Company of Heroes: Eastern Front

Author Topic: Ostheer faction concept  (Read 3889 times)

Offline Spartasman

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Ostheer faction concept
« on: January 10, 2010, 06:08:53 AM »
My new concept:

Buildings: HQ Command LKW
             Infantry support LKW
             Armor Requisitioning LKW

HQ Command LKW: the command truck, from which all other LKW's are requisitioned, can build several units:

- Pioneers: 3 man squad armed with mp40's
       Upgrades: Flammenwerfer 42, Minesweeper
       Abilities: can construct; Barbed wire, sandbags, tank traps, trenches, mines, observation posts, MG position(like the Americans position, armed with an mg 34, Upgradeable with an mg 42)

- Landsehr: 5 man squad armed with K98's
       Upgrades: 4x G43's
       Abilities: Can build sandbags and Barbed wire, can throw grenade

- sniper: single sniper, armed with k98 sniper rifle
       Upgrades: field glasses(can see farther)
       Abilities: camouflage, sharpshooter( can fire on a selected squad rapidly, suppressing them )

- Kettenkrad: small recon vehicle
       Upgrades: none
       Abilities: can cap points, and repair vehicles and structures with limited ability

Infantry support LKW: called in after researching 'infantry support', supports advanced infantry and mechanized operations, can build:

- Panzer Grenadiers: 4 man squad armed with 3x K98's 1x mp40
       Upgrades: (can upgrade twice) MG34 LMG, (can upgrade once) rifle grenade
       Abilities: can throw 2x grenades, can build sandbags and barbed wire, can fire special anti-tank rifle grenade, can sprint

- Mg team: 3 man squad armed with an mg42 HMG
       Upgrades: barrel change( the Mg will fire more prolonged bursts of fire, but have longer and more frequent reloading times)
       Abilities: none

- Granatwerfer(mortar): heavy field mortar
       Upgrades: none
       Abilities: mortar barrage, smoke barrage

- SD.kfz 251: Infantry transport and HMG 42 support
        Upgrades: pak 40 ( negates infantry transport), Walking stuka.
        Abilities: (when upgraded with pak) tread breaker, fire stuka, infantry can reinforce from it

- SD. Kfz 221: armored car
        Upgrades: none
        Abilities: overdrive

- Panzer III: light armor support (requires armored car built)
        Upgrades: Flammenwerfer
        Abilities: panzer commander (commander pops up, LOS increase

Armor Requisitioning LKW: Armor support truck, called in after researching 'armor support', can build:

- Panzer IV: infantry support tank
        Upgrades: Armored skirts, MG42 gunner, L/43 barrel (improved anti-tank abilities), panzer commander
        Abilities: none
       
- Vampyre Funkwagon: Panzer command vehicle
        Upgrades: Artillery spotter ( can call in light mortar strike )
        Abilities: call in artillery strike, can be locked with a tank and provides an aura of improvement ( like the cromwell command tank )

-Panther: heavy tank, only available after building vampyre
        Abilities: Hull down
        Upgrades: Panzer Commander, Armored skirts


Now the strategies:

Combined Arms operations: While the German army demonstrates the pinnacle of Armored warfare, combined arms operations are necessary for a successful Blitzkrieg assault.

Left side

Artillery

Artillery Observer - All Mortars and artillery pieces will be equipped with Artillery Observation Equipment, enhancing their range: 1pt

Off-map Artillery - Long range Artillery with be directed to barrage a marked target: 2pt

Wespe Self propelled gun - a Wespe self-propelled artillery piece will be allocated for your command: 3pt

Right side

Aeriel

Aeriel observation - Aeriel observation planes will give you updated reports on the battle field, revealing all enemy structures for a short duration of time: 2pt

Firebomb - a Henschell bomber will drop a devastating firebomb attack on a large area, burning out buildings and structures: 3pts

Stuke Bombing strike - A stuke dive bomber will swoop down and deliver a bomb and strafing strike on your target(like an artillery strike, only with machine guns, suppressing sirens, and only a few powerful bombs): 2pt

