Company of Heroes: Eastern Front

Author Topic: The Ostheer (concept by me)  (Read 7116 times)

Offline Ryousan

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The Ostheer (concept by me)
« on: January 19, 2010, 12:22:42 PM »
Ok, it seems to be the right place for posting this stuff, so here it is.

Special Features

*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 80 seconds until you can deploy a new unit on the same command truck. But ostheer units enjoy a faster deployment speed due the meticulous preparation for Unternehmen Barbarossa

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...

*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay.

-Recruit level: No additional cost

-Veteran: 20% of additional cost +10 seconds of extra-cooldown

-Crack: 30% of additional cost + 30 seconds of extra-cooldown

-Elite: 40% of additional cost +50 extra-cooldown

HINT: Spahtrupp, Opel Blitz, Belagerung Engineers, Sturmpiooners and the Major cannot  be deployed with additional veterancy.


Techtree

-Command Trucks Upgrades (Every command truck can be upgraded. Only one upgrade per command truck)

*Secured Resourcing: Now this command truck produce additional resources when securing a sector.

*Secured Supplies: This command truck reduce its cooldown  by 20 seconds.


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks. The  HQ doenst have to wait to eploy a new unit after every deplyment...


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal neraby infantery and to clear nearby casualties. When it has recovered four soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

- Can be upgraded to a Supply Truck which enables  your nearby units to upgrade and to reduce the ammount of ammo you need to employ their special abilities. It also produces Goliaths.


 

-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower.

You can freely mix the command trucks combinations who better fits your combat style, so you can crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.


*Sturmgrenadiers: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP40 Sub-machinegun for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle grenade


-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor [/i]

UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*Kugelblitz: Self-propelled Anti-aircraft gun. Equipped with a couple of 30 mm Zwillingsflak, the Kugelblitz is able to deal perfectly against aircraft, infantery and light vehicles


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Nashorn: Heavy Tank Destroyer. Equipped with the fearsome 88 mm Pak 43/1 is able to takle down even the toughest of russian armor. It has a low firing rate and is rather slow when moving, but it can wipe out those russian tanks in long range

*Hauptmann: Officer. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV

 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine

*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune to supression

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike 



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Veteran Level

*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

Now here come the Doctrines

Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  2 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


*Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population): Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle


Phsycological Warfare:

*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



FORTRESS OPERATIONS

Allows your Landerzug or Sturmtroopers to build up field defenses.


Fortress Tactics

 
*Festung Baumeister 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:

-Trenches ( you can deploy your Mg and Anti-Tank Rifle teams into those)

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.


*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.

*sFH 18 4Points: Enables your Festung Baumeister to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield

Siege Tactics


*Assault Specialist 1 Points: Your Festung Baumeister , Sturmpioneers and Belagerung Pioneers can now be upgraded with Flamethrowers and can throw Satchel Charges. 


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Panzergranaten 2 Points: Enables all your tanks to use the fearsome Panzergranaten 40 to deal with enemy heavy armor.

*German Ingeenering 2Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks is reduced by 30 seconds

*Sturmgeschutz Battlegroup 4points: Deploy a Veteran level Stug III along with Veteran Level Sturmgrenadier Squad"

-The Stug III is equipped with Side Skirts and its  7.5 cm StuK 40 L/48 makes it effective as an infantery support vehicle and as a Tank-Destroyer.
 

Panzer Superiority.


*Ostfront Pioneers 1Point: Enables your Belagerung Engenieers and your Sturmpioneers to obtain ammo from destroyed vehicles
 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles

*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.

Removed unnessecary quotation. - WartyX
« Last Edit: February 13, 2010, 12:03:22 AM by WartyX »
My Ostheer Concept Updated: August 26, 2010

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

Offline ford_prefect

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Re: The Ostheer (concept by me)
« Reply #1 on: January 19, 2010, 01:38:16 PM »
did you just quote your old post and make a new thread on it!??

Offline irik

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Re: The Ostheer (concept by me)
« Reply #2 on: February 12, 2010, 10:14:35 PM »
I like this Ostheer Concept.
Guards of the Red Army. Today, the German Reich is done away with!

Offline Ryousan

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Re: The Ostheer (concept by me)
« Reply #3 on: April 24, 2010, 04:12:18 AM »
Thanks for liking it, I have been out for a while and its seems like you are the only person who have seen it.

