This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - mawr
Pages: [1]
1
« on: December 26, 2010, 08:40:08 PM »
dora was the best
What was its rate of fire?
I know hehe but still damage was... XD
2
« on: December 26, 2010, 08:32:30 PM »
I always though of it as a representation of the 130.Panzer-Lehr division, an elite divison in the Heer consisting of tank instructors and veterans of the Eastern front. To me, the only unit that represents the SS at all is the Wehrmacht Stormtroopers.
And even these stormtroopers are WAFFEN ss
3
« on: December 24, 2010, 11:36:00 PM »
probably too late but in will craigs book of stalingrad iread of a group of veteran german soldiers that fought in ww1 an now they are fighting in ww2 i dont know but...
good job and merry Christmas
4
« on: December 12, 2010, 07:27:24 PM »
but if you can call it only once... what if it gets destroyed?
read again: But remember, this vehicle doesn't carry weapons and you are only able to call in one at a time. if it gets destroyed then simply call in a new one.
youre right im sorry but i forgot XD
5
« on: December 11, 2010, 09:36:55 PM »
but if you can call it only once... what if it gets destroyed?
6
« on: October 30, 2010, 11:12:49 PM »
dora was the best
7
« on: October 20, 2010, 02:07:30 PM »
The Ostheer
Concept This Ostheer-concept is a light-version of my "old concept". There were too many complicated things, so I created this one here to make it easy to understand and save the Developers from unnecessary work. I also created this Ostheer "lite" with the intention to focus it around the early Wehrmacht, thus meaning it features decent units for a fast Blitzkrieg, unlike the "old" Wehrmacht in CoH, which is rather a late-game faction. While the Ostheer has a decent early-game, it suffers significantly in late-game due to the absence of some real heavy tanks. The Ostheers way how to get rid of enemy armor relies mainly on first disable (via accurate hits etc.) and then destroy them (via StuKa or Pioneers).
Starting Unit Since there is a problem with giving new factions a starting unit, I came to the solution, that the best way to work around that bug is to simply give the player a call-in-ability. This call-in contains a squad of pioneers to start building your base and one halftrack to keep them mobile. Remember the Blitzkrieg-thought I had in mind. You can call in as many of them as you want and can pay for. However, it's cheaper to produce them in your base-buildings.
Starting Sector Protection The Starting Sector of the Ostheer is protected by two immobile 2cm FlaK C/38. They'll do the job and hold enemy infantry off your territory, however don't forget that the Ostheer is a faction which relies on fast advance and attack.
Forward HQ The Wehrmacht hadn't many friends under the civilian population in the captured areas. However, there were still villages which sympathized with them. You can only deploy Forward HQs with the "Civilian Support"-ability from Army Group South. Units which can be produced in Forward HQs are Pioneers, Grenadiers, Foreign Volunteers
Veterancy Veterancy is based on US-vet. This means the more your units fight and kill enemies, the more they rise in rank and strength. Alltogether, there're three possible stages of veterancy to achieve.
War-Development Some units were outdated throughout the war. New units or upgrade can be researched in the HQ, which doesn't produce any units by its self but unlock them in other buildings.
Mobile Artillery (Mobile Artillerie) (Based on this suggestion by myself.) The guns of the Ostheer are carried by halftracks (SdKfz 10). This means once the gun is produced, you have a halftrack, which has the special ability to build up the gun. After a certain build-up time (around 20-30 secs), you have a static fire-base with the gun. The halftrack is part of the model of this "emplacement". It has a special ability to mobilize the gun again, the emplacement disappears and the halftrack is now movable. Guns which are carried by the SdKfz 10 are FlaK C/38, PaK40, leFH18.
Captured Weapons (Beutewaffen) The Ostheer isn't able to use heavy weapons of the Red Army or recrew own equipment. Maybe later in the war, when the Oberkommando has figured out how to pick them up, German soldiers will be able to use the soviet crap to defeat the communists with their own weapons. (Meaning that as long as the Developers haven't fixed recrewing bug for new factions, the Ostheer can't do so.)
Reward Units Eastern Front introduces new reward units for the Red Army and the Ostheer.