Shultzstaffel Operations - SS units and tactics will be deployed to the battlefront, striking terror into our enemies and supplying us with advanced weaponry

left side

Waffen - SS

SS stormtroopers - a squad of 4 SS storm troops will be called in to support combat operations(only k98s, upgradeable with mp40s, can camouflage): 2pts

SS officer - A single SS officer will be called into battle ( all units around him are less likely to become suppressed, can deliver a small area effect that pins enemy units in a small area, carries a MP44, full auto): 2pts

Elefant tank - An experimental Elefent heavy tank destroyer will be called in: 4pt

Left side

Intelligence

Abwher network - Army intelligence allows you to listen in on enemy radio communications: 1pt

listening posts - all observation posts have an increased line of site, and can detect incoming armor: 2pt

detection gear - all enemy units within friendly territory are visible to the player, regardless of fog of war: 3pt

Mechanized operations - mechanized warfare operations allow you to increase the pace of assualts, and to improve your infantries abilities

Left Side

Infantry

Grenadiers - infantry units will throw additional grenades at no extra cost: 2pt

Mechanized Infantry - halftracks and armored cars may now capture strategic points: 2pt

Brummbar support - A Brummbar heavy tank will be called in to support infantry: 3pt

Right side

Panzer support

Shwherpunkt - this ability will grant your armor and vehicles with increased speed and firing rate for a short amount of time, allowing you to breach enemy lines quickly: 2pt

Sabot rounds - Armor piercing sabot rounds will be equipped by our panzers, giving them enhanced anti-armor capabilities: 1pt

Tiger ace - A single Tiger ace will be called into the battle, this tank is replaceable by regular tigers, but the crew is not: 4pt

ive updated it a little bit.

« Last Edit: January 18, 2010, 09:36:58 PM by Spartasman »

Offline BATTERIES

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Re: Ostheer suggestions
« Reply #1 on: January 11, 2010, 03:55:30 PM »
Its seems quite good and balanced.

If I was to criticize it it any way , I think you need 2 more controllable units to call in instead of abilities.
Calling in units is what really excites people and I think you dont have enough of them compared to other factions.
Anyway good concepts  ;D

Offline Voop_Bakon

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Re: Ostheer suggestions
« Reply #2 on: January 11, 2010, 06:51:44 PM »
Very good and creative doctorines. I do agree with batteries, need to add some call in units on at least 2 of the 3. Most doctrines have 2-3 call in units, rarely 1. Besides that, excellent job

Offline Spartasman

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Re: Ostheer suggestions
« Reply #3 on: January 12, 2010, 04:59:36 AM »
i've read on other threads a number of call-in units, like the Nashorn, but the mods are pretty busy with just the Russians, and there are enough units already in the game to make up for any new ones.

A few new suggestions
- the german artillery from Tales of Valor would be a good addition, and you could make it available to fire smoke rounds, or flame rounds, something special.

- Like the British, it would be a good idea to have better units unlockable only after you've researched specific units, like the Panther is not available until you've built a command car, or perhaps researched specific technologies, this would keep them in check against the russians.

- a number of purchasable special abilities would be nice, i cant think of anything specific, but something like the panzer elites upgrades would be nice, also, i dont think the mg-42 should be one of the initial units you can research, and be more like a unit you have to purchase upgrades to.

Offline Voop_Bakon

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Re: Ostheer suggestions
« Reply #4 on: January 12, 2010, 05:02:58 AM »
- a number of purchasable special abilities would be nice, i cant think of anything specific, but something like the panzer elites upgrades would be nice, also, i dont think the mg-42 should be one of the initial units you can research, and be more like a unit you have to purchase upgrades to.

I am quite fond of the idea of having the Ostheer start with mg-34's (including the ones like grenadiers carry) and then you globally upgrade them all to mg-42's

Offline Spartasman

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Re: Ostheer suggestions
« Reply #5 on: January 14, 2010, 03:31:26 AM »
ive updated it a bit, see what you think.

Offline Ryousan

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Re: Ostheer suggestions
« Reply #6 on: January 14, 2010, 04:33:25 AM »
I think the doctrinea re cool but you should focus on the faction itself
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Spartasman

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Re: Ostheer suggestions
« Reply #7 on: January 17, 2010, 06:03:39 PM »
updated again