Company of Heroes: Eastern Front

Author Topic: The Wehrmacht in the East (Light concept)  (Read 22911 times)

Offline Nubrannosaurus

  • Ingenery
  • *
  • Posts: 23
    • View Profile
Re: The Wehrmacht in the East (Light concept)
« Reply #30 on: September 01, 2010, 10:36:58 PM »
Well, the pricing of the units and structures is pretty much insignificant compared to the necessity of creating a solid, well-designed army.  Really, we don't need to take prices into consideration much besides giving a rough idea like "150 or so munitions" or "high munitions" or "low manpower trickle" etc, etc.  Balancing is after conception.  Besides, creating an army from scratch is hard enough, lets leave balancing to the devs  8).

The problem I have with this army is that it borrows too many preexisting ideas.  There are some sound concepts in there, uniquely defining the army with ideas like "mobile artillery," but when I see this army and how it operates I think of "Wehrmacht 1.5" not the new "Ostheer."

As for the doctrines, a lot of abilities already exist with the other factions.  Some I really like, such as Static Warfare, Stuka Attack, and Experienced Crew -- those are good ideas that really change the dynamic of an army and how they inherently operate.  Others like Air Supply and Log Causeway are simply boring and borrowed from other factions essentially (Log Causeway is Blitzkreig but without the fire bonus and restricted to your own territory).

Just my 2 cents.

« Last Edit: September 01, 2010, 10:49:30 PM by Nubrannosaurus »

Offline Aouch

  • Commissar
  • ****
  • Posts: 268
    • View Profile
Re: The Wehrmacht in the East (Light concept)
« Reply #31 on: September 12, 2010, 01:18:37 PM »
First of all, thanks for your feedback!

I know some of the prices are ridiculous, but I made them that high, because a unit which is a very, very effective elite-unit (that's what basically all OH-units are, after all) shouldn't be cheap.  :) Of course, prices must be fixed by intense balancing-testing.
After I take a look at it, it really seems to me now, that my OH is indeed a WH 2.0. Plus it borrows too much, especially the doctrine-abilities. Maybe that's because I had too fill a place and couldn't think of something really "new", maybe because it just had to be in there. Airsupply for example, think of Stalingrad and other location, where encircled troops had to be supplied by airplanes.
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline Loupblanc

  • Mr. Spam
  • *
  • Posts: 1294
    • View Profile
Re: The Wehrmacht in the East (Light concept)
« Reply #32 on: September 12, 2010, 09:11:43 PM »

 @Aouch : Am I giving you fresh ideas? ;)
 @Nubrannosaurus : Thanks for email! :D
 - As for airdropped supplies being boring, well,
 giving new factions tanks and infantry, because
 others have it too ;) Bleh. Just got to find a new
 spin for it, though!
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Fementedbeancurd

  • Ingenery
  • *
  • Posts: 43
    • View Profile
Re: The Wehrmacht in the East (Light concept)
« Reply #33 on: September 24, 2010, 01:35:55 AM »
Wow , this one actually makes sence!

Offline Aouch

  • Commissar
  • ****
  • Posts: 268
    • View Profile
Re: The Wehrmacht in the East (Light concept)
« Reply #34 on: October 02, 2010, 09:40:32 PM »
Thanks Fementedbeancurd.  :)

With help of the Feedback given, I'm currently re-working the whole concept, especially including some new things we've heard and seen from the DEVs or discussed in various other threads.
Therefore, here is a first version, of course still needs a lot of things added:

Quote
General Things

Gameplay
The Ostheer, meaning the part of the German Wehrmacht fighting in the east against Soviet Union, is mainly based on rather "light" units.
It only gives you the basic structure with infantry, light and medium tanks as well as some artillery.
While most of this inventory is superior to early enemy counterparts, the Ostheer will encounter some problems fighting their foe in a later stage of battle. With veteran-units getting lost in the head of the fight, the Ostheer has to pull out new powerful units and tactics or it gets overwhelmed by the endless red waves of the Soviet Union.

Panzers or Artillery?
The Heavy Camp of the Ostheer features two different branches of military.
Either have Panzerkampfwagen and an effective weapon against tanks or rather focus on concentrated artillery-fire from the Wespe while infantry is pushing forward, supported by assault-guns?
The decision has to be made wisely, since changing the current unit-pool is very expensive.
Idea from Lord Rommel.

Veterancy
The different units of the Ostheer gain strength and experience by fighting. Due to the notorious lack of men and material on the eastern-front, soldiers spend weeks and months under enemy fire and in combat thus making them stronger and finally feared veterans.
Every unit receives a vital upgrade or ability as Vet 1, while Vet 2 and Vet 3 enhance accuracy, suppression-resistance and other states.

Foreign Units
On the Eastern Front, not only German soldiers stand against the Soviets. Sons from various other nations fight side by side with them against Communism.
To show this in EFmod, there are some Foreign Units, which uses random role-variations to display different weapons and uniforms.

Upkeep
The war against the Soviet Union requires a constant supply with munition and fuel. Remember: Good units require even better logistics.
Compared to the other factions, the Ostheer has higher upkeep-costs.



