Company of Heroes: Eastern Front

Author Topic: Two eastern front armies I "designed"  (Read 8630 times)

Offline Ts4EVER

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Two eastern front armies I "designed"
« on: November 10, 2008, 01:01:36 PM »
I designed these factions before OF came out and more or less out of boredom. Note that I don´t suggest that you "copy" this concept into your mod, it´s just for inspiration and disscussion.

Red Army

My russians have a new veterancy system. They don´t gain veterancy by fighting or teching, you declare single units "hero of the soviet union". You can only have one infantry-hero, one tank-hero etc. The hero-unit is more effective in combat and gives nearby units of the same type combat boni.

now the buildings and doctrines:

HQ

Pioneer-Squad
3 guys
3 Mosin Nagant
pretty normal pioneers.

Barracks

Strelkovy-squad
6 guys
6 Mosin Nagant
This is the soviet standard-infantry. They are not quite as effeicient as other starting units, but they can play alot of roles on the battlefield by upgrading:
Kommisar-Upgrade: This adds a Kommisar as seventh squad-member, armed with a Tokarev-pistol. while not adding much fire-power, he passively increases the ability to hit targets and withstand surpression. He can be bought additionaly to the other upgrades.
DP1928-Upgrade: Adds a light MG. The Squad can now be deployed to guard a certain area. I then acts similar to a heavy MG of other factions and can suppress enemy squads very fast.
PTRS-Upgrade:Adds an AT-Rifle that can severely damage light vehicles and immobilise heavy tanks.
There can only be a lmg OR a AT-Rifle in the squad.

GAZ67
Classic jeep. I can´t think of some cool special ability, perhaps somebody here has an idea Wink

120mm-Mortar
a really fat mortar... deals out a lot of damage, but takes a long time to be deployed or transported.

Sniper
Well, a sniper. could be female for a change.

Assault-Building
(requires barracks)

BA64
light scout car. can increase its line of sight massively, but drives slower in that case.

Tank-Rider-Squad
4 guys
4 PPsh41
fast attack group, can ride on tanks.
Abilities:
Molotov-Cocktails: burns infantry, especially in buildings.

T70
light, cheap tank, can be deployed in huge numbers.

Support-Bulding
(requires barracks)
you may have noticed that after building the barracks you have the choice of building the attack-building AND the support-building, or just one of the two to fast tech to the tank-building. This makes teching quite flexible if somewhat risky.

ZIS3-AT-Gun
heavy AT-gun with superior firepower but low mobility.

GAZ-Truck
Troop-Transport, can tow the heavy mortar and the AT-Gun to counter their low mobility.
Upgrades:
First-Aid-Truck: Mobile sani-unit
AA: gets an aa-gun, which makes it strong against infantry.
The truck loses its tow-ability through both upgrades.

SU 76
Light assaul gun. good against enemy emplacement, but the armor is rather light. It has an indirect fire ability similar to mortars.

Tank-Building
(Requires Support- or Attack-Bulding)

T34
Medium tank with strong frontal armor and mediocre gun.
After development of the "85mm-gun" global upgrade in the tank building it is upgraded to T34\85. After the upgrade it is comparable to the panther.

KV1
heavy tank with mediocre gun. Is also affected by the "85mm-Gun" Upgrade, after which it turns into the KV85 heavy tank, almost on Tiger-Niveau.

Katjusha
Artillery-unit with a calliopesque attack, but very vulnerable.

Doctrines:

"No-Step-Back-Order"
this doctrine enhances the early-game capabilities and the propaganda aspect of the soviet army.

left:

1CP:
Armed Komissars
Komissars get their pistol replaced with a PPS43-smg, greatly enhancing the close-quarter-abilities of the sqads their attached to.

2CP:
crack sniper
snipers have a bigger line of sight and are a lot harder to detect.

2CP:
Red Wave
Every infantry-Squad gets +1 sqad member. (a little bit like the PE-Upgrade)

right:

1CP:
Propaganda
Kommissar Boni are upgraded.

2CP:
Heroism
Heroes of the Soviet Union are now better in battle and give better boni.

2CP:
Artillery-Support
Heroes of the soviet union and squads with Kommisar can now call in offmap artillery-strikes.

Storm-of-steel-Order
This doctrine is designed to greatly enhance the firepower of the soviet army. While giving new special abilities in early game, it grants great offmap-units in late game.

left:

1CP:
AT-Grenades
Strelkovy-squads and tankrider can use AT-Grenades to destroy the tracks of heavy tanks.

3CP:
Flametanks
T34 and KV1 can be upgraded with flamesthrowers now, turning them into OT34 and KV8.

4CP:
IS2
Tank with great at-capabilities but a somewhat slow reloading speed. Armor comparable to Panther. Hard-capped at 2.

right:

2CP:
Red Guard
4 Guys
4 PPs43
Ablities: Molotovcocktail.
Heavy assault-squad, hard to suppress.

4CP:
God of war
Heaviest offmap artillery strike of the game, annihilates anything, but expensive and with hight recharge time.

2CP:
ISU 152
Heavy assault gun, excells in battle with enemy emplacements, but can stun enemy tank-crews for a short time with a special ability by using HEAT-Ammo.

Partisan-Order
This doctrine gives you the possibilty to conduct sneaky harassment-actions in enemy territory while keeping a superior economy through allied lend and lease. Arguably one of the more "spacy" doctrines, but I think it could work  ;D

left:

1 CP:
Partisan-Squad
5 guys
5 Kar98k
weak in battle, but they have 4 weapon-slots to "collect" enemy heavy weapons. can be reinforced from neutral buildings.

2CP:
Weapon cache
Partisans can build hidden encampments even in enemy terrirory. The emplacements are tarned and can spawn more partisan squads and additional heavy weapons like MG42s or Panzerschrecks.

1CP:
Sabotage!
Partisan-Sqads can destroy enemy control points for a short amount of time.

right:

2CP:
Allied help
ressource caches are dropped, but they land in a big area what makes acquiring them somewhat tricky if you´re unlucky.

2CP:
Allied airsupport
an american bomber flies an air attack, but coordination-difficulties makes this a quite unprecise affair, so be careful.

1CP:
Lend-and-Lease
works similar to "American War machine", but your destroyed tanks are replaced by allied model of slightly inferior quality:
T70 -> Valentine
T34 -> Matilda
KV1 -> Churchill





Ostfront-germans


This faction has some sort of "bunker-system" for building and teching. They start with a normal HQ where they can build there standard-infantry and their building-unit, the "maultier"- pioneer-vehicle. The rest of their buildings are emplacements. they can be built on any friendly territory but only one per sector. So you have to decide  to build an infantry-bunker or an observation-bunker in a territory and you can be cut off from important parts of your army if you´re not careful.

the buildings:
HQ-Bunker

Maultier-pioneer-vehicle
builds all german buildings.
no attack.
Can be upgraded to Panzerwerfer artillery vehicle (requires Panzer-Bunker)

Infanterie-Trupp
5 guys
1 MP40, 4 Kar98k
Start unit, can cap. Basis-infantry-unit.
abilities: Panzerfaust

Kübelwagen
MG 34
scout unit
"Scout"-Upgrade... mG is removed for bigger detection radius, no cost.


MG-Bunker
a defensive position, counts as building, so only one per territory.

Observation-Bunker
enlarges the ressource-income from the territory it is build in.

Support-Bunker

MG42
well a normal mG42.

Scharfschütze
1 guy Kar98k-ZF, classic sniper

Mortar
classic mortar

SdKfz 251 APC
APC
Upgrades: Pak40-carrier, upgrades the apc to a basic at-vehicle
          Flak30-carrier, upgrades the apc to a basic aa\ai vehicle (think of ostwind)


Heavy-Support-Bunker
(requires Support-Bunker)

Festungstrupp
4 guys
4 Kar98k
defensive infantery-squad, slow, but extremely hard to kill.
Upgrades: MG42 or Panzerschreck

Hornisse
think of marder, but slow rate of fire and almost no line of sight, needs support by scouting units. great against tanks.

Sturmpanzer IIIN
Infanterie-close-support. can lay a smoke screen to protect advancing infantry.


Panzer-Bunker
(requires heavy-support-bunker)
repairs tanks.

Sturmpioniertrupp
4 guys
4 MP40
offensive infantery-squad, fast and hard hitting.
Upgrades: Flammenwerfer or StG44

Panzer IVJ
main battle tank

Grille
mobile artillery, not quite as hard hitting as the hummel but powerful enough for effective support.


Doctrines:


Panzergrenadier-Kampfgruppe

left:
APC-Support

1CP
APC-HQ
SdKfz 251 APCs can be locked down to act as forward hqs and healing stations.

2CP
Command-apc
calls in a command-apc that gives offensive bonus to nearby infantry and other apcs.

1CP
Field workshops
Upgrades for apc are cheaper and they can repair other vehicles.

right:
Panzergrenadier-Support

2CP
Panzergrenadiers
4 guys, 3Kar 98k 1 MG42
can shoot out of apcs.

2CP
Artillery-command
Is "casted" on a unit. every target that is attacked by this unit is subjected to off map artillery fire. lasts like 60 seconds.

2CP
Flammpanzer I "Flammingo"
lightly armored and fast flamethrower.


Tiger-Kampfgruppe

left:
Defensive-Support

1CP
Panzer Defensive
tanks get an armour-bonus when in friendly territory.

2CP
Improvisation
tanks can repair themselves when out of combat.