I dont if I will continue to update it, since I was not able to get de Eastern Fonrt Mod Running in my Pc, that was desvastating  :'(
My Ostheer Concept Updated: August 26, 2010

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

Offline vietlord

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Re: The Ostheer (concept by me)
« Reply #4 on: April 24, 2010, 10:53:39 AM »
well some things i like, ... some i dislike

i like quite your doctrines, less truck-making units, quite like brit ...
your trench can't be a usual trench so use an other namr
i love the diversity of the pz4, which is interesting
continue prefecting, it's a hard work
pleeeease criticize or comment my ostheer try
http://easternfront.org/forums/index.php?topic=3265.0

Offline Ryousan

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Re: The Ostheer (concept by me)
« Reply #5 on: April 28, 2010, 06:33:13 AM »

Well since Everybody seems to agree that Oshteer with Trcuks is not gonna happen. I did some major changes in my Ostheer concept. I hope you like it anyways. This is rather a whole new concept more than a rework of my original concept.


VETERANCY SISTEM

 Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations
or to field fresh troops recently who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy but the higher the experience the higher the price you have to pay.

-Recruit level: No additional cost

-Veteran: 20% of additional cost

-Crack: 30% of additional cost

-Elite: 40% of additional cost



SECURING SECTORS AND FORWARD OUTPOSTS

In order to secure a sector, the Ostheer must build up a Forward Outpost. Forward Outpots can be build by  Sturmpioneers. When securing a sector it does not produce addiotinal resources due the logistical problems that the long distances and partisans are causing.

You must upgrade your Forward Outposts in order to produce a larger resource bonus.


THE DRANG NACH OSTEN

The German high Command has been planning Barbarossa Unternehmen since 1940 so Ostheer Units enjoy from a faster deployment than other armies.But...

The Long Distances, Partisan Operations, Scorched Earth Tactics and the Stubborn (aber futile) Resistence of the Russians have produced a serious resource shortage
in the front lines and have diverted resources among the different Heeresgruppen. Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from your strategic points.A Swift Advance comes for a price...

*The Ostheer begins with one squad of Sturmpioneers and one squad of Spahtrupp



TECHTREE

HAUPTQUARTIER

Produces Sturmpioneers, Spahtrupp, Opel Blitz and can Deploy a Panzer Battlegroup.


*Sturmpioneers:
Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to build up additional structures for the Ostheer. They are slow when capturing stategic points.

Can build up:

-Defensive Structures

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


-FORWARD OUTPOST: A Dirt and wood structure which solidifies your control on a sector.Its slightly weak but can be Upgraded with:

1. Logistical Center: It produces an improved resource bonus.

2. Machine Gun Nest: The outposts becomes more resistent and is equipped with a MG42.


Can be Upgraded to (requires research in WAFFENKAMMER):

1.A Mine Detector Team to disable mines and bobby traps

2.Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

3.Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

4.Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting. They are fast when capturing sectors.



*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal infantery and to clear nearby casualties. When it has recovered four soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.


*PANZER BATTLEGROUP: Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Crack Level


TIER 1

STURM BARRACKS


Produces:

*SdKfz 2: Light tractor, perfect for recom missions and since one of his passenger is equipped with a MP40 is suitable for hunting down weapons teams and elusive snipers


*Landerzug: Medium Infantery.Backbone of the 3rd German Army Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.


*Sdf.Kfz. 10:light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.


*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor.



WAFFENKAMMER

This is where you perform researchs to gain access to more powerful weapons and abilities.


TIER 1 Research

*Specialist Weapons: Enables your Sturmpioneers to be upgraded to Weapon Teams.

*Assault Tactics: Landerzug squads can throw two granades per launch.

*Combat Engenieers: Increase the Speed in which your Sturmpioneers capture strategic points.


TIER 2 Research

*Panzer Deployment: Enables your  to Deploy Panzer IIIs

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens




TIER 3 Research

*Panzerjager Support: Enables your Panzerkommando Center to deploy Jagdpanzer IVs

*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

*On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Requires Ammo.

*Kurzen: Equips all your Panzer IV-based tanks with side skirts.

 

TIER 2


FELDUNTERSTUTZUNGS CENTER



*Kugelblitz: Self-propelled Anti-aircraft Gun. Equipped with a couple of 30mm Zwillingsflak 103/38 it can deal with nfantery, aircraft and light vehicles.

*Flammapanzerwagen: A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery


*Berge Pioneers:
Expert Mechanics, armed P-38 Pistols. They can perform advanced repairs.

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.


TIER 3


PANZERKOMMANDO CENTER



*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with a MG42.

