Ill start by saing please
CRITISIZE. Ill be happy to answer all posts.
...so here is my Ostheer concept. Ill
underline things that are most interesting or add a picture if you dont want to read the whole thing.
VETERANCYEvery level of vet is an ability or an upgrade.
There are little offensive or defensive upgrades (vet). This helpes Ostheer be unique.
Becouse allmost all vet adds an ability or something that changes how the unit looks (camo, turret MGs, tank commander, armored shirts, increased sight range) players will quickly know what they gained.
BUILDINGSBuild order will look like this.
[Tier 1] [Tier 2] [Tier 3] [Heavy guns upgrade]
\ /
[Tier 4]
Tier 1 is very usefull in early game but theres a posibility to spam Ost pionees and go to tier 2 and have tanks 15 fuel quicker. Tier 3 is to expensive to build it in early game but some fuel can be saved by not building tier 2. (like russian tank hull)
Tiers are not mobile becouse its hard to balance a fraction like commonwealth. Some more units can be added to the list:
I didnt name them, becouse I dont know german. Still I think that unit speech and tier names shouldnt be in english.
Allmost all units are new. I tried hard not to use the same models as the Wehrmacht/PE. A Tiger I is on the list becouse 65% of the forum wants it (Me too).
HQ1. Ost pionees - inf target:
3xpioMP40
70HP
200MP
Wehrmacht pionees abilities.
Can place mines.
Eintossflammenwerfer 46 disposable flamethrower ability. 25ammo
Works like a panzerfaust or granade but its a flamethrower!
Vet1: Changes PioMP40 to Volks MP40 (better range and better acc at close ranges)
Vet2: Can place demo charges.
Vet3: Inf. elite target and Battlefield repair (takes less damage when reparing just like vet 3 pios)
Can build bunkers with upgrades:
MG bunker - Same MG as Wehrmacht.
Radio bunker:
Sight bonus +30.
Spots snipers.
25ammo.
2.
Heavy guns upgrade:
150MP/50fuel
StugIIIe to StugIIIg - gun upgrade.
Unlocks TierIV (if you have a TierIII)
Ost pionees can build
Pantherturm building.
200MP/30Fuel
Pantherturm is a building not an emplacement (like a trench) so recrewing it will be possible (unlike heavy weapons and emplacements).
3.
Securing points is now possible.
100MP/30fuel.
Securing points can be done by infantry. Its a UNR3AL concept.
Its like a second capping or booby trapping but it costs 200MP (all securing buildings/vechicles/upgrades cost at least 200MP). The enemy destroyes it when he starts uncapping.
4.
First aid kid upgrade - all infantry (not weapon crews) can use a first aid kid for 20 ammo if their lost at least 1 man.
It works the same as in Causeway and Tiger Ace campains but
the healer will help the closest man that is still alive but on the ground (not neseserly from the same squad) and
then the wounded man joines the squad.
Also all infantry and weapon crews slowly heal themselves 10MP/min. (As fast as vet 1 wehrmacht and def. vet 3 PE)
200MP/40fuel
5.
Pioneers and Gebirgsjägers can prepare a camo net. This ability allows to camo every unit untill it moves or shoots. Every camo net should be cheap (10 ammo). It takes 10 secs to create a camo net. (Its a vietlord idea.)
100MP/20fuel
Tier 1 200/10fuel
A whole Tier can be non-german. I would advise Italians becouse it will be easy to use Italian COH voices. (Just like Soviets use Russian version of US voices)
1. Italian/Hungarian/Romanian soldiers - inf target:
4xrifles 1xPistol
60HP
270MP
Vet 1: Gains LMG upgrade.
50ammo (only 1 re-skinned BREN).
Vet 2: Can throw AT granades (same as PE).
Vet 3: Commander (one with a pistol) spots snipers like a german oficer.
2.
Cavalry scout - heroic (like KCH infantry and British officers 1 sniper shot dosnt kill him) target:
1xk98 rifle
80HP
150MP
Quickly caps points.
Spoting unit like a motorbike.
Cant use cover.
Vet 1: Marksman ability.
Vet 2: Binoculars.
Vet 3: Camo when in cover and not moving.