- Gebirgsjäger - Squad of 4 specially trained soldiers armed with Kar98k. [450mp 4pop]
Upgrade: "2x Rifle grenade" (similiar to Brit's) [50mun] Ability: "Sniper Shot" [35mun] - Toldi II - Light tank with 2cm gun used for recon since they couldn't compete with most enemy tanks. Replaces PzKpfW II. [250mp 30fuel 4pop]
- Carro Armato P26/40 - Italian updated version of the M13/40 with 7.5cm gun. Replaces 41M Turán II. [600mp 80fuel 16pop]
- Marder II - Self-propelled 7.5cm AT-gun build on PzKpfW II. Replaces StuG III. [400mp 40fuel 8pop]
Units & Buildings
- Fast Troups (Schnelle Truppen) - Call in a SdKfz 10 and one Pioneersquad. [450mp 6pop]
HQ & Research Camp
- Squadleader (Zugführer) - Adds a Zugführer with 1x MP40 to following squads: Pios, Grens and Protectionsquad. + [1pop] Gives bonus. [200mp 20fuel]
- Heavy Pioneers (Schwerer Pionierzug) - Pioneers receive advanced training. [300mp 30fuel]
Adds ability to Pioneers: "Plant charge" (heavy dmg vs. buildings and tanks) [50mun] Pioneers can now construct: "Czech hedgehog" - Improvisational devices (Improvisierte Mittel) - Finally a way to deal with armor! [200mp 20fuel]
Adds ability to Grenadiers, Gebirgsjäger and Foreign Volunteers: "Geballte Ladung" (Places a bundle of grenades at a nearby tank. Destroies threats, gun or engine.) [35mun] - Tankcommander (Panzerkommandant) - All tanks get a commander who overlooks the area from the opened turret-hatch. Increases line-of-sight. [200mp 20fuel]
- Veteran gunner (Veteranen Richtschütze) - The experienced gunners know how to take out the engines or turrets of enemy tanks. [200mp 50fuel]
Adds ability to AT-guns and tanks: "Critical Hit" [35mun] - Camouflage net (Tarnnetz) - Deployed guns like PaKs are automaticly camouflaged once in fire-position. [200mp 50fuel]
- 5cm cannon - Enables the production of PzKpfW III and research of 7.5cm cannon. [300mp 30fuel]
- 7.5cm cannon - Enables the production of StuG III and research of 10.5cm cannon[500mp 50fuel]
- 10.5cm cannon - Enables the production of leFH18. [700mp 70fuel]
Infantry Camp
- Pioneersquad (Pionierzug) - 4 soldiers with 4x Kar98k. [200mp 4pop]
Upgrade: "FmW35" [50mun] Can build: "Infantry Camp" [200mp 20fuel] "Support Camp" [250mp 25fuel] "Panzer Camp" [300mp 30fuel] "Sandbags", "Barbed Wire" - Grenadiersquad (Landserzug) - 4 soldiers with 4x Kar98k. [300mp 4pop]
Upgrade: "MG34" (2 max) [50mun] Ability: "Throw grenade" [25mun] Support Camp
- Kübelwagen - Unarmed recon-vehicle, can lock-down sectors and detect mines. [165mp 2pop]
Upgrade: "Officer" (adds an Officer to the Kübel, gives advantages to troups in his sector like British Lieutenant) [100mun] - SdKfz 10 - Halftrack for up to 10 soldiers or 2 squads. Can reinforce squads. [165mp 10fuel 2pop]
- Panzerjäger - 4 soldiers armed with 2x Kar98k and 2x PzB39. [350mp 4pop]
Ability: "Critical Hit" [35mun] - 2cm FlaK C/38 - Anti-air-gun which is also effective against targets on the ground. [250mp 10fuel 4pop]
- 7.5cm PaK40 - Heavy anti-tank-gun to deal with the thickest enemy armor. [350mp 10fuel 4pop]
- 10.5cm leFH18 18/40 - Wide-range artillery attached on the PaK40-carriage. [500mp 50fuel 12pop]
Panzer Camp
- PzKpfW II Ausf C - Light tank armed with 2cm KwK30 L/55. Only effective against infantry and for recon. [250mp 30fuel 4pop]
- PzKpfW III Ausf G - Medium tank armed with the 5cm KwK38 L/42. [300mp 50fuel 6pop]
Upgrades: "5cm KwK39 L/60" (increased dmg) [50mun] or "FlPz III" (flamethrower version) [100mun] "Panzerschürzen" (increased armor) [50mun] - StuG III Ausf G - Assault gun armed with 7.5cm StuK40 L/48. [400mp 50fuel 8pop]
Upgrade: "Panzerschürzen" (increased armor) [50mun]
Doctrins
Army Group North (Heeresgruppe Nord)
Fortressdivision (Festungsdivision):
- [1cp] Static Warfare (Stellungskrieg) - All units behind green cover gain additional bonus like suppression-resistance.
