Company of Heroes: Eastern Front

Author Topic: Ostheer Concept by Ante (2nd Version)  (Read 2958 times)

Offline My Name Is Ante

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Ostheer Concept by Ante (2nd Version)
« on: February 26, 2010, 03:11:23 PM »
Ok, here is now 2nd version of my Ostheer concept.
Most of unit still same but there are also a lot of change in this concept.

Basic Gameplay

In my opinion Ostheer should have a pretty intensive map control faction. They will have speed, fast capture and seize rate, and heavily rely on a lot of use of obstacle.

Gameplay (Point)

Quality over Quantity
Ostheer still maintain the basic Axis principal: Quality over quantity. Thus, every unit in Ostheer could do most of thing better than their counterpart in any other faction but also more expensive. However, Ostheer still needs a lot of upgrades before really achieve this state.

Map Control
Ostheer has more variation of obstacle that would stop ally from reaching their destination or goal. From simple sandbag to the devastating bobby trap. However, they will still need to carefully plan their strategy as it can become a double edge sword. Ostheer also capable to build base in the sector they control to allow for wide base (historically they spread across the Eastern Front although they spread too thin). These base will secured the territory but will not increase the resource however.

Offensive
Ostheer are a very fast faction (almost or same with PE) and has good to excellent firepower. It doesn’t mean they are a copy cat of PE by having a lot of vehicle. Although they have more armor than infantry, they still have a lot number of infantry variation. However, not all units have good punch, some only have minor firepower, but in exchange they do their job better. Some units also get their better firepower through upgrade. And some is pure firepower.

Veterancy
Ostheer doesn’t gain any veterancy. Instead, they gain area wide bonus. How this implement? Ostheer capables to build tower in every areas. This tower can not be build in area that hasn’t been captured, however the effect last even after seized by enemy. Only one tower can be built in every area and the tower is invisible. Also, the tower doesn’t reveal any invisible unit nearby. The bonus gave by the tower is varied and depend on which base building you built. Each base building unlock new bonus for your troop. Only 1 bonus can be active at once and the bonus is same for every tower.
1.)   Infantry Bonus:
•   (Pro) Increase Accuracy and damage against enemy infantry
•   (Pro) Your infantry will sprint and harder to suppress.
•   (Pro) Decrease enemy accuracy against your infantry.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to tank.
•   (Con) Decrease recon unit reveal range.
2.)   Vehicle Bonus:
•   (Pro) Increase Accuracy and damage against enemy vehicle.
•   (Pro) Your vehicle upgrade and repaired time will be decreased.
•   (Pro) Decrease enemy accuracy against your vehicle.
•   (Con) Slightly decrease your unit accuracy to enemy infantry and tank.
•   (Con) Decrease repair rate of Ostheer Pioneer to anything beside vehicle.
3.)   Tank Bonus:
•   (Pro) Increase accuracy and damage against enemy tank.
•   (Pro) Increase armor penetration against enemy vehicle and tank.
•   (Pro) Your tank now immune to enemy mine within area.
•   (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to infantry.
•   (Con) Decrease repair rate of Ostheer Pioneer to anything beside tank.
4.)   Superior Bonus
•   (Pro) Increase damage against all of enemy unit.
•   (Pro) Your unit gain bonus defense.
•   (Pro) Your Ostheer Pioneer will repair faster.
•   (Con) Increase enemy accuracy against all of your units.
•   (Con) Decrease your unit accuracy to all of enemy unit.
5.)   No Bonus
•   (Pro) No Decreasing stat.
•   (Con) No Bonus.

Building, Unit, and Upgrade
There are 4 different buildings that Ostheer can build. The HQ has 3 different upgrades which will unlock 3 different bases. The 4th building only available after all upgrades in HQ purchased.

Ostheer HQ (Not buildable)
This will be the heart of your troop. This building allows you to build with the Ostheer Pio and Ostheer Grenadier.

