Company of Heroes: Eastern Front

Author Topic: Ostheer concept [WIP] by kingtiger  (Read 5493 times)

Offline Ghost

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Ostheer concept [WIP] by kingtiger
« on: February 14, 2010, 02:30:55 PM »
My idea is that you choose a doctrine first and after that you can choose between 3 unique subdoctrines* at your HQ unlocking special features**.


Veterancy system
-gained through fighting like pe/us
-3 vet levels can be gained, for every level you have 3 choices depending on the unit type:

infantry:
  -marksmanship (improves accuracy and range of fire)
  -fieldcraft (improves movement and capturing speed)
  -endurance (more HP)
light vehicles:
  -driver (improves speed)
  -gunner (improves accuracy)
  -commander (improves line of sight)
tanks:
  -driver (improves movement and turning speed)
  -gunner (improves accuracy and rate of fire)
  -commander (improves line of sight and firing range)


Basic

HQ
- Pioniere (2xk98, builder unit, 2 population, 120mp)
- Aufklärer (2xk98, scouting unit, 2 population, 140mp)
- 3 subdoctrine choices*

Infanteriebaracke (220mp, 15fuel)
- Infanterietrupp (4xk98, grenades, upgrade: mp40 or g43, 4 population, 275mp)
- Waffentrupp (4xk98, grenades, upgrades: 2xlmg38 or 2xpanzerfaust, 4 population, 300mp)
- subdoctrine doctrine specials**

Waffenkammer (220mp, 40fuel)
- Flak 30 (2 men crew + 1xk98, 3 population, 300mp)
- Hanomag (12 spots, 2 MGs, 4 population, 220mp, 20fuel)
- Pak 37mm (2 men crew + 1xk98, "Schnellfeuer ability" pak fires 2 shots very fast but then needs to cool down, 3 population, 270mp)
- subdoctrine doctrine specials**
- upgrade: pak 37mm to pak 50mm (30fuel)

Panzerdepot (260mp, 65fuel)
- Pz II (2xMG, upgrade to 20mm gun, 4 population, 300 mp, 35fuel)
- Pz III (50mm, 6 population, 350mp, 40fuel)
- StuG III (50mm, upgrade to 75mm, 4 population, 300mp, 40fuel)
- PzWerfer 42 (barrage ability, 6 population, 360mp, 30fuel)
- subdoctrine doctrine specials**
- upgrade: Panzerschürzen (armored skirts for PzIII) [25 fuel]

Schweres Panzerdepot (280mp, 85fuel)
- Pz IV (8 population, 320mp, 80fuel)
- JagdPz IV (8 population, 400mp, 75fuel)
- subdoctrine doctrine specials**
- upgrade: Pz IV and Jgdpz IV/70 with long barrel guns for more range and damage [40fuel]
- upgrade: Panzerschürzen (armored skirts for PzVI and JgdPz IV) [40 fuel]

Heeresstab (200mp, 30fuel, requires 2 other buildings)
- subdoctrine doctrine specials**
- Mobilmachung (50fuel, decreased production time for all units)

Defenses
- sandbags
- barbed wire
- tanktraps
- mines
- Pak40-Emplacement (280mp, 30fuel, doctrine bound)
- sandbag bunker (100mp, 6 spots, less HP than wehrmacht bunker)


Doctrines

Heeresgruppe Nord

right side: Artillery Support
- lower cost for PzWerfer 42
- call a single sFH 18 shot
- Wespe call-in (3 max, "AT-shot" ability: can target an enemy vehicle with a single shot for 50 mun, 10 population, 500mp)

left side: Sturmangriff
- more damage against buildings
- less suppression
- all infantry can sprint now

Subdoctrine choices

1) 18th Army
- Barracks: Sturmpioniere (2xmp40, 2xflamers, grenades, 4 population, 270mp)
- Waffenkammer: Mörserteam (2 men crew and 2xk98, 4 population, 280mp)
- Heeresstab: Kommandotrupp (4xPPSh, geballte ladung 3kg=satchel pack, 4 population, 450mp), call a shot from heavy siege mortar "Karl" (200 mun)

2) 16th Army
- Waffenkammer: Artillery spotters (2xk98, call artillery strike, 2 population, 250mp)
- Heeresstab: research Pak40-emplacement (buildable by pioniers, 50fuel), Elefant call in (1500mp, 120fuel, only once)

3) 4th Panzergruppe, IV. Finish Corps
- Waffenkammer: Finnische Jäger (Elite Infantry, 4xMosin Nagant m/91, grenades, "deploy marksman" ability, upgrades: 2xLahti-Saloranta lmg/2xSuomi smg)
- Heeresstab: call-in a Finish StuH (4 population, 600mp)
- Tiger call-in (12 population, limit 1 at a time, 900mp, 80fuel)


Heeresgruppe Mitte

right side: Support
- Flares (reveal area, 25mun)
- Mechanized infantry (infantry gains bonus when fighting nearby vehicles)
- Stuka run (150 mun)

left side:  Panzertruppe
- German engineering (faster tank production)
- Panzerkommandanten (increase LOS, accuracy)
- Panzervorstoß (tanks can capture sectors)

Subdoctrine choices

1) 2nd and 3rd Panzergruppe
- Panzerdepot: research Panzerkampf (groupzeal for tanks), Zimerit anti-magnatic paste (60fuel, decreases damage of sticky bombs and AT-grenades)
- Marder II (8 population, 70fuel, light tank hunter, "focused fire" like PE AT-Halftruck)
- Heeresstab: Tiger2 Henschel call-in (only once, 14 population, 1500mp, 150fuel, "Instandsetzung" tank repairs itself, but is immobile and doesn't fire for that time)

