Company of Heroes: Eastern Front

Author Topic: Ostheer plan  (Read 3932 times)

Offline neosdark

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Ostheer plan
« on: February 10, 2010, 06:26:07 PM »
Okay this is my first plan for the Ostheer and I believe that it’s pretty cool (don’t know about balanced), but hey everyone has opinions.

The idea would be to have an HQ in a base area that can be connected to the sectors through building special buildings that can produce units. The more sectors you control in this fashion (for a maximum of 5 buildings) the more units you can make. The buildings can create units depending on what sector they are in: base control points provide you with balanced vehicles and infantry, the fuel sectors that allow you to deploy powerful tanks and vehicles, and munition bases deploy powerful infantry.

However each of these bases also comes with a slight nerf to the resources produced (in the case of base control points you have a slight loss in manpower received). Another problem that this causes is that the main base does not come with MGs. Sturm-Pioneers, which create the buildings these guys use, can capture sectors swiftly, but cannot build defenses save for mines, and a small dugout that can be garrisoned by a Jaeger squad or a Volks-squad (if the Jaeger squad is inside the dugout it's covered by leaves and camouflaged with him and if a Volks-Panzer-Jaeger is in there, they will have better accuracy).


Now, I’m not German, so I can’t make the nice and fancy names that some guys use but I would find it very nice if a kind comrade could translate the names into German.

Anyway here are the buildings:
Ost-Operations Center-Produces: Sturm-Pioneers [3 man squad, armed with 3 MP 3008s, upgrade with Flammenwerfer 41, can capture swiftly and build mines and dugouts] Universal Upgrade: Uber-Blitz- increases the speed at which all units capture and allows garrisoned vehicles to capture. (500 manpower) 

Volks-Recruitment Barracks: This building can only be built in the main base teritory.

Produces:

Volkssturm [4 men, Armed with 3 MP 3008 and 2 Kar98k, no special abilities, 250 manpower, 4 pop.],
 
Volks-Panzer-Jaeger [4 men armed with 3 Panzerfaust 100 and a single Kar98k, can use Anti-Vehicle Grenades, 250 manpower, 4 pop],

Nachstellung (stalking? Please correct, guys) Jaeger [ 2 man sniper squad that is armed with a scoped StG-44 and 1 MP-40 that can deploy Doctrine beacons, 350 manpower, 6 pop.]
Universal Upgrade: (Last Ditch Defenses) Replace all Kar 98ks with VG-1-5 (costs 100 manpower)
This building can only be built in the main base teritory.

The building that can be built on regular control points would be the Ost-Sturm Battalion Barracks:
Produces: Sturmgrenadiers- backbone of the Ostheer [6 man squad armed with MP 40, that can be upgraded with Suomi m/1931 and/or Gewehr 43s for better close or long-range combat (2 upgrade slots that upgrade 3 people for 1 upgrade), can use bundled grenades, 350 manpower, 6 pop.]

Panzer III- [with the 3.7 cm KwK 36 L/46.5 that has 3 potential upgrades, an upgrade to the larger 5 cm KwK 39 L/60, a flamethrower upgrade to the Flammpanzer III (F1)  Flamethrower tank or the Artillerie-Panzerbeobachtungswagen III - Forward artillery observer tank that has a dummy gun that masks a MG 34 and a another MG 34 in the ball turret that has a large line of sight and can call in small Arty Barrages and with different doctrines place flares (similar to the Jaeger)400 manpower, 30 fuel, 6 pop. ],

Twin Mortar Squad- [5 men, armed with 1 MP-40, 1 5-cm leGrW 36 mortar and 1 8-cm sGrW 34 mortar, this 2 mortar squad is large but must be defended since there is only one free member, 350 Manpower, 5 pop. Can use Mortar Barrages and each mortar has its own barrage placement area (so u can target 2 areas at one time.)]

