Company of Heroes: Eastern Front

Author Topic: Possibly last Ostheer concept by irik  (Read 2023 times)

Offline irik

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Possibly last Ostheer concept by irik
« on: March 13, 2010, 09:52:03 PM »
As you can see, this might be my last Ostheer concept. I have been wanting to be able to make an Ostheer concept. Like I have said, please let me know if any of my ideas are similar to another person's concept.

Headquarters:
Supply Truppe: Cost 400 manpower with a 3 man squad with a 3 population cap. They have Walther P 38s. Because of the rush the Red army can do, they can go to a building in secured territory and establish it as a headquarters. It is like an hq, but cannot be repaired and can increase resource income. Can produce infantry and even complete upgrades for them.
Infantrie bauherren: Cost 180 manpower with a 3 man squad with 3 population cap. They have Karabiner 98ks. They can build structures and defenses. For 300 munitions they can also build Pantherturms. They cost 650 manpower and 140 fuel.

Ostheer Infantrie Kommand: Cost 200 manpower and 20 fuel to build. Supply Truppes can also go to a neutral building in their territory and secure an Ostheer Infantrie Kommand for 200 manpower. This must be built before establishing one in another building is possible.
Ostheer infantrie truppe: Cost 320 manpower. Has a 6 man squad with a 6 population cap. They all have Karabiner 98ks. They can easily beat Ingenery and can stand their ground even against Red Banner Strelky.
Mobile MG Team: Cost 360 manpower. 3 man squad with a 3 population cap. All of them have MG34s to counter why they are so expensive. They can surpress infantry but more faster than MG Grenadiers or Infantry Section with Brens.
Horch: Cost 220 manpower and 10 fuel with a 5 population cap. Has an MG42 and can transport only one squad that has the size of 4 infantry or less. Can pay 50 munitions, but cuts transport space, but there is one person on the MG42 and a passenger with an MP40 who may shoot enemies from the Horch if there are enemies in range. Snipers cannot kill anyone in the Horch upgraded, but the Horch is more unmerciful to Snipers than to other units.
Destroy and Recover: An ability all buildings, including the Headquarters have. They can be destroyed recovering the resources used to build it and at a sector, the destroyed buildings can be built. Recharge time is for 1000 seconds and also, the wrecks stay there to trick the enemy.

Ostheer Support Area: Costs 300 manpower and 30 fuel to build. Supply Truppes can go to a neutral building in secured territory and can establish this same building, like the Ostheer Infantrie Kommand. This can be applied for almost all buildings. For other buildings, the Destroy and Recover ability must be used.
5 cm Granatwerfer 36 Mortar. Costs 300 manpower and has a 3 man squad with a 3 population cap. This mortar is not so powerful. The one not using it has a Karabiner 98k.
Pak 43 88mm gun: Costs 400 manpower and a 4 man squad and a 4 population cap. It has a 4 man squad because it is expensive. The ones not using it have Karabiner 98ks. Keep these safe, you don't want the enemy to steal these, do you? They have an 88mm gun!
Sniper: Costs 380 manpower with a 4 pop cap. This is a good sniper.
Sdkfz 252: Costs 200 manpower and 15 fuel and has a 4 population cap: You can put an amount of resources in it and give it to an ally. You will also get command points from giving these resources. This can also be done to a Wehrmacht or Panzer Elite player.
Infantrie Stormers: Cost 500 manpower and has a 4 man squad and has a 6 population cap. They have MP40s. They move fast, as if Fire-up or Sprint is activated. They can move very fast for an unlimited amount of time. Accuracy is not traded for this, cost is. For 200 munitions, they can use a Panzerfaust. Why 200? It can destroy almost all vehicles and some buildings in one shot. It has a recharge time of 500 seconds.

Ostheer Vehicle Depot: Costs 350 manpower and 45 fuel to build. This is where the Ostheer can have more vehicles and more support infantry are buildable here.
Angriff Pionere: Cost 400 manpower and has a 6 population cap. They have the extra repair ability and has a squad of 6 people. One has a Flammenwerfer 35. Everyone else has Gewehr 41s. For 100 munitions, one can get a Panzerschreck. For 50 munitions, one can have a minesweeper. Both of these upgrades can be produced for a squad.
Panzer III: Costs 300 manpower and 35 fuel and has a 6 population cap. These tanks aren't that great, but can take out buildings, light vehicles, and infantry. Has a 50mm gun. These tanks are best used for attack, as long as you can replace it.
Stug III: Costs 360 manpower and 45 fuel with a 8 population cap. This tank is moderately good against tanks, but you shouldn't rely on them. This tank has a 75mm gun.
Anti-Tank Squad: Costs 300 manpower and a 5 population cap. They have Teller mines that can be planted for 50 munitions. For 100 munitions, 2 of them can have a Panzerschreck.

Ostheer Tank Deployment: Costs 400 manpower and 60 fuel to build. This is where the other Osheer tanks in my concept are.
Flakpanzer IV Ostwind: Costs 360 manpower and 45 fuel with an 6 population cap. This is good against aircraft and is best used for that.
Panzer IV: Costs 400 manpower and 75 fuel with an 8 population cap. It
has a 75mm gun and it is one of the Ostheer's most important tanks.
Brummbar: Costs 700 manpower and 130 fuel and has a 15 population cap. It is expensive for its 150mm gun.
I won't do doctrines because I can't really come up with any good ideas.
Guards of the Red Army. Today, the German Reich is done away with!

Offline the sandwich

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Re: Possibly last Ostheer concept by irik
« Reply #1 on: March 14, 2010, 08:17:58 PM »
I like it. Maybe make it more unique. This Ostheer is like the Wehrmacht and US. Not in the way of units, in the way of that you just have to build and get units. I like the Destroy and Recover and the free house.

CLOSED
because of new version
Lord Rommel - DEV
« Last Edit: April 04, 2010, 09:13:56 PM by Lord Rommel »