Company of Heroes: Eastern Front

Author Topic: Ostheer concept by Blue_fenrir  (Read 2945 times)

Offline Blue_fenrir

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Ostheer concept by Blue_fenrir
« on: March 14, 2010, 08:11:44 AM »
Ostheer concept

Building
1.Main HQ is building and other unit builder are tent like the US counterpart.
2.Defensive building are MG nest in a trench reinforced by sandbags or wood and covered by leaf  net and branch (hey they were attacking. So no time to build using concrete), thanks to this setup this MG nest can be camouflaged
3.ostheer able to upgrade civilian building into Forward HQ. Forward HQ have the same buildable unit as to main HQ and infantry HQ

Infantry
Another thing that differentiate Ostheer from other faction is the Waffen-SS because from historical fact that Waffen-SS play a major part at eastern-front battlefield and there were at least 2 division per army group (see detail at newbielink:http://en.wikipedia.org/wiki/Waffen-SS [nonactive] ) also from newbielink:http://en.wikipedia.org/wiki/Wehrmacht [nonactive] we can see that Waffen-SS is de facto fourth branch of the Wehrmacht

Note: this is just historical based game so no SS related discussion ok? Also I just emphasis based on their record which I found at wikipedia and other reading material.

Vehicle
Ostheer have  the most varieties of vehicle due the fact that Hitler allocate more resource against the USSR and the Africa corps get less attention. newbielink:http://en.wikipedia.org/wiki/Rommel [nonactive]

Veterancy  systems are the same as PE
Ability : some consume munition point ,some are not.

Buiding and the unit produced
Note: this is just a concept and I don’t speak German language so feel free to give suggestions for unit names

Main HQ
Research:
Improved civilian  structure: Forward HQ is reinforced with MG nest and field engineer Able to repair it
German design implementation: increase resource rate
emergency field repair: increase repair and vehicle recovery rate

unit: field engineer
Weapon:98k x 2
Number of man per unit: 2
Ability:
build building and defensive things (MG nest, sandbags, barbed wire, tank barrier
scavenge munitions  and small number of fuel
plant explosive
plant mine

unit: radio recon (capture sector faster than normal unit)
Weapon:98k x1, lugerx1 for radioman
Number of man per unit: 2
Ability :
camo: (sniper camouflage)
hold fire
binocular : FOV surrounding get bigger  but unit cannot move
sector lockdown : give additional resource rate and sector cannot be captured unless unit is destroyed

Infantry HQ
Unit: rifleman
Weapon : 98k x4
Number of man per unit: 4
Ability:
stick grenade : throw grenade

Unit: assault-squad
Weapon : MP 40 x4
Number of man per unit: 4
Ability:
stick grenade : throw grenade

Unit: AT-squad
Weapon: PzB 39 x 2, 98k x2 ( see detail at newbielink:http://en.wikipedia.org/wiki/Panzerb%C3%BCchse [nonactive] ) lower damage compared to Panzerschreck
Number of man per unit: 4
Ability
snipe tracks : render tank immobile
stick grenade : throw grenade

Unit: MG-squad
Weapon : MG34 x1, 98k x1
Number of man per unit: 2
Ability: none

Unit: mortar-squad
Weapon :mortarx1, MP40 x1
Number of man per unit: 2
Ability:
incendiary shell: burn effect

Unit: sniper
Weapon : sniper rifle
Number of man per unit: 1
Ability:
camo: (sniper camouflage)

Unit: Storm-squad
Weapon : flamethrower x1, MP40 x2
Number of man per unit: 3
Ability:
stick grenade : throw grenade

Waffen-SS HQ
ss unit cost more and build time also longer but they are stronger, faster (Waffen-SS only recruit   people with height 1,8 M+ at early time of WW II) , more accurate, less suppressed and recover from suppression faster (better training).

Unit: elite rifle-squad
Weapon : G41 x4 (earlier  version of G43, less range than G43) newbielink:http://en.wikipedia.org/wiki/Gewehr_41 [nonactive]
Number of man per unit: 4
Ability
barrage : suppress enemy infantry
careful aim : kill 1 enemy infantry
smoke grenade: throw smoke grenade to indicated place

Unit: elite assault-squad
Weapon: MP 40/II x4 (MP 40 with dual magazine) newbielink:http://en.wikipedia.org/wiki/MP_40#Variants_and_developments [nonactive]
Number of man per unit: 4
Ability :
smoke grenade: throw smoke grenade to indicated place
assault : throw 2 stick grenade
sprint : (like us-airborne ability)

