Company of Heroes: Eastern Front

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Offline wordsmith

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Wordsmith's Ostheer concept
« on: January 29, 2010, 03:12:33 PM »
EF Ostheer Concept
by Wordsmith


Overview

The Wehrmacht on Eastern front faced different challenges than on other battlefields.  First it was huge distances, thus prolonging supply lines and logistics. Then huge numbers of Red Army retreating in the beginning of conflict and later attacking and pushing Wehrmacht from Russia back. I think Red Army design reflects this quite well so I based my design of Ostheer on these facts too. Please note that it also have to reflect Red Army concept, which should be its natural counterpart.

I would like to add that this article should be considered just as some rough ideas.  Especially concerning unit/abilities/building costs - these need very good intuition to design right (not to be overpowered or underpowered). I guess testing and playing should be better to tune those than just brainstorming it. IMO other Ostheer concepts are good and have interesting ideas, I like for example LordRommels concept.

Buildings and tech

Whole EF war period can be divided into 3 basic eras:
- initial german attack, massive advance, infantry and light/medium tanks used
- advance stopped, famous battles over big cities, Red Army recovers, new tanks hit the battle
- german defence and retreat, defensive weapons used

These periods are represented with 3 different buildings, which can be build by Pioneers (from HQ).  Prerequisite to next building is previous building. Each building have more units, some of them needs to be unlocked through research particular upgrade. This would be a player tactical decision either have weaker units sooner or better units but later due to higher research costs.

This concept is also related to game development, since the fuel income will decrease with every single vehicle lost representing the later fuel shortage and also that German industry was not able to match production capacity of Russians (or Allies as well) later in the war. Every vehicle then become a treasure and should be treated well. This would be a big challenge to balance it, but it can bring interesting element into a gameplay. 

List of buildings is following:
HQ -> Blitzkrieg barracks (tier1) -> Tank deploy garage (tier2) -> Defensive station (tier3)
Prestige center
Forward strongpoint

Except Forward strongpoint all building can be built only in HQ sector.

Buildings - Units

HQ
1. Pioneers (140 MP):  3 men squad able to build buildings, mines and basic defences, MP40
- have ability to detect mines after 3 seconds when stay still, after Tier2 built

2. Stormpioneers (Sturmpioniere) (200 MP): 4 men squad with same abilities as standard Pioneers, MP40
- unlocks after building Tier2
- upgrade Flamers (50 Ammo), 2 men receive flamers
- received Satchel charge ability (50 Ammo) and Throw Molotov Cocktail (20 Ammo) after Tier3

3. Volksgrenadiers (210 MP): 4 men squad, K98 rifles (cheap infantry to defend homeland!)
- unlocks after building Tier3

Tier 1: Blitzkrieg barracks (200 MP, 30 Fuel)
1. Grenadiers (260 MP): 4 men squad, K98 rifles, standard infantry
- possible upgrade with G43 rifles (50 Ammo) after Tier2
- possible upgrade with Panzerschreck (75 Ammo) after Tier3

2.  MG34 Machine gun (220 MP), 3 Men, Luger
- available after research MG34 (80MP, 10 Fuel) in Blitzkrieg barracks

3. Pak 35/36, 37mm AT gun (220 MP): 3 men, Luger
- available after research Pak 35/36 (100MP, 25 Fuel) in Blitzkrieg barracks
- can penetrate only small vehicles armor (M8, Stuart, T70/90)
- ability to shoot Stielgranate 41, shaped charge which can penetrate any armor (35 Ammo, 15 seconds cooldown)

4.  Pak 38, 50mm AT gun (280 MP): 3 men, Luger
- available after research Pak 38 (150MP, 40 Fuel) in Blitzkrieg barracks
- standard AT gun, dont have ability to cloak

5.  SdKfz 221, Armored Car (220MP,  15 Fuel), MG34
- available after research SdKfz 221 (100MP, 25 Fuel) in Blitzkrieg barracks
- upgrade to 222 version with 20mm gun (50 Ammo)

6. PzIII J, Medium tank (300 MP, 40 Fuel),  50mm KwK 38 L/42 gun, MG34 Machine gun
- available after research PzIII J (150MP, 60 Fuel) in Blitzkrieg barracks
- upgrade to L version with better armor (75 Ammo)
... *see note at end of this article