5CP
Elefant
Huge, slow. almost indestructible tank destroyer.
There can only be one Elefant OR Tiger on the map.

rechts:
Offensive-Support

1CP
tuned engines
tanks get the "mad drive" - ability. They are a lot faster until the ability is switched off again, but when active, the possibility to get a damaged engine greatly increses, and continues to as the "mad-drive" ability is still active.

3CP
Panzer-Aces
Every tank is vet1 from the start.

4CP
Tiger
There can only be one Elefant OR Tiger on the map.


City-Kampfgruppe

links:
Sturm

2CP
close quarter training
infantry is more effective against enemies in buildings.

1CP
Artillery-ambush
a precise but short offmap-artillery-strike without warning.

2CP
Brummbär
Heavy assault gun.

rechts:
Graben

1CP
Mines
Infantry-Trupps can lay down mines and build fortifications.

2CP
Festung
neutral buildings can be upgraded to fortresses. These act as forward HQs but are heavily fortified with better protection for squads inside.

4CP
Pak43 88mm Bunker
enables a heavy at-bunker.


well that´s about it, tell me what you think. Note that I haven´t thought about prices or the veterancy-system for the germans yet.

Offline 221

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Re: Two eastern front armies I "designed"
« Reply #1 on: November 10, 2008, 03:05:27 PM »
Nice, many things i like, especially the soviet vet system, and the partisans. And Germany is also good, it is diffirent from the other 2 factions. But it would be cool if the germans had a doctrine with maybe fins, romanians or any other axis country.
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Offline Ts4EVER

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Re: Two eastern front armies I "designed"
« Reply #2 on: November 10, 2008, 04:09:56 PM »
I designed the factions for the timeline of vCoH (June 1944 onwards, Operation Bagration to Berlin). The minor axis nations were not that active anymore at that point or (in case of the finns) did not really fight together with the germans. I actually made another faction design plaing around the time of Stalingrad, where the germans could pick one minor axis power as support (parallel to the doctrine choices) but I don´t find that stuff at the moment. The minor powers you could choose from were Hungary, Romania and Italy (all of them were involved in fighting around Stalingrad).

Offline TheAllMihtyOne

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Re: Two eastern front armies I "designed"
« Reply #3 on: November 10, 2008, 04:22:56 PM »
it looks realy cool and the partisan system sounds fun, an ide for that culd be "wire cutter" the partisans cuts the radio wires to a enemy territory so units in the territory dont show on minimap and dont respond to orders, cuse they have no radio link with HQ, and if any other territory that might be conected to this terrytory but not to any other territory also gets cut off. this would be realy fun to do if you wants to discuise an attack cuse the cut o fterritorry wont be able to report back to HQ that they are under attack XD

good work ceep bring the ideas
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Offline vengefulnoob

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Re: Two eastern front armies I "designed"
« Reply #4 on: January 08, 2009, 06:20:10 PM »
I like the veterancy system, perhaps you could have a few medals before though "order of the red banner" and "order of the soviet union" as other upgrades?
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Offline theafroninja

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Re: Two eastern front armies I "designed"
« Reply #5 on: May 26, 2009, 12:09:09 AM »
yeah i like it, especially the way that the germans get a sort of defence based team that balances out to the brits and the allies get an offensive-late game team that balances out panzer elite and whermachts vet system...

some things dont fit though like that "god artillery" or whatever it was just doesn't fit as the russians probably had worst artillery in ww2...

awesome ideas though and great detail... try posting it in the new faction suggestions on relic forums im sure they'd love it! :P :P :P

Offline WartyX

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Re: Two eastern front armies I "designed"
« Reply #6 on: May 26, 2009, 12:47:55 AM »
Soviet artillery was some of the best of the war, hence the name God of War. He didn't just make it up.

Offline UeArtemis

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Re: Two eastern front armies I "designed"
« Reply #7 on: May 26, 2009, 07:45:06 AM »
Well, good, but "pioneers" are:
« Last Edit: October 01, 2009, 04:50:19 PM by UeArtemis »
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Offline theafroninja

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Re: Two eastern front armies I "designed"
« Reply #8 on: May 27, 2009, 12:22:25 AM »
o... oops.  ;D i supose he has done a bit more homework than me then... i just read the other day the when the Americans and the Russians met for the first time the Americans were surprised as the soviets still had horse drawn artillery pieces. i just assumed from that that the soviet artillery was fairly weak. :P

Offline WartyX

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Re: Two eastern front armies I "designed"
« Reply #9 on: May 27, 2009, 12:25:22 AM »
Well, to be honest the only strength of the Soviet artillery was the sheer masses of it...but that more than made up for everything else.

Offline Ts4EVER

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Re: Two eastern front armies I "designed"
« Reply #10 on: May 29, 2009, 05:57:37 PM »
Stalin called Artillery the "God of War", so I chose that name.