Unit: elite AT-squad
Weapon: PzB 39 x 3, G41 x1
Number of man per unit: 4
Ability :
snipe tracks : render tank immobile
AT-grenade: throw 2 AT-grenade
smoke grenade: throw smoke grenade to indicated place

Unit: Waffen-SS officer
weapon: G41
Number of man per unit: 1
Ability :
Strategic retreat: set a retreat point so any retreating unit will go there instead Main HQ
Air cover: call BF 109 to give air cover (will attack any air unit for a few minute)
Stuka dive bomber : Junkers Ju 87 drop 1 bomb and 2 smaller bombs at indicated target (no smoke indicator but you can hear it's Distinctive sound)

Armory : upgrade and equip weapon
Rifle unit upgrade  : G43
MG upgrade : MG42 (light machine gun)
SMG unit upgrade : STG44 or was it MP44?
AT unit upgrade : panzerschreck
ZF 4 optical sight upgrade : G43 upgrade receive scope resulting in  squad get increase in accuracy and range
Note :
1.here your infantry unit can upgrade (consume munition point) or downgrade (receive munition point and return to default weapon).
2. If a unit pick up a weapon and upgrade: ex 98k x3, MG 42 x1 and chose upgrade to MG42 you pay less for the upgrade since you already 1
3. If AT-squad chose to upgrade to panzerschreck they lose the track sniper ability but they will retain it if they downgrade the weapon. This also apply to elite AT-squad
4. the maximum number of weapon equip able  depend on their weapon slot. ex rifleman 4 weapon slot chose MG 42 upgrade, the result is MG42 x2 , 98k x2


Half-track HQ
Unit :Sd.Kfz. 250 ( versatile recon unit ) newbielink:http://en.wikipedia.org/wiki/Sd.Kfz._250 [nonactive]
Weapon: MG 34 x1
Ability:
squad carrier (6  man , 2 slot squad) : people inside can fire their weapon
Upgrade:
20 mm turret :20mm KwK 38 autocannon coaxial with an MG34 in a low, open topped turret (replace squad carrier ability and mg 34 in its place) good vs infantry
37 mm PaK 35/36 (replace squad carrier ability and mg 34 in its place) good vs light armor
Mobile armory : squad doesn’t need to go back to HQ to change weapon  (need armory HQ)

Unit :Sdkfz 251 SUV (support unit variant) newbielink:http://en.wikipedia.org/wiki/Sd.Kfz._251 [nonactive]
Weapon: 20 mm Flakvierling 38 (good vs infantry and air unit) newbielink:http://en.wikipedia.org/wiki/Flak_38 [nonactive]
Upgrade:
Ambulance : heal infantry nearby  (mobile) also automatically pick up wounded (deploy mode,  4 man pick up --> 1 rifle squad)
Pionierpanzerwagen: deploy Goliath,  detect mine , repair weapon health (mortar or mg34) and vehicle (When deployed)

Unit: Sdkfz 4
newbielink:http://en.wikipedia.org/wiki/SdKfz_4 [nonactive]
Weapon : nebelwefer x1 (artillery) , MG34 x1

Unit: Sd.Kfz. 9 Famo
newbielink:http://en.wikipedia.org/wiki/Sd.Kfz._9 [nonactive]
ability : recovery vehicle

Panzer HQ
Research:
Additional MG 34 : enable MG 34 on top turret of all panzer
Armor research : reduce side damage for all panzer, give side skirt for STUG III, PZ III, and PZ IV, and enable panther unit
cannon research : Enable Jagdpanzer IV upgrade and panther unit
Engine research : Enable Brummbär upgrade and panther unit
Call Heavy tank division ( this research appear when Armor, cannon and engine have been researched)  : Call Panzer VI Tiger from off map only 1 available per map

Unit: STUG III
Vanilla COH but with periscope upgrade  for  increased Field of view
Unit: Panzer III ( newbielink:http://en.wikipedia.org/wiki/Panzer_III [nonactive] )
Primary Weapon : 50 mm kwk 39 / L 60 (same as puma)
Secondary weapon : MG 34 hull and mg 34 coaxial
Upgrade:
Flammpanzer: main weapon are replaced by flamethrower
75 mm (KwK 37 L/24): Replace main gun with the one same as PE’s PZ IV)

Unit: Panzer IV
Primary Weapon : 75mm KwK 40 L/43
Secondary weapon : MG 34 hull and mg 34 coaxial
Upgrade:
Brummbär (Sturmpanzer IV): replace turret and main gun with 150 mm StuH 43 L/12 artillery (ability same as PE’s marder III I forgot the name but it should be the one that sacrifice mobility for range, accuracy, and rate of fire (if I’m not mistaken)). This unit have less range and accurate than the hummel due to shorter barrel
newbielink:http://en.wikipedia.org/wiki/Brummb%C3%A4r [nonactive]
Jagdpanzer IV, Sd.Kfz. 162 :replace turret and main gun with 75 mm Pak 42 L/70 (the one use by panther) good vs tank newbielink:http://en.wikipedia.org/wiki/Jagdpanzer_IV [nonactive]

Unit: Panther (need armor, cannon, and engine research)
Vanilla COH


Doctrine

Hammer and anvil

Left: Anvil

Fortified: infantry able to build sandbag, barbwire, tank barrier. field engineer able to build trench

Reinforced building : garrisoned owned building and defensive structure can take more damage.

