The OstheerConceptThis Ostheer can be compared with the Commonwealth and Red Army. There're various reasons to do so, to mention just a few, e.g. the OH can't build forward barracks in houses or have HMGs but instead strong infantry and effective field artillery.In return, the OH can't use all of their units at the same time but rather have to concentrate on specialized types (→ Unit Pools).Unit Pools(Based on Lord Rommel's concept.)Most base structures of the Ostheer can't produce units until "upgraded" with a unit pool (which costs extra fuel, manpower and time).There're two unit pools for each of those buildings.The unit pool can allways be changed (assumed you've enough resources), however only one can be used at the same time.Veterancy(Based on Herostrato's veterancy suggestion.)Ostheer-Veterancy doesn't increase the HP or accuracy of the unit but rather allowing the player to choose an upgrade resulting in making the unit "stronger" but in a more special way.Both infantry and tanks can achieve three vet-states. The infantry-veterancy differs from unit to unit while tanks all share the same veterancy-types:(Tanks which can gain veterancy are: Pz III, StuG III, Pz IV, "Panther", "Elefant", "Tiger".)Vet 1 - Tank Commander (Increases sight. OH tanks don't have a turret-top-MG, except StuG III.)Vet 2 - "Use Nebelkerzen" (Foggrenades are fired upon the tank) OR "Max Speed" (Tank drives noticeable faster for a short period of time.)Vet 3 - Sideskirts OR "Stationary Firebase" (driver helps reloading the main gun, resulting in a higher RoF but the tank is immobilized)Upgrades & AbilitiesOstheer units have two types of upgrades: Global upgrades, which influences every unit of this type, like the "StuG III Ausf. G", which gives every StuG the longer barrel.The other possibility how to upgrade units is through Veterancy-upgrades. Units can be invidualist with these upgrades.The first possibility (global) cost some ammunition, while the upgrades gained through veterancy are free (but harder to achieve).Veterancy also allows you to unlock certain abilities, for example "Throw grenade". However, some abilities will cost you some ammo. (Those, which aren't in this list are free!)"Throw grenade" [25m]"Fire Panzerfaust" [35m]"Plant Hafthohlladung" [75m]"Plant mine" [25m]"Light artillery strike" [100m]"Direct Fire" [35m]"Load Panzergranate 40" [50m]Mobile Artillery(Based on this suggestion by myself.)The heavy guns (FlaK36, PaK40, LeFH18) of the Ostheer weight too much to be pushed around by soldiers, like we do on the Western Front, in France. Instead, we have halftracks which carry the guns. Those trucks can detach the cannons and haul them down into fire-position and then behave like British emplacements. Of course, they can be again towed to the tractor and are then movable.Captured Weapons - BeutewaffenThe Ostheer isn't able to use heavy weapons of the Red Army or recrew own equipment.Maybe later in the war, when the Oberkommando has figured out how to pick them up, German soldiers will be able to use the soviet crap to defeat the communists with their own weapons. (Meaning that as long as the Developers haven't fixed recrewing bug for new factions, the Ostheer can't do so.)Sectorprotection - Sektorensicherung(Based on Lord Rommel's concept.)The Ostheer secures resources by dominance: The more soldiers are in a territory, the more resources will be produced. Of course there is a limit, due to balance-reasons.This is mainly a tribute to the Partisans, because it was easier to sabotage the supply-lines when the Germans weren't represented in this place.Starting UnitSince the Wehrmacht rolled up large parts of weastern USSR in the first days of war, this "Blitzkrieg"-strategy is also represented in my concept.Therefore, the Ostheer starts with a Pioneersquad and a Landserzug. Ostheer can also get early tanks, but aren't the best faction in late-game.Reward UnitsThe Ostheer also offers Reward Units like the vCoH-factions. They're unlocked by successfully completing the campaigns.PzKpfW. IV Ausf. E - (Replaces PzKpfW. III Ausf. N) Early version of the Pz IV, armed with the 7.5cm "stubby"-cannon perfect against soft-targets. [400mp 70f 8p] ✔8.8cm FlaK36 (Replaces PaK40) Used in both AA and AT duties. Carried by a SdKfz. 