Dear forum members I have a few ideas about the Ostheer faction in COH:EF. I would like you to read this and give me any new ideas or improvments I can make.
Ostheer
-ostheer units gain veterancy trough combat. Some of there units already have 1 or 2 levels of veterancy.
-ostheer faction uses a mix of mobile and stationary "building"
-all abilities cost resources to activate, but there timers can be reseted by giving extra resources (for example: Shrapnel granade cost 60 ammo and has a 2 min. cool down timer. You can spend another 240 ammo so that the timer is reseted.). The "better" the ability the cost is higher.
OSTHEER DOCTRINES:
Infantry assault doctrine:
-focuses on infantry weapons, support and tactics
Assault units:
assault pionners-fast and mobile unit. Low armor and medium health value.
-3 man squad-2 MP 40, 1 flamethrower
UPGREADES: larger squad-1 more pionner, MP 40
extra flamethrower- 1 more flamethrower
ABILITIES: burn them out-a garrisoned enemy unit is automaticly ejected out with half of them killed
I ADDED A DISADVANTAGES CATEGORY TO BALANCE THE OVERALL GAME.
DISADVANTAGES: when upgreaded with an extra flamethrower the squad will move slower and become more vulnerable to enemy fire.
COST: 1 point, 6(8 ) pop. cap
ostheer stormtrooper-versatile fighting unit. Medium armor and health value
-5 man squad-4 Kar98, 1 MP 44- burst fire
-1st level of veterancy
UPGREADES: field officer-1 officer, MP 44- full auto.
shrapnel granade-highly effective against enemy infantry-garrisoned or in the open[-* only 4 grandes can be carried by a single squad urban camo- stormtroopers are hidden in urban areas
field camo- stormtoopers are hidden in open areas
You cant buy both camos. You must choose between them.
ABILITIES: use what you can- squad will search for shrapnel granades among a dead ally or enemy unit or vehicle.
hide- stormtoopers will stay hidden until you give them the command to reveal them selfs. While they are hidden they move more slowly and can only by detected by the enemy if the get to close.
charge(with officer)- the squad moves faster, shoots better and are less prone to suppresion
DISADVANTAGES: if the officer is killed the squad will be stuned for several seconds or they may fall back.
COST: 3 points, 10(12) pop. cap
brummbar-slow and heavy assault gun. Very high frontal armor value and medium armor value.
-1 150 mm StuH 43 L/12 assault gun
-1 MG 34 7.92x57mm
-1 level of veterancy
UPGREADES: mine launcher-4 mine launchers used to kill enemy infantry around the tank
better tracks- tracks are less prone to break downs
MG 42- the hull MG is refited by the deadly MG 42. More effective against enemy infantry.
ABILITIES: launch mines- launches anti-personel mine that kill or wound enemy infantry aroun the tank
helping hand- the tanks MG gunner will help load the gun. This result in an higher rate of fire, but the tank will be more vulnerable to enemy ant-tank infantry.
DISADVANTAGES: because the assault gun is so heavy the tracks are prone the break downs.
COST: 5 points, 10 pop. cap
Infantry support:
-phosphorus barrage- precise barrage of phosphorus rounds. Deadly against enemy infantry.
COST: 1 point
DISADVANTAGES: Due to partisan activity the gun battery may not have the right ammo. Instead they will fire several "normal" shells and there a lot less of them then of the phosphor shells( example- 12 phosphorus shells compared to 8 "normal" shells)
-punch trough them- infantry moves more rapidly, they fire more accuratly and are less prone to suppresion.
COST: 2 points, 70 sec. duration
DISADVANTAGES: Some low level infantry may not be effected by this ability.
-absolute brutality- your infantry realise they must be animals to survive on the eastern front. They become practically unkillable and will not be supprested at all.
COST: 5 points, 50 sec. duration
DISADVANTAGES: Some infantry may charge the enemy when in this state. After the ability runs out your infantry move slower, fire less and will ignore some orders because they are exhausted.
Mobile spearhead doctrine:
-focuses on rapid breakouts and fast moving troops
Spearhead tactics:
-mobile infantry-very fast and mobile unit,. Medium armor and health value.
-1 Sd. Kfz 7
-1 infanterie squad
UPGREADES: AA gun- Sd. Kfz receives a 2cm Flakvierling 38 L/112.5 anti-air and anti-infantry gun. After this upgreade the Sd. Kfz will lose its ability to transport infantry.
ABILITIES: rapid deploynment- Sd. Kfz will move faster
wall of lead(with AA gun)- A "wall of lead" will be released at the enemy in an predetermend arc of fire.
DISADVANTAGES: The infantry may be ambushed by partisans and may not arrive at all. After the rapid deploynment of wall of lead ability has been used the Sd. Kfz must cool down.
COST: 1 point, 7(8 ) pop. cap
-breakout- tanks and vehicles move and shoot faster.
DISADVANTAGES: Guns of your tanks and vehicles must cool down for several because they are overheated.
COST: 2 points, 60 sec. duration.
-mobile reserve- heavy breakout formation
-1 Elefant tank destroyer (ETD)
-2 Panzer III
UPGREADES: hull MG- ETD gets an MG 42
ABILITIES: targeting optics-ETD stops to engage enemy building and tanks at long range. Doubles the ETDs range.
DISADVANTAGES: when targeting optics are used the ETD must remain stationary for several seconds before it becomes mobile again.
COST: 5 points, 24 pop. cap
Logistical support:
-fuel the machines- you get a 900 fuel bonus. After this your fuel production stops for 3 minutes.
COST: 2 points
DISADVANTAGES: Because our army uses a lot of fuel you may only recive 50% of the total amount.
-self-repair- tanks and vehicles recive a self-repair ability
COST: 4 points
DISADVANTAGES: Low level tanks and vehicles may not recive this ability.
-tin openers- 2 JU 87G will bomb and strafe enemy guns, tanks, infantry and positions.
COST: 5 points, 50 sec. duration
DISADVANTAGES: The JU87G will not be accurate against enemy infantry or fast moving tanks or vehicles.
This is not the whole thing I have more ideas I hope you like these. Remember there will be more.