Company of Heroes: Eastern Front

Author Topic: 3y Gvardeyskiy Mechanized's Ostheer suggestion.  (Read 3147 times)

Offline 3y Gvardeyskiy Mechanized

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3y Gvardeyskiy Mechanized's Ostheer suggestion.
« on: January 14, 2010, 10:28:29 PM »
This is my Ostheer idea. It relies on call in units and upgrades to represent how the Ostheer was the attacker in the beginning of the war. Sorry about the simple names, I didn’t know what to call the support/ doctrines, etc.

HQ: A mobile truck very similar to the British HQ truck. Can be upgraded to allow command group to call in various tanks and support. It can build:

Ersatz (Reserve) Pioneers: A squad of 5 pioneers armed with k98ks. Can build mg bunkers, barbed wire, mines, trenches, and heavy (12cm sGRW 43) mortar emplacment. These men can also fight in a pinch.

Sturmgrenadiers: 4 man squad armed with k98ks. If Army Group North doctrine is chosen, they can be upgraded with Pzb39 Anti-tank rifles and can throw AT grenades. If Army Group Center doctrine is chosen, they can fire panzerfausts, can be upgraded with mg42 lmgs, and can booby trap buildings. If Army Group South is chosen, they can fire panzerfaust, sprint, and throw bundled grenades.

Command Group: A 3 man squad with an officer with a luger, a lieutenant with an mp40, and a rifleman with a k98k. This is the most important Ostheer unit, as they are responsible for calling in all other troops. After the corresponding upgrades are purchased, they can call in:

Lichte Panzer battlegroup: 2 panzer II tanks armed with 20mm cannons. Great against infantry and light vehicles.

Medium Panzer battlegroup: A panzer III ausf. J and a stug III are called in. Good all purpose armored support.

Schwere Panzer battlegroup: A Tiger I supported by a Panzer IV F are called in. Good vs. everything.

Mechanized AA support: An Sd Kfz 7/2 (3.7 cm) AA halftrack is called in. Light armor, but good vs. planes and infantry.

Anti Tank support: A PaK 40 7.5 cm AT gun is called in. Good vs. Armor.

Transport: 2 Opel Blitz trucks are called in. Fast, but little armor.

Panther D Battlegroup: 2 Panther D tanks can be called in. Cheaper to call in than PE panthers. However, they are more susceptible to engine damage more than the other faction’s panthers.

Doctrines:
Army Group North

Left side:
 Finnish volunteers (2 cp): 5 man squad of finnish troops armed with bolt action rifles and Molotov cocktails. Light Infantry support.

Sicherungs (1cp): Call in a 6 man squad for the purpose of eliminating partisans. Not too good in regular combat though.

Crack shot (3 cp): Call in a sniper who is an expert at his job. Has an ability that costs munitions to uncamouflage enemy snipers in a map sector for 30 seconds.  Can run while camouflaged.

Right side:
Whirlwind Attack (1cp): All forces move and shoot faster and are harder to suppress at the cost of not being able to use cover/enemy accuracy against tanks is better. Lasts 30 seconds

Selective targeting (2 cp): When targeting a Soviet squad with a commissar, troops focus all of their fire on the commissar first until he is dead. (I don’t know what this would do vs. British or American players. Any suggestions?)

Artillery Support (2cp): Pioneers can construct leFH 18 howitzers.

Army Group Center:

Left side:
Festerplatz (1cp): All pioneers build defenses faster.

S-mines (2cp): Pioneers can plant s mines which do massive damage to infantry. Not as effective against tanks.

Flak Nest (2cp): Pioneers can build a fortified bunker with a 2cm AA gun on the roof.

Right side:
Anti-tank Trenches (1cp): Pioneers can build AT trenches to slow down enemy tanks. (tanks crossing them move very slowly and there is a chance they could get immobilized)

Rocket Artillery (3cp): A Panzerwerfer Self propelled rocket launcher can be called in. Max of 2 at a time.

Armored Reserve (5 cp): An Elefant tank hunter can be called in, but only once per game.

Army Group South

Left Side:
Recon run (2cp): A Storch reconnaissance plane flies around the targeted map area for 1 minute, removing all fog of war while it is active.

Fighter Interception (2 cp): 2 BF 109 Messerschmitt are called in to shoot down enemy planes for 1 minute.

Ground attack run (3cp): A ju-87 Stuka makes a bombing run on the targeted area. Siren pins enemies.

Right Side:
Propaganda strike (2 cp): All squads in a radius become instantly suppressed. (I forgot who had this in their suggestion thread but credit goes to whoever made this ability up)

Tank Destroyer Support (3cp): A Hornisse/Nashorn Self propelled Anti tank gun can be called in. Max of 2 at a time.

Self Propelled Artillery (3cp): A Wespe SPG can be called in. Max of 3 at a time.

Offline Aouch

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Re: 3y Gvardeyskiy Mechanized's Ostheer suggestion.
« Reply #1 on: January 15, 2010, 11:14:19 AM »
Wow.
Nice and especially fairly simple concept.
I like it a lot!
Though the idea with calling in units instead of producing them isn't new, you created fair and balanced call-ins.
Doctrins are also OK, maybe you could make them more specialized, like one for Combined Warfare, one for Heavy tank combat and the last for Defensive playstyle. (At least that's how I did it...  ;))
What I don't like is the Fighter-interception, the German Luftwaffe was kinda destroyed by 1943 and air-supperiority was with the allies.

Additionally you didn't put any unrealistic Tigers or Maus-tanks into your proposal, therefore: Great concept!
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline 3y Gvardeyskiy Mechanized

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Re: 3y Gvardeyskiy Mechanized's Ostheer suggestion.
« Reply #2 on: January 18, 2010, 05:49:44 AM »
thanks  :) What do you suggest I replace the air interception with?

Offline Panzerjager

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Re: 3y Gvardeyskiy Mechanized's Ostheer suggestion.
« Reply #3 on: January 21, 2010, 04:29:25 AM »
Maybe a strafing run although that would be copying the right side of the ami airborne tree. Personally I would like to see a fock-wolf 190 in the game but that's just me. :)
I just love the smell of burning tanks in the morning