Company of Heroes: Eastern Front

Author Topic: Ostheer Concept by Ante  (Read 2794 times)

Offline My Name Is Ante

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Ostheer Concept by Ante
« on: February 15, 2010, 08:56:53 PM »
Ostheer Concept by Ante (99,99%)

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Lord Rommel - DEV


Basic Gameplay

In my opinion Ostheer should have a pretty intensive map control faction. They will have speed, fast capture and seize rate, and heavily rely on a lot of use of obstacle.

Gameplay (Point)

Quality over Quantity
Ostheer still maintain the basic Axis principal: Quality over quantity. Thus, every unit in Ostheer could do most of thing better than their counterpart in any other faction but also more expensive. However, Ostheer still needs a lot of upgrades before really achieve this state.

Map Control
Ostheer has more variation of obstacle that would stop ally from reaching their destination or goal. From simple sandbag to the devastating bobby trap. However, they will still need to carefully plan their strategy as it can become a double edge sword. Ostheer also capable to build base in the sector they control to allow for wide base (historically they spread across the Eastern Front although they spread too thin). These base will secured the territory but will not increase the resource however. This part will be more explained in doctrine once I’ve finished the doctrine.

Offensive
Ostheer are a very fast faction (almost or same with PE) and has good to excellent firepower. It doesn’t mean they are a copy cat of PE by having a lot of vehicle. Although they have more armor than infantry, they still have a lot number of infantry variation. However, not all units have good punch, some only have minor firepower, but in exchange they do their job better. Some units also get their better firepower through upgrade. And some is pure firepower.

Veterancy
Ostheer has 2 different set for veterancy. Whether the free set or the expensive but permanent set. The veterancy set:
1st set: Ostheer can gain veterancy by simply lead their forces to battle. This set of veterancy mirror the America style of veterancy.
2nd set: This second set is buyable from your HQ. This set can not be purchased before all upgrade from base building is bought. This will grand ACE name to your unit and it will give your unit some addition (eg: more infantry in 1 squad). This upgrade is slightly less powerful than vet3 of set 1 but affects your entire unit. This will only affect your next build unit and by buy this veterancy, they will not gain veterancy from battle.

Building, Unit, and Upgrade (WIP)
There are 4 different buildings that Ostheer can build. The 3 first building are available to be built in the same time while the fourth can only be built once all 3 previous built. These building can be built anywhere except enemy territory.

Ostheer HQ (Not buildable)
This will be the heart of your troop, and by the heart, it really means the heart. This building not only serves you with the Ostheer Pio, this building also provides you with the 1st set of veterancy upgrade.

Buildable unit:
Ostheer Pioneer
Type: Utility Unit
Role: Building and Repair
   Ostheer Pioneer is much like they wermacht counterpart, consist of only two men. However, they are weaker as they only armed with pistol. However, they are faster both in speed, build, capture, and seize rate. Ostheer Pioneer has 2 upgrades:
1.)   Flamethrower
2.)   Mine Detector
Ostheer Pioneer also can build (obviously) base and defenses. The defenses:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
5.)   Mine (only 20 ammo)
6.)   Bobby Trap (15 ammo)
7.)   Bunker (However, this bunker cannot be upgraded into machinegun bunker)
Depending on Doctrine, they will receive additional upgrade:
1.)   Left Doctrine (Focus on Artillery) they will be able to plant beacon so although there are no troops around, the area will still be revealed. Only 5 beacons allowed. They will also receive camouflaged ability.
2.)   Center Doctrine (Focus on Speed) they will receive smg. It will make them has similar firepower with most utility unit (like Pioneer and Engineer). They will also receive expert repair ability.
3.)   Right Doctrine (Focus on Heavy Support) they will receive Panzerscherck upgrade. They also now capable to build goliath.
They will also gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 3rd Infantry and add 1 slot weapon for another upgrade.
2.)   Ace Support Infantry: Grant them better armor (like elite Pioneer get).
3.)   Trained Squad: Increase the veterancy rate.

Buyable upgrade:
1.)   Ace Main Infantry
2.)   Ace Support Infantry
3.)   Ace Vehicle
4.)   Ace Tank

T1 Building
Focus on main troops

Buildable unit
Ostheer Grenadier
Type: Main Infantry
Role: Assault
   Ostheer Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:
1.)   LMG (MG 34)
2.)   Panzerschreck
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry and add 1 weapon slot for another upgrade.
2.)   Ace Main Infantry: Add 5th Infantry and add 1 additional weapon slot.
3.)   Incendiary Element: Allow them to use Incendiary Grenade.
4.)   Trained Troop: Increase the veterancy rate.

