Company of Heroes: Eastern Front

Author Topic: Ostheer Suggestion  (Read 13816 times)

Offline Cranialwizard

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Ostheer Suggestion
« on: April 11, 2010, 08:55:29 PM »
A few things about the selection of the Ostheer.
*Unprepared for the harsh winters, unless you purchase the global upgrade Snow-Truppen, all infantry units fight 15% less effective, and all vehicles have a 20% chance of Engine Breakdown because of the cold weather. Engine Breakdown will be accounted for every 3 minutes. It will immobilize a tank and leave it sitting there. Pioneers can repair this condition.
*Foreign Units should be built first because of it's excessively cheap and easy Infantry.
*There are two types of Pioneers, Ost Pioneers, and Feldpioniere.
__________________________________________________
The Ostheer

Building Chain and List of Units

Osten HeadQuarters
Major Role:Deploy Start Units
Ost Pioneer
Feldpioniere

Foreign Units Quarters
Cost:150 Man Power
Major Role:Deploy Cheap Infantry Units
Italian Fucerili
Finnish Marssijoiden
Romanian Sprijin

Uberlegen Unit Kommand
Cost: 250 Manpower, 30 Fuel
Main Role:Deploying Pure,Powerful German Troops
Kübelwagen
GrünTruppen
Truppen
StrumTruppen
Schwer-Truppen (HMG)
Granatwerfer 5.0 cm (Mortar)

Fahrbereitschaft
Cost:300 Manpower, 50 Fuel
Role:Deploy Basic Vehicles and AT
2 cm FlaK 30 AA/AI
PaK 36 3.7 cm
Sturmgeschütz III
Panzerkampfwagen II
Sd.Kfz. 250 Halftrack
Sd.Kfz. 234/1 Anti-Infantry Armored Car
Sd.Kfz  251/8-I

Spezial-Vehikel Kommand
Cost:500 Manpower, 75 Fuel
Role:Deploy Basic Vehicles and AT
Jagdpanzer IV
Panzerkampfwagen III
Marder II
Panzerkampfwagen IV

Veteranen Akademie
Role:Global Upgrades and Building Planning
Cost:200 MP, 5 Fuel
_________________________ Units
From the OHQ
Ost Pioneer
-Pioneers of the East, they are specialized in base construction.
-3 Men Squad
-Role:Basic Base Construction. Can NOT construct field barriers like normal Pioneers of the Wehrmacht.
-Abilities:
--Can not construct field barriers
--Can Build base buildings
--Can capture buildings as HQs
--Can Repair Vehicles and Buildings faster than Feldpioniere
*Stats*
Cost: 130 manpower, 3 pop cap
**Reinforce cost: 13 manpower
**Weapons: 1 MP38, 2 bMP36
**Upgrades:
**--Technik (50 Munitions, allows even faster repair and building, times sliced by 1/4)
**--MP40's (45 Munitions, replaces the MP36s)
**Build time: 15 seconds
**Health per man: 55
**Speed: 2
---------------------------------------------------------------------------------
Feldpioniere

-Field Pioneers
-2 man squad
-Role: Field Construction. CANNOT BUILD BASE BUILDINGS, but can build ALL field defensive, and doctrine specific builds.
-Abilities:
--Can construct Sandbags, Barbed Wire, Tiger's Teeth, Mines (15 Munitions), Bunker (Blueprint needed)
--Can not construct base buildings
--Can not capture buildings for an HQ
--Builds field defensive with very quick speed.
--Repair times are poor compared to Ost Pioneers
*Stats*
**Cost: 145 manpower, 2 pop cap
**Reinforce cost: 15 manpower
**Weapons: 1 MP40, 1 P38
**Upgrades:
**--Flammenwefer 35 (45 Munitions, replaces the P38)
**--Schweißer+(60 Munitions, Improves repair and building times almost by double)
**Build time: 20 seconds
**Health per man: 50
**Speed: 2.2
___________________________________________________
From the FHQ
Italiano Fucilieri
-5 men, Basic start infantry of the Ostheer
-Weak Morale from their poor leadership values, resulting in a 15% chance of disobeying an order to attack, capture, or move, and instead will retreat to the nearest HQ.
-The more men who die in the squad, the worse the squad mates fight.
-Abilities:
--With a Modello 38, the Fucerili can suppress the enemy
--Can build Sandbags, but takes quite a long time.
*Stats*
**Cost: 180 manpower, 5 pop cap
**Reinforce cost: 23 manpower
**Weapons: 5 Carcano Rifles(Mediocre Reload and Fire Power)
**Upgrades:
**--Beretta Modello 38 Sub Machine Gun(50 Munitions, replaces 1 man's Carcano, improves Squad Morale, lowers chance of disobey to 5%, Adds Suppression Fire to abilities)
**Build time: 15 seconds
**Health per man: 60
**Speed: 1.9
---------------------------------------------------------------------------------
Finnish Marssijoiden
-Readily available Finnish Marchers, rallied to crush the soviet bastards
-4 Man squad, armed with M27 Rifles
-Fairly quick and versatile starter units
-Abilities:
--Sprint(No Cost, Cooldown 90 seconds, enables the squad to become immune to suppression for 20 seconds)
--Can lay Mines, for a reduced cost of 15 Munitions
*Stats*
**Cost: 230 manpower, 4 pop cap
**Reinforce cost: 59 manpower
**Weapons: 4 M27 Rifles (Medium power, High Reload wait)
**Upgrades:None
**Build time: 25 seconds
**Health per man: 66
**Speed: 2.2
---------------------------------------------------------------------------------
Romanian Sprijin
-3 man squad of Romanian troops, Fueled with anger towards the USSR.
-Abilities:
--Has a 15% chance of disobeying move orders and instead, heading towards closest enemy point to capture. You can not re-order until they encounter resistance.
*Stats*
**Cost: 220 manpower, 3 pop cap
**Reinforce cost: 37 manpower
**Weapons: 3 7.92mm ZB Rifles. Poor accuracy, 1 hit KO
**Upgrades:None
**Build time: 19 seconds
**Health per man: 62
**Speed: 2.1
___________________________________________________
From the Uberlegen Unit Kommand
Kübelwagen
-Basic Scout vehicle, 2 men, 1 driver and another MG34 gunner.
-Extremely agile, but easy to destroy.
-Good VS Snipers, Flanking HMGs/Mortars
*Stats*
**Cost: 190 manpower, 2 pop cap
**Weapon: 1 Mounted MG34
**Upgrades:None
**Build time: 25 seconds
**Health:39
**Speed: 3.6
---------------------------------------------------------------------------------
GrünTruppen

