Company of Heroes: Eastern Front

Author Topic: Ostheer doctrines, buildings and units  (Read 3900 times)

Offline Iron_Skull

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Ostheer doctrines, buildings and units
« on: March 26, 2010, 08:21:27 PM »
So... this is my first post and I'm going to suggest some stuff for the Ostheer.

So lets start with the basic stuff, the buildings and units.

HQ
Description: The starting building which the Ostheer have.
Produces: Soviet prisoners

Soviet prisoners: Captured prisoners of war, has 3 prisoners and two guards, the guards watch over the prisoners while the prisoners build.

Upgrades:
Fortification: Fortify this building with extra armour around it and MGs.



Infanterie-Kaserne
Description: The barracks of the Ostheer, like the red army mustering hall.
Produces: Hitler youth, Grenadiers, Veteran grenadiers, Waffen-SS.

Hitler youth: An inexperienced squad of young soldiers having 5 recruits in one squad, inaccurate and not very strong but fights with an almost unbreakable spirit and is almost insuppressible.

Grenadiers: The standard infantry of the Ostheer, comes in a 4 man squad and can be equipped with Panzershrecks and grenades.

Veteran Grenadiers: These veteran grenadiers come in a 3 man squad and are like an major improvement over the regular grenadiers, but are more expensive and can't be equipped with Panzershrecks, but come with grenades standard.

Waffen SS: The elite units of the barracks, requires specialised barracks (Spezialisierte Infanterie-Bunker), very tough infantry, can be equipped with light machine guns which they can carry around and shoot with (without having to set it up) comes in a 3 man squad.

Upgrades: None



Spezialisierte Infanterie-Bunker
Description: This bunker provides the Ostheer the MG squads, the mortar squads, snipers, etc.
Produces: Snipers, Mortar squad, MG42 squad, anti tank gun.
Sniper: Speaks for itself

Mortar squad: Also speaks for itself.

MG42 squad: Also speaks for itself.

Anti Tank gun: Also speaks for itself.

Upgrades: None



Pkw-Produktion Bunker
Description: Produces light vehicles of the Ostheer such as a halftrack or an armoured car, motorcycle, etc.
Produces: Volkswagen, truck, motorcycle, armoured car and halftrack.

Volkswagen: Can hold 4 people, fast.

Halftrack: Can hold 8 people, medium speed.

Truck: Can hold 12 people, slow.

Motorcycle: Fast, recon unit, like the Wehrmacht one, except it has a different skin and maybe a few bits and bobs changed.

Armoured Car: Don't know much about armoured cars, but a normal armoured car would do that isn't in the game.

Upgrades: None



Fahrzeug-Bunker
Description: Produces the medium tanks and vehicles of the Ostheer.
Produces: Panzer III, Panzer IV, Nashorn, Panzer II Flamm, Grille and Brummbar.

Panzer III: Cheaper than the Panzer IV, can be upgraded with a wide range of weapons like the Panzer IV.

Panzer IV: Same as the panzer III only stronger, can also be be upgraded with a wide range of weapons.

Nashorn: Tank destroyer

Panzer II: Flame tank.

Grille: Self propelled artillery.

Brummbar: Assault gun, research all these tanks on wikipedia for more information.

Upgrades: None.



The rest of the buildings would be standard stuff, MG bunker, medic tent, etc.



Now I'm going to talk about doctrines with the buildings and units out of the way.





PANZER DOCTRINE

Description: This is the tank doctrine of the Ostheer, from this doctrine you can call in the feared Elefant, and build a building which allows you to make Tigers, Panthers and other heavy tanks, this doctrine eats up ALOT of fuel.


Left side

More fuel
Description: Halves your manpower gain rate but doubles your fuel gain rate for 2 minutes.
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Man the turrets!
Description: All your tanks are equipped with machine guns and will be manned.
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Heavy tank support!
Description: Unlocks the Unterstützung Schwere Bunker which allows production of Tiger tanks and Panthers also Jagdpanthers.



Right side:

Slow down!
Description: Your tanks become slower for 2 minutes but your fuel production doubles.
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For the reich!
Description: Tanks spew out propaganda for a limited amount of time, making infantry near tanks fight harder.
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Elefant
Description: Brings an Elefant into the battle, a feared tank destroyer.




FOREIGN SUPPORT DOCTRINE
Description: This is the more infantry friendly doctrine, focusing on foreign countries such as Hungary and Romania's contributions, this doctrine costs ALOT of munitions.

