My Ostheer ideas (buildings,units, some ideas and ideas which I like)
Hi all. I have some ideas for Ostheer start. I used American model of buildings on start to differ Ostheer from Wehrmacht which looks like a lot of versions. Wermacht is during the playing forced to play go-slow tactic on start and Ostheer surely attacks on the beginning of war, isn't it?
Ostheer should be on start aimed more likely on attack based game but, because was number od reds underestimate, the units weren't much numerous. Once they reached to Stalingrad, Leningrad and Moscow they must aimed on fight in cities and then aimed to defense.
veterancy systemI have two suggestions.
1. Units gain veterancy by fight. Accordingly if gain it on enemy territory, own or neutral they give veterancy bonus. Own- health bonus, neutral- visual range, health recharging, faster moves, enemy- damage bonus.
2. Units have only one grade of veterancy, it takes a long time to reach it but if unit gains veterancy, it's worth it.
HQ
sturmpioneers
squad of 3
2*mp40 1*kar 98
sturmpioneers can build base structures, capture territories and after research defensive structures(sand bags, barbed wire, bunkers, mines, tank traps, pak 40 emplacement-something like British at)
upgrades: after research can be upgraded on flamethrower and mine detector
abilities: -
researches:
urban combat(requires t1 or t2)
sturmpioneers can build sand bags, barbed wire and bunker. sturmpioneers can be upgraded on flamethrower and mine detector. Unlocks t3
defence combat(requires urban combat research)
sturmpioneers can build mines, at emplacements and tank traps.
Unlocks t4
Historical foundation (facts)Ostheer didn't assumed that it would have to defend itself. So that's why of defend structures should be made available only with switch to next phases.
field barracksattack squadsquad of 4
4*mp40
can capture territories
upgrades: -
abilities: after research throw grenade, throw at grenade
kubelwagencan´t fight, can´t capture territories, good for recon,
cheapupgrades: command vehicle
abilities: after upgrade on command vehicle can call light artillery strike
researches:at grenades (attack squad can throw at grenade)
grenades (attack squad can throw grenade)
rearmament (attack squad gets stg 44)
Ostheer units were in the beginning resolved to fight, equipped with guns purposed on attack. However Ostheer underestimate Russians so that units aren't much numerous.
field support centremg34 squad of 2
1* mp 40
can capture territory
less effective then mg42, but faster pack und unpack, faster moving and a bit cheaper
abilities: -
upgrades: -
50mm mortarsquad of 2
can capture territory
less effective then 80mm, smaller range, bigger fire rate , faster pack und unpack, faster moving and bit cheaper
abilities: barage
upgrades: -
elite shooter teamsquad of 2
2*g43
can capture territory
abilities: accurate fire (shooting),
cloak-passive abilityupgrades: -
alternative: sniper officer from estheral´s guide
A tier 3 unit. Sniper officer can motivate troops, have a semi-automatic G43 rifle with ZF4 scope but don’t have camouflage like other snipers.
Ability 1: Motivate. Give a bonus of speed and health to one infantry squad.
researches:manpower supply
mg34, 50mm mortar and elite shooter team get third men
Ostheer proceeded quite fast so it needs mobile, lighter units.
leich panzer centrepanzerjager squadsquad of three, 1*panzersherck 2*kar98
abilities: Tread Breaker-destroy tread of vehicle(about 60% chance to hit tread)
upgrades: second panzershercek (chance to destroy tread rises to 95%)
panzer 2
anti infantry vehicle, 2*hmg
abilities: high fire rate fire (pz 2 fires five fires in short time)-needs Luchs upgrade
upgrades:pz 2 Luchs,pz 2 flamigo
Sd. Kfz. 251/22anti tank halftrack, pak 40 gun and lmg
abilities: ambush
upgrades: -
panzer 3good vs light armoured vehicles and infantry, 37mm gun,lmg in turret
upgrades: pz 3 aust M(pz gets 50mm gun)
Raupenschlepper Ostmobile barracks, can lock territory, can gather up casualties (after upgrade on field hospital)
can build all infantry unit, you must only have building in which you can make appropriate infantry, after upgrade on field hospital you can build medic(heals unit nearby, can be bounded to unit)
abilities: deployment
upgrades: field hospital
schwer panzer centrepanzer 4good vs infantry and after upgrade vs tanks too, 75mm short gun
abilities: -
upgrades:75 mm long gun then additional armor
panzerwerferrocket artillery
abilities: barrage
upgrades: -
Penal unitsquad of 6, 6*kar 98
hard to suppress, can´t retreat a bit better than volksgrenadiers, but with every lost men gets squad +0.20 damage and +0.20 health
abilities: panzerfaust, grenade
upgrades: -
jagdpanzer 4tankhunter, 75mm gun
abilities: Armor piercing rounds
upgrades: -
panthergood vs everything, 75 mm gun, 1*lmg
expensive, in first version unreliable
upgrades: aust g, roof mg
abilities: -
research: anti magnetic paste, vehicles with treads can´t be hit by mine
tank battles, panther is buildable tigers on battlefield
doctrines will be maded soonThank you for reading and excuse my English.