Raupenschlepper-Ost
Type: Light Vehicle
Role: Transport
   Raupenschlepper-Ost (RSO) is a heavy used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. This vehicle can be upgrade with:
1.)   7.5 cm PaK 40/1 anti-tank gun: Raupenschlepper-Ost will now capable to become light and highly mobile anti-tank in exchange for it's transport capacity. Require 2 Building built
2.)   5 cm leGrW 36: Raupenschlepper-Ost will now capable to launch 5 cm leGrW 36 which has lesser accuracy than mortar team but extremely mobile in exchange for it's transport capacity.
They gain benefit from universal upgrade:
1.)   Ace Vehicle: Allow them to transport more unit, if upgraded with weapon, increase it's weapon effectiveness
2.)   Trained Troop: Increase the veterancy rate.
3.)   Incendiary Element: Grant them Incendiary round that deal extra damage against infantry and building
4.)   Kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

Zündapp KS750 (T1)
Type: Light Vehicle
Role: Recon
   Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. Zündapp KS750 gain benefit from universal upgrade:
1.)   Ace Vehicle: Replace MG 34 with MG 34/41 (MG 34S) which has higher fire rate
Trained Troop: Increase the veterancy rate.
Buyable upgrade
1.)   Increase Squad Size: Grant 1 additional infantry to all squad.
2.)   Incendiary Element: Grant some incidenary for units.
   
T2 Building
Focus on Support Infantry

Buildable unit
MG 34
Type: Support Infantry
Role: Anti-Infantry
   Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. They gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry.
2.)   Ace Support Infantry: Change their MG 34 into MG 34/41 (MG34S) which has higher fire rate.
3.)   Trained Troop: Increase the veterancy rate.

Mortar Team
Type: Support Infantry
Role: Long Range
   Equipped with 5 cm leGrW 36 and consist of 3 men, mortar team shoot in shorter range and deal lesser damage. But they capable to deploy, undeploy, and move faster.  They gain benefit from:
1.)   Increase Squad Size: Grant them 4th Infantry
2.)   Ace Support Infantry: Grant them Phospor round that deal extra damage against vehicle and tank
3.)   Trained Troop: Increase the veterancy rate.
4.)   Incendiary Element: Grant them Incendiary round that deal extra damage against infantry and building
5.)   kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

Support Team
Type: Support Infantry
Role: Support
   Support team is a multifunction squad consists of only one man. He armed with pistol only. It has 3 different upgrade before it function can be seen clearly.
1.)   Medic Support: Allow them to heal nearby troop and allow them to turn in to Medic Tent. Their heal rate is pathetic however when in infantry mode. Once turn in to medic tent, it can heal better and collect fallen comrade but this process is irreversible.
2.)   Ammunition Support: They will receive smg and allow them to decrease the ability cool down of nearby unit.
3.)   Mechanic Support: Allow them to repair vehicle, tank, and building. They will receive smg after this upgrade.
They gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 2nd Infantry.
2.)   Ace Support Infantry: Add 3rd Infantry and change Support team pistol with smg.
3.)   Trained Troop: Increase veterancy rate.

Buyable upgrade
1.)   Trained Troop: Increase the veterancy rate for Infantry.
2.)   kz 8 cm GrW 42: Replace 5 cm leGrW 36 with kz 8 cm GrW 42.

T3 Building
Focus on Foreign Infantry Support and Vehicle Support

Buildable Unit
Bersaglieri
Type: Main Infantry
Role: Assault
   The itialian reiforcement to help the Ostheer forces. Consist of 4 men and armed with Carcano M1891(M91), they can throw grenade and build defenses, The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 5th Infantry and add 1 weapon slot for another upgrade.
2.)   Ace Main Infantry: Grant Elite Armor and MAB 38A (Moschetto Automatico Beretta Modello 1938A).
3.)   Incendiary Element: Allow them to use Incendiary Grenade.
4.)   Trained Troop: Increase the veterancy rate.

Toldi I (k.hk. A20)
Type: Light Tank
Role: Recon, Assault
Require: Toldi I
   Toldi I (k.hk. A20) is Hungarian Light tank that capable to deliver damage to most early Allied troops. Toldi I (k.hk. A20) requires Toldi I upgrade before capable to produce. Toldi I gain benefit from universal upgrade:
1.)   Ace Tank: Replace Toldi I (k.hk. A20) with Toldi IIa (k.hk. B40)
2.)   Trained Troop: Increase the veterancy rate

Flakpanzer I
Type: Light Armored Tank
Role: Anti-Air, Anti-Infantry
   Flakpanzer I original function is to destroy enemy air force. However, the land base nature of the war forces them to attack ground troop. This tank is lightly armored however, as it can easily down by enemy weapon. Flakpanzer I gain benefit from:
1.)   Ace Tank: Increase Flakpanzer I effectiveness and armor
2.)   Trained Troop: Increase the veterancy rate

Buyable Upgrade
1.)   Toldi I: Allow to build Toldi I (k.hk. A20). Require 2 building built
2.)   Camo Train: Bersaglieri can now camouflage.