-6 New German Troops to the Ostheer, fresh from the Fatherland.
-Effective against infantry
-Abilities:
--Will take large amounts of damage for the fatherland, as their morale is renewed.
--Have the tendency to target the backups of Conscript squads, making the shooters have no possible way of killing them.
--Can build Barbed Wire to stop approaching enemies
*Stats*
**Cost: 270 manpower, 6 pop cap
**Reinforce cost: 40 manpower
**Weapons: 6 Gewher 43 Rifles
**Upgrades:None
**Build time: 25 seconds
**Health per man: 79
**Speed: 2.15
---------------------------------------------------------------------------------
Truppen
-5 Regular German Troops who have plenty of combat experience, equipped with body armor
-Can be upgraded with plenty of add-ons, making them fairly versatile
-Much like the Wehrmacht Grenadiers.
-Abilities:
--Can construct Bunkers if there are Feldpioniere nearby.(Need Blueprint)
--Can construct Tiger's Teeth to stop Enemy Tanks from Approaching.
*Stats*
**Cost: 340 manpower, 5 pop cap
**Reinforce cost: 44 manpower
**Weapons: 5 Kar98k Rifles, Model 39 Stielhandgranate (15 Munitions)
**Upgrades:
**--2 Panzerbüchse 39 (PzB 39) AT Rifles (75 Munitions, adds AT Effectiveness.)
**--2 EMP 44 SMGs (75 Munitions, adds anti-Infantry effectiveness. EMP44's are almost like suped-up MP40s, and were taken out of the war shortly after mass production.)
**--Model 43 Stielhandgranate Improvement (50 Munitions, Units now will lob the Model 43 instead of 39.)
**Build time: 29 seconds
**Health per man: 82
**Speed: 2.2
---------------------------------------------------------------------------------
StrumTruppen
-Can only approach the battlefield with their badass-ness when the Spezial-Vehikel Kommand has been finished.
-3 of The Elite infantry from the front lines of Stalingrad are here, my comrades!
-Very Flexible assualt, good VS infantry + Light vehicles.
-Abilities:
--Can build Observation Post
--Immune to Suppression
--Can crew weapons that can be picked up, like PzB 39 Rifles. NOT Heavy MGs and Mortars
--Can use a Sprint Ability similar to the Finnish. Instead of unsuppressable, it makes the infantry quick toed, traveling the battlefield 2X their normal speed.
--Can not build like most other infantry, but can use an ability called Encourage, which cuts building speed of surrounding units in 1/2 at no cost, with a cool down of 90 sec.
*Stats*
**Cost: 350 manpower, 5 pop cap
**Reinforce cost: 82 manpower
**Weapons: 2 Scoped Kar98k, 1 Walther P38, All 3 incredible accuracy and power
**Upgrades:
**--MP44(Replaces Kar98ks, 75 munitions)
**Build time: 39 Seconds
**Health per man: 103
**Speed: 2.4
---------------------------------------------------------------------------------
Schwer-Truppen MG34
-Suppress the Soviet dogs, and make sure they never get up from the fire of this Machine Gun!
-Can easily suppress and pin enemy infantry
-Has great range and fire power.
-Walks slower because of the weight
-Abilities:None
*Stats*
**Cost: 250 manpower, 3 pop cap
**Reinforce cost: 82 manpower
**Weapons: 2 Gewher 43, 1 HMG 34
**Upgrades:None
**Build time: 28 Seconds
**Health per man: 86
**Speed: 1.9
---------------------------------------------------------------------------------
Granatwerfer 5.0 cm
-This Mortar can easily blast the enemy out of trenches and cover with Precision Strike and cover our troops with Smoke Rain.
-Although the 5.0 cm is weaker than the 81mm, it can fire faster.
-Abilities:
--Can use Precision Fire, which can target a small area, and launch mortars fairly quickly to the target, not giving them much time to run.
--Can use Smoke Barrage to cover the allies in need.
*Stats*
**Cost: 280 manpower, 4 pop cap
**Reinforce cost: 82 manpower
**Weapons: 2 Gewher 43, 1 Granatwerfer 5.0 cm
**Upgrades:None
**Build time: 28 Seconds
**Health per man: 86
**Speed: 1.9
___________________________________________________
Fahrbereitschaft
2 cm FlaK 30 AA/AI
-Your basic Anti Aircraft/Anti Infantry cannon
-Crewed by 4 Men
-High rate of fire
Abilities:
--Immune to Suppression
*Stats*
**Cost: 300 manpower, 4 pop cap
**Reinforce cost: 63 manpower
**Weapons: 2 Luger P08, 2 man the cannon
**Upgrades:None
**Build time: 43 Seconds
**Health per man: 91
**Gun Health:160
**Speed: 1.7
---------------------------------------------------------------------------------
PaK 36 3.7 cm
-A useful AT gun which can ambush the enemy armor, tearing it to bits.
-Abilities:
--Can use Ambush, must be in cover, and must be set up.
--Can recieve a global upgrade from the Versetzen Center to PaK 40 7.5 cm gun, costing 50 initial munitions and +20 manpower for every new buy.
*Stats*
**Cost: 325 manpower, 4 pop cap
**Reinforce cost: 56 manpower
**Weapons: 1 Gewher 43, 2 man the AT gun. Effective VS tanks
**Upgrades:None
**Build time: 40 Seconds
**Health per man: 80
**Gun Health:180
**Speed: 1.7
---------------------------------------------------------------------------------
Sd.Kfz. 250 Halftrack
-Used to quickly transport troops across the map
-Armed with a shielded MG34 used when populated
-Can withstand 3-4 hits from an AT before collapsing
-If you add either upgrade, you lose transportation
-Abilities:None, see upgrades
*Stats*
**Cost: 290 manpower, 20 fuel, 3 pop cap
**Capacity: 12 men, 3 squads
**Upgrades:
**--Sd.Kfz. 250/7 8.0cm Mortar(80 munition)
**--Sd.Kfz. 250/11 2.8 cm sPzB 41 (100 Munitions, AT weapon added to the top.)
**Build time: 30 Seconds
**Speed: 3.1
**Health:200
---------------------------------------------------------------------------------
Sd.Kfz. 234/1 Anti-Infantry Armored Car
-Basic AI Armored Car
-Very quick
-Similar to a Puma, but less powerful, less armored, quicker.
-Can rip enemy infantry to shreds
-Has a MG 08 mounted to the top near the main gun's barrel
-Abilities:
--Upgrade to Sd.Kfz. 234/3, which replaces the anti-infantry gun with a 75 mm L/24
*Stats*
**Cost: 325 manpower, 35 fuel, 4 pop cap
**Upgrades:Sd.Kfz. 234/3 7.5cm L/24 AT gun(50 munitions)
**Build time: 40 Seconds
**Speed: 3
**Health:260
---------------------------------------------------------------------------------
Sturmgeschütz III  (StuG III)
-Self-Propelled assault gun, it's a basic used tank.
-Can provide for AT and Infantry support
-Fairly quick due to lack of heavy armor
-Has a MG 34 mounted to the top for more effective anti infantry
-Abilities:None
*Stats*
**Cost: 355 manpower, 50 fuel, 5 pop cap
**Build time: 51 Seconds
**Speed: 2.6
**Health:260
---------------------------------------------------------------------------------
Panzer II
-A premature Panzerkampfwagen, the Panzer 2 is primarily mounted with 2 Anti Infantry 2 cm KwK 30 L/55
--This gun is similar to the 2 cm FlaK 30
-Pretty quick because of the weaker armor
-Can be upgraded in a numerous amount of ways.
-Abilities:None
*Stats*
**Cost: 375 manpower, 60 fuel, 5 pop cap
**Upgrades:
**-- Panzer IIf(75 Munitions,Replaces the main 2 guns with dual flamethrowers)
**--Panzer IIa(75 Munitions, Replaces the main 2 guns with a 7.62 cm PaK 36 Anti Tank cannon.)
**Build time: 55 Seconds
**Speed: 2.4
**Health:300
---------------------------------------------------------------------------------
Sdkfz 251/8-I
-An armored ambulance ready to take in casualties of the Ostheer and make brand new Truppen squads.
-Can be upgraded with Advanced Medical, making it have the ability to not only count casualties but also heal any nearby soilders at blazing fast speeds
-Abilities:
--Naturally takes in casualties for new squads
--Can heal with an upgrade.
*Stats*
**Cost: 300 manpower, 30 fuel, 3 pop cap
**Build time: 51 Seconds
**Upgrades:
**--Advanced Healing(75 Munitions, Global. Allows the vehicle to also heal all nearby troops)
**Speed: 2.8
**Health:180
___________________________________________________
Spezial-Vehikel Kommand