Panzerwerfer 15 cm Panzerwerfer 42 auf Selbstfahrlafette Sd.Kfz.4/1-[Can only be built with Army Group North- Leningrad Front Doctrine, this halftrack is armed with 10 rockets and an MG for self-defense. In reason it is similar to the Nebelwerfer but is doctrine specific, more accurate and shoots more rockets. Be aware though as the MG on this cannot suppress on the level of other MGs. 500 manpower, 20 fuel, 6 pop.]
Universal Upgrade: Wunderwaffen-Exchanges all MP-40s and VG1-5 for StG-44s. (200 manpower, 20 fuel) 

The building on the fuel sector is the Sturm Panzer Deployment Hanger:
Produces:  Panzer 4 Ausf. F1[Armed with short-barreled gun has 2 upgrade paths-the first would be conversion to the Panzer 4 Ausf. F2 with the longer barreled gun and MG 34/side skirt combo pack or have the turret replace to make it a Jagdpanzer 4 with a MG 34 and Zimmerit anti-mine paste (for mine protection) Upgrades: F2 long-barrel, MG34 and side-skirt or Jagdpanzer 4 with MG 34 and Zimmerit anti-mine paste (either upgrade costs 100 munitions), 450 manpower 40 fuel, 6 pop.
   
Panther Ausf A[ Lower speed then the Wehr and PE Panther, but similar gun this Panther is cheaper to make and takes up less population but is also easier to outrun for the T-34s, this Panther comes with a nasty surprise, researchable APCR rounds to make the T-34 even bigger scrap heaps and turn IS-2 into metal shavings. Upgrades MG 42/skirts and APCR rounds for added AT- capability (125 munitions) Cost 560 manpower 65 fuel, 9 pop. ]

Flakpanzer 38(t)[ Light converted tank armed with a single Flak 38, that is very good against planes and infantry this Flakpanzer is fast but has pretty light armor so it is easier to destroy than the comparable Ostwind or Wirblewind. 400 manpower, 30 fuel, 5 pop]

Brummbar-[Can only be built with the Army Group South- Stalingrad Front Battlegroup, this behemoth of an assault gun can rip infantry, defenses, and buildings to shreds, with its huge 15-cm gun. It is slow, and can easily be out run by infantry and tanks alike but its powerful armor makes it hard to destroy. You can run, you can hide, you might even retreat, but this thing will hunt you down and blow you to bits.600 manpower, 50 fuel, 9 population

Universal Upgrade: Forced Labor- All vehicles and tanks are manufactured at 1.5 the regular production speed letting our tanks arrive at the front faster. (300 manpower and 100 fuel)

The final building can only be built on munition sectors and it is the: Ost-Sturm Infantry Battalion Barracks-Produces:

Panzergrenadiers [Powerful infantry that can mount Panzer 3s and 4s, these 4 man squads are armed with 4 MP-35, these infantry can be upgraded with Panzerschrecks, G43 w/scope (allows for a single snipe shot for 10 munitions), MG 42s or captured PPSh-41s for different situations, 400 manpower 6 population, have 2 weapons vacancy slots for 1 upgrade for 2 people)

Defense-Pioneers- [these 4 tough engineer units are armed with 4 G-41(W)and fulfill very similar in role to the British sappers, they can be equipped with Mine-Detectors, Twin Flamethrowers, and Advanced Repair. They also build mines, barbed wire, tank traps, and special Bunkers that can be upgraded with three separate upgrades-1) A Flak Bunker with 2 Flak 38s on the roof designed to take on infantry and planes. This is a cheap alternative for the Flakpanzer 38(t), but stationary and with less range. 2) A special Medicinal Bunker that houses medics that treat soldiers wounds and can also be upgraded to repair vehicles in close proximity (NOTE: Do not recover soldiers in the field that are wounded). 3)Infiltration Bunker- a special bunker that allows you to move infantry from one bunker to another. You can only deploy 2 at a time and they help in moving troops from your base to the front and vice-versa, takes different amounts of time to get to the front depending on distances between bukers. Bunkers cost 200 Manpower each, the upgrades are each 75 munitions. 300 manpower, 4 pop. Mines are 50 munitions and Tank Traps are free.]
 
SS-Squad- [these SS-soldiers clad in black uniforms are powerful and swift, numbering 5 men all armed with StG-44s and can be upgraded with Panzerschrecks, ZK 383, or the SS weapon pack that comes with 1 ZK 383, 1 StG-44, 2 Panzerschreck, and 1 Suomi m/1931 to insure maximum capabilities against all targets.( They have 5 weapon slots, 1 for each man but the Weapons pack takes them all up) 450 manpower, 5 population.]