Tier 2: Tank deploy garage (200 MP, 50 Fuel)
1.  Panzergrenadiers (300 MP): 4 men squad, G43 rifles, improved infantry
- possible upgrade with Rifle scopes to G43 (40 Ammo) increasing long and medium range accuracy, decreasing rate of fire
- possible upgrade with 4x MP44 (75 Ammo) (mutually exclusive with Rifle scopes)
- possible upgrade with Panzerschreck (75 Ammo) after Tier3
- ability to Throw grenade (25 Ammo)

2.  Sdkfz 251 Halftrack (200 MP, 15 Fuel)
- available after research Sdkfz 251 (130MP, 20 Fuel) in Tank deploy garage
- reinforce infantry
- can transport 3 squads, 12 men
- possible upgrade to 251/2 version with 81mm mortar (50 Ammo)... then loose transport ability, mortar version has 2 abilities Bombard and Smoke barrage
- possible upgrade to 251/17 version with 20mm Flak38 Anti Aircraft gun (50 Ammo)... then loose transport ability, can shoot planes, creates good suppression
- after Tier3 possible upgrade to 251/22 version with 75mm Pak40 Anti Tank gun (75 Ammo)... then loose transport ability, receive ambush ability - cloak until first attack, bonus damage

3. PzIV Ausf.F2 Medium tank (450 MP, 40 Fuel), 7.5cm KwK40 L/43 gun, MG34 Machine gun
- available after research PzIV Ausf.F2  (200MP, 60 Fuel) in Tank deploy garage
- possible upgrade with armor skirts (75 ammo)
- possible upgrade with new engine and transmission for better acceleration and speed (75 ammo)

4. 7.5 cm le.IG 18 Movable infantry artillery (300 MP, 20 Fuel):5 men push gun (like Paks), Luger
- available after research 7.5 cm le.IG 18 (200MP, 30 Fuel) in Tank deploy garage
- after deploy can indirect shoot artillery barrage, short range since it is light arty

Tier 3: Defensive station (250 MP, 60 Fuel)
1. Stormtroopers (Stosstruppen) (500 MP): 4 men squad, 3xMP44, 1xMG42, elite infantry with better armor and health
- possible upgrade with 7.5 cm Leichtgeschütz 40 (recoilless gun) (125 Ammo)
- ability to Throw grenade (25 Ammo)
- ability to Throw smoke grenade (free, cooldown)
- ability to Fight hand-to-hand (free, cooldown)... assaulting enemy infantry when they get close, they can attack relentlessly engaging close infantry hand-to-hand for short period (5 seconds, reload 3 sec. so each man can kill max.2 close enemies) killing instantly with 1 shot
- ability to run (similar to PE run) (free, cooldown)
- ability to Assault buildings, when building is seized with enemy infantry Stormtroopers can enter building and enage garrisoned units, the result of fight will be decided by shoot-out comparing overall health of Stormtroopers and garrisoned units, who has bigger won, loser is dead
- ability to cross unpassable water in rubber boat (like rivers, lakes)... is it even possible to implement into CoH engine such ability?

2. StuG IV Assault gun (350 MP, 35 Fuel), 7.5 cm StuK 40 L/48 gun, MG34 Machine gun
- available after research StuG IV (250MP, 80 Fuel) in Defensive station

3. PzV Ausf.D  Panther Heavy tank (500 MP, 60 Fuel), 7.5 cm KwK 42 L/70 gun, MG34 Machine gun
- available after research PzV Ausf.D  Panther (250MP, 80 Fuel) in Defensive station
- until researched Reliability upgrade (100 MP, 30 Fuel) in Defensive station,  every PzV Ausf.D  produced has possibility 33% engine breakdown similar to critical hit to engine, which is checked in every 1min. interval, result engine damage can be repaired normally (this is reflecting poor reliability of first vehicles)

4. PzVI Ausf.E Tiger Heavy tank (600 MP, 70 Fuel), 8.8 cm KwK 36 L/56 gun, 2x MG34 Machine gun
- available after research PzVI Ausf.E Tiger  (300MP, 150 Fuel) in Defensive station

Once a building is destroyed, it can be rebuilt and system should remember all researched upgrades.

As said before every lost vehicle results in decrease of fuel income according to the origin:
Tier1: -1 fuel/min.
Tier2: -2 fuel/min.
Tier3: -3 fuel/min.
Doctrinal: -3 fuel/min.