- [2cp] Protectionsquad (Sicherungszug) - Call in a MG-squad of 4 soldiers with 3x Kar98k and 1x HMG34. [450mp 4pop]
Upgrade: "3x MP28" [50mun] Ability: "Throw grenade" [25mun] - [2cp] Entrenched positions (Befestigte Stellungen) - Pioneers are now able to build heavy defences:
"MedStation" (Building which automaticly heals nearby infantry. Two medics rescue wounded to form new Grenadiersquads.) [200mp 20fuel] "Mortarbunker" (Concrete bunker with heavy siege mortar. Can reinforce infantry.) [500mp 50fuel 5pop]
Airforcemission (Luftwaffeneinsatz):
- [1cp] Reconnaisance plane (Luftaufklärer) - Fieseler Fi156 "Storch" flies over the selected area detecting enemy units in this territory. [50mun]
- [3cp] Artillery target (Artillerieziel) - Fieseler Fi156 "Storch" drops a flare to mark targets for artillery. Every available artillery-unit opens fire on that spot, even if it was out of range. Additionally, a couple of heavy 15cm-Batteries fires from off-map. [200mun]
- [4cp] StuKa attack - Ju 87 "Sturzkampfbomber" attack the targeted area/vehicle with a precision airstrike. Very effective against enemy tanks and structures! [100mun]
Army Group Centre (Heeresgruppe Mitte)
Panzerdivision (Panzerdivision):
- [1cp] Experienced crews (Erfahrene Besatzungen) - All newly produced tanks have now already Vet I.
- [2cp] Panzersturm - Tanks suppress nearby infantry for a short period of time.[150mun]
- [4cp] Heavy tank-destroyer (Schwerer Panzerjäger) - Call in a heavy tankdestroyer JgdPz VI(P) "Elefant" armed with the 8.8cm StuK43/1 L/71. Only one Elefant at the same time! [800mp 180fuel 14pop]
Motorized Division (Motorisierte Division):
- [2cp] Medical aid (Medizinische Versorgung) - SdKfz 10 can now be upgraded to mobile MedStations.
Adds upgrade to SdKfz 10: "MedStation" [50mun] - [3cp] Panzerpioneers (Panzerpioniere) - Call in a Bergepanzer III. Similiar to the Bergetiger, but more vulnerable, because it's based on the medium PzKpfW III. Can only repair. [600mp 60fuel 10pop]
- [2cp] Advanced Repairs (Verbesserte Reperaturen) - Bergepanzer III can now rebuild axis wrecks.
Adds ability to Bergepanzer III: "Recover wreck"
Army Group South (Heeresgruppe Süd)
Army Support Groups (Heeres-Unterstützungskräfte):
- [1cp] Log Causeway (Knüppeldamm) - All units in your own territory move with maximum speed in landscape or on streets for a certain amount of time. [150mun]
- [2cp] Air supply (Luftversorgung) - Ju 52 drops two containers with ammunition, fuel and LMG34s. [200mp]
- [3cp] The Fuhrer will help you out (Der Führer haut euch raus) - All units in enemy territory will hold their positions with extra health etc. for a short period of time. [150mun]
Foreign Divisions (Östliche Divisionen):
- [2cp] Civilian Support (Unterstützung durch die Zivilbevölkerung) - It's now possible to establish Forward HQs in neutral buildings. [260mp]
- [2cp] Foreign Volunteers (Ausländische Freiwillige) - Call in an elite squad of 4 soldiers armed with german weaponry. [450mp 4pop]
Upgrade: "PPSh-41" (squad is armed with SMGs) [50mun] Abilities: "Throw grenade" [25mun] "Charge!" (Breaks suppression + short-time sprint) [35mun] - [2cp] Tank-Battlegroup (Panzerkampfgruppe) - Call in two Hungarian 41M Turán II. These medium tanks are armed with a 7.5cm gun. [700mp 16pop]
[/list][/list]
It is OK but problem is there is not much elite infantry like iron cross holders an not much heavy tanks like tiger ...
8
« on: March 13, 2010, 05:59:14 PM »
the panzer elite are the SS, but they have changed the name. The same happens with the assault troops, they really are SS, but THQ have changed the name
sorry if the text have errors
not true panzer grenadier means soldiers who get unloaded from halftracks amd then fights but mostly they are also elite soldiers while waffen ss in something completely else
9
« on: February 08, 2010, 10:01:02 AM »
Hello im from Slovenia and im having three good books about ww2 and i will scan them on my computer and upload them there but because books are Slovene your team-member kamikaze could translate it into English he probably understand my languange.
10
« on: January 27, 2010, 12:18:01 PM »
Please in next patch include truck because in map zhitomyr there are bridges you need to set up defenstes(my tactics) and i would really need truck because of transport it can be bad but at least fast please
11
« on: January 25, 2010, 09:37:30 PM »
Im having a reason for including ss-waffen only in doctorine- it is because ss were sent after wehrmacht to kill civillians and other bad things i would make them as troops work good in attack8they had high morale) but also for defense they were among fierciest fighters in berlin(beside hitler jugend) so i would make them as elite units best equiped best trained but also they would cost much and they would have an limit (if youz wanted to be SS you needed to be Aryan race...)
Pages: [1]
|