Units & Buildings

Ost-Hauptquartier
  • Foreign Pioneers - 3 soldiers from allied nations, armed with 3x M1895. Basic construction-unit. [160mp 3pop]
    Vet-Upgrade: "Frankfurt 42 Mine Detector"
  • Ostgrenadiers - 4 soldiers with 4x Kar98k. [320mp 4pop]
    Vet-Ability: "Throw grenade" [25mun]
    Upgrade: "2x Schießbecher" [50mun]
  • Engineers (Upgrade) - Enables Pioneers to build "Czech hedgehog", "barbed wire" and "sandbags". [200mp 20fuel 20mun]


Stabshauptquartier
  • Opel Blitz command-truck - Opel Blitz 3to with standart box-body serves as reinforcement-point for infantry. Can secure resource-points for enhanced production. [300mp 30fuel 3pop]
  • Offizier der Panzertruppe (Requires "Armoured Fist"-Doctrin) - A German Officer in a Kübelwagen armed with a MG34. Gives Bonus to armoured units. Only one active unit. [350mp 20fuel 5pop]
    Vet-Ability:
  • Offizier der Artillerie (Requires "Hold Ground"-Doctrine) - One Officer and his staff of 2 soldiers armed with Luger-Pistols. Gives Bonus to artillery units. Only one active unit. [350mp 3pop]
    Vet-Ability: "sFH18 artillery-strike" [100mun]
  • Offizier der Gebirgsjäger (Requires "Total Warfare"-Doctrin) - 4 Gebirgsjäger armed with Kar98k and one Officer armed with Luger-Pistol. Gives bonus to infantry. Only one active unit. [400mp 5pop]
    Vet-Ability:
  • Reconnaissance (Upgrade) - Enables the choosen Officer-unit to call in a Fi 156 "Storch" to a specific area to gain intel on enemy troops. [200mp 20fuel 50mun]
    Adds Ability to Officer: "Recon Plane" [50mun]

  • Support Troops - Enables the building of "Support Camp" [100fuel 100mun]
  • Heavy Troops - Enables the building of "Heavy Camp" [150 fuel 150mun]
  • Panzer / Artillery - Switch between "Artillery-Support" and "Panzer-Support" unit-pools. [200fuel 200mun]


Infantry Camp
  • MG-Trupp - 3 soldiers armed with 1x Kar98k and 2x MG34. Offer light MG-support. [280mp 3pop]
    Vet-Ability: "Suppression Fire" [25mun]
  • Panzerjäger - 3 soldiers armed with 2x Kar98k and 1x PzB39. [320mp 3pop]
    Vet-Ability: "Hafthohlladung" [75mun]
    Upgrade: "Panzerschreck" (replaces PzB39) [50mun]
  • Unteroffizier (Upgrade) - Adds a Lieutenant with a MP40 to Ostgrenadiers. Gives Bonus. [200mp 20fuel 50mun]


Support Camp (Requires upgrade)
  • 7.5cm IG18 - Infantry-support-gun to provide artillery-support for infantry-units. Crewsize 5. [400mp 20fuel 5pop]
    Vet-Ability:
  • PzKpfW II Luchs - Light armored recon-vehicle armed with 2cm KwK38 and one MG34. [300mp 30fuel 5pop]
    Vet-Ability: "Maximum Speed" [25mun]
  • Opel Blitz medic-truck - Opel Blitz 3to truck which can heal infantry when set up. [200mp 20fuel 3pop]


Heavy Camp (Requires upgrade)
 Panzer-Support:
  • PzKpfW III - Early medium tank armed with 5cm KwK38 L/42 and two MG34. Good against light tanks and infantry. [350mp 60fuel 8pop]
    Passive Ability: "Panzergruppe" (A single Pz III moves very slow in enemy territory. It requires up to two other Pz in close proximity to re-gain normal movement-speed.)
    Vet-Upgrade: "Seitenschürzen und Abstandspanzerung" (increased health)
    Upgrade: "7.5cm KwK37 L/24" (better against infantry) [50mun]
  • Marder II - Built on Pz II-chassis and fitted with a captured 7.62cm cannon this vehicle is able to deal with medium up to heavy tanks. [300mp 50fuel 8pop]
    Vet-Ability: "Thread Breaker" [35mun]
  • Tungsten (Upgrade) - Pz III can now engage the T-34! [200mp 20fuel 50mun]
    Adds ability: "Wolframkern-Munition" (better penetration for ~15sec) [25mun]

 Artillery-Support:
  • StuG III - Assault-gun armed with 7.5cm StuK37 L/24 and one MG34. [350mp 60fuel 8pop]
    Passive Ability: "Cover" (StuG III functions like normal green cover to nearby infantry.)
    Vet-Ability: "Ambush" (StuG cloaks and gains bonus for first shot)
    Upgrade: "MG-Gunner" (adds a MG34 on top) [50mun]
  • Wespe - Self-propelled artillery-gun based on Pz II. [500mp 50fuel 8pop]
  • StuG 40 (Upgrade) - New StuG III are armed with 7.5cm StuK40 L/48 thus turning it into a formidable tankdestroyer. Also adds "Seitenschürzen". [300mp 50fuel 100mun]




Doctrins

Armoured Fist

 Panzerdivision
  • - [1CP]
  • Kursk-Veterans - Every new produced tank starts with Vet II. [3CP]
  • Elefant - Call in a heavy tankdestroyer. With its 8.8cm PaK43/2 L/71, there's nothing to resist the Elefant's firepower. [4CP][900mp 14pop]
    Vet-Upgrade: "Hull-MG"

 Motorisierte Division
  • Fast Supply - For a short period of time, every activated ability has no cool-down. [2CP][100mun]
  • Panzergrenadier Group - Call in a SPW U304(f