This loose can not be regained, but is limited to -20 Fuel/min. and could not be less than zero. Minimum Fuel flow should be always guaranteed to +5 Fuel/min. after applying the minus score. This means if player has +30 Fuel/min. and has penalty -20 Fuel/min., he receives still +10 Fuel/min.. If he has only +20Fuel/min. income and same penalty -20 Fuel/min., he will still receive +5 Fuel/min. regardless.


Prestige center (100 MP, 10 Fuel)
Prestige center serves as gathering point for experience. Units doesn't become veterans by experience, instead all experienced is counted inside this building and can be checked every time clicking on it. For those experience points medals can be granted to particular units, making it then more valuable in combat:
20exp Iron Cross 1st class
50exp German Cross
90exp Knight's Cross

Each medal is then displayed with unit's banner similar to PE def/off veterancy. Each unit can receive only 1 individual medal, it doesn't have to have lower medals to receive bigger one. So it is possible to distribute a Knight's cross to a unit without any medal. Effect of medals are cumulative, higher medal has bigger impact. Medals could also grant some special ability, but I haven't thought those yet.

Medal benefits to units can be in general:
Infantry
Iron Cross: Max.health 1.1, Accuracy 1.2, Reload 0.9
German Cross: Max.health 1.2, Received damage 0.85, Received accuracy 0.85
Knight's Cross: Max.health 1.2, Received suppression 0.75, Damage 1.5

Guns
Iron Cross: Max.health 1.1, Accuracy 1.2, Reload 0.9
German Cross: Max.health 1.2, Received damage 0.90, Received accuracy 0.85
Knight's Cross: Max.health 1.2, Received accuracy 0.85, Damage 1.5

Vehicles
Iron Cross: Max.speed 1.25, Accuracy 1.2
German Cross: Max.health 1.1, Penetration 1.3
Knight's Cross:  Received damage 0.85, Damage 1.5

Forward strongpoint (150 MP)
Can be build in a sector on a capture point to secure it. Forward strong point then can be upgraded:
- Increase income (25 Ammo), increases resource the income from sector (for strategic points it increases the MP +10/min.)
- MG34 (50 Ammo), builds a turret with machine gun to protect it, shooting omnidirectional (guard tower with windows to every directions)
- Medical station (50 Ammo), builds a medical station which can heal all friendly infantry nearby
- those abilities can be combined

Veterancy

Veterancy is gained only through Prestige center. Also units in higher tiers should be stronger than basic units.

Doctrines

Maneuver warfare strategy

Left side: Combined arms
Advanced recon (1CP) - let do the infantry the recon so our panzers can be aware of enemy AT weapons
- unit passive ability, all infantry units receive increased sight range +10, including garrison units in buildings

Ju87D strike (2CP) - also Luftwaffe wants to do their part in this glorious campaign, let them seed the fear into hearts of enemy
- player active ability 200 Ammo cost, Stuka bombers will dive drop several bombs on designed area (6 small and 2 large bombs hit the area in one short burst), siren wail will also increase suppression in larger area around impact

Wespe (3CP) - help our mechanized forces to destroy distant enemies with mobile artillery
- call-in unit 450MP cost, mobile 10.5 cm leFH 18M L/28 arty
- ability shoot artillery barrage
- ability shoot smoke barrage

Right side: Armored spearhead tactics
Fast advance (2CP) - crush enemy with our armors
- player active ability 150 Ammo cost, increases the speed (+3) and decrease the received accuracy (0.75) of all vehicles for period of 20sec.

Armor fighting spirit (3CP) - all vehicles now serves as source of inspiration and example to our troops
- unit passive ability, all vehicles now act as veteran sergeant of PE, giving all surrounding infantry  units 0.75 received suppression and 1.25 received experience

Nashorn (3CP) - help out AT units with this outstanding mobile gun
- call-in unit 550MP cost, mobile 88 mm PaK 43/1 AT gun
- lightly armored


Total war strategy

Left side: Economy war
Economy boost (1CP) - everybody in our homeland increased its productivity to support war effort
- player active ability 300 MP cost, fuel income increase +50/min., ammo income increase +50/min., duration 1min.

Priority supply (3CP) - your prestige allows you to arrange better supplies
- passive ability, increases MP income by +25/min.