Sturmbrigade Reichsführer-SS Squad-[only buildable by the Army Group Center, these men are similar in most aspects to the SS-Squad, but have two advantage they capture much swifter and have a  Obersturmführer to lead them, these 5 men (including Obersturmführer) are armed with 4 StG 44s and a single Steyr-Solothurn S1-100 SMG. These soldiers serve the Fuhrer with blind loyalty and their Fanaticism ability allows them to advance without fear of suppression. 500 manpower, 6 population]

Universal Upgrade: Kraumlauf and Vampir: These special attachments can now be purchased by any squads equipped with StG 44 or G43s. The Kraumlauf bent barrel increases the accuracy of any soldiers in cover and buildings, while the Vampir scope can help with finding those pesky snipers in camoflauge. (Note: I do know that the true purpose for the Vampir scope is to be a night-vision scope but it seems like an interesting idea as it was indeed used with some results)

Now Doctrines:

Army Group North-Leningrad Siege:

Right Side: Siege Craft
1)   Death’s Toll: A single shot is fired by a 24 cm Kanone 3 that does extreme damage to any units in its huge radius and suppresses all infantry within that sector- 2 CP. Costs 100 Munitions. Recharge 3 min.
2)   Waffentrager Heuschrecke: This self-propelled 105-mm gun is very useful when you want mobile artillery. And it comes with a small surprise for the Soviet tanks, it can depress low enough to fire its cannon at them directly. Beware however; it has weak armor and isn’t fast so shoot in numbers and with range.-3 CP, Cost 560 manpower and take up 10 population. Limit 3 per commander.
3)   Bunker-Buster- A single Sturm-Tiger is allocated to each commander who deploys this Concrete Blasting giant. Armed with a behemoth 38-cm gun it will destroy everything in its tracks. Infantry and buildings fall to them. Beware of artillery and mines, it cannot hit that and they do extra damage to the already exerted tracks which are easy to disable.- 5 CP, Costs 700 manpower and 20 fuel to deploy, takes up 15 population. 1 on the battlefield (at any particular time) no matter the amount of commanders

Left Side: Northern Support

1)   Finnish Jaegers: Wanting revenge for the Winter War these 5 skilled Finnish veterans are armed with 4 Suomi m/1931, Molotov Cocktails( for anti-Infantry and building use) and a Lahti-Saloranta M/26 for some squad support. Skilled against almost all early Soviet infantry and light skinned vehicles of all sorts they will fight against the Communist threat without end.-2 CP, 300 manpower, 5 pop.
2)   Den Norske Legion- Norwegian volunteers join for the fight against Bolshevism. They can only be called in by the Jeagers or Panzer 3 Artillerie-Panzerbeobachtungswagen. This squadron of 4 men is armed with standard German gear (as to save the animators time) of MG 42s and Kar98ks, but are equipped to fight in the Freezing Northern conditions with Winter Camouflage giving them a Camouflage ability, the ability to throw bundled Grenades, and bundled Anti-tank grenades ( to make them versatile).-1 CP, 300 manpower, 4 pop
3)   Finnish Armor Division- a T-28 is provided to the commander. This triple turreted tank was built to break into Finnish pillboxes and was amongst the 7 captured by their forces. With a 76.2 mm gun it can easily defeat most infantry, light vehicles and with its heavy MGs it can destroy low flying aircraft, beware though it cannot fight tanks because its armor is weak.-2CP, 500 manpower, 10 fuel, 10 pop.

Army Group Center-Moscow Front: Right Side: Special Unit Support

1)   1st Cossack Division- These skilled horsemen turned infantry men are ready to lay down their lives to defeat the Bolsheviks that drove them from their homes. This squad of 6 men is swift and quick to capture, and coupled with their skill with hunting down the weak Soviet Infantry are important to the success of our goal. Armed with 6 Mosin-Nagant 1891/ Dragoon variant rifles they are skilled at shooting while moving with very good accuracy on the move and even better when still. However they are weak in 1 vs. 1 combat so bring along a few of them (Note: I would love it if the animators could design a horse these guys could ride on but I do not want to pressure anyone as I am sure you are busy with harder and more important tasks)-1CP, 300 Manpower, 6 pop.
2)   Fallschirmjaeger of the Luftlande-Sturm-Regiment 1- These skilled Paratroopers can be called in on gliders, but to call them in you must employ the beacon ability found on the Jaegers and Panzer 3 Artillerie-Panzerbeobachtungswagen. 5 men armed with FG-42s that can camouflage, place dynamite, and upgrade to get a 2 man operated 7.5 cm Leichtgeschütz 40 that can assist them against light vehicles and treads. Beware of tanks they might be too much to handle for your Fallschirmjaegers.-3CP ( 7 pop, 700 manpower)
3)   Hell-Tiger-What else can a commander dream of. A single Tiger I armed with HE rounds, AT rounds, smoke dispensers is now at your disposal. Its weakness is that it can easily be immobilized by getting just a few shoots into the treads so try not to let it get shoot up much. Artillery is also a bit of a problem as their shells can easily destroy the intricate treads. Can only be deployed once. (13 pop, 800 manpower, 50 fuel)

Left Side: Blitz Tactics

1)   Charge for Fatherland: Gives a small burst of speed to any squad in its radius and also makes them insuppressible, but after which they will become sluggish at movement and have horrid accuracy- 2 CP, 100 munitions, 1 min recharge time.
2)   Unleash the Reserves: Gives any squads in its large radius automatic reinforcement to maximum capacity and makes them fire faster, with renewed vigor, unfortunately the use of our reserves makes getting reinforcements at the headquarters or forward HQ impossible for 2 min..-3 CP, 200 munitions, 5 min. recharge.
3)   Coordinated Strike: All the troops on the field of battle are coordinated on a single strike, as they gain more power as they work together. Artillery will fire in a coordinated pattern against any enemy positions you may find (bunkers, emplacements, and buildings of any variety) and the air will be filled with Stukas striking down any Tanks you may encounter. However, be aware that your infantry will be sluggish, your tanks will fire less accurately, and your supply lines will be flowing slowly (less resources coming in) for a short while after the end of your command- 5 CP, 300 manpower, 100 munitions, and 50 fuel with a 4 minute recharge.

Army Group South: Stalingrad Fronts

Right Side: Rattenkrieg

1) Sapper School- All infantry now have the ability to place special explosives that can be used to destroy obstacles (tank-traps, detected mines, sandbags, and anything else in your way or bridges and buildings that are causing problems.-1 CP
2) Flames of Hell: All of your Sturmgrenadiers squads can now be upgraded with triple Flammenwefer 41. These powerful triple or even 6 man Flamethrowers squads are skilled in fighting off Infantry and assaulting buildings. Beware, tanks and vehicles are extremely good against your slower (due to the Flamenwerfers weight) infantry.-2 CP. (75 munitions per upgrade)
3) Hero of the Fatherland-This skilled sharpshooter is trained to combat enemy snipers, and can easily see through enemy camouflage even at distance. Good against all infantry and support weapons of all kinds this sniper can only be called in by his Jaeger comrades or the Panzer 3 Artillerie-Panzerbeobachtungswagen.-3 CP (650 manpower, 6 population)

Left Side: Stalingrad Support:

1)   Croatian Legion-These skilled Croat volunteers will risk their lives to defeat the Communist threat in the name of the Fatherland. 4 men armed with MP 40s, they are wonderfully skilled against Soviet infantry in close range combat. But their main use is assault combat due to their special ability, Charge the Trench-which for a short period of time makes all cover bonuses negative ( makes cover work in reverse while making negative cover even worse).- 2 CP, 400 manpower, pop. 4
2)   Italian Artillery Batteries- Italian Alpine troops bring in their heavy Artillery. Large barrages will be dropped on multiple targets within the sector it is called into with pin-point accuracy. This powerful, long and self-targeting barrages has just one weakness, the rounds it uses are high explosive and not too good against Tanks especially heavier ones- 2 CP, 100 munitions per shoot
3)   The Tank Killer: A single Sturer Emil is provided to the front. This extremely powerful Tank Hunter has a huge 128 mm gun and can easily take out most tanks from range. However it cannot effectively engage Infantry, so keep it safe. Go get them Max.-3 CP, 600 manpower, 50 fuel, 8 pop.   


Veterancy will be very special for these guys: You get it by doing a combo of things, staying on the battlefield, killing enemies, and seizing sectors (not capturing but, taking from the enemy) However, you can only get a certain level of veterancy for each one. With battlefield survivability you can reach only Veterancy 1. With capturing you can reach Veterancy 2 and if u haven’t already figured it out Killing enemies can get you up to Veterancy 3.

Now each Veterancy and achievement style provides different upgrades.