Panzer III
-A stronger Panzerkampfwagen, the Panzer III contains a better cannon useful for both anti-infantry and anti-tank
-Medium Armor and Speed
-Initially armed with a 3.7 cm KwK 36 L/46.5 AT gun
-Abilities:
--HEAT Rounds(Upgrade required, 50 munitions for the rounds)
*Stats*
**Cost: 400 manpower, 60 fuel, 6 pop cap
**Upgrades:
**--7.5 cm KwK 37 L/24(Fires HEAT Rounds, 50 Munitions)
**Build time: 60 Seconds
**Speed: 2.4
**Health:325
---------------------------------------------------------------------------------
Panzer IV
-Strongest Panzerkampfwagen only belittled by the Panther.
-Bears a strong 75mm 2.95 in L/48
-Heavily armored, but a bit slower because of the winter :P
-Abilities:None
*Stats*
**Cost: 425 manpower, 75 fuel, 8 pop cap
**Upgrades:None
**Build time: 65 Seconds
**Speed: 2.3
**Health:390
----------------------------------------------------------------------------------
Marder II
-A basic tank hunter with very little armor support.
-If used, guard it well.
-It's extended 7.5 cm Pak 40 cannon provides an excellent addition to the Ostheer Army
-Can be upgraded with Armor Skirts
-Abilities:None
*Stats*
**Cost: 400 manpower, 55 fuel, 6 pop cap
**Upgrades:None
**Build time: 55 Seconds
**Speed: 2.5
**Health:250
----------------------------------------------------------------------------------
Jagdpanzer IV (Info about PE Jagdpanzer following)
-A born tank-hunter, the power of this tank is high and immense.
-Very versatile tank, with a 300 hp (223.71 kW) engine gives it good speed to compensate for thick armament
-7.5 cm PaK 42 AT gun
-The tank, however, has a chance of breakdown more so than the others. Chance of breakdown due to harsh cold is 25% every 3 minutes. It is suggested getting the Snow-Truppen upgrade before producing.
-Abilities:None
*Stats*
**Cost: 600 manpower, 115 fuel, 10 pop cap
**Upgrades:None
**Build time: 85 Seconds
**Speed: 2.5
**Health:500
(Through excessive research, the Jagdpanzer V was named Jagdpanther. This Jagdpanzer V is the one offered in the PE, with it's 88mm cannon.)
___________________________________________________
Upgrades from the Veteranen Akademie
Some info:
    In order to build a particular Building, you must first draw the correct plan in the Veteranen Akademie, or essentially "Blueprint" the building so your Ost Pioneers know how to build it.