Bombard supply routes (4CP) - let's hurt the economy of the enemy, bombard their supply lines
- player active ability 300 Ammo cost, for duration of 30 sec. all enemy income of MP, fuel, ammo is halved (bombard sounds can be heard on background indicating the bombardment)

Right side: Sabotage tactics
Industry sabotage (2CP) - sabotage the production of enemy
- player active ability 100 Ammo cost, for duration of 1min. all enemy production time is doubled (or production speed is halved)

Firebrand squad (2CP) - squad of saboteurs which is sent to decimate enemy
- call-in unit 270MP cost, 3 men, MP40
- invisible on small map and on tactical map
- once deployed in enemy territory, they disrupt income from that sector effectively halving the resource income
- have ability to plant mines (25 Ammo) and to plant Demolition charges (50 Ammo)
- only 1 Firebrand squad in game at time allowed

Disinformation (3CP) - send false information to enemy to confuse him
- player active ability 150 Ammo cost, for duration of 45sec. false information will be displayed on enemy small map and on tactical map, indicating random infantry squads and tanks moving towards his base


Holding ground strategy

Left side: Artillery support
Trenches (1CP) - pioneer infantry can now build standard trench
- building permit ability (no cost)

17cm K18 Bombard (3CP) - devastate enemy with our powerful artillery
- player active ability (175 Ammo), fires  17 cm Kanone 18 arty off-map heavy barrage

15 cm sFH 18 (2CP) - build some defensive artillery to decimate those red hordes
- building permit ability (450MP, 85 Fuel), 4men, Luger, pioneers can now build 15 cm sFH 18 arty emplacement
- ability shoot artillery barrage
- ability shoot smoke barrage
- ability to shoot 15 cm R. Gr. 19 FES rocket assisted ammo (cost 50 Ammo), standard barrage with increased range

Right side: Defensive operations
Rugged defense (1CP) - let the enemy pay for daring to attack us
- player active ability (75 Ammo), all infantry units receive damage 0.5, receive accuracy 0.75, receive suppression 0.5 for 30sec.
- only affects units in own territory

Ambush (3CP) - lure the enemy to our traps and destroy them
- unit active ability (no cost), all vehicles, AT guns and MG34 can now cloak while waiting and ambush incoming enemy with higher first shot damage

Elefant (5CP) - call the hardest beast on Eastern front, mighty Elefant
- call-in unit 900MP cost, 8.8 cm PaK 43/2 L/71 heavy armored mobile AT gun
- only one Elefant allowed in game at time
- possible upgrade with MG34 for protection vs infantry (75 ammo)


Summary

To summarize my concept, I wrote this short list of main ideas:
- veterancy is gained globally in Prestige center, then distributed to individual units by decorating it with medals
- fuel income decreases with lost vehicles, representing later fuel shortage and German damaged industry
- there are 3 tiers, which are linear one after another, only choosing which units to research player chooses tactic which suits his playstyle

Doctrinal summary:

To compare with other factions I made also following analysis, in terms of fuel costs.

Fast 1st armored car (not destroyable by infantry without AT weapons):
US:  15+50+45+30 = 140 (M8)
Brit: 15+30+35+45 = 125 (Stuart)
Russian: 100+30 = 130 (T70)
Wehrmacht: 35+50+35+35 = 155 (Puma)
PE: 20+30+40+40 = 130 (MarderIII)... actually PE Marder could be destroyed by Flamers, maybe by BARs too (if shooting from back)
Ostheer: 30+60+40 = 130 (PzIII)

*Note: fast PzIII is available soon because Wehrmacht was stronger in tank doctrine from begin of the war, that time any possible opponent could have AT gun for sure, I'm aware that it may lead to spam PzIII and base raids, but this was the Wehrmacht initial tactics developed by Guderian, opponent can then focus more on defence from begin and making mines and AT guns


1st tank:
US: 15+50+90+55 = 210 (M10)
Brit: 15+30+35+70 = 150 (Cromwell)
Russian: 100+75 = 175 (T34)
Wehrmacht: 35+50+50+50+80 = 260 (PzIV)
PE: 20+30+60+60 = 170 (PzIV)
Ostheer: 25+50+60+40 = 175 (PzIV)

Looking forward to your comments!
« Last Edit: February 01, 2010, 02:16:29 PM by wordsmith »

Offline Der Deutsche

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Re: Wordsmith's Ostheer concept
« Reply #1 on: February 01, 2010, 11:54:28 AM »
an very good concept with some nice ideas ( especially for veterancy- it would be cool to see the medals at the units after tehy have received them)
but two thing you should change:
1. when i build a building (e.g. the blitzkrieg barracks) i get only one unit and then i have to research and research and research  for new units- that costs time, time wich a oh player don´t has while the russians are spamming conscripts
2.
Quote
As said before every lost vehicle results in decrease of fuel income according to the origin:
Tier1: -1 fuel/min.
Tier2: -2 fuel/min.
Tier3: -3 fuel/min.
Doctrinal: -3 fuel/min.