For Vet.1:Time Survivability: For staying 5 min. on the battlefield you can either provide this vet. with better capturing ability, or increased health.
Vet.1-Capturing- For seizing 2 sectors this vet. can be upgraded with swifter movement or better accuracy.
Vet.1- Killing- For killing 6 units your vet. is provided the ability to add an officer to replace a member of the squad. This officer increases morale and thus increases speed, accuracy, and makes them harder to suppress. The other upgrade is the addition of an extra soldier for the squad (with no pop space used up) who adds an extra gun to the squad, and thus gives better firepower and makes them harder to kill.

Vet.2-Capturing-For seizing 4 sectors your vets can be provided with the ability to become either stealthy or gain the ability of suppressing fire
Vet.2-Killing- For killing 10 units this squad gains a skilled marksman (replaces a member of the squad) who makes the squad see better in to the fog of war and gives them the ability to pull off a single barrage of well aimed bullets that can kill half a squad and severely injure the survivors (a single recharge takes 6 min. and costs 100 munitions per shoot) or a special soldier armed with a MG 42 that makes the squad more durable and provides the ability to unleash the entire squads weapons to force any squad caught in their fire to retreat, but in disarray so they are easier to kill as they slowly run(also a 6 min. recharge with a cost of 100 munitions)

Vet. 3-Killing-For killing 15 units your unit is allowed to get the ability to ignore suppression (making them literally insuppressible) or giving them the ability to provide increased morale to all troops next to them (which gives them better accuracy, harder to suppress, better speed and increase in capturing rate)

As you can see this vet system is only for infantry. For tanks it is a bit easier but gives less advantages compared to the infantry. You can only get their vet. by killing units. They also have a 4th vet. level.

Vet.1- For getting 3 vehicle, or 1 tank, or 5 infantry kills this vet. gets the ability to deploy either smoke-screens or add extra armor to the vulnerable engine block (increasing the armor on the back of the tank and making engine damage less probable.
Vet.2- For getting 5 vehicle, 3 tanks or 10 infantry kills this vet is provided with the ability to use an Overdrive ability (for increased speed). As you can see no choice here.
Vet.3- For getting 10 Vehicle, 8 Tank, or 15 infantry kills this vet. has proven his skill to all. Allowed the chance to upgrade to a Veteran Gunning crew (which loads, faster shoots faster and is even more accurate) or the Veteran Driving crew (which increases speed, can repair the tank by themselves (must be stationary though), and allows better accuracy on the move)
Vet.4- This tank must be a god. To get Vet.4 you must kill 12 Tanks, 15 vehicles, or 25 infantry. It provides you with a extremely powerful upgrade which combines the Veteran Gunning crew and Veteran Driving crew into one package, the Veteran tank crew, Providing both upgrades fuses their rewards and adds one more the ability for the tank crew, to call in Artillery Strikes. Losing these tank crews will however provide a great loss to morale and cause all your troops to become slow and shoot inaccurately as they mourn for their comrades.

Thanks for reading guys. I’d love to hear any suggestions you’d have for me.

Offline Pauly3

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Re: Ostheer plan
« Reply #1 on: February 11, 2010, 05:27:32 PM »
i think you have a bit too many call_ins in your concept, also i think call-ins never cost fuel( at least they never did in VCOH or EF) ;D
"But risk has always been an inescapable part of warfare."
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Offline neosdark

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Re: Ostheer plan
« Reply #2 on: February 11, 2010, 11:41:40 PM »
While both of ur thoughts are true you must indeed remember that the Ostheer was always moving, requesting reinforcements, capturing territory. They needed a lot of reinforcements. But perhaps you would have some ideas for substitutes. Im willing to compromise and listen. Adding the fuel cost helps against spamming
« Last Edit: February 11, 2010, 11:46:23 PM by neosdark »

Offline neosdark

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Re: Ostheer plan
« Reply #3 on: February 17, 2010, 11:38:45 PM »
What no suggestions? Come on guys what dont u like about my plan. I like criticism. It helps when people tell u whats wrong with your plan, so can i get some farkin feedback. Please??


Offline My Name Is Ante

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Re: Ostheer plan
« Reply #4 on: February 18, 2010, 12:20:22 AM »
Well, I've read the suggestion...