T4 Building
Focus on the best of the best Unit

Buildable unit
Panzer IV
Type: Medium Tank
Role: Tank Hunter
   Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from universal upgrade:
1.)   Ace Tank: Give Panzer IV top gun MG 34 and armored side skirt
2.)   Trained Troop: Increase the veterancy rate

Panther
Type: Heavy Tank
Role: Tank Hunter
   This fearsome beast is capable to streak fear to the very heart of the red army. Panther can penetrate most Allied tank and has thick frontal armor. But it’s side lack the similar armor. Only 4 Panther are available to be built. Panther gain benefit from universal upgrade:
1.)   Ace Tank: Give Panther top gun MG 34 and armored side skirt
2.)   Trained Troop: Increase the veterancy rate
3.)   Additional Tank Support: Increase the maximum number of Panther to 6

Tiger
Type: Heavy Tank
Role: Tank Hunter
Require: Full Armor Support
   Only several numbers of tiger seen in battle, but the result they capable to do are mostly beyond imagination. However, Tiger is very slow and expensive to build. They require Full Armor Support Upgrade before capable to be built and only 1 available. Tiger gain benefit from universal upgrade:
1.)   Ace Tank: Increase Tiger armor penetration and Tiger armor
2.)   Trained Troop: Increase the veterancy rate

Buyable upgrade
a.   Full Amor Support: Allow you to build Heavy Tank Tiger. Require Toldi I Upgrade
b.   Additional Tank Support: Increase the maximum number of Panther to 6. Require Toldi I Upgrade

Doctrine
Army Plan Bombardment (Focus on Artillery)
Left Side (Mobile Artillery)
Artillery Warning – 1 CP: Warn you when enemy finish an artillery emplacement or launch in/off-map artillery.
   It will warn when enemy finish their artillery unit/emplacement (The Howitzer or Firebase). Also, give you early warning when a smoke signal is launched by enemy.

Trained Artillerist – 2 CP: Increase accuracy and fire rate of your Artillery
   It will increase your artillery unit (the long range unit) and emplacement accuracy and fire rate.

Wespe – 4 CP: Call-in a Wespe to aid your artillery forces
   Allow you to call-in Wespe self-propelled artillery
Wespe
Type: Mobile Artillery
Role: Long Range
   Wespe is inferior to it’s PE counterpart, Hummel. But ability of Army Group Artillery Support will increase it’s quality. It gain benefit from universal upgrade:
1.)   Ace Tank: Increase Wespe speed and armor
2.)   Trained Troop: Increase the veterancy rate

Right Side (Station Artillery)
Registered Sector Artillery – 2 CP: Allow you to call-in registered artillery to a sector or beacon
   Now you can drop registered artillery on a sector like Wehrmacht and PE. However, as your Ostheer Pioneer can build beacon, you can also drop the artillery on Beacon. The Beacon has possibility to be destroy by artillery.

Improved Artillery – 2 CP: Reduce the cool down and increase fire range of your artillery
   It will increase your artillery unit (the long range unit) and emplacement fire range and reduce their cool down abilty (like incendiary round).
.
Howitzer – 4 CP: Allow your Ostheer Pioneer to build a Howitzer
   Your Ostheer Pioneer can now build a Howitzer.

Army Plan Eastern Blitz (Focus on Speed)
Left Side (Eastern Blitz)
Reinforcement Blitz – 2 CP: Decrease the build time and reinforce time of all units
   Your units’ build time now decreased and your reinforcement speed increase

Gebirgsjäger – 3 CP: Call-in a squad consists of 3 men (Gebirgsjäger). These men are elite infantry
   Allow you to call in Gebirgsjäger
Gebirgsjäger
Type: Main Infantry
Role: Assault
   Gebirgsjäger (Mountain Riflemen) are the Waffen SS squad consist of 3 men but armed with MP 44. They can be compared to Knight Cross Holder. They have some upgrade:
1.)   Marksman: Allow Gebirgsjäger to have a marksman but decrease it’s armor value (a sniper can now one-hit-kill it). It allow them to snipe an infantry (Infantry Section style snipe) and increase it’s detection range
2.)   5th Man: Add 1 man to Gebirgsjäger but reduce it’s armor value (a snipe can now one-hit-kill it)
They also can build defense:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They will gain benefit from universal upgrade:
1.)   Increase Squad Size: Grant them 4th Infantry and add 1 weapon slot.
2.)   Ace Main Infantry: Allow them to keep their armor value after upgrade 5th man but not marksman.
3.)   Trained Troop: Increase the veterancy rate.