Buildable unit:
Ostheer Pioneer (120 MP 2 Pop)
Type: Utility Unit
Role: Building and Repair
   Ostheer Pioneer is much like they wermacht counterpart, consist of only two men. However, they are weaker as they only armed with pistol. However, they are faster both in speed, build, capture, and seize rate. Ostheer Pioneer has 2 upgrades:
1.)   Flamethrower (Require Incendiary Element; 50 Ammo)
2.)   Mine Detector (50 Ammo)
Ostheer Pioneer also can build (obviously) base and defenses. The defenses:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
5.)   Mine (20 ammo)
6.)   Bobby Trap (15 ammo)
7.)   Bunker (However, this bunker cannot be upgraded into machinegun bunker) (150 MP)
Depending on Doctrine, they will receive additional upgrade:
1.)   Left Doctrine (Focus on Artillery) they will be able to plant beacon so although there are no troops around, the area will still be revealed. Only 5 beacons allowed. They will also receive camouflaged ability.
2.)   Center Doctrine (Focus on Speed) they will receive smg. It will make them has similar firepower with most utility unit (like Pioneer and Engineer). They will also receive expert repair ability.
3.)   Right Doctrine (Focus on Heavy Support) they will receive Panzerscherck upgrade (75 Ammo). They also now capable to build goliath.
They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Incendiary Element: Allow your Ostheer Pioneer to have Flamethrower.

Ostheer Grenadier (300 MP 3 Pop)
Type: Main Infantry
Role: Assault
   Ostheer Grenadier is a 3 men squad that armed with Kar98k. They can throw grenade and build defenses, also they can be upgraded with:
1.)   LMG (MG 34) (75 Ammo)
2.)   PzB 35(p) (Require 2 base building built; 75 Ammo)
The defenses they can build:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.
2.)   Incendiary Element: Grant Ostheer Grenadier Incendiary Grenade.

Buyable Research:
1.)   Infantry Full Support (Unlock T1) (200 MP 25 Fuel)
2.)   Light Armor Support (Unlock T2) (200 MP 25 Fuel)
3.)   Armor Full Support (Unlock T3) (200 MP 25 Fuel)

T1 (220 MP 15 Fuel)
Focus on Infantry Support, Unlock Infantry Bonus

Buildable unit
MG 34 (260 MP 3 Pop)
Type: Support Infantry
Role: Anti-Infantry
   Equipped with a Tripod MG 34, they get lesser damage and suppression rate. In exchange, they gain longer range. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Improved Equipment: Replace MG 34 with MG 34/41 (MG 34S) which has better damage and suppression rate.

Mortar Team (270 MP 3 Pop)
Type: Support Infantry
Role: Long Range
   Equipped with 5 cm leGrW 36 and consist of 3 men, mortar team shoot in shorter range and deal lesser damage. But they capable to deploy, undeploy, and move faster. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man.
2.)   Improved Equipment: Replace 5 cm leGrW 36 with kz 8 cm GrW 42 which has better damage and fire range.
3.)   Incendiary Element: Grant Mortar Team Incendiary Round.

Support Team (250 MP 2 Pop)
Type: Support Infantry
Role: Support
   Support team is a multifunction squad consists of only two men. They armed with pistol only. It has 3 different upgrade before it function can be seen clearly.
1.)   Medic Support (50 Ammo): Allow them to heal nearby troop and allow them to turn in to Medic Tent. Their heal rate is pathetic however when in infantry mode. Once turn in to medic tent, it can heal better and collect fallen comrade but this process is irreversible.
2.)   Marksmanship Support (50 Ammo): Allow them to snipe an enemy infantry. Marksmanship Support also increases the accuracy of nearby troop.
3.)   Mechanic Support (50 Ammo): Allow them to repair vehicle, tank, and building. They will receive smg after this upgrade.
They gain benefit from:
   Maximum Squad Size: Increase all squad size.