Mostly are good, but some I kind feel don't right:
There are too many similiar unit, this is a waste, especially the difference is very minor...
Too many call-in unit, again mostly are similiar unit, in one doctrine...
All doctrine has super tank, well it make them a bit too strong... Even wehrmacht only has 1 tiger and the doctrine that has King tiger doesn't have any additional call in unit...
Veterancy, it simply too easy to gain veterancy, (ex possibility: your first squad fight agains't enemy squad while your second squad simply sit beside, your first squad retreat then your second squad enter with veterancy while your enemy weaken and yet to have veterancy, not good I think)

Ok...
That's all my opinion...
Why not check mine? ;D

Thanks
I am sorry for my bad

Offline neosdark

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Re: Ostheer plan
« Reply #5 on: February 18, 2010, 01:35:40 AM »
Ok, about the veterancy im sure u understand that the time surivability only goes up to 1 veterancy which can provide only two upgrades (u have to choose out of the two avalible) only one of which truly increases combat capability. The other two possible vet paths provide compleatly different upgrades and are in no way easy to get (at least not early on).The Vet upgrades arent universal and neither are the veterancies.

 As for the redundant units please point them out and i will swiftly remove them (give an explanation why they are redundant though). With the call-ins thing i will gladly replace a few call ins with something that is passive but please suggest it to me. Just try to make it fit into the setting.

Offline South3rs

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Re: Ostheer plan
« Reply #6 on: February 18, 2010, 10:06:10 AM »
I really like "unleash the reserves" Certainly keep this, its a great and very different idea.

Offline My Name Is Ante

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Re: Ostheer plan
« Reply #7 on: February 18, 2010, 10:21:13 AM »
Volkssturm [4 men, Armed with 3 MP 3008 and 2 Kar98k, no special abilities, 250 manpower, 4 pop.],
 
Volks-Panzer-Jaeger [4 men armed with 3 Panzerfaust 100 and a single Kar98k, can use Anti-Vehicle Grenades, 250 manpower, 4 pop],

Produces: Sturmgrenadiers- backbone of the Ostheer [6 man squad armed with MP 40, that can be upgraded with Suomi m/1931 and/or Gewehr 43s for better close or long-range combat (2 upgrade slots that upgrade 3 people for 1 upgrade), can use bundled grenades, 350 manpower, 6 pop.]

Panzergrenadiers [Powerful infantry that can mount Panzer 3s and 4s, these 4 man squads are armed with 4 MP-35, these infantry can be upgraded with Panzerschrecks, G43 w/scope (allows for a single snipe shot for 10 munitions), MG 42s or captured PPSh-41s for different situations, 400 manpower 6 population, have 2 weapons vacancy slots for 1 upgrade for 2 people)

SS-Squad- [these SS-soldiers clad in black uniforms are powerful and swift, numbering 5 men all armed with StG-44s and can be upgraded with Panzerschrecks, ZK 383, or the SS weapon pack that comes with 1 ZK 383, 1 StG-44, 2 Panzerschreck, and 1 Suomi m/1931 to insure maximum capabilities against all targets.( They have 5 weapon slots, 1 for each man but the Weapons pack takes them all up) 450 manpower, 5 population.]

Sturmbrigade Reichsführer-SS Squad-[only buildable by the Army Group Center, these men are similar in most aspects to the SS-Squad, but have two advantage they capture much swifter and have a  Obersturmführer to lead them, these 5 men (including Obersturmführer) are armed with 4 StG 44s and a single Steyr-Solothurn S1-100 SMG. These soldiers serve the Fuhrer with blind loyalty and their Fanaticism ability allows them to advance without fear of suppression. 500 manpower, 6 population]

1)   Finnish Jaegers: Wanting revenge for the Winter War these 5 skilled Finnish veterans are armed with 4 Suomi m/1931, Molotov Cocktails( for anti-Infantry and building use) and a Lahti-Saloranta M/26 for some squad support. Skilled against almost all early Soviet infantry and light skinned vehicles of all sorts they will fight against the Communist threat without end.-2 CP, 300 manpower, 5 pop.