This loose can not be regained, but is limited to -20 Fuel/min. and could not be less than zero. Minimum Fuel flow should be always guaranteed to +5 Fuel/min. after applying the minus score. This means if player has +30 Fuel/min. and has penalty -20 Fuel/min., he receives still +10 Fuel/min.. If he has only +20Fuel/min. income and same penalty -20 Fuel/min., he will still receive +5 Fuel/min. regardless.
in longer lasting games the oh will get steamrolled by any other faction because it can´t build enough tanks to counter the enemy tanks

Offline wordsmith

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Re: Wordsmith's Ostheer concept
« Reply #2 on: February 01, 2010, 02:08:48 PM »
1. when i build a building (e.g. the blitzkrieg barracks) i get only one unit and then i have to research and research and research  for new units- that costs time, time wich a oh player don´t has while the russians are spamming conscripts

2. in longer lasting games the oh will get steamrolled by any other faction because it can´t build enough tanks to counter the enemy tanks

1. grenadiers - standard infantry would be available, then player has to decide which unit he will research, of course not all but has option acoording to actual situation and his play style. I was thinking that PzIII should be available sooner (my initial thought was 30fuel upgrade, 40fuel unit cost) but then it would lead to tank spam and base raids, which opponents woudln't be able to stop.

Anyway PzIII was available before WW2 and was proven and widely used construction. Maybe 2 versions of PzIII could be available:
- PzIIIF with smaller 3.7cm gun, available soon, with small or none efectiveness vs buildings and infantry (to prevent early base rape)
- PzIIIIJ available later after an upgrade

2. :) as it was exactly in WW2, later in war after heavy industry/infrastructure bombing and no import the german industry was not able to keep up with US or Russian production. As anti-tank wepaons, infantry with panzerfaust or AT guns were widely used.

I know that original Relic Wehmacht concept is different - because Wehr gets stronger later in game due to global veterancy, but it doesn't reflect the actual facts. Wehrmacht had the biggest chance to win a war earlier not later - and that exactly was point of my idea to force the Ostheer player play aggresively and dominate early/mid game or will be doomed.

Thank you for reply and reading this huge doc :)
« Last Edit: February 01, 2010, 06:34:27 PM by wordsmith »

Offline Panzer4life

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Re: Wordsmith's Ostheer concept
« Reply #3 on: February 01, 2010, 05:12:33 PM »
Hey, the main idea of the Ostheer is well thought out and could prove fun to play. But why make getting oil harder to get late in the game? I know Germany suffered with oil shortages, but wasn't that on the Western front? The Germans used oil fields they captured on the Eastern Front to supply the Eastern Germany army with its invasion of the Soviet union.
No one can stop the German panzer divisions.

Offline wordsmith

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Re: Wordsmith's Ostheer concept
« Reply #4 on: February 01, 2010, 06:31:31 PM »
But why make getting oil harder to get late in the game? I know Germany suffered with oil shortages, but wasn't that on the Western front? The Germans used oil fields they captured on the Eastern Front to supply the Eastern Germany army with its invasion of the Soviet union.

Yes initially Germany has Romanian fuel fields and wanted to seize more on south which failed (Stalingrad) but point is that:
1. oil were more precious to germans then to allies
2. german tanks could not be so quickly replaced therefore they were valuable more -> players of Ostheer should take care of their armors more than Russian

Maybe it could be tuned to following:
Tier1: no change
Tier2: -1 fuel/min.
Tier3: -2 fuel/min.
Doctrinal: -2 fuel/min.

Remember that my proposal is to count armors only not AT guns ... and maybe not armored cars / halftracks too. This all is about idea that Ostheer player should think differently than Russian player to make game more diverse and more fun. That is why I introduced Total War doctrine with exclusive economic abilities - this should be for players who like to play game economy (resources securing) and indirect fighting style (sabotage, resource denial).

CLOSED
because of new version!
Lord Rommel
« Last Edit: March 23, 2010, 09:29:56 PM by Lord Rommel »