Buyable Research:
1.)   Maximum Squad Size: Increase all squad size. (160 MP 25 Fuel)
2.)   Improved Equipment: Replace old equipment with new and better equipment. (160 MP 25 Fuel)

T2 (220 MP 25 Fuel)
Focus on Light Armor, Unlock Vehicle Bonus

Buildable Unit:
Raupenschlepper-Ost (200 MP 15 Fuel 4 Pop)
Type: Light Vehicle
Role: Support Vehicle
   Raupenschlepper-Ost (RSO) is a heavily used vehicle in Eastern Front. This vehicle, as it is lighter than most half track, capable to move fast and ignore terrain reduced speed. The function of this vehicle is similar to Ammunition Halftrack but unable to build Goliath. This vehicle can be upgrade with:
1.)   7.5 cm PaK 40/1 anti-tank gun (75 Ammo): Raupenschlepper-Ost will now capable to become light and highly mobile anti-tank in exchange for it's reduces cool down ability. Require 2 Building built
2.)   5 cm leGrW 36 (75 Ammo): Raupenschlepper-Ost will now capable to launch 5 cm leGrW 36 which has lesser accuracy than mortar team but extremely mobile in exchange for it's reduces cool down ability.
They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Improved Equipment: Replace 5 cm leGrW 36 with kz 8 cm GrW 42 which has better damage and fire range.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Zündapp KS750 (180 MP 2 Pop)
Type: Light Vehicle
Role: Recon
   Zündapp KS750 is the equivalent of Wehrmacht Motorcycle. They mostly same except that Zündapp KS750 equipped with MG 34 and have more armor. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Sd.Kfz. 11 (220 MP 20 Fuel 4 Pop)
Type: Light Vehicle
Role: Transport
   Sd.Kfz. 11 is a common half track used by the Axis and has been seen in many fronts. Sd.Kfz. 11 can be upgraded with:
   Sd.Kfz. 11/2: replace the MG 34 equipped on the vehicle with flamethrower which dealt more damage to infantry and building but sacrifice the transport function. Require Incendiary element upgrade. Require Incendiary Element.
They gain benefit from:
1.)   Incendiary Element: Grant Allow Sd.Kfz. 11 to be upgraded into Sd.Kfz. 11/2.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Incendiary Element: Grant some unit Incendiary type of weaponry. (120 MP 30 Fuel)
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank. (220 MP 35 Fuel)

T3 (220 MP 50 Fuel)
Focus on early tank, Unlock Tank Bonus

Buildable Unit:
Panzer III (400 MP 55 Fuel 6 Pop)
Type: Medium Tank
Role: Assault
Require: Tank Support
   Panzer was build to be a tank hunter when fight against Soviet Union. However, when T 34 came out, this tank proved to be incapable to do their job. Thus, at the rest of the war they role became simply as Infantry support. It’s role later on replaced by Panzer IV. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

StuG III
Type: Medium Tank (340 MP 50 Fuel 6 Pop)
Role: Infantry Support
Require: Tank Support
   Stug III is an assault tank that intended to become an Infantry Killer. As the war progress their role became more in to tank hunter than infantry support. A similar fate with it’s next generation Stug IV. They gain benefit from:
1.)   Improved Tank Equipment: Grant Stug III side skirt armor.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Flakpanzer 38(t) (410 MP 40 Fuel 8 Pop)
Type: Anti-Air Unit
Role: Anti-Air, Anti-Infantry
   Flakpanzer 38(t) initial role is to handle incoming enemy aircraft support. However, due to heavily land base nature of the war, the Flakpanzer 38(t) role becoming more into Anti-Infantry. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Buyable Research:
1.)   Tank Support: Allow most tanks to be built. Require 2 building built. (200 MP 20 Fuel)
2.)   Improved Tank Equipment: Improve tank equipment. (400 MP 50 Fuel)