2)   Den Norske Legion- Norwegian volunteers join for the fight against Bolshevism. They can only be called in by the Jeagers or Panzer 3 Artillerie-Panzerbeobachtungswagen. This squadron of 4 men is armed with standard German gear (as to save the animators time) of MG 42s and Kar98ks, but are equipped to fight in the Freezing Northern conditions with Winter Camouflage giving them a Camouflage ability, the ability to throw bundled Grenades, and bundled Anti-tank grenades ( to make them versatile).-1 CP, 300 manpower, 4 pop

1)   1st Cossack Division- These skilled horsemen turned infantry men are ready to lay down their lives to defeat the Bolsheviks that drove them from their homes. This squad of 6 men is swift and quick to capture, and coupled with their skill with hunting down the weak Soviet Infantry are important to the success of our goal. Armed with 6 Mosin-Nagant 1891/ Dragoon variant rifles they are skilled at shooting while moving with very good accuracy on the move and even better when still. However they are weak in 1 vs. 1 combat so bring along a few of them (Note: I would love it if the animators could design a horse these guys could ride on but I do not want to pressure anyone as I am sure you are busy with harder and more important tasks)-1CP, 300 Manpower, 6 pop.

2)   Fallschirmjaeger of the Luftlande-Sturm-Regiment 1- These skilled Paratroopers can be called in on gliders, but to call them in you must employ the beacon ability found on the Jaegers and Panzer 3 Artillerie-Panzerbeobachtungswagen. 5 men armed with FG-42s that can camouflage, place dynamite, and upgrade to get a 2 man operated 7.5 cm Leichtgeschütz 40 that can assist them against light vehicles and treads. Beware of tanks they might be too much to handle for your Fallschirmjaegers.-3CP ( 7 pop, 700 manpower)

1)   Croatian Legion-These skilled Croat volunteers will risk their lives to defeat the Communist threat in the name of the Fatherland. 4 men armed with MP 40s, they are wonderfully skilled against Soviet infantry in close range combat. But their main use is assault combat due to their special ability, Charge the Trench-which for a short period of time makes all cover bonuses negative ( makes cover work in reverse while making negative cover even worse).- 2 CP, 400 manpower, pop. 4


That for the main infantry.
Basically you have 10 different unit for same purpose with slightly differences.
Even Wehrmacht only has 4 (Volks, Grenadier, KCH, and Storm). If you don't take blitzkrieg doctrine it is only 3.
Yes Ostheer is a mobile faction, but to many variation of unit in same role will not increase variation, instead it will wasting the CP

Ost-Operations Center-Produces: Sturm-Pioneers [3 man squad, armed with 3 MP 3008s, upgrade with Flammenwerfer 41, can capture swiftly and build mines and dugouts] Universal Upgrade: Uber-Blitz- increases the speed at which all units capture and allows garrisoned vehicles to capture. (500 manpower)

Defense-Pioneers- [these 4 tough engineer units are armed with 4 G-41(W)and fulfill very similar in role to the British sappers, they can be equipped with Mine-Detectors, Twin Flamethrowers, and Advanced Repair. They also build mines, barbed wire, tank traps, and special Bunkers that can be upgraded with three separate upgrades-1) A Flak Bunker with 2 Flak 38s on the roof designed to take on infantry and planes. This is a cheap alternative for the Flakpanzer 38(t), but stationary and with less range. 2) A special Medicinal Bunker that houses medics that treat soldiers wounds and can also be upgraded to repair vehicles in close proximity (NOTE: Do not recover soldiers in the field that are wounded). 3)Infiltration Bunker- a special bunker that allows you to move infantry from one bunker to another. You can only deploy 2 at a time and they help in moving troops from your base to the front and vice-versa, takes different amounts of time to get to the front depending on distances between bukers. Bunkers cost 200 Manpower each, the upgrades are each 75 munitions. 300 manpower, 4 pop. Mines are 50 munitions and Tank Traps are free.]


Two unit of this role is also a waste. Make the second one an upgrade of the first or as a call-in unit.

Again, I would like to address the issue of your doctrine that has heavy tank hunter in all of your doctrines. It is not healthy as it is too powerful. PE only has 1 while Werhmacht has 2 (with the King Tiger in doctrine that has no other call-in unit).

I previously though the veterancy is similar to PE (They share veterancy point).
It seems I mistaking that, but what is the indication that an infantry will gain veterancy or not?
Also, please remove the seize option. It is not that hard to seize 2-4 sectors. Unless, you increase it.
Also about kill enemy infantry, 6 for vet1 is again too easy. I suggest increase the number.

I guess that my opinion...
Again, I would like you to see my concept and also give some opinion ;D

Thanks

CLOSED
Because of new version
Lord Rommel
« Last Edit: March 25, 2010, 12:58:45 AM by Lord Rommel »
I am sorry for my bad