    Ost Pioneers already know how to build a Foreign Units Quarters, therefore, not needing a blueprint.
    • Uberlegen Kommand Blueprint
      -Cost:150 Manpower, 20 fuel
    • Fahrbereitschaft Blueprint
      -Cost:250 Manpower, 50 Fuel
    • Spezial-Vehikel Kommand Blueprint
      -Cost:350 Manpower, 100 Fuel
    • Winter Bunker Blueprints
      -Cost:100 Manpower, 20 Fuel
      --(Feldpioniere/Truppen can now make Winter Bunkers.)
    You do NOT have to buy the building blueprints in order, however, it is recommended to do so because of resource counts.
    ----------------------------------------------------------------------------------
    Global upgrades
    Global Upgrades affect certain units, types of units, or even whole armies.
    Some are more Important than others...
    • Snow Truppens:Equips your soldiers with warmer clothes for full efficiency. Your factories also produce more dependable engines for vehicles.
      -Cost:50 Munitions
      --Tanks will no longer breakdown, infantry regain the lost 15% stats.
    • Improved Traction:All vehicles gain a speed and accuracy bonus from improved tires and treads on the slippery snow and freezing ice. Also reduces chance of breakdowns
      -Cost:75 Munitions
    • Snow Camouflage:Equips Weapon's teams with Snow Camouflage, when set up, they can camouflage.
      -Cost:100 Munitions
    • Rain From Above:StrumTruppens can now call in light mortar barrages on a selected location, provided you have 50 Munitions.
      -Cost:25 Munitions initial, 50 per strike
    • Advanced Training:GrenTruppens and Truppens can now re-crew weapons, enemy or not.
      -Cost:50 Munitions
    • Fully Automatic:All Winter Bunkers built will now come with a MG34. Munitions are no longer required per bunker
      -Cost:200 Munitions
    • PaK 40 7.5cm Gun:Improve your PaK 36s to PaK 40's, costing +20 Manpower every new buy.
      -Cost:50 Munitions
    • Fuel Shipment:Ost Pioneers can now Salvage Fuel from destroyed tanks.
      -100 Ammo
    • Ammunition Recovery:Ost Pioneers can now Salvage Munitions from destroyed tanks.
      -75 Fuel
    • Triggered:(Doctrinal to Sweeping Front)Infiltrators can now lay booby traps and demolition charges.
      -150 Ammo
    (I am open to suggestion on more of these)
    Because of the reduced menu room, it may be required to assign sub-menu like things.

    Winter Bunkers(Can also be called Emplacement)
    -A Hexagonal Bunker, which can hold up to 4 squads of infantry, 15 men.
    --Winter Netting thrown across the top of the bunker
    --More Time to build
    --More Health
    --Slightly Bigger
    --New Upgrades
    -There are 4 upgrades possible added to the Bunker.
    • *MG34, Cost 50 Munitions*
    • Repair Station, Cost 75 Munitions
    • Reinforcement Station, Cost 50 munitions
    • Foreign Assembly(Only with Foreign Front. Foreign Units will retreat to this instead of their HQ) 75 Munitions
    *Note, you can Buy the MG34 and add ONE of the other 2 upgrades*
    [/list]

    Veterancy
    Veterancy is pooled together by a certain group of units. For example, GrenTruppen gain +4XP from combat. That's great, but what to do with that XP?

    The XP from the type of unit is pooled together at the Veteranen Akademie. When you have enough XP to increase by a level in veterancy, you may click the type of unit and select an available upgrade.