Left side

Meatshields
Description: Political Prisoners, civilians and POWs are called in as a single, large unit with 25 of them (they do not cost popcap), an guard squad also comes and can be made to follow them at a safe distance. (otherwise the group won't move.)
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Fuhrer!
Description: A high ranking Nazi officer is called in to raise the troops morale, any troops near him have an insane morale boost and are insuppresable and fight harder too, when he dies all troops near him retreat to the HQ, he comes with a group of elite bodyguards.
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Foreign Aid
Description: Allows you to make a building which is called the "Foreign Embassy" or something like that and can recruit Romanian soldiers, Hungarian Light tanks, Italian soldiers, Russian Liberation Army soldiers, Spanish blue division soldiers, etc.


Right side

March!
Description: All units move faster, then move slower due to exhaustion.
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Veterans
Description: A random selection of several foreign veterans enter the battlefield, ready to fight for you.
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Combat group
Description: A pack of Hungarian medium tanks enter the battlefield.




EXPERIMENTAL DOCTRINE
Description: This doctrine focuses more on the experimental weapons and tanks that Germany had used, along with elite infantry squads.
This doctrine costs ALOT of manpower.
 
Left side

Research Station
Description: Allows you to build a research station where you can upgrade your forces to be much more deadlier.
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Totenkopf
Description: Call in a squad of elite Totenkopf, known for their brutality, has 4 men in one squad.
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Description: These guys hit your enemy where it hurts!
They come from the opposite road, where enemy reinforcements usually come, instead these come.
Highly trained and equipped with the best weapons Germany had.

Right side

Sturer Emil
Description: A Sturer Emil comes in to aid you, these experimental Nazi tanks were highly succesful, with one reaching 22 tank kills before being destroyed.
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Strumtiger
Description: Provides support for your troops in extremly heavy artillery barrages, research on wikipedia to find out how deadly this was!
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Jagdtiger
The heaviest tank to see service during World War 2, this tiger would be your enemies doom unless they concretrated all firepower on it, can be called only once, this would be very slow.

So... I'm very tired now, this took me hours... hours which could have been spent playing Company of Heroes... so what do you guys think?
« Last Edit: March 26, 2010, 09:10:35 PM by Iron_Skull »

Offline neosdark

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Re: Ostheer doctrines, buildings and units
« Reply #1 on: March 26, 2010, 09:12:04 PM »
Mate your design, is.......well...... too linear. I mean i like the ideas with the doctrines other then the Experimental Weapons Doctrine's Sturm-Tiger. But other wise it looks like a mix between the Soviets and Wehr with a dash of PE in the middle.

The effort is good but you are the one who should do some research. Your units have the simplest names and just another random thing but most POWs on the Soviet Front were killed because unlike most countries Soviet Union did not attend or sign the Geneva Accords and thus captured peoples were not considered prisoners.
 
Oh and just because something is self-explanatory doesn't mean you shouldn't explain about it. Otherwise you are saying that you're just copying units from the Wehr or whatever other equivalents you got them from. Oh and don't complain about time. I'm pretty sure that most of us take at minimum 2 days to make a well thought out plan. Try to make things as perfect as you can before you post and try to make it nice. Put some time into it. 

Offline Paciat

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Re: Ostheer doctrines, buildings and units
« Reply #2 on: March 26, 2010, 09:35:23 PM »
How about reading some of this forum topics before posting dull ideas. Comment other ideas, see whats hapening on this forum.

Some of youre ideas are mentioned on a topic called:
"pettiton on stupid ideas."
« Last Edit: March 26, 2010, 10:19:49 PM by Paciat »

Offline delmar77

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Re: Ostheer doctrines, buildings and units
« Reply #3 on: March 26, 2010, 10:02:51 PM »
Also speaks for itself.
Não se apresse em perdoar. A misericórdia também corrompe.
(Nelson Rodrigues)

Offline Iron_Skull

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Re: Ostheer doctrines, buildings and units
« Reply #4 on: March 26, 2010, 11:27:13 PM »
How about reading some of this forum topics before posting dull ideas. Comment other ideas, see whats hapening on this forum.

Some of youre ideas are mentioned on a topic called:
"pettiton on stupid ideas." [nofollow]
Umm... I didn't mention anything about the Maus, ratte, etc but if your talking about the experimentals then yeah it may be out of place in COH world but I thought it was pretty unique and an interesting idea to toss around.

And I couldn't be bothered to write about the tanks since I assumed everyone knew about them.

I just would like to see some refreshing units, and with TWO german factions in the game and another coming as well I couldn't really think of anything apart from outdated designs such as the Panzer I or Experimentals.

