Hi, first of all I am from france, so Im sorry if my english is sometimes (a bit) bad.
In this topic you will find my opinion about ostheer. They are just ideas.
This Ostheer starts with one sapper section and 1 light grenadiers since the plan of attack was well prepared. They start with 450mp, 25fuel, 50ammo
Vet System
Soldiers will gain experiences with the time. In other words, a section which has been created for 10 mins becomes vet1 , 20 mins vet 2 and 30 mins vet 3. However some units don't gain veterancy : SS officier, Ace Sniper JagdTiger, Ace Tiger, Heavy Vetted Grenadiers.
Tech System
There are T1 T2 T3 and 3 buildings : the Infantery HQ, the Light Panzer HQ and the Heavy Panzer HQ.
The 2 first buildings can be build at the begining but the last as soon as you have reached T2.
You tech from t1 to t2 and from t2 to t3 by upgrading your hq
-T1->T2 => Battle Phase(240 mp 50 fuel)
-T2->T3 => Total War (300 mp 50 fuel)
BUILDINGS
Main Headquarter :
-Sapers (4 men) 240 mp , mp40
Abilites : build fortifications (tank traps, wire, sandbags), the standard buildings, can be upragraded with mine sweeper
-Light Grenadiers (5 men) , 280 mp, kark
Ability : nades(25 ammo)
Standard infantery (we can compare them to wehr volks).
Infantery Hq(240mp 20 fuel)
T1
-Grenadiers (5 men) 300 mp, Kark,
Abilities : faust (35 ammo), nades (25 ammo)
Can be upgraded with light Mg (75 ammo) ( maximum of mgs : 2) or all can be equiped with Mp 40 (75 ammo)
-Light Mortar Section 1eGr 5cm (3 man) 280 mp
Ability : Light Bombing zone
T2
-Flammers Infantery ( 5 men) equiped with 2 flamers, Kark 310 mp
-Schreck Grenadiers (4 men) double schreck 400 mp
T3
- Heavy Grenadiers (4 men) 400 mp , G43
Upgrade : Mp 44
Ability : Nade, At Nade
-Heavy mortar section 10cm Nebelwerfer 35 ( 3 man)305mp Ability : Heavy Bombing Zone , Fumigene, Incendiary Bomb
-(ONLY AVAILBLE if your doctrine is infantery domination) :
Sniper Ace(1 man) 400 mp HardCappedt at 1
Ability : Cammoflage (no speed penalty) , Force retreat shot; Binoculars (very good sight)
Light Panzer Hq(240mp 35 fuel)
T1
-Schwimmagen 220mp (or another recon car)
-Infantery Halftrack 240mp 20fuel infantery close to the ht can reinforce, ht can carry 8 men but this men unlike in PE can't fight from the ht.
T2
-Armored Car Sdkfz 231 250 mp 25fuel
-Pak 38 50mm (3men) 280mp (Unlike wehr pak 38, it has no camo ability)
-Opel Blitz Medic Center 230mp 35 fuel Can Heal close infantery
T3
-Pak 41 88mm (4 men) 310mp 45fuel
-Panzerwerfer Mautlier 375mp 55fuel
Ability : Bombing Zone
-(ONLY AVAIBLE if your doctrine is Ground Domination) : Wespe Heavy arty 450mp 70fuel HardCapped at 3
Ability ; Bombing Zone, Creeping Barrage
Heavy Panzer Hq (300 mp 50 fuel, Need Battle Phase)
T2
-Wirblewind 300mp 40fuel
-Panzer III 290mp 55fuel
-Stug III E (short gun) 290mp 45fuel
Upgrade (need T3, 75 ammo) : Stug IV (long gun)
-Panzer IV F(short gun) 420mp 60fuel
Upgrade (need T3, 75 ammo) : Panzer IV H (long gun)
T3
- Panzer IV H (already has the long gun) 420mp 80fuel
-Hetzer 400mp 80 fuel
Ability : Cammoflage
-Panther 600mp 100fuel
-(ONLY AVAIBLE if your doctrine is Panzer Domination) : Ace Tiger 700mp 110fuel HardCapped at 1
Ability : Treadbreakers (50ammo) , Binoculars (duration 60secs ; reload time : 5 minutes) .
Doctrines
Infatery Domination
Air Support
-Recon Plane (50 ammo) 1CP
-Ressources (200mp giving 150 ammo 50 fuel Reload Time : 5 minutes) 2CP
-Stuka Ju 87 Rocket ( 200 ammo)4CP
Infantery Power
-Medic Bunker (150mp 10fuel). Sappers can build medic bunker where you can alose reinforce and for 5 wounded soldiers it gives you a new section of Light grenadiers (5 men) 1CP
-Heavy Vetted Grenadiers 2CP (4 men but 8pop) 400mp Kark[/]
Ability : Nade(15ammo), At Nade(15ammo), Faust(25ammo) Upgrade : All equiped with G43( 75 ammo) or MP44(100ammo)
-Fortifications : Sappers can now build trenches, Mg bunkers (150mp 10fuel), Mortar Bunkers (150mp 25fuel) and light AT bunker (200mp 35fuel) 3 CP
Ground Domination[/]
Looting resources
-Fast Bulding (Sapers build 75% faster fortifications and buildings) 1CP
- Human Looting 2CP Soldiers of the occupied country have to fight (8 men) Equiped with Kark
-Securing Terrority Bunker 1CP (Sappers Build Bunkers that lock and improve the ressources in a sector) Bunker cost : 150mp 10fuel (only way to improve ressources with this ostheer)
Waffen SS
-SS Officer 2CP Call-In an SS officer(260mp, only 1 in the field) that can : can a heavy arty support (200ammo), have an aura for the infantery (Received Damage : x0.95 Received Accuracy : x0.95)
-SS Infantery 2CP (4men) 375mp Equiped with Kark
Ability : Satchel, Nade
Upgrade : Mp44 (75 ammo), Schrek (75 ammo)
-Jagdtiger 5CP , Call in a heavy tank JagdTiger (500mp but manpower divided by 2 during 5 minutes, only 1 call-in)
Panzer Domination
Support the tanks!
-Repair Bunkers 2CP (150mp, 15 fuel) Same as Wehr rep bunk
-AA Proctection 2CP Call In Ostwind ( 500mp)
-Bergepanther/BergeTiger 2CP Call in this repair tank(500mp) that can also salvage wrecks tank(same as PE)
Tank Power
-Fast Panzer Deployement (tank and vehicules production time reduced by 75%) 1CP
-Improve your Tanks! 3CP Tank (not ostwind and wirblewind) are now equipped with skirts and mgs + They have Received Damgage : x0.90 and Damge : x1.05
-Anti Tank Power! 3CP Call in Elefant (900mp, hardcapped at 1)