11. [400mp 75f 10p] ✔JgdPz. 38(t) "Marder III" - (Replaces "Marder II") Effective tank-destroyer based on the Pz 38(t) and armed with a captured russian 7.62cm PaK36(r). [400mp 40f 8p] ✔PzKpfW. VI "Tiger" - (Replaces "Elefant") Call in a heavy "Tiger"-tank. [800mp 180f 12p] ✔Units & BuildingsHQ of the OstheerPioneers - 4 soldiers armed with 4x Kar98k. Ability: "Plant Hafthohlladung" (needs upgrade "Men against Tanks!", squad has to be directly near target to plant) [240mp 4p] ✔Veterancy:Vet 1- "Throw grenade" OR "Plant mine"Vet 2 - Feldwebel (One man is replaced by a Feldwebel armed with a MP40, who influences the battleperformance of the squad.)Vet 3 - Frankfurt 42 Mine Detector OR FmW35Buildmenu:MainstructuresSandbagsBarbed wireCzech hedgehogOffizier - 1 Officer and 3 soldiers armed with Kar98k make up the counterpart to the soviet Command squad with similiar abilities. [350mp 4p] ✔Veterancy:Vet 1 - "Throw grenade" OR "Fire Panzerfaust"Vet 2 - "Use binocular" OR "Sprint"Vet 3 - "Light artillery strike"Technology Camp [100mp]Men against Tanks! - Unlocks ability "Plant Hafthohlladung". [150m]Medic Center - The HQ is now able to heal nearby infantry units. [150m]Support-trucks - SdKfz. 11 and 251 can now reinforce nearby units. [100m]PzKpfW. III Ausf. L - Upgunned version with longer 5cm KwK39 L/60. [200m]StuG III Ausf. G - The upgraded StuG with its StuK40 L/48 is the fear of soviet tanks! [200m]PzKpfW. V Ausf. D - The new "Panthers" are now more reliable and comes with better armor. [200m]Infantry Camp [250mp 20f]Landserzug - (Grenadier squad) 6 soldiers armed with 6x Kar98k. Strong and deadly for the enemy but more expensive than WH or PE infantry. [350mp 6p] ✔Veterancy:Vet 1 - "Throw grenade" OR "Fire Panzerfaust"Vet 2 - Feldwebel (One man is replaced by a Feldwebel armed with a MP40, who influences the battleperformance of the squad.)Vet 3 - 2x MG34 OR 4x MP407.5cm leIG 18 - This gun replaces a light PaK as well as a mortar. Dependent on the configuration it either fires a HE or HEAT-charge. Ability: "Direct Fire" (gun can shoot directly on targets) [300mp 4p] XSupport Weapons Camp [200mp 40f]MOTOR POOL: [100mp 20f]SdKfz. 251 - Armored halftrack armed with a MG34. Can carry 12 soldiers / 3 squads. [200mp 20f 4p] XPzKpfW. III Ausf. G - Medium tank from the early stage of war armed with a 5cm KwK38 L/42. Inferior to the russian T-34. [300mp 45f 8p] XGUN POOL: (requires Army Group North or South) [100mp 20f]SdKfz. 11 - Halftrack used as troop-transporter, artillery tractor and also as chassis for the SdKfz. 251. Can carry 12 soldiers / 3 squads. [200mp 2p] X7.5cm PaK40 - Standard anti-tank gun used by the Wehrmacht. This cannon can easily destroy T-34's and also penetrate every heavy soviet armor.Carried by a SdKfz. 11. [350mp 20f 4p] XHeavy Weapons Camp [300mp 75f]TANK POOL: [150mp 25f]PzKpfW. III Ausf. N - Late version of the PzKpfW. III. Armed with the short 7.5cm KwK37 L/24 for use against "soft targets" like infantry. [400mp 60f 8p] ✔PzKpfW. V "Panther" Ausf. A - Propably the best medium tank of the war! [600mp 100f 10p] ✔ARTILLERY POOL: (requires Army Group North or South) [150mp 25f]StuG III Ausf. E - The StuG III was the most produced German "tank" of the war. The short 7.5cm StuK 37 L/24 is effective against infantry, yet it lacks decent anit-tank capabilities. [350mp 60f 8p] X10.5cm leFH18 18/40 - This heavy howitzer is mounted on the carriage of the PaK40. Ability: "Direct Fire" (gun fires directly on nearby targets). Carried by a SdKfz. 11. [450mp 75f 10p] XDoctrinsArmy Group North- Heeresgruppe NordAirforcemission - Luftwaffeneinsatz:Reconnaisance plane - A Fieseler Fi156 "Storch" flies over the selected area detecting enemy units in this territory. [1cp 50m] XLuftversorgung - A Ju 52 drops two containers with ammunition, fuel and LMG34s.