3. Pak 3,7cm 36/47mm AT gun - Can fight light armor (up to Stuart):
220MP
50 range
1xrifle
Camo
Vet 1: Focused Fire ability - just like PE AT halftrack.
Vet 2: Treadbreaker - just like PE AT halftrack.
Vet 3: Longer spotting radius.
4.
More men upgrade:
200MP/50fuel
Ita/Hun/Rom soldiers have 6 men now.
Ost pionees Pak 3,7cm/47mm, MG-34 and 7.5 cm howitzer have 4 men now. (so they wont get decrewed so easielly)
Tier 2 200/40fuel
1. Gebirgsjäger - inf. soldier/elite target:
4xgren K98 rifles.
90 HP
360 MP
PzB 35(p) AT rifle upgrade with treadbreaker ability. This rifle is not as powerfull as a Soviet PTRD-41 but is more accurate vs infantry.
50ammo
0,25 recived accuracy while in retreat modifier (like Tommies).
Vet 1: Marksman ability. Works with and without AT rifle upgrade. Doctrinal MP44 upgrade disables it.
Vet 2: Can throw AT granades.
Vet 3: Fallschirmjäger camo.
2.
Light MG-34 squad - inf target:
1xlight MG-34
2xvolks k98
70HP
320MP
Upgrade to Heavy MG-34 - 25ammo.
MG-34 would have a lower rate of fire than MG-42 but k98 would make it better at long range. No recrew dosnt afect LMGs, thats why I added this unit.
Vet 1:
Tracer ammo ability - more accurate but guners are easier to hit.
25ammo
Vet 2: Inf. elite target.
Vet 3: AP rounds.
3. 7.5 cm le.IG 18 howitzer (3 men):
1xluger
300MP
Same range as the nebelwerfer.
Very accurate so it can counter-battery Soviet heavy mortars.
Fires 5 shells.
Vet 1: Longer spotting radius for the oficer (the one with a luger).
Vet 2: Overwatch.
Vet 3: Fires 6 shells.
Tier 3 200MP/100fuel (Balance - it has to be so much fuel)
1. Sdkfz 251:
Can tow 3,7cm/47mm and 7.5 cm le.IG guns.
Can reinforce troops.
Vet 1: MGs have gunners even if theres no squad inside the halftrack.
Vet 2: 0,9 recived accuracy when moving. (Didnt know what the third ability could be)
Vet 3: Can drop mines like an US AC or PE munitions halftrack.
2. Sdkfz 7/1 20mm quad halftrack (wirblewind) - sdkfz 251 target and HP.
360MP/40fuel
Can tow 3,7cm/47mm and 7.5 cm le.IG guns. Vet 1: Lock down - more accurate at long distances and vs planes.
Vet 2: 0,9 recived accuracy when moving. (Didnt know what the third ability could be)
Vet 3: AP rounds.
3.
PzIIIL - PzIV target:
360MP/50fuel
500HP
5cm gun -
Pumas gun. High accuracy. (Snipes infantry)
Vet 1: AP shells ability.
Vet 2: Armored skirts.
Vet 3: Commander. (+10 spotting range)
4. StugIIIe/f (stubby) - stugIV target:
PE PzIV gun (no lockdown)
StugIV gun (after glonal upgrade)
400HP
320MP/50fuel
Vet 1: MG-gunner.
Vet 2: Armored skirts.
Vet 3: Ambush.
Tier 4 200MP/50fuel
1. JagdpanzerIV -
Jagdpanther target 600HP
500MP/90fuel
SutgIV gun Vet 1: Panthers gun.
Vet 2: Armored skirts.
Vet 3: Ambush.
2.
Tiger I:
800MP/180fuel.
One on the field limit.
No vet or the same vet as Wehrmacht. No abilities. It cant be better than the wehrmacht Tiger.
3. Zimmerit anti-magnetic coating upgrade:
All German tanks and SP guns take 75% less damage from sticky bombs and AT granades
100MP/30fuel.
4. Upgraded tank optics:
All German tanks and SP guns recive +2,5 to main gun max range and +5 to spotting radius and +10% to accuracy.
200MP/60fuel.
DOCTRINES:
Didnt care much to name them. Its not the name that is important.