1.When choosing the SHOCK TACTICS, they have the "Tank Shock" Special Ability.

2.When chossing the SIEGE TACTICS the have the "Hull Down" special ability.

3.When choosing the ARMORED COMBAT TACTICS all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level"




*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine


*Hauptmann: He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is immune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

2.Rain of Iron: the Major calls in an off-map Heavy Artillery strike



*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has
the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.



NOW FOR THE DOCTRINES!!


SHOCK TACTICS

This set of tactics focuses in Shock and Awe strategies making use of the best of the best Men and Tanks from the Elite Waffen-SS Divions.

Hero Support:

*Defenders of the Reich 2 Points(400 Manpower, 8 Population): Request Sopport from the Battle-Hardened Veterans of the Defense Squads 


-Calls in a Veteran Level SS Squad. Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


*Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population): The Armored Knights of the Vaterland will asist in this glorious struggle.

-Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle


Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Sieg oder Bolsche-Wismus!!(200 ammo) 3 points :Fuhr Frieheit und Leben. All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*The Sirens of Death(350 Ammo) 4 Points: A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren





SIEGE TACTICS.

Make use of superior defensive operations and crush the foe with all the might of German Artillery!


Fortress Warfare
 
*Belagerung Engenieers 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:

-Gräben: A large trench wich can garrison up to nine soldiers

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.
[/i]

*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.


*sFH 18 4Points: Enables your Belagrung Engenieers to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield



Siege Operations


*Demolition Teams 2 POints: Your Belagerung Engenieers and Sturmpioneers can throw Satchel Charges


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.





ARMORED COMBAT TACTICS

The russians will be crushed under the iron threads of the superior desings of German Engineering 

Logistics

*Panzergranaten 2 Points: Enables all your tanks to use the fearsome Panzergranaten 40 to deal with enemy heavy armor.

*Stug III: Deploy a Sturmgeschutz III usuful for supporting infantery and dealing with basic tanks.

*German Zoo 5 Points: Your Panzekommando Centers can now deploy the fearsome Panzer V "Panther" into the battlefield.
 

Panzer Superiority.


*Ostfront Pioneers 1Point:  Your Sturmpioneers and Berge Pioneers to obtain ammo from destroyed vehicles
 
*Fuel Reserves: You recive more fuel while its active but your income of Manpower reduces after that.

*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.

I hope you like it, see you soon!!

















My Ostheer Concept Updated: August 26, 2010

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

Offline joe

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Re: The Ostheer (concept by me)
« Reply #6 on: September 25, 2010, 10:54:42 AM »
niceee.. man i would love to see those german sfh howitzers...

Offline dlty

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Re: The Ostheer (concept by me)
« Reply #7 on: September 30, 2010, 12:31:46 PM »
i like ur concept=)
coh name:BlessAllOfYou/manintheworld12

Ostheer~!!T^T

Offline joe

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Re: The Ostheer (concept by me)
« Reply #8 on: October 08, 2010, 06:00:03 AM »
i reackon ostheer should have waffen ss and can be upgraded with two flame throwers in a squad...

Offline Panzer4life

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Re: The Ostheer (concept by me)
« Reply #9 on: October 11, 2010, 05:23:46 AM »
I have a problem with the idea that Panther and Panzer 4 can repair their engines and tracks in the middle of battle. How about once you get the upgrade, you can then spend ammo or fuel to repair you tanks in the midst of battle.
No one can stop the German panzer divisions.

Offline darmar88

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Re: The Ostheer (concept by me)
« Reply #10 on: October 22, 2010, 05:00:20 AM »
I have an idea in your concept why not let all your pio n any repair dudes be a battle pio n they can't repair all tanks and vehicle will be repairing themselves at a cost of manpower and a little fuel n also the battle pio can build repair station 2 x in d map and i love your concept hope this 1 can get up to work started in Ostheer Army.

Post Merge: October 22, 2010, 05:03:27 AM
I have an idea in your concept why not let all your pio n any repair dudes be a battle pio n they can't repair all tanks and vehicle will be repairing themselves at a cost of manpower and a little fuel n also the battle pio can build repair station 2 x in d map and i love your concept hope this 1 can get up to work started in Ostheer Army.
« Last Edit: October 22, 2010, 05:03:27 AM by darmar88 »

Offline Desert_Fox

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Re: The Ostheer (concept by me)
« Reply #11 on: October 22, 2010, 11:47:01 AM »
I like that so much, especially the docrines! The sirens of Death it's very cool!  :D

Good work!  ;)