[2cp 200mp]StuKa Attack - A Ju 87 "Sturzkampfbomber" attack the targeted area/vehicle with a precision airstrike (one single heavy bomb). Very effective against enemy tanks and structures! [2cp 100m] XFinnish Support Groups - Finnische UnterstützungskräfteGerman armament supply - Abilities "Fire Panzerfaust", "Throw grenade" and "Plant Hafthohlladung" cost nothing for a certain amount of time. [2cp 200mp]Finnish Jäger Troops - Call in a squad of 4 elite soldiers armed with 4x Suomi M/1931 SMGs. Ability: Plant Hafthohlladung (needs upgrade "Men against Tanks!"). [3cp 400mp 4p] XVeterancy:Vet 1 - "Throw grenade" OR "Fire Panzerfaust"Vet 2 - "Camouflage" OR "Sprint"Vet 3 - 2x Lahti-Saloranta M/26Finnish Sniper - Call in an elite sniper-ace. [4cp 400mp 4p] XVeterancy:Vet 1 - "Throw grenade" OR "Plant mine"Vet 2 - "Camouflage" OR "Sprint"Vet 3 - "Light artillery strike"Army Group Centre - Heeresgruppe MittePanzercorps:Panzergranate 40 - Adds ability to tanks: "Load Panzergranate 40" (For a short period of time, the damage against armor is increased dramaticly.) [1cp]Experienced crews - All newly produced tanks have now already Vet I. [2cp]Heavy tank destroyer - (Schwerer Panzerjäger) Call in a heavy tankdestroyer JgdPz. VI(P) "Elefant" armed with teh 8.8cm StuK 43/1 L/71. Only one "Elefant" at the same time! [4cp 800mp 180f 14p] ✔Mechanized Division:JgdPz. "Marder II" - Call in a tank-destroyer build upon the PzKpfW. II Ausf. C-chassis and armed with a PaK40. [3cp 400mp 40f 8p] XPzHb. "Wespe" - Call in a "Wespe". This self-propelled artillery unit has a 10.5cm leFH18M L/28 attached on PzKpfW. II. [3cp 400mp 40f 12p] XField-maintenance - (Feldinstandsetzung) When activated, all tanks damaged at this time repair themselve. [2cp 200m]Army Group South - Heeresgruppe SüdFortress groups - Festungsverbände:Fortresstroups - (Festungtruppen) All units behind green cover gain additional bonus (e.g. it's harder to suppress this unit etc.). [1cp]Resource-exploitation - (Rohstoffausbeutung) For a short periode of time more resources are produced. After the boost the resource-production is temporarily decreased. [2cp 200m]Entrenched positions - (Befestigte Stellungen) Pioneers are now able to build heavy defences. [2cp]TrenchesMG34-nest [250mp 20f] ✔Eastern Satellites - Östliche Gefolgschaft:Knüppeldamm - All units move with maximum speed in landscape or on streets for a longer period of time. Only active in own territory! [1cp 150m]Volunteers - Call in a squad of 6 soldiers armed with german weaponry. This unit symbolizes all other Axis forces fighting in the east, like Romanians, Hungarians, and Italians. [2cp 280mp 6p] XHiWis - Volunteers are also excellent workers! They can now construct concrete emplacements. [3cp]Dragon's teethOstturm (Stationary "Panther"-turret.) [350mp 20f 6p] ✔
Very interesting...
What about this veterancy system that someone suggested on one of the other page:They get stuff and abilities as they get vetexamplevet 1 grenade/sprintvet 2 shrek/lmgvet 3 Camo/unsuppressable
Gebirgsjäger - 4 soldiers armed with 4x Kar98k. [450mp 4p]Veterancy:Vet I - "Use binocular" OR "Sprint"Vet II - Feldwebel (One man is replaced by a Feldwebel armed with a MP40, who influences the battleperformance of the squad.)Vet III - PzB39 OR Zf. Kar98k
Is this all Finland's troops will be involved with this Expansion?... Finland had a bigger part to play in WW2 then this.. Mere backup for the Germans... And they weren't Axis, they wanted to defend their land, the fought away Russia AND Germany!
Is this all Finland's troops will be involved with this Expansion?... Finland had a bigger part to play in WW2 then this.. Mere backup for the Germans...
So you're asking to delete Finnish troops from my concept?Actually, if you look at the other concept around here, I think mine gives the Finns propably the most attendion. A whole side of a command-tree? Others only put one single unit, I've three, one of them being an elite infantry unit, plus one "uber" ability.
And perhaps a Finnish faction with Russian tanks? It was how it worked when they fought the Germans out, they had the help of Russia..