Engineers: Punishment Detail
Germany would frequently arrange deserters, looters, defeatists, and anyone unlucky enough to lose their rifle into punishment details for minesweeping and other dangerous work. PD's do most of the grunt work, building defenses and structures. They are armed with K98k's, may be upgraded with a minesweeper, and perform about as well as Volks but lack discipline and are easily surpressed or pinned. Their ability to both dig Trenches and fight reasonably well from them serves them to resist an early-game conscript rush. Veterency, gained through combat, increases their morale, hit points and accuracy.
Builds factories, trenches, sandbags, minefields, barbed wire, dragon's teeth and repairs buildings and tanks.
3-4 men, 170-200 MP.
Upgrade: Minesweeper: 25 MU
Ability: Wire Cutters (free) Cut barbed wire.
T1 Infantry: Schutze
German riflemen on the Ostfront were the most proficient tank killers of the war, thanks to a demand to improvise. Additionally German forces relied on trenches and shelters to protect themselves from the rain of Soviet artillery. Lastly, squads had organic support from their MG's, and were led by an NCO with an MP40. Reflecting all of this in one unit is ambitious, but with veterency bonuses, raw and nearly worthless recruits can harden over time into the fierce soldiers as the war drags on. Gaining veterency by kills, as in the American model, Schutze squads ramp up their abilities over time. From a base squad of one NCO with an MP40 and four men with K98k's, these men specialize in three directions.
After acheiving Vet 1 the following upgrades are unlocked. Only one upgrade is allowed.
MG34 (75 MU) One soldier now uses an MG34 LMG, with longer range but less volume as the MG42 LMG used by Wehr.
-- At Vet 2, G41 semi-auto rifles replace the K98k's (G43 minus scope). At Vet 3, the MG34 is upgraded to an MG42.
Panzerfaust (50 MU) The squad now occasionally fires short-ranged Panzerfausts at enemy tanks or buildings.
-- At Vet 2, Panzerfausts are fired more rapidly. At Vet 3, one soldier now wields a Panzershrek.
MP40 (50 MU) Two soldiers now use an MP40, greatly improving short-range firepower.
-- At Vet 2, the squad gains the 'Grenade Assault' ability, for 50 MU. At Vet 3, the K98k's are replaced with MP44's or possibly PPSH-41's.
With veterency required to begin upgrades and additional levels granting large improvements, the Ostheer player will have to carefully shepherd his Schutze squads. Since each upgrade sends the squads down very divergent paths, he must plan ahead and keep his troops balanced for the adversary he faces. MG34's do well against infantry in the open, Panzerfausts against tanks, and MP40's are good urban fighters.
All Schutze have the basic skills to construct Shelters and Sandbags.
Shelters:
The Ostfront saw Blitzkrieg grind to a halt as German troops repeatedly fell back to defensive positions. To reflect this, German troops need to be able to dig trenches but another structure would be useful as well. The Shelter, a five-man garrisonable building, uses the US MG Position model with the MG removed, cloth given a German shelter-half camo scheme, the entry-exit point placed on the front where the gun was and the orientation of the shelter reversed; what was formerly the back of the position is the front of the new Shelter. From a shelter, squads can use their LMG's or AT weapons from their front or flank windows and enjoy good protection from small arms, artillery, and grenades. However the building is fairly easy to hit with tanks or AT guns and cannot fire to its rear (where the MG used to be), making it possible to reduce or flank. There is one advantage over the Trench, however; infantry garrisoned inside will slowly heal! Buildable by Schutze only.
100 MP? Needs to be inexpensive since Trenches are better in most ways but lack the healing ability.
T2 Infantry: Strumpioners (Close Combat Specialists)
Three-man squad with MP40's. Much braver under fire than Punishment Details, SP's complete their missions under fire and fight vigorously in close quarters. These guys probably go on to become Wehrmacht KCH squads. Upgrades are availible at Vet 0, each Vet level improves their combat power and hitpoints. At Vet 3, they are effectively KCH's, minus the KC's. Able to build wire, mines, dragon's teeth, sandbags. Do not dig trenches, shelters or buildings, thats Punishment Detail work!
Upgrade: Flamethrower (50 MU). Throws flame. Player may add a second flamethrower.
Abiltity: Tank Killing. (25 MU) A soldier dashes up to the targeted tank and throws a land mine under/on it. Very short range ability but ALWAYS causes subsystem damage, immobilization most common. Something like a super stickybomb.
Ability: Bundle Grenade (25 MU) A soldier throws a superheavy bundled grenade a moderate distance. Excellent against artillery positions, trenches or garrisons.
Ability: Smoke Grenade (Free) A soldier throws a smoke-producing stick grenade, which provides the usual cover bonuses. Handy when used alongside their other abilities.
Ability: Wire Cutters (Free) Cut wire.
Obviously, Strumpioners excel in urban combat or against fortified positions. Naturally this is an expensive infantry unit!
T2 Infantry: Recon Team (Stealth Specialists)
Two man squad with K98k's, however, their line of sight is exceptional and they can fire their Mausers at very long distances. Can camoflague and still move. Specialists for infiltration, sabotage, and long range harassment. While camoflagued, these men detect and sneak past mines without detonating or disarming them.
Ability: Wire Cutters (free) Cut wire. Very handy for sneaking through enemy lines.
Ability: Airstrike (50-100 MU) Soldier throws a colored smoke grenade a short distance, which signals a Stuka dive-bomber attack on the target after a brief delay. A 500 kg bomb detonates PRECISELY on target. Very effective against stationary tanks as well as buildings. Squad will have to quickly flee to avoid both detection by the enemy and their own fire! Stuka may be shot down by the various factional AA weapons.
Veterency increases the accuracy, range and lethality of their rifle fire until they slightly outrange Sharpshooter teams, but a sharpshooter team in ambush mode can catch them if they stray too close. Easily overwhelmed by numbers in close quarters. Expensive and micro-intensive, and somewhat frail compared to Strumpioniers. No AT ability.
T1 Vehicle: Opel Blitz
That's right. The Ostfront saw a very well motorized German army grind to a halt, but supplies and men still were brought to the front by simple trucks far more often than armored half-tracks. The Blitz fits 2 squads or 10 men, enough for 2 Schutze squads. It can be used as a reinforcement point, allowing Ostheer players to keep their precious Schutze squads alive. Additionally, its presence in a sector serves as the Ostheer's sector control, increasing supplies drawn if close to the control point! All this in a flimsy, defenseless vehicle with no weapons or protection for its occupants.
Cheap: 100-150 MP and 5 Fuel. Availible at the T1 barracks, allowing a quick rush of Schutze to critical central points where they can build Shelters. Vulnerable to all weapons, cannot crush barbed wire or sandbags.
Ability: Logistics Base (free, toggle) Truck pulls up near a control point, a single rifleman hops out to stand nearby and the vehicle becomes immobile as long as the ability is active. If in connected territory, enables reinforcement. Increases supplies drawn from sector like an outpost.