    So if your 5 GrenTruppen squads gain +30 XP in combat, you can go back to the Akademie and look at possible upgrades. As soon as you select one, their level is increased by one. Upgrades range from Armor to Health to Speed.
    Infantry
    Vet 1: (Choose one) Armor +15/Speed +.5/Health+10
    Vet 2: (Choose one, can not choose one from Tier 1) Armor+25/Speed+.8/Health+20
    Vet 3:(Choose the only remaining one) Armor+30/Speed+1/Health+35

    Vehicles:

    Vet 1:Speed+.5/Health+10/Power+5
    Vet 2:Speed+.8/Health+20/Power+10
    Vet 3:Speed +1/Health+30/Power+20

    This would make a complicated type of menu because of the Blueprints and Global upgrades, but I have a division tier:
    Infantry Units/Armored Units
    Within clicking Infantry you can select your units.
    Within clicking Armored you can select your tank group to upgrade.
    ________________________________________________________
    Doctrines

    Storming Front
    This doctrine includes helping the ground troops with heavy artillery from afar, and provides troops with some good upgrades.

    Left Side:Ground Support
    =Storm of the Ostheer
    -Decreases production times of all units by use of the Czech Industries.
    -1 CP
    =Fury
    -Upon activation, all troops launch an indiscriminate assault with extremely high attack bonuses, but risk their lives in return.(Gives a Anti Suppression bonus as well, but Try not to use this while dealing with MGs. Potentially fatal for you)
    -2 CP
    --45 Munitions
    =King of Beast
    -Call in a Elefant, dreaded throughout Europe
    --5 CP, 900MP, 12 cap, only 1 allowed. You lose it, you lost it.

    Right Side:Rain from Above
    =Rain of Steel
    -Call in a 150mm barrage from 6 nearby Nebelweffers Incendiary deactivated.
    --2 CP
    =Mobile Screamer
    -Call in a Panzerweffer, mounted with a 8 rocket barrage ready to annihilate with incendiary attacks.
    --3 CP, 400 MP. Free to barrage. 70 second recharge. 5 pop cap
    =Rain of Hell
    -Call in a strike from the Karl-Gerät 040, bringer of Soviet doom.
    -Launch a 60 cm (600 MM) barrage 2 ton shell heavy artillery.
    --5 CP, 200 Munitions. 240 seconds to reload.

    Exterminating Front
    Concentrating on the most powerful pieces of combat, this front contains the valor to fight like legends.

    Left Side:Bravery of the Ostheer
    =For Victory!
    -Units fight with renewed passion, increasing accuracy, attack, and health by 10%, but easier to hit.
    -1 CP
    =Valor
    -All units, armored and infantry, receive medals for outstanding valor, and fight like heroes. 25% additional Accuracy, attack and Health.
    -3 CP
    =Fearsome Beast
    -To renew spirits, a Tiger with an Ace Crew can be called in.
    --(Tiger Ace)
    --5 CP, 700 MP, 10 Pop Cap, only 1 at a time

    Right Side:The Enemy Fears
    =Snow Support
    -The cold doesn't make us weary! All units, if Snow-Truppen has not been bought, receive their deductions back, and tanks won't break down. If Snow-Truppen has been bought, units receive a 15% bonus in all fields, and Tanks have a 10% higher chance of critical hits.
    --1 CP
    =Elite Sniper
    -Call in a hero of Stalingrad, elite sniper of the Ostheer
    --3 CP, 350 MP, 2 at a time
    =They Feared
    -Call in a strike from the fearsome Dora, 800mm cannon of doom.
    --5 CP, 200 munitions 500 second reload.

    Sweeping Front
    This Front focuses more upon holding land down, but also concentrates on taking land from the enemy quickly. Also focuses on ambush tactics. Can be used for the Tactical player.

    Left Side:Seek and Destroy
    =Barbarossa
    -Passively increases capturing rate of all units by 25%. Also increases all infantry unit's speed. Allows Kübelwagens and Sd.Kfz. 250 Halftracks to capture territory.
    -2 CP
    =Infiltrators
    -Call in a 4 man squad, armed with STG 44s, that have a cap-rate faster than that of a Riflemen Squad.
    *Global Upgrades can make this unit have the ability to lay booby traps or demoliton charges, for free.(Time wait)*
    *Can Cap WHILE Camoflaged*
    --3 CP
    =Disconnected
    -You may instantly de-cap 1 enemy strategic point that is in view of your troops. This can be a big help if you slip your Infiltrators to a nice Fuel-rich point that is a connector for other territories.
    -50 Ammo, can't use on Observation Post
    --3 CP

    Right Side:Hold the Line!

    =Stronger Emplacement
    -All Buildings, including Feild Emplacements such as Sangbags, Winter Bunkers(Emplacements), Tiger's Teeth, etc., Recieve a large health and defensive bonus. Makes it harder to destroy one.
    --1 CP
    =Advanced Options
    -Feldpioniere Can now build "Watch Towers" on strategic Points, which improve vision and adds a Light MG34 as a lookout. (Built on Point, like an OP.Weaker than OP, but defended ;)) (250 MP)
    -Feldpioniere can also build Silt Trenchs, but they can only hold 5 men, 1 squad.(Free)
    -Feldpionere can build Mortar Outpost, which is a special emplacement, circular,(Like an outpost) with the roof netting removed. Mortars can OCCUPY the outpost, and launch barrages from it. (100 MP)
    --2 CP
    =Hold the Line!
    -For about 120 seconds, all units recieve a massive defensive bonus, espeically when stationary(Vehicles) and in heavy cover(Infantry)
    --3 CP


    ___________________________________________________

    Concept Charts






    Suggestions appreciated! Thanks guys!