6 Weeks to Moscow – 2 CP: Permanently make all of your units to move at higher speed, but sacrifice small accuracy
   Your troop will now move at higher speed and harder to suppress, however their accuracy will slightly decreased

Right Side (Enemy Advance Counter)
Protect the Fatherland – 2 CP: Increase the sight range and fire range all units within territory and grant you ability that increase defense bonus for a period of time within territory
   All of your unit will now have longer sight range and fire range. It also grant you with ability to increase defense bonus of your unit in your territory

Spirit of Ostheer – 3 CP: Allow you to build 2nd Tiger
   You can now build your 2nd Tiger

Jadgpanzer IV – 4 CP: Call in a Jadgpanzer IV tank hunter
   You can now call-in Jadgpanzer IV Tank Hunter max 3

Jadgpanzer IV
Type: Heavy Tank
Role: Tank Hunter
   Due to enemy armor threat and limited Tank available, Ostheer gain reinforcement to stop enemy advance and show German steel’s superiority. Jadgpanzer gains benefit from universal upgrade:
1.)   Ace Tank: Give Jadgpanzer top gun MG 34
2.)   Trained Troop: Increase the veterancy rate

Army Plan Last Stand (Focus on Heavy Support)
Left Side (Heavy Armor)
Armor Urgency – 2 CP: Decrease the build time of all vehicle and tank
   All of your vehicle and tank build time is reduced

Panzer Superiority – 2 CP: Improve all Tank firepower and fire range
   All of your tanks now do more damage and can shoot further enemy

Elefant – 6 CP: Call in an Elefant tank. This tank can only available once in a game
   You can now call in Elefant. This tank can only exist once in a game
Elefant
Type: Super Heavy Tank
Role: Tank Hunter
   Elefant is one of the most successful tank hunter in WW II. This tank will eat all allied tank like breakfast. Elefant doesn’t get veterancy.

Right Side (Map Control)
Advance Map Control – 2 CP: Allow your Ostheer Pioneer to build observation post and your Main Infantry to plant mine and bobby trap
   Now your Ostheer can build observation post and your main infantry can plant mine and bobby trap

Advance Secure Control – 2 CP: Your secured territory will now give bonus resource. Your base and defense will also gain boost in health and armor also your bunker can now be upgraded into MG Bunker
   Your secured point, with the exception those that secured with your base, now produce bonus resource. Your base will also gain extra health and armor. Your bunker can be upgraded into MG Bunker

88mm Flak AT/AA Gun – 3 CP: Allow your Ostheer Pioneer to build 88mm Flak AT/AA Gun
   Your Ostheer Pioneer can now build 88mm Flak AT/AA Gun


Please forgive me for my bad English
Correct me if I am wrong. Any suggestion and comment is welcomed
« Last Edit: February 26, 2010, 04:35:28 PM by Lord Rommel »
I am sorry for my bad

Offline Paciat

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Re: Ostheer Concept by Ante
« Reply #1 on: February 15, 2010, 11:11:30 PM »
A fraction based on traps?
G Zukow once said that the german army relies more on mines than arti shells...
Anyway a unit (spy - my idea ;D) or a doctrine can be based on traps but the whole army cant. Even if someone balanced youre army, just think how a game vs this army be. Allies would have too little satisfaction killing weak units and constantly falling into traps.

I dont like the vet idea. Too much can be gained from it. With so many choices you would olso have to micro youre vet!
A simple vet system of US army is great. Vet2 could allways unlock an ability. (AP rounds to MGs, granades to shreck squads, treadbreaker to AT guns, focused fire to PzIII...)

Offline My Name Is Ante

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Re: Ostheer Concept by Ante
« Reply #2 on: February 16, 2010, 07:57:39 PM »
Thank you very much for your opinion...
Well, not really trap, I think it more about map control without heavily really on Observation Post or Truck, so "trap" is the thing that come in my mind... Any other suggestion?

About vet...
Yes, I also feel it a bit too much, but I wish to have a more flexible vet than what we have now...
Some people have suggestion about veterancy affect delay time...
So I think I need to bring a fresh one...
Well, there is another Ace veterancy idea by Venoxxis, I am a bit afraid that it will be considered steal someone idea, but I find out that our idea has differences in some way, so I just bring it...
Thanks for your opinion...

By the way, I've almost finish it with only minor detail left...
I'll wait for any suggestion and comment...
Thanks

Post Merge: February 18, 2010, 12:40:17 AM
Really? No Comment?
« Last Edit: February 18, 2010, 12:40:17 AM by My Name Is Ante »
I am sorry for my bad