Company of Heroes: Eastern Front

Author Topic: Ostheer Light Concept  (Read 5528 times)

Offline DrCashpor

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Ostheer Light Concept
« on: February 15, 2010, 03:55:06 PM »
Ostheer by DrCashpor

My idea of an Different ostheer Concept

The ostheer are a lightly armoured faction, and relys more on speed than brute force. in capable hands the ostheer are a extreme effective force.
However beginners may find Ostheer difficult to use, as many of the tactics used by the ostheer require patience
cunning, and even a little daring. This means the new Ostheer faction will not be a steamrolling unit spamming faction. A beginner might
be tempted -to simply attack the enemy straight, where the ostheer will allmost always be defeatet.The ostheer has low troop numbers
and light armour until lategame. More experienced players off the ostheer will use flanking manoeuvres and combonation off units
to achive victory, and the bonuses avaible to give the ostheer a FAST and deadly blow to the enemy.   


PROS
great damageing units, every unit is a hard hitting killing machine.
Good mobility - Fast units
Capping speed - fast cap speed whooah
Versitile units - offers alot of upgrades and different units
quick light armour - (BLITZ nigga blitz)
Strongest commanding unit - The officer

CONS
NO OP. Ostheer cant use their resources to upgrade their captured oil, muni etc theyll need every single manpower,fuel,muni for their higly mobile army.
Unit Armour - hard hitting but hard dieing (you will need to nurse ur units until VET)
LATE Heavy armour - (heavy weapons comes late, so keep the enemy busy)
NO Overpowered 1 hit killing machines.
No buildable Defense machines
Expensive lategame



My idea is a **modified** "Venoxxis" build scheme, you start off with a normal HQ building. then going tier 1 with the 1st building. tier 2 has 2 choices, build both tier 2 buildings, or go to tier 3 straight away. the tier 2 buildings have totaly different upgrades & units. This gives you the opotunity to chose one tier 2 building you find most usefull in that stage and save the rest off your resources for tier 3 if needed.

HQ

Pioneers - the building unit of the ostheer, 2x man squard with mp40´s
Abilities: Satchel charge,Deploy mines, consstruckt barbed wire, sandbags


Scouts - Highly mobile infantry unit, low armour but high dmg. 4man squard armed with the kar98 Standard Rifle.
abilities
CAMOFLAGE - Can cloak makes them 50% slower but camoflauged while walking or stalking enemy prey.
upgrades:
g43 rifle - more long rage firepower
Mark Target ability - Can mark a target, making it visible on radar, and even in fog off war. 

Inspiration for squard - http://www.tridentmilitary.com/new-photos23/drf70563.jpg

1ST building

Officer
The officer squard starts off as a single officer as squard, later in the game he will be able to recruit 2x guards + 1xTelefonist.
This means in the beginning face of the game, he will need alot of attention, as he later gets more powerfull. The officer will get the avaible guards and telefonist in upgrades later
Officer abilities:

Supressing fire - selected enemy infantry squard will be slowed or pinned asap, for a short peroid of time (tier0).
Charge - bliitz, a small perioid speed increase, for 4sec. buffes all near infantry
Blood for the fartherland - Making the troops around the officer fight harder, at the cost off a little health decrease, on effective infantry.
Light airplane bombardment - when telefonist is recruitet the officer is able to call in an light Airplane bombardment, on targeted area.

Inspiration for squard - http://img46.imageshack.us/img46/8586/003585.jpg


MG 34 squard:
fast 3man mg squard, 2x armed with kar98 1x mg34. Deploys fast but has a lower rate of fire than mg42.
Can deploy quick and redeploy quick if getting outflanked, but crew has low armour and lower dmg as a mg42. Good for supression

Opel Blitz "maultier" Truck:
This vechile serves as a transport vehicle.
The opel blitz truck has 3x different upgrades --->

1- Medical truck - Can settledown making it into a mobile medical station (healing troops)
2- Ammunition truk - Ability: functions like an normal muni truck
3- Repair truck - Ability: Settledown the truck deploys making it into a mobile repair station.

when upgraded wont be able to transport troops.

Italian Expeditionary Corps unit:
A squard of 5men armed with Carcano rifle.
Can be upgraded with - Beretta Model 38/42
Light swift unit, who has either no or less training, like the Wehrmacht Volks
 
"2nd Ostheer building" (optional)

Panzer 3 - The panzer 3 comes out as the normal fast Panzer III Ausf. A, then theres 3x upgrades avaible.