    (I notice I have 2 incorrect translations for the Finnish and the Romanians. If ANYONE would like to help me out, that;d be appreciated)

    Special Thanks to Wordsmith for the Icons
    ___________________________________________________
    Version History
    Your are now viewing Version 2
    1.1-Made some Doctrine Changes
    1.2-Made some more doctrine changes, particularity to Foreign Units.
    1.3-Made the Karl-Gerät 040 a off-map, as pointed out it would be very large for COH scale.
    1.4-Made some Proofreading edits.
    1.5-Added a translation help message
    1.6-Changed Foreign Fronts a bit
    1.7-Changed Truppen Stats, along with some Tank speeds
    1.8-Changed Pioneer stats a bit.
    1.9-Changed some cost for Blueprints
    1.92-Made a slight proofreading and code change
    1.95-Romanians changed. Chart Released. Doctrine change in 2.0
    2.0-Changes to the Foreign Front, Changed the Winter Bunker, added new upgrades to the Upgrades available in the Veteranen Akademie. Charts for doctrines soon.
    « Last Edit: May 14, 2010, 04:30:31 AM by Cranialwizard »
    "Balancers are 10 a penny"

    Offline Panzer4life

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    Re: Ostheer Suggestion
    « Reply #1 on: April 11, 2010, 09:21:31 PM »
    Well, i will say this, good job of me not wanting to scream ' i need panthers!'. :) The doctrines are well designed except the foreign support. 6 call-in units? That is too much, so how about some form of air-strike that support gets, plus some passive abilities to enhance the foreign units?
    The veterncy should be explained better, i was left kinda confused. I like most of the units, however, since you have some foregin units that do what latter units do, then why not go a use the foregin units?
    Vehicle are well done, I can't wait to upgrade the Panzer 2 with flamethrowers!\

    Overall, well done, just needs some polish and some revision.
    No one can stop the German panzer divisions.

    Offline Raider217

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    Re: Ostheer Suggestion
    « Reply #2 on: April 11, 2010, 09:36:00 PM »
    Well thought out but there are a few problems

    1. If i counted correctly which I hopefully have you have 22 different units which is to many shouldnt be above the 17 units of Wehr

    2. Karl Gerat mortar is to big for CoH should only be used as an off map option not on map call in unit

    3. Tiger Ace and Elefant in the same doctrine is a problem try to split them up if possible

    4. I agree with Panzer4life about the Veterancy it is rather complex



    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #3 on: April 11, 2010, 09:37:44 PM »
    Well, i will say this, good job of me not wanting to scream ' i need panthers!'. :) The doctrines are well designed except the foreign support. 6 call-in units? That is too much, so how about some form of air-strike that support gets, plus some passive abilities to enhance the foreign units?
    The veterncy should be explained better, i was left kinda confused. I like most of the units, however, since you have some foregin units that do what latter units do, then why not go a use the foregin units?
    Vehicle are well done, I can't wait to upgrade the Panzer 2 with flamethrowers!\

    Overall, well done, just needs some polish and some revision.

    Thanks for the positivity!

    It's 5 call in units, But maybe I think I can get rid of the Hungarian infantry because of the tank. The 3rd on the right is active to help foreign units. I'll take that idea into consideration and probably get rid of an infantry unit.

    Veteran works in group efforts. Say that you have a HMG team. THey earn 10 XP before dying.

    You make 2 more, and they each get 10. In total, those HMG's have 30 XP. That XP was stored in the Veteranen Akademie. 30XP=Level 1 Vet.

    From the Veteranen Akademie, you can then choose A upgrade for level one. 1 out of 3. So you can choose Armor, Speed, or Health.

    Whatever you choose for level 1 you can not choose for levels 2 or 3. Same applies with level 2. If you choose Armor for level 1 and Speed for level 2, you have to choose health for level 3.

    Also, when upgrading, it globally effects the type of units that earned it (In this case HMGs) So all HMGs from then on get the selected bonus.
    Did that clear it up?

    Also switched the doctrines around, thanks guys!
    « Last Edit: April 11, 2010, 11:04:38 PM by Cranialwizard »
    "Balancers are 10 a penny"

    Offline Paciat

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    Re: Ostheer Suggestion
    « Reply #4 on: April 11, 2010, 11:44:27 PM »
    I liked that you used Romanians in youre concept. StugIII and JagdpanzerIV are great too. Its also great that all units have stats.

    But there are few BIG problems.

    1. Why do you need to have 2 types of pioneers?
    Both of these pioneers have a faster repair and building upgrade!

    2. You have 5 types of infantry!
    Also basic infantry have G43 rifles and 6 men for 270MP.
    When youre PE you get 4 G43 and 2 K98 for 510MP and 100ammo!
    Youre Truppen are like grenadieres but you get 1 more guy for only 10MP. Granades cost only 10 ammo but 2 smgs 100ammo!
    Also if all youre infantry can build field defences what do you need 2 types of pioneers for.

    3. 2 MGs is 1 too many. Also why can you produce only Romanian MG squads?