2) 9th Army
- Barracks: Panzergrenadiere (3xG43, 1xMP44, grenades, upgrades: 2x lmg42 or 2xPzschreck, 4 population, 375mp), Repair-Upgrade for Panzergrenadiere (20fuel)
- Panzerdepot: Nashorn (10 population, self-proppeled AT-gun, 450mp, 80fuel)
- Heeresstab: research "Overdrive" (for all tanks, 50fuel)

3) 4th Army
- Waffenkammer: Fallschirmjäger Infanterie (4xk98, grenades, upgrades: FG42, 4 population, 420mp)
- Stummel 75mm (6 population, 250mp, 25fuel)
- Schweres Panzerdepot: Panther G (12 population, 650mp, 120fuel)
- Heeresstab: research "Overdrive" (for all tanks, 50fuel), research "Cover the advance" (off-map smoke barrage or like sector arty but targeting friendly units with smoke grenades, costs munitions)

Heeresgruppe Süd

right side: Urban Combat
- Incindiary grenades for all infantery units
- Fortified buildings (gain more HP and better protection for garrisoned troops)
- Häuserkampf (Infantry can build roadblocks, S-mines, sandbags and barbed wires)

left side: Combined Arms
- Haftladung (magnatic AT-grenade)
- call an artillery barrage (150 mun)
- Luftversorgung (infantry units can upgrade and reenforce nearby these crates)

Subdoctrine choices

1) 6th Army
- Waffenkammer: Flamethrower suqad (2xflamers, 1xmp40, 3 population, 250mp), Leutnant (mp40, command aura, 300mp, can call single howitzer shots for 75mun each)
- Panzerdepot: StuIG 33 (6 population, 300mp, 45fuel)

2) 8th Army
- Waffenkammer: Gebirgsjäger (elite infantry, 4xG43, grenades, upgrades: 4xMP44 or 2x scoped G43), Scharfschütze (4 population, scoped K98, „camo“ and „counter-snipe“ abilities), Panzerjäger Infanterie (2xK98, 2xPanzerschreck, Haftladung)

3) 3rd Panzercorps
- Panzerdepot: Pz II Flammenpanzer (6 population, 300mp, 70fuel)
- Schweres Panzerdepot: Sturmpanzer IV (8 population, 350mp, 80fuel), HE-Grenades upgrade for Sturmpanzer IV (can fire HE-Grenades for 30mun each shot, 40fuel)


Reward units:

replace PzII with Panzer 38 (t) [37,2mm gun, better armor, better AT-capability but weaker vs. infantry, same costs]

replace Hanomag with Sd. Kfz. 10 [unarmed but can be upgraded to a medical truck that can pay 30 munition (like the british med building) to heal nearby infantry or the same with vehilces as a repair truck]

replace the Elefant with a Sturer Emil [weaker armor, 128mm gun, more damage/range, like the Elefant it can only be called once]
« Last Edit: March 20, 2010, 03:03:55 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Panzer4life

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Re: Ostheer concept [WIP] by kingtiger
« Reply #1 on: February 14, 2010, 09:31:23 PM »
The doctrines are not bad, the Sub doctrines though truly allow for a player to fine tune his tactic. Its similar to the Panzer elite's vaired ability for the kettnegrad, but larger and more sophisticated. My only fear is that a players gets hinder choosing what doctrine and which sub doctrine to use.
No one can stop the German panzer divisions.

Offline hgghg4

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Re: Ostheer concept [WIP] by kingtiger
« Reply #2 on: February 14, 2010, 10:20:19 PM »
I really like the Doctrine abilities... Very well thought out

Offline Ghost

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Re: Ostheer concept [WIP] by kingtiger
« Reply #3 on: February 18, 2010, 01:10:52 PM »
some changes/ some more things added
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline FriendlyFire

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Re: Ostheer concept [WIP] by kingtiger
« Reply #4 on: February 22, 2010, 04:55:17 AM »
Well... very impressive,

If I could edit just one thing it would be the Heeresgruppe Mitte: Flares, for 25mun sounds abit cheap, make it more like 50mun and I'd be cool with that,

I mean the american Observation is also 1CP, but it cost 50mun, then again it see's more than the Flares, so honestly its your choice,

Personally, if the devs could somehow create the Storch Recon Plane, that would be cool ability, we'll see
 

Offline hgghg4

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Re: Ostheer concept [WIP] by kingtiger
« Reply #5 on: February 22, 2010, 06:40:16 AM »
well the flares only reveal a large circle area not a line across the map... so less is fine :D

Offline South3rs

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Re: Ostheer concept [WIP] by kingtiger
« Reply #6 on: February 22, 2010, 11:31:56 PM »
This has to be one of the best, especially your ideas for docterines.. My opinion is they should take the best from all. What would you do for vetrancy???

Offline Ghost

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Re: Ostheer concept [WIP] by kingtiger
« Reply #7 on: March 12, 2010, 12:12:56 AM »
veterancy system updated
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline guynumber7

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Re: Ostheer concept [WIP] by kingtiger
« Reply #8 on: March 12, 2010, 12:19:39 AM »
not gunna lie, but the doctrines are pretty boring with few unique call ins, tho i like the subdoctrine choices ideas.

Offline Ghost

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Re: Ostheer concept [WIP] by kingtiger
« Reply #9 on: March 12, 2010, 12:27:43 AM »
the doctrines are ment to be very basic, as the subdoctrines are to make it special
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

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Re: Ostheer concept [WIP] by kingtiger
« Reply #10 on: March 20, 2010, 03:15:12 PM »
- added "AT-shot" ablilty for Wespe (Heeresgruppe Nord)
- added "cover the advance" ability (Heeresgruppe Nord/4thArmy)
- added reward units

!suggestion for a name for the finnish Jäger squad needed!
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P