EUROPES SUPPORT:Foreign industry support:1CP Pionees can salvage wrecks.
1CP Czech industry is working for us:
Vechicle production speed is increased by 50%.
2CP Recovering vechicle wrecks of friendly and enemy vechicles can now be done by our pionees.
Foreign light troops support:3CP Hungarian Toldi tank can now be called in:
Hotchkiss target
400MP
350HP
Vet 1: Commander. (+10 spotting range)
Vet 2: Overdrive.
Vet 3: Focused fire.
2CP
Call in a spy:
Sniper target
1x luger
450MP
50HP (low)
Camo, binoculars, booby trap demo charge, and divert supplies abilities.
Can build a "Telemetry station" detector.
It will look like a radio triangulation detector and work like a vampire halftrack detecting ability but for tanks also.
No vet. A spy is not a fighting unit.
2CP Osttruppen battlegroup is now ready:
700MP
2xTier 1 infantry
1x7.5 cm howitzer, Toldi tank, PzIIIL, StugIII or 2x3,7cm/47mm guns (random like Off-map combat group).
SIEGE:Breakthru weapons:1CP Tier 1 infantry can throw granades.
Gebirgsjäger can throw bundled grenades.
4CP PzIII
flamethrower tank can now be called in (No main gun, hull mounted flamethrower):
750MP
Vet 1: MG gunner.
Vet 2: Armored skirts.
Vet 3: Main gun is operational.
Can aneone see a difference?
3CP Ferdinand heavy SP anti-tank gun can now be called:
Tiger I target
900MP
1500HP
Jagdpanthers gun.
Slow as the KT/SU-152.
1 on the field limit.
Crush medium(it had too little engine power).
Vet 1: Hull MG.
Vet 2: Marders site main gun.
Vet 3: Crush heavy.
Heavy guns:2CP Bunkers can now call a light mortar barrage within their spotting range. (Works well with a radio upgrade)
0 ammo, 5minutes cooldown
1CP We can now use Storch recon plane to spot for our artillery (Storch is like the US P-47 but slower and easier to shoot down).
3CP Wespe SP gun can now be called.
Hummel target.
550MP
350HP
25lbs gun damage and range (I know it had a 105 but it cant be as strong as the hummel).
Fires 4 rounds
Vet 1: Lockdown - increased range so it can match an super charged 25lbs.
Vet 2: Overwatch.
Vet 3: 5 rounds.
MANOUVER:Lightning strikes:3CP MP44 are now available to our Gebirgsjäger:
Gebirgsjäger can be upgraded with MP44.
1CP Capping is now 25% faster.
1CP Our light vechicles can now use overdrive:
Halftracks and PzIIIL.
Combined arms coordination:2CP Panzer crews now support each other.
Ablility like a group zeal but works on tanks/stugs.
How Group zeal works?3CP
Ju-87 can drop a bomb with point blank accuracy.
200ammo
weaker than a V-1
Weaker infantry (most US and Soviet infantry)
are suppresses for a short moment by the sound of a Stuka diving.
120sec cooldown.
4CP Tiger ace can now be called in:
1 time call-in.
1000MP (More than KT, Jagdpanther)
Loweres MP income. (Just like KT, Jagdpanther)
As strong as vet 3 Tiger. All stats are the same exept the gun. Its little more accurate and more accurate while on the move.
CONCLUSIONThings that make this army different make it great:
Completely italian/hungarian/romanian tier 1.
Light MG34 that can be upgraded to HMG is a good idea too.
A spy.
PzIIIL would be a perfect counter to all light armor.
All weapon crews have 1 or 2 rifles. They will fight back at long (18-35) ranges.
Vet 3 Gebirgsjäger that are even harder to kill than Tommies.
A camo net can be used on all units but it takes time to use it.
I also wanted to add units/abilities that I read about at this forum:
Vet that adds abilities
Non german infantry
Hungarian Toldi tank
Halftracks towing light guns
3,7cm PaK 36
Zimmerit anti-magnetic coating
Flamethrower tank
Eintossflammenwerfer 46 disposable flamethrower
A camo net
Elephant
Tiger ace comeback.
Thats all I have to so say. Sorry about my bad english (Im from Poland), thanks for reading and thanks very much for the EF add on. Please post.