    4. You have too much medium armor. MarderII, StugIII, JangpanzerIV are all tank destroyers! PIII costs 400MP 60Fuel but it has a weak gun so you have to upgrade it right away for 50ammo. Evreybody would build only PzIV.

    In short: Too many units!
    That is a BIG PROBLEM becouse after 10 games with Ostheer people would still tkink: whats that unit, how do I counter it".
    Thats why every army needs to be simple. (especially infantry)
    3 types of infantry+4 types of non german infantry+2 pioneer types=9 types! Thats sick!
    Many units seem very similar to wehrmacht. The whole point of making Ostheer is to make it different!

    6. I dont understand the speed stat. Why is PzII as fast (as slow) an youre infantry?


    7. You have 3 artillery abilities (unit or barrage call-ins) in youre Storming Front. Germans were never called masters of artillery (maybe in WWI they were) but you give them heavy guns in 2 different doctrines.
    Not every division had a karl or a dora gun!
    Why is it called a Storming Front? When you storm you move fast. Heavy artillery is for Siege operations (Fronts).

    8. 'All units ... 25% additional Accuracy, attack and Health."
    A little math.
    125%*125%*125%=195,3125%
    Youre army will be allmost twice as strong.  :P
    Hitler should mass produced medals.  ;D

    9. In Exterminating Front you get an Elite Sniper earlier than russians, and a Tiger Ace when they have a KV-2. You also have a big gun supporting you. 3xOP!

    10. Foreign Front is just 2 light tank and 2 infantry call-ins. Who would choose this doctrine?

    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #5 on: April 12, 2010, 12:05:51 AM »
    The two types of pioneers are to relate to the fact that Ost are for base building and combat, while Feld are for mainly field building. Ost are specialized and can act more as a combat type. After you have all your bases built you wouldn't need them much.

    G43 was a very basic rifle. The GrenTruppen have poor accuracy, as they are Green Troops.

    I'll look into Truppen edits.
    Each of your infantry can build a SPECIFIC type of emplacement. Feldpioniere can build ALL types, Ost pioneers can build NONE. FeldPioniere CAN'T build bases.

    The romanian MG is a cheap and basic MG for simply suppressing early units in preperation for the MG34. The Romanian MG is much less effective in firepower and ROF.

    8 units, not nine.

    Storming front was formed around "Storm". Rain of Steel, Rain of Hell. Storm of artillery. Get it now? XD

    The tank in comparison to infantry moves quicker, thank you for pointing that out. I'll fix those.

    #8 Keyword:ADDITIONAL
    (Assuming Snow-Truppen hasn't been bought)+10%+25%-15%=120%.

    I'll look into more doctrine work.

    And I guess I'll add more to the Foreign Front.

    Thanks for the comments and stuff :)


    Post Merge: April 11, 2010, 08:27:57 PM
    9. In Exterminating Front you get an Elite Sniper earlier than russians, and a Tiger Ace when they have a KV-2. You also have a big gun supporting you. 3xOP!

    10. Foreign Front is just 2 light tank and 2 infantry call-ins. Who would choose this doctrine?

    This has been fixed. Exterminating Front contains 11 CP to get Dora and 10 for a Tiger ace.(Total)

    Foreign has also been fixed. Italian light Fiat has been replaced with a tank hunter Semovente 75/18. ;)
    « Last Edit: April 12, 2010, 12:30:06 AM by Cranialwizard »
    "Balancers are 10 a penny"

    Offline wordsmith

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    Re: Ostheer Suggestion
    « Reply #6 on: April 12, 2010, 12:50:08 AM »
    Nice work man, I especially like that you got inspired by my concept with idea of "Veterancy" and "Engine breakdown" :)

    As Paciat wrote you good feedback, I just add that Karl-Gerat and Dora wouldn't be even considered to be add into Ostheer and Panzer IV propably too (Wehr&PE has it).

    As I'm not fan of including foreign units I say that this part of your concept is well thought through but I guess for some people too much. :) not me because I don't want any foreign troops at all - my idea is to have just one "foreign infantry" without specification of nation, just call it "Ostheer infantry".

    One question - as far as I understood, teching in your concept is similar to Wehr in terms that in order to tech you just research one upgrade - am I understanding it right?

    Bunker seems to be very similar to wehr too, except it has ability to reinforce which is Wehr doctrinal.

    Yes and one note: you don't have to write whole stats of proposed units, maybe cost is enough, building time, reinforce cost etc. is too much information. Those info could be resolved later when developing concept in details, for overview just some basic description is enough. :)

    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #7 on: April 12, 2010, 01:20:43 AM »
    Nice work man, I especially like that you got inspired by my concept with idea of "Veterancy" and "Engine breakdown" :)

    As Paciat wrote you good feedback, I just add that Karl-Gerat and Dora wouldn't be even considered to be add into Ostheer and Panzer IV propably too (Wehr&PE has it).

    As I'm not fan of including foreign units I say that this part of your concept is well thought through but I guess for some people too much. :) not me because I don't want any foreign troops at all - my idea is to have just one "foreign infantry" without specification of nation, just call it "Ostheer infantry".

    One question - as far as I understood, teching in your concept is similar to Wehr in terms that in order to tech you just research one upgrade - am I understanding it right?

    Bunker seems to be very similar to wehr too, except it has ability to reinforce which is Wehr doctrinal.

    Yes and one note: you don't have to write whole stats of proposed units, maybe cost is enough, building time, reinforce cost etc. is too much information. Those info could be resolved later when developing concept in details, for overview just some basic description is enough. :)

    Thanks for all this!

    When you mean teching units, you refer to veterancy, yes?
    It works like this:
    You have 5 Truppen squads. All the XP they earn is kind of "Added up" in the Veteranen Akademie.
    30XP for lvl 1
    60XP for lvl 2
    90 for 3.

    When you hit lvl 1, you may choose a upgrade for Truppens, on the field and in the future production. It doesn't apply to ALL infantry, just Truppens, because they earned the XP.
    As soon as you choose a Lvl 1 upgrade, all Truppens become lvl 1 vet.

    Did that clear it up?
    "Balancers are 10 a penny"

    Offline Paciat

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    Re: Ostheer Suggestion
    « Reply #8 on: April 12, 2010, 01:42:45 AM »
    Ok 8 types of infantry not nine. But thats still too much. Even Wehrmacht has 5 types of infantry.
    Noone will recognise witch infantry is witch.
    How many players will say "!@#$ build wrong pioneers again"?
    Also who wants a pioneer squad that will sit in the base whole game. (maybe cap or rapair something)

    Every MG is a basic unit. Armored cars replace MGs in the mid game. Thats why theres no need for 2 MGs. You have a 2 cm FlaK 30 AA/AI that will be a mid game Infantry killer.

    Snow Support is another ability that I dislike. There was no snow at Kursk or many other battles. (maps)

    11 CP to get Dora? A whole commando tree is 11CPs. Also an ability that costs 1CP costs 60exp. 2CP = 60+60 but 3CP=60+60+80 4CP=60+60+80+80.
    My point is a 1v1 VP game will and before you will use youre super units. At annihilation games youre army will still be OP. So its not a mather of changing CPs.

    Offline wordsmith

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    Re: Ostheer Suggestion
    « Reply #9 on: April 12, 2010, 01:45:04 AM »
    When you mean teching units, you refer to veterancy, yes?

    No I understand your vet system good :) it is similar to one in my concept. I refered to "blueprints", those looked like Wehrmacht tech-up:
    Uberlegen Kommand Blueprint -Cost:150 Manpower, 15 fuel
    Fahrbereitschaft Blueprint -Cost:250 Manpower, 35 Fuel
    Spezial-Vehikel Kommand Blueprint -Cost:350 Manpower, 75 Fuel
    Winter Bunker Blueprints -Cost:100 Manpower, 20 Fuel

    I thught they need to be build in particular order but now I see that they don't. This means that player could choose and tech which building he wants... which could be hard to balance.

    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #10 on: April 12, 2010, 02:29:55 AM »
    Right, they don't have to be in order. Provided that a player has fuel and is just a really good player, he could probably make a Vehikle-Kommand and Foreign Units and go ballistic. XD
    "Balancers are 10 a penny"

    Offline ford_prefect

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    Re: Ostheer Suggestion
    « Reply #11 on: April 12, 2010, 06:22:01 AM »
    I liked the foreign units, but would like to see Romanian infantry rather than an MG an mg is just to...."OP"

    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #12 on: April 12, 2010, 12:18:17 PM »
    Hmm...You know the Romanian MG isn't too popular. I might replace it with infantry.

    But it's a good STARTING mg. Units under it's fire can break suppression on their own without abilities. It's weak but cheaper, and it hits the field early for choke-point cut off. I'm not sure.

    Remember that the Feldpioniere repair much slower than normal, let alone Ost Pioneers.

    So if you have a tank on the verge of dying, with a destroyed engine, Feldpioniere will be near useless if you need it quick, unless you buy the upgrade. But the upgrade STILL can't compare to Ost Pioneers repair speed, and if you buy Technik, it just makes it EVEN MORE quick. That tank? Might have been saved.

    Also, Ost pioneers are the only units that can capture forward bases. Keep that in mind ^_^

    Changes I'll look into:Romanians.


    Post Merge: April 12, 2010, 08:25:36 AM
    I notice that  a lot of people don't like that I have 22 units available, or that there's 2 types of pioneers.

    I was told to make it different. So I did.

    Also, with the PzIV,

    It was a highly produce vehicle in the era.
    It was found all over the place, including the Eastern Front.
    It's the ONE TANK that is common with all 3 Axis sides.;D

    Post Merge: April 14, 2010, 02:36:36 AM
    130 reads and only a few post? At least tell me it sucks! :D
    « Last Edit: April 14, 2010, 02:36:36 AM by Cranialwizard »
    "Balancers are 10 a penny"

    Offline Versedhorison

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    Re: Ostheer Suggestion
    « Reply #13 on: April 14, 2010, 09:43:19 AM »
    There is a clear lack of early game units to counter snipers, motars, trenches. This will result in a underpowered faction people will dislike. Also no one will use a unit that runs away on its own 15% of the time. Stick to the fundamentals of RTS and CoH.

    [insert signature here]

    Offline Cranialwizard

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    Re: Ostheer Suggestion
    « Reply #14 on: April 14, 2010, 12:31:25 PM »
    15% risk for 5 men for only 180 men.

    The foreign units are early early units.

    By the time Russians have anything other than conscripts out your Uberlegen should be built, unless you aim for a different strategy. Notice how in all the Uberlegen is 400 manpower, 40 fuel. A player will most likely have both by the end of 3-5 minutes.
    "Balancers are 10 a penny"