Offline Paciat

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Re: Ostheer doctrines, buildings and units
« Reply #5 on: March 27, 2010, 12:18:05 AM »
I was talking about a jagdtiger - the stupid idea from a pettiton.

But ideas like:
"Slow down!" - how can youre tanks slow down if you didnt produce any?
"more fuel" - from where? Romanian oil fields are allready working at 100%.
"Man the turrets!" - said Guderian and so they did :D
"Heavy tank support...allows production of Tiger tanks and Panthers also Jagdpanthers." -  :o you forgot KingTigers.
...and others have nothing to do with history or balance.

Youre units have no weapons and most of their names are the same as wehrmacht.
"Sniper"
"Mortar squad"
"Anti Tank gun"
"Halftrack"
"Truck"
"Armoured Car"
Do you think that Devs couldnt come up with this "ideas"?

Offline Gerrit 'Lord Rommel' G.

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Re: Ostheer doctrines, buildings and units
« Reply #6 on: March 27, 2010, 02:21:46 AM »
Well. I dont like this "ideas" too.
The Infantry;
CoH need somekind of infantry for "long range combat",
"short range combat" and "counter of heavy units/anti tank". Your infantry is: cheap -> better -> best -> VETERANS  ::)

The 2nd building; well...no lust for think about units ::)

The 3rd building: same idea like the 1st building:
4 man -> 8 man -> 12 man -> BORING.
Why should i build a Kübel because it is fast?
Why should i build a "slow", unarmored transport?

the 4th building:
the end of your boring list ;)
The slogan of this buildung: "Everything i had found is in THIS building."
Panzer III -> cheap spamer tank?
Panzer IV -> good against vehicles or what?
Nashorn -> a rolling 8,8cm KwK...
Flammenwerferpanzer II -> anti inf? So why do i need a spam tank like Pz III?
Brummbär -> why should a build a tank when i had 2 other tanks for the same job? Killing infantry!

And the doctrins...
i will just analyses the last 3 ideas.
Sturer Emil > Sturmtiger > Jagdtiger.

I repeat my self again:
Sturmtiger and Jagdtiger hadnt fight against red army or better; Sturmtiger just against polish franctireur at the Warsaw uprise and Jagdtiger ( perhaps 3!!! tanks! ) had fight in Vienna ( Wien ) - a good representative for the HOLE eastern front.
And all in all absolutely unbalance able -> 12,8cm KwK -> heavy mortar -> 12,8cm KwK.
The 12,8cm KwK destroyed everything in ww2. A Jagdtiger had shoot a Sherman over a distance of 3,5km near Dortmund in 1945! This gun was absolutely shocking for every armored vehicle.

All in all it seems to me that you hadnt real lust about make a "strong" and "clear" concept.
Sorry man that i use such a "aggressive" text but
Ostheer will need more then non inspired ideas...

Lord Rommel

Some historical note for the end;
Sturmtiger and agdpanther HAD NEVER fight at the eastern front. Jagdtiger perhaps one-two days at the siege of Vienna ( Wien ).
Those three units are in my opinion NO OPTIONS for a Ostheer.
And the "Man the turrets": Well. The FlaMG ( The MG at the turret of german panzers ) was an anti air MG: It was handled by the tankcommander (!!!), the keyman of the german tanks. So in combat situations they werent armed because the Panzerkommandant was not tired of his life ( and this MGs are something i HATE at CoH! ).
« Last Edit: March 27, 2010, 02:27:03 AM by Lord Rommel »
May the force be with you.

Offline Iron_Skull

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Re: Ostheer doctrines, buildings and units
« Reply #7 on: March 27, 2010, 11:44:12 AM »
Ok then, I see my ideas are quite unpopular, let this thread die, maybe I'll revamp the list later on.

Yeah, now I myself see how this list is quite boring, I was in a rush to make this anyway.

I just want to ask one question...
How many models did you model for the Ostheer? Apart from the Elefant. (Which looks AWESOME)

Offline Gerrit 'Lord Rommel' G.

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Re: Ostheer doctrines, buildings and units
« Reply #8 on: March 27, 2010, 01:12:35 PM »
I dont know why u think that the this very old Elefant/Ferdinand model is a actual part of the Ostheer oO
Anyone had said that such a unit is part of any concept.
It is an old model...VERY old model ::)

And about the actual Ostheer; well...work in progress ;)
May the force be with you.

Offline KillgoreES

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Re: Ostheer doctrines, buildings and units
« Reply #9 on: March 31, 2010, 11:38:23 PM »
I realy like the idea of the Solviet prisoners. :D
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