Ausf. M / Panzer III upgrades the pz3 to a flammenpanzer armed with a flamethrower barrel.
Ausf. L / Panzer III Upgrades the pz3 with a longer, and more powerfull barrel, 50 mm KwK 39 L/60.
Ausf. E/F/G Panzerbeobachtungswagen (Sd.Kfz.143), Upgrades the tank with Dummy gun and a Kugelblende (ballmount) for a 7.92mm MG34 machine gun

Thease are 3x optional upgrades you can chose to make ur panzer 3 more specific in its role on the battlefield, and making it more versitile.

Ausf. M / Panzer III:
 This panzer has 2x mg's and a flamethrower barrel. Special ability: (Burn) The flammenpanzer will for a short perrioid fire a thicker and longer flame
 for more AOE + struckture DMG. 
 
Ausf. L / Panzer III:
 This upgrade gives your pz3 all it needs to follow up against heavyier armour, longer barrel, DMG and more armour. Special ability (Camoflage) can cloak itself
 when stationary.

Ausf. E/F/G Panzerbeobachtungswagen (Sd.Kfz.143):
 This tank has no antitank capeabilities only armed with Anti-infantry machinegun.
 Special ability: can call in a Wespe/hummel artillery strike (Recon Arty)
 Special ability: can Get a wider area view, just like binoculars (Discovery/reconnaissance)
 The arty strike will have a munition cost for each strike, and will be a medium dmg. A tank commander with radio phones, should appear in the hatch off the Panzerbeobachtungswagen.

The upgrade prices will cost 80muni.

sdkfz 222 - The Sdkfz 222 is a light fast recon vehicle capable of dealing swift quick death with its, 2 cm KwK 30 L/55 autocannon and mg34.
Ability: Overdrive - the 222 will get high speed for serveral secs, only if the engine is not damaged.

Grenadier Panzerschreck: a 3man squard with 2x k98 and 1x Panzer screck.

2rd Ostheer building (Optional)

stugIII - The StugIII is a decent panzer killer, fast but not very moveable.

sdKfz 251 Halftrack, The sdkfz 251 main objective is to serve as troop carrier hower it has 3x upgrades.

Sdkfz 251/2 Schützenpanzerwagen (Granatwerfer). 81 mm Mortar carrier.
Ability: Rapid mortar barrage. The crew will for 5sec load and fire the mortar wich will result in an mortar barrage where multiple rounds lands simotaniously on targeted area.
the ability will cost munition.

Sdkfz 251/3 mittlere Kommandopanzerwagen (Funkpanzerwagen). Communications vehicle
If the officer is mounted in the KommandoPanzerwagen his
ability effect range get an boost. The kommandopanzer wagen will then be an effective car for your officer as he can escape quick and stay longer behind the front and still granting the inf with bonuses.

SdKfz. 251/9 with a 7,5cm KwK L/24
Ability: ThreadBreaker. The 251/4 will fire its 7.5 cm leichtes Infanteriegeschütz 18 at the enemy tank aiming on the threads. This will result in a Damaged engine or Imobilized enemy tank, if the shot hits.

Grenadier mp40 squard: 4 man squard with mp40's
 
3rd Ostheer building ??

Tiger: A Tiger tank is buildable this tank is a hardhitting machine with its 88mm cannon and reliable engine, this is the true beast of the Ostheer. Ouer factorys can only deliver 2x tiger1 tanks on the battlefield on same time, due to material costs. MAX POP of 2x on same battlefield, means only 2x tigers can fight on the same time, as the old ones die new ones can be build again.

JagdPanzer IV: ??

Grenadier:
A squard of 4men armed with 4x stg44.
Abilities - can fire Panzerfaust

THEASE IDEAS ARE WIP, im not saying the ostheer should be like i want, but this is just some ideas/inspiration i got for the new faction.
I hope this could help the developers to get some nice ideas about how theyre gonna make the ostheer.
 
btw me has bad english, me is sorry

Source of information "LIST".

Alot of Osprey books ********
Steel Storm - Waffen-SS Panzer Battles on the Eastern
Tiger - The Story of a Legendary Weapon 1942-1945
Victory at Stalingrad
Alot of reading on former suggestions*******

 
DOCTRINES WILL COME LATER ! !!
 

DOCTRINE -
« Last Edit: February 22, 2010, 02:36:08 PM by DrCashpor »

Offline Paciat

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Re: Ostheer Light Concept
« Reply #1 on: February 15, 2010, 10:33:58 PM »
Finally a light armor concept with more infantry than PE. Im sick of all the posts being about jagtiger, second KT etc.

The Pz III is a great concept, being somewere between Stuart and a Churchill. There are no tanks like this one in the game. (Hotchkiss has too little HP).
Opel Blitz sould be a halftrack. Trucks are too easy to destroy.
Italy surrendered on september 9th 1943 but I want them and everyone else wants them too.
Change the stugIV to a lighter stugIII.
Be carefull when giving stg44 to infantry. Only elite troops should use them.
2xk98 and 2xstg44 is a shitty squad weak on long ranges, average on close ranges.
As much as I hate uber tanks i must say that there needs to be a heavy call-in. Just dont make it a tank like the best german tanks, only better...
Elephant or Tiger ace is all the Ostheer army needs.
A wespe call-in would be nice too.

Offline DrCashpor

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Re: Ostheer Light Concept
« Reply #2 on: February 16, 2010, 07:45:41 AM »
hey thanks for the response. Im not finnished with the doctrines atm and the tier 3 heavy armour building. but i thought the ostheer should only gain the stg44 at the final stage of their tier, i changed it to 4x stg44 aswell. The italians was a kind of a joker because i wantet an early cheap infantry group like the volks and there i saw the italians came in. I changed the stugIV to a III instead, nice idea. anyway if you have any other suggestions please write them down.

btw saving the Wespe grille, ferdinand and such for doctrine use. anyway thanks for the awesome response
 
« Last Edit: February 16, 2010, 10:02:48 AM by DrCashpor »

huggy

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Re: Ostheer Light Concept
« Reply #3 on: February 18, 2010, 02:37:09 PM »
Really nice suggestion, for an ostheer concept, looking forward to the doctrines, and the tier3 building.

Offline Venoxxis

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Re: Ostheer Light Concept
« Reply #4 on: February 18, 2010, 02:44:17 PM »
Ostheer by DrCashpor





My idea is you start off with a normal HQ building. then going tier 1 with the 1st building. tier 2 has 2 choices, build both tier 2 buildings, or go to tier 3 straight away. the tier 2 buildings have totaly different upgrades & units. This gives you the opotunity to chose one tier 2 building you find most usefull in that stage and save the rest off your resources for tier 3 if needed.



Actually, this is my idea.
its surely ok that you use it for your concept as well, but please, dont call it your idea  so man ;)

Offline DrCashpor

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Re: Ostheer Light Concept
« Reply #5 on: February 18, 2010, 05:02:36 PM »
Hey Venoxxis  8) , i must admit when you just look at the tier pic, it could look similar to your idea. Allthrough i must admit there many differances, when you go into details especially.

You have a "Upgrade building" on your scheme, something i dont, because my upgrades comes along the buildings, as you tier up (Still in progress)
Look at the concept at the buildings, you have a armour only, and a infantry only building in tier2.

i dont want to sit here and point out all the differances. But i must admit i didnt knew i stole something from you.
Im really sorry for using a some how simmilar tier scheme, with the same awesome layout as you.

Ill update the following text:  :-*

My idea is a **modified** "Venoxxis" build scheme, you start off with a normal HQ building. then going tier 1 with the 1st building. tier 2 has 2 choices, build both tier 2 buildings, or go to tier 3 straight away. the tier 2 buildings have totaly different upgrades & units. This gives you the opotunity to chose one tier 2 building you find most usefull in that stage and save the rest off your resources for tier 3 if needed.

I hope that would do it?  :-*

 anyway thanks for the response m8.



Offline Venoxxis

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Re: Ostheer Light Concept
« Reply #6 on: February 18, 2010, 05:27:04 PM »
actually, this sounds good for me :D

But mhmh.. picking another panzer 4 besides the panzer 3 in the concept doesnt really makes sense, or what do you think?

I mean, these tanks, especially the late pz III and the early pz IV are very compareable. thats why i prefered taking the pz III for the reasons of originality!
Others say that the pz IV needs to be in the Ostheer, but it wouldnt make sense besides the panzer III. espicially a upgradeable pzIII rocks just like a pzIV.

Offline DrCashpor

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Re: Ostheer Light Concept
« Reply #7 on: February 18, 2010, 07:06:36 PM »
Hey venoxxis.

actually, this sounds good for me

okay great.

Oh yes about that PzIV as you ofcourse see it has some questions marks behind it, and the whole tier3 building is "Work in progress"  Its only there because i forgot to deleate it, im quite lazy.