Company of Heroes: Eastern Front

Author Topic: Ostheer Doctrines  (Read 4493 times)

Offline cephalos

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Ostheer Doctrines
« on: February 28, 2010, 04:23:53 PM »
Ostheer


   Commander, welcome in Russia. As you can see, after three long years fighting with Soviets the tide of war has turned. After Stalingrad and Kursk they took the strategic initiative. Soon they will reach Vaterland, if we won’t stop them. That’s why officers like You are needed. Your battalion awaits command.
   You have to remember that we must work together with other formations like Panzerwaffe or Luftwaffe to stop Soviets. They offer their support and experience.
   There are many ways to fight Russians, but you should focus on this three:

----- Ambush and Battlefield Control Tactics -----
   Commander, German army is powerful, but often we have not enough forces to fight with numerous Soviet units. That’s why we have to use the battlefield and terrain to ambush Russians. We can also strike and take Soviets by suprise. They can’t fight with invisible enemy...

Ambush:
-   2 CP : “Infantry Camouflage” - Commander, giving our soliders special uniforms will help them to ambush enemy. Also using it we can infiltrate frontline, to strike literally “from nowhere” and disappear. ( Grenadiers, HMG 42, Pak40 and Ostheer Pioneers can use “Camouflage” abillity – like Blitzkrieg Stormtroopers)
-   2 CP : “Camonetting” – with special efforts we can camouflage our bulidings, to make our defences “disappear”. ( All base buildings get passive “Camouflage” abillity)
-   3 CP : “Camouflage Painting” – hahahaha!!! Using special paint our tanks can now support infantry in ambushes. What is more terryfeing than hidden Panther? ( Pzkpfw IV, Panther and Jagdpanzer IV can now use “Camouflage” abillity, but they can’t move)

Battlefield Control:
-   1 CP : “Roadblocks” – using this massive barricades will lead Soviets to our ambushes. ( Ostheer Pioneers can build Roadblocks – like Schorched Earth Roadblocks)
-   2 CP : “Mines and explosives” – using antitank Topfmine made of glass and hidden explsoives on the battlefield we can make Russians think twice before they will leave their trenches nad attack. ( Ostheer Pioneers can build “Anti-tank Topfmine” for 60 munitions. This mine is invisible even if the enemy will use mine detector. Mine only explodes under vehicles. Also Ostheer Pioneers can put explosive charges like british comandos – anywhere they want)
-   4 CP : “Death from above” – Luftwaffe claim, that can support us with experimental Hs-293 plane bomb, perfect for destroying bridges, buildings and immobilised Ruskies. ( Hs-293 should work like V1, but it should have smaller area of effect, but it destroying abilities should be like 5 or 6 Goliaths used in one place – it should destroy ISU-152 easily. One disadventage of using this weapon of destruction is time – no smoke appears, but bomb apperars after 15-20 seconds after releasing mouse button. Ka-boom!)

NOTE: Ambush and Battlefield Control Tactics is specific support. It has no off-map units, no player active abillities and no powerfularea bombrdments. However possibility to camouflage almost every unit including tanks and base together with creating deadly chokepoints and firezones gives Ostheer player defensive superiority.

---- Sword and Shield Doctrine ----
   Fighting with Soviets is difficult but don’t worry Commander. Using MGs, PAKs and infantry ( Shield) we can stop enemy advance, until our tanks ( Sword) will crush them during counter-attack from flanks. That’s how we were winning before, and how we will be winning today.

Shield:
-   1 CP : “Pillboxes” – Commander, this strong construction can be easily and fast built by our infantry, giving them shelter and fire positions during enemy assaults. ( All infantry can build “Pillbox”, which is no more than british MG position without Mg. The pillbox can garnison no more than two units, up to 6 soilders.)
-   3 CP : “Treadbreakers” – Long years spent on shooting Soviet tanks give us a lot of experience. Our PaKs crews know how to immobilise targeted tank. ( PaK40 can now use “Treadbreaker” abillity – like panzerwaffe’s AT halftrack)
-   5 CP : “Bring the hell upon them” – Commander, you have seen Flak 88mm in action. It is amazing AT weapon. Can you imagine more powerful gun? – soon you will see PaK 43 88mm in action. ( Ostheer Pioneers can now build PaK43 emplacements – similiar to british 17- pounder, but with range of Flak88. Pak43 can’t shoot planes, but it is extremely powerful against enemy armour)

Sword:
-   2 CP : “Tank Shock” – There is nothing more terryfieing than sight of charging tanks, right? It’s powerful psychological weapon, which cause enemy infantry to run. ( All tanks get “Tank Shock” abillity, which works like Churchill’s “tank shock”)
-   4 CP : “Flanking tactics” – experienced tank crews have spent hours on training flanking attacks. Now, they can show, what they learnt. ( When Ostheer tank is shooting and target gets “ rear armour hit” damage is twice times bigger)
-   5 CP : “Legend Reborn” – 200 tanks destroyed, famous crew and terryfeing black paint – taken away and replaced by King Tiger - yes, Tiger Ace is back! ( Remember Tiger Ace from American Campaign? Now you can have your own)

---- Schwere Panzer Abteilungen Support ----
   Celebrate Commander! This is the day, when the hurricane of war approached your positions. And with this storm came new orders – orders to cooperate with Heavy Tanks Battalions. With their help we will crush Soviets!

Schwere Panzer Abteilungen Support:
-   2CP : “Independent Tank Battalions” – This kind of battalion needs no help – they have their own supply lines and own repair units. Use them wisely, Commander. ( All vehicles get “Self-repair” abillity)
-   3CP : „Combined Arms“ – Our troops have been always working together with tanks. That’s why Wehrmacht is unstoppable force. ( All infantry is unsupressable when fighting nearby tanks)
-   6 CP : “Priority Granted” – Commander, with this orders we can now unleash German armour’s full power. Soviets can build IS-2, and we have something more powerful – our mighty Tiger I. ( Tank Factory can now build Tigers)

Schwere Panzerjager Abteilungen Support:
-   3 CP : “Tank Hunters” – Independent Tank Battalions often are used to stop Soviet armoured assaults, so they developed their own tactics to fight them. ( All vehicles’ AT damage is increased during the abillity)
-   2 CP : “Veteran Crews” – Now we can put the most experienced crews to tanks, incrasing their combat efficiency. ( All tanks get Vet 3 immiedately after leaving the Tank Factory)
-   5 CP : “Armoured Fist” – Commander, strike hard, strike fast, strike with no mercy! ( During the abillity ( 30 sec) all tanks are indestructible)
-------------------------------------

Offline Panzer4life

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Re: Ostheer Doctrines
« Reply #1 on: March 04, 2010, 04:49:54 AM »
Not bad, but some of the things are OP when you think about it. Everyone of your units being able to hide from the enemy's sight? OP! Maybe make it so they lose the camo when enemy units come close enough or when the units start firing. And don't include the HS293, it wasn't really used on the Eastern Front, it was a anti-shipping weapon.
No one can stop the German panzer divisions.

Offline Paciat

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Re: Ostheer Doctrines
« Reply #2 on: March 04, 2010, 09:22:51 AM »
1 doctrine gives you an 88mm, second a Tiger I, third an uber Tiger...cant remember where I saw this... :D

There are allmost no call-ins!
Wheres the Ferdinand, Wespe, flamethrower PzIII, Ju-87...

Now lets get to specific doctrines:

Ambush - come on. Every unit has camo? Just imagine how the game would look like then. Just tkink...OP!

Mines and explosives - who builds mine detectors?

Hs-293 plane bomb? Why not using a Ju-87 to drop a 1800kg bomb? The sound of a diving Ju-87 would be great.

PaK 43 88mm is OP becouse it cant be sniped (emplacement) or easielly killed by smallarms.

Tank shock - OP as camo for every unit. Churchills can have tank shock becouse their big, slow, undergunned (they need something), and ugly. German tanks arent ugly so they cant have tank sthock! :D

"rear armour hit” damage is twice times bigger - so a shreck can destroy a Sherman in 3 shots, M-10 in 2 shots. OP.

“Self-repair” abillity - US has that ability becouse US vechicles were simple to repair and US supplied their troops with everything needed. Why should Ostheer have that ability earlier than the US? (battalion is 5 times bigger than a company)

All infantry is unsupressable when fighting nearby tanks - just get a quick tank (PzIII) and all enemy MGs will be useless. Ostheer dosnt need halfracks...OP

IS-2 like all russian units is for spamming. Tiger I was a turn the tide unit. Thats why it should have 1 on the field limit. Tiger I cant be a counter to IS-2.

( 30 sec) all tanks are indestructible. No comment.

Conclusion:
Ist Boring and OP!
« Last Edit: March 04, 2010, 09:26:42 AM by Paciat »

Offline Gerrit 'Lord Rommel' G.

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Re: Ostheer Doctrines
« Reply #3 on: March 04, 2010, 09:35:09 AM »
The doctrines are a good example for the points i always repeat here! Nice ideas...sure...
BUT this concept would need a special body - your concept would need a body which includes the Pak 40, the Ostheerpioniere, the Jagdpanzer IV 'Guderianente', a tankfactory for a Tiger and so one!


->
So this is an example for: DOCTRINS WITHOUT BODY are a nice idea but relay helpless!
So please doesnt think just about doctrins! Doctrines are just a sooo small part of a new faction!!!
May the force be with you.

Offline Versedhorison

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Re: Ostheer Doctrines
« Reply #4 on: March 04, 2010, 11:09:53 AM »
1 doctrine gives you an 88mm, second a Tiger I, third an uber Tiger...cant remember where I saw this... :D

Its called Company of heroes prior to patches and opposing fronts.

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