T4 (300 MP 50 Fuel)
Focus on the best of the best Unit, Unlock Superior Bonus

Buildable unit
Panzer IV (410 MP 70 Fuel 8 Pop)
Type: Medium Tank
Role: Tank Hunter
Require: Tank Support
   Panzer IV is a tank that has many modifications along the war. Panzer IV is not as strong as Panther or Tiger, but they are cheaper and still have enough firepower to kill enemy tank. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panzer IV side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Panther (600 MP 110 Fuel 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support
   This fearsome beast is capable to streak fear to the very heart of the red army. Panther can penetrate most Allied tank and has thick frontal armor. But it’s side lack the similar armor. Only 3 Panther are available to be built. They gain benefit from:
1.)   Improved Tank Equipment: Grant Panther side skirt armor and manned machine gun.
2.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
3.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
4.)   Heavy Armor Full Support: Increase buildable Panther by 2.
 
Tiger (900 MP 115 Fuel 14 Pop)
Type: Heavy Tank
Role: Tank Hunter
Require: Tank Support, Heavy Armor Full Support
   Only several numbers of tiger seen in battle, but the result they capable to do are mostly beyond imagination. However, Tiger is very slow and expensive to build and only 1 tiger available. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.
   
Buyable Research:
1.)   Heavy Armor Full Support: Allow you to build Tiger and allow you to build 2 additional Panther. Require Tank Support Research. (300 MP 60 Fuel)
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank. (220 MP 35 Fuel)

Doctrine
Army Plan Bombardment (Focus on Artillery)

Left Side (Mobile Artillery)
Artillery Warning – 1 CP: Warn you when enemy finish an artillery emplacement or launch in/off-map artillery.
   It will warn when enemy finish their artillery unit/emplacement (The Howitzer or Firebase). Also, give you early warning when a smoke signal is launched by enemy.

Trained Artillerist – 2 CP: Increase accuracy and fire rate of your Artillery
   It will increase your artillery unit (the long range unit) and emplacement accuracy and fire rate.

Wespe – 4 CP: Call-in a Wespe to aid your artillery forces
   Allow you to call-in Wespe self-propelled artillery
Wespe (600 MP 12 Pop)
Type: Mobile Artillery
Role: Long Range
   Wespe is slightly inferior than Hummel. However, they can move faster in stand of fire power and fire rate. They gain benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Right Side (Station Artillery)
Registered Sector Artillery – 2 CP: Allow you to call-in registered artillery to a sector or beacon
   Now you can drop registered artillery on a sector like Wehrmacht and PE. However, as your Ostheer Pioneer can build beacon, you can also drop the artillery on Beacon. The Beacon has possibility to be destroyed by artillery.

Improved Artillery – 2 CP: Reduce the cool down and increase fire range of your artillery
   It will increase your artillery unit (the long range unit) and emplacement fire range and reduce their cool down abilty (like incendiary round).

Howitzer – 4 CP: Allow your Ostheer Pioneer to build a Howitzer
   Your Ostheer Pioneer can now build a Howitzer (450 MP 75 Fuel 11 Pop).

Army Plan Eastern Blitz (Focus on Speed)
Left Side (Eastern Blitz)

Reinforcement Blitz – 2 CP: Decrease the build time and reinforce time of all units
   Your units’ build time now decreased and your reinforcement speed increase.

Gebirgsjäger – 3 CP: Call-in Gebirgsjäger. These men are elite infantry
   Allow you to call in Gebirgsjäger
Gebirgsjäger (375 MP 6/8 Pop)
Type: Main Infantry
Role: Assault
   Gebirgsjäger (Mountain Riflemen) are the Waffen SS squad consists of 3 men. They are equal to Knight Cross Holder in armor term, but only use Kar98k. They have some upgrade:
1.)   Marksman (75 Ammo): Allow Gebirgsjäger to have a marksman. It allow them to snipe an infantry (Infantry Section style snipe) and increase it’s detection range
2.)   PzB 35(p) (75 Ammo): Equipped Gebirgsjäger with PzB 35(p) which capable to dealt damage to vehicle and tank.
They also can build defense:
1.)   Barbed Wire
2.)   Sandbag
3.)   Dragon Teeth (For armor only)
4.)   Roadblock (For both armor and infantry)
However, they can’t place them as fast as Ostheer Pioneer. They gain benefit from:
1.)   Maximum Squad Size: Add 1 additional man and 1 additional weapon slot.
2.)   Improved Equipment: Replace Kar98k with MP 44.
3.)   Incendiary Element: Grant Gebirgsjäger Incendiary Grenade.

6 Weeks to Moscow – 2 CP: Permanently make all of your units to move at higher speed, but sacrifice small accuracy
   Your troop will now move at higher speed and harder to suppress, however their accuracy will slightly decreased.

Right Side (Enemy Advance Counter)

Protect the Fatherland – 2 CP: Increase the sight range and fire range all units within territory and grant you ability that increase defense bonus for a period of time within territory
   All of your unit will now have longer sight range and fire range. It also grant you with ability to increase defense bonus of your unit in your territory.

Spirit of Ostheer – 3 CP: Allow you to build 2nd Tiger and equip your troop with better Anti-Tank weapon.
   You can now build your 2nd Tiger and replace PzB 35(p) with Panzerscherck.

Jadgpanzer IV – 4 CP: Call in a Jadgpanzer IV tank hunter
   You can now call-in Jadgpanzer IV Tank Hunter max 3

Jadgpanzer IV (600 MP 12 Pop)
Type: Heavy Tank
Role: Tank Hunter
   Due to enemy armor threat and limited Tank available, Ostheer gain reinforcement to stop enemy advance and show German steel’s superiority. Jadgpanzer gains benefit from:
1.)   Zimmerit anti-magnetic coating: All vehicle and tank now equipped with Zimmerit anti-magnetic coating which decrease mine damage to vehicle and tank.
2.)   Advance Engineering: Increase speed and fire range of vehicle and tank.

Army Plan Last Stand (Focus on Heavy Support)
Left Side (Heavy Armor)

Armor Urgency – 2 CP: Decrease the build time of all vehicle and tank
   All of your vehicle and tank build time is reduced.

Panzer Superiority – 2 CP: Improve all Tank firepower and fire range
   All of your tanks now do more damage and can shoot further enemy.

Elefant – 6 CP: Call in an Elefant tank. This tank can only available once in a game
   You can now call in Elefant. This tank can only exist once in a game.
Elefant (500 MP 16 Pop)
Type: Super Heavy Tank
Role: Tank Hunter
   Elefant is one of the most successful tank hunter in WW II. This tank will eat all allied tank like breakfast. Elefant doesn’t get benefit from any upgrade.

Right Side (Map Control)
Advance Map Control – 2 CP: Allow your Ostheer Pioneer to build observation post and your Main Infantry to plant mine and bobby trap
   Now your Ostheer can build observation post and your main infantry can plant mine and bobby trap. Your tower can now reveal invisible enemy.

Advance Secure Control – 2 CP: Your secured territory will now give bonus resource. Your base and defense will also gain boost in health and armor also your bunker can now be upgraded into MG Bunker
   Your secured point, with the exception those that secured with your base, now produce bonus resource. Your base will also gain extra health and armor. Your bunker can be upgraded into MG Bunker.

88mm Flak AT/AA Gun – 3 CP: Allow your Ostheer Pioneer to build 88mm Flak AT/AA Gun
   Your Ostheer Pioneer can now build 88mm Flak AT/AA Gun (400 MP 75 Fuel 11 Pop).



Well, that's it
Any suggestion and criticism is welcome

Thanks
« Last Edit: February 26, 2010, 03:13:00 PM by My Name Is Ante »
I am sorry for my bad

Offline Paciat

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Re: Ostheer Concept by Ante (2nd Version)
« Reply #1 on: February 26, 2010, 04:50:44 PM »
Dont like the veterancy tower idea.
Vet should be simple so that players will quickly know what vet really gives them. Vet that unlocks abilities wins my vote.

Support team is a bad idea. 2 men that can snipe, repair and heal? Or maybe 1 min upgrade time is enough to learn balistics, tank mechanics or anatomy. ???

Panzer III and StugIII is an Ostheer must-have. Panzer IV is a 1 tank too many.
I think that becouse PE can spam Panthers Ostheer dosnt need them and can fight well with a buildeble Jadgpanzer IV.

Tiger I should cost 150-200fuel. More than IS-2. Call-ins are mostly more expensive so it should cost 750-800MP.

PzB 35(p) - its a Polish (captured) AT rifle.:D

I like Gebirgsjäger. Finally an elite infantry that dosnt use MP-44.

Why do you need a howitzter when you have a Wespe?

Hope you wont get mad but Im using Gebirgsjäger and PzB 35(p) in my army. Thats a much better idea than veterans with shrecks.:P
http://easternfront.org/forums/index.php?topic=2681.msg26259#msg26259

Offline My Name Is Ante

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Re: Ostheer Concept by Ante (2nd Version)
« Reply #2 on: February 27, 2010, 02:17:31 PM »
Dont like the veterancy tower idea.
Vet should be simple so that players will quickly know what vet really gives them. Vet that unlocks abilities wins my vote.

Well, at least it is fresh...
This vet system is based on my idea that Ostheer should be capable in maintain their territory, and as you can see it only affect territory that has this tower build in...
This vet also simple, hence the name is simple:
You choose infantry bonus then you gain bonus around your infantry and enemy's infantry. That also applied to other bonus...
This vet also to reflect Soviet Union which doesn't have a real vet...
I will perhaps give suggestion about your vet system, but of course in your thread ;D

Support team is a bad idea. 2 men that can snipe, repair and heal? Or maybe 1 min upgrade time is enough to learn balistics, tank mechanics or anatomy. ???
Only 1 upgrade are available...
So if you choose medic, your support team cannot snipe or repair...
If you don't upgrade them, they only useless guys with 2 weak pistols...
And also, they pretty easy to be killed...

Panzer III and StugIII is an Ostheer must-have. Panzer IV is a 1 tank too many.
I think that becouse PE can spam Panthers Ostheer dosnt need them and can fight well with a buildeble Jadgpanzer IV.
With Panzer IV, I wish for a sherman type tank for Ostheer as Panzer III and Stug III will only good in mid-game and only 3 (5 with upgrade) Panther available to be built, so in the rest of battle, you will depend on Panzer IV...
I think Panther should still buildable as it kind of iconic to 2 existing Axis...

Tiger I should cost 150-200fuel. More than IS-2. Call-ins are mostly more expensive so it should cost 750-800MP.
I don't really see the price as a real issue, the Dev can change it to meet balance... ::)


Why do you need a howitzter when you have a Wespe?
Howitzer
(Pro) fire more round and faster
(Pro) Has more health
(Con) Stationary
Wespe
(Pro) Mobile
(Pro) Affected by bonus
(Con) Shot less round and slower

That is how I wish them to work...
They will compliment each other when you focus on artillery attack...

PzB 35(p) - its a Polish (captured) AT rifle.:D

I like Gebirgsjäger. Finally an elite infantry that dosnt use MP-44.

Hope you wont get mad but Im using Gebirgsjäger and PzB 35(p) in my army. Thats a much better idea than veterans with shrecks.:P
Yeah, it is fresh that is why I use them...

No, of course I won't as long as if the reason you add those things because of me, you credit my name...;D
However, if it was your original idea then it is fine...

Thanks for the criticism...
Hope more people will see and comment my idea too...
And if you feel to continue to post here, please do so... ;D

- CLOSED - because of his new, third version...
Lord Rommel
« Last Edit: March 13, 2010, 03:10:29 PM by Lord Rommel »
I am sorry for my bad