Cannon deployment : enable the 50 mm AT-gun at infantry HQ  and field engineer able to build AT 75 mm pak 40 and AA 37 mm Flak 43 like the British counterpart.
newbielink:http://en.wikipedia.org/wiki/7.5_cm_Pak_40 [nonactive]
newbielink:http://en.wikipedia.org/wiki/3.7_cm_FlaK_43 [nonactive]

Right : Hammer

Luftwaffe glider : Gotha Go 242 can land at any place contain Fallschirmjaeger and have armory HQ function
newbielink:http://en.wikipedia.org/wiki/Gotha_Go_242 [nonactive] (not historically accurate because they are not used at eastern front. Oh well)
Unit :Fallschirmjaeger
Vanilla COH PE faction

Hummel : call hummel from off map
Unit: Hummel (better range and accuracy than brummbar but it’s armor are weaker)
Weapon: 150mm sFH 18 artillery
Ability : same as brummbar

Karl-Gerät heavy artillery: artillery fire from Karl-Gerät deal heavy damage to building and units.  newbielink:http://en.wikipedia.org/wiki/Karl-Ger%C3%A4t [nonactive]

Meine Ehre heißt Treue (My honor is loyalty)

Left side
Advanced camouflages : waffen-ss infantry unit are camouflaged when standing still, they also able to hold fire

Hitler’s favouritism: all waffen-ss infantry unit are free to upgrade their weapon

Leibstandarte SS Adolf Hitler : call Hitler’s personal unit LSSAH from off-map
Unit: LSSAH
Weapon: Scoped MP44
Number of man per unit: 4
Ability:
selective-fire: single: accurate for long range,  automatic : medium to close range
smoke grenade: throw smoke grenade to indicated place
assault : throw 2 stick grenade
sprint : (like us-airborne ability)
PanzerFaust: all 4 man fire PanzerFaust at the target

Right side

APCR shell: improved armor penetration

SS-panzer crew: replace current panzer crew. Increase Accuracy, rate of fire and armor penetration chance (targeting enemy tank’s weakest point) also give smoke canister ability to all panzer

Michael Wittmann: call Waffen-SS ace tank commander in his tiger tank newbielink:http://en.wikipedia.org/wiki/Michael_Wittmann [nonactive]

Unit: Tiger ace
Vanilla COH with additional ability
Smoke canister: prevent enemy from targeting tiger ace
Emergency repair : repair damaged tank  parts. ex: barrel, engine

Armor warfare

Left side
Flesh and iron : infantry unit now able to attach to tank, give maximum cover status (green shield) to infantry even thought not in cover and enemy AT-squad’s accuracy are lower

Mechanized infantry: halftrack unit are cheaper to build

Hitler’s priority : vehicle build time are lower while this in effect


Right side

Coordinated armored attack: enable Panzerbefehlswagen IV (Pz.Bef.Wg. IV) command tank to be build from panzer HQ (same as normal PZ IV no upgrade but same ability as British’s command tank)

Hull down: enable panzer to dig in (same as british counterpart)

Jagtiger : call in heaviest Tank of WW II newbielink:http://en.wikipedia.org/wiki/Jagdtiger [nonactive]
Unit: Jagtiger
Weapon: 128 mm pak 44 L/55 (!!?!)
Secondary weapon : MG 34 hull
Ability: none
Note:
Cons:
slow
low rate of fire
unit also very vulnerable to flanking attack
only once per map

pro
very high damage and armor penetration
very accurate over distance
great armor 250 mm(front) higher than king tiger 180 mm (front)
high damage tolerance

thanks for reading my concept

oh yeah almost forgot. sorry if there are any miss spelled, grammar and so on. English’s not my native languages

Alternative heavy tanks (thanks to kingtiger)

Call Kurt Knispel : call Kingtiger ace from 503rd heavy tank battalion from off map
Unit: kingtiger (the one appear at PE's campaign)
ok not historically accurate since by the time he get the kingtiger he fought at westernfront but his battallion did fought at eastern front
newbielink:http://en.wikipedia.org/wiki/Kurt_Knispel [nonactive]
newbielink:http://en.wikipedia.org/wiki/503rd_heavy_tank_battalion_%28Germany%29 [nonactive]

call the Elefant: call Panzerjäger Tiger (P) from off map
newbielink:http://en.wikipedia.org/wiki/Ferdinand_%28Tank_hunter%29 [nonactive]

Unit:Panzerjäger Tiger (P) aka the Ferdinand, (originally built under the name Ferdinand, after their designer, Ferdinand Porsche)
Weapon:8.8 cm PaK 43/2 L/71
secondary weapon: MG 34 hull

Note: both king tiger and elefant use the same cannon (8.8 cm Pak 43 newbielink:http://en.wikipedia.org/wiki/8.8_cm_Pak_43 [nonactive] ) the front armor of elefant are thicker than kingtiger. ( elefant 200mm; kingtiger 180mm)
« Last Edit: March 14, 2010, 02:49:13 PM by Blue_fenrir »

Offline Ghost

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Re: Ostheer concept by Blue_fenrir
« Reply #1 on: March 14, 2010, 12:55:49 PM »
about Jagdtiger: discussed before
Sry man BUT i see this all the time at the concept ideas here at the forum;
the JAGDTIGER and the STURMTIGER.

But for an eastern front both units are senseless!
Why?
Thats really simple: Both units never fight against red army at eastern front. Sturmtiger fought against the polish rebels at Warsaw and so NOT at the eastern front
and Jagdtiger fought PERHAPS!!! ( 1 or 2 Tanks ) at Vienna
( Wien ) during the last 3 or 4 days of world war 2 in Europa; not very much for a faction who should represent the hole eastern front!

So when u want to include heavy tanks then take Kingtiger or Ferdinandt Tankhunter.
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Blue_fenrir

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Re: Ostheer concept by Blue_fenrir
« Reply #2 on: March 14, 2010, 02:16:03 PM »
lol I thought the same thing bout that
for the jagtiger I thinking bout balance because soviet have the slow firing 122 mm newbielink:http://en.wikipedia.org/wiki/IS2 [nonactive]

I haven't played the eastern mod yet because I uninstall my COH and recently I move to a new place and now i'm still looking for my COH disk


Offline Pauly3

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Re: Ostheer concept by Blue_fenrir
« Reply #3 on: March 14, 2010, 03:04:02 PM »
first
DEVs stated there wont be a designated Waffen-SS (which is good that way)
and second why is there every squad twice?
you have the AT-squad...why on earth do i need a second squad that does the same thing?
Also the Doctrines seem boring and some of the abilitys seem a bit too "Nazi" if you know what I mean
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn

Offline Blue_fenrir

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Re: Ostheer concept by Blue_fenrir
« Reply #4 on: March 14, 2010, 03:44:11 PM »
1. Sorry didn't know bout that
2. Waffen-SS are the de facto 4 branch from wermacht force Heer (army), the Kriegsmarine (navy) and the Luftwaffe (air force). so I assume they want to difference themselves from heer like the equipment, training and redude dependency from other branch
3. if the too "nazi" thing's you mean Meine Ehre heißt Treue (My honor is loyalty) docterine I took it from Waffen-SS's motto from wiki to show how the nazi fanatism affect wermacht at that time.

Offline guynumber7

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Re: Ostheer concept by Blue_fenrir
« Reply #5 on: March 14, 2010, 07:30:54 PM »
i like the idea of the elite guard having selective fire.

and does he armory spawn weapons at it for mumitions? or how does it work?

Offline Blue_fenrir

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Re: Ostheer concept by Blue_fenrir
« Reply #6 on: March 15, 2010, 02:05:38 AM »
to simplify mod yeah, but in case for anyone wanna downgrade the weapon the squad can garrisoned at the armory and click the downgrade weapon icon for their default weapon.

Offline hgghg4

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Re: Ostheer concept by Blue_fenrir
« Reply #7 on: March 15, 2010, 04:37:38 PM »
The Waffen SS WHERE NOT linked to the Wehrmacht in anyway OTHER then the fact they took orders from Hitler, the Wehrmacht actually looked down upon the activities of the SS as dishonorable and horrible,  but they where in no place to tell Hitler that the SS was wrong, they where not allowed to speak badly about Hitler's pet army.

Offline Pauly3

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Re: Ostheer concept by Blue_fenrir
« Reply #8 on: March 15, 2010, 04:48:06 PM »
Is this myth of the clean and nice wehrmacht coming up again??
 :'( :'(
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn