44s and satchel charges, this men will not retreat and insuppressible. Even if there are only three men per unit, they are still worth the 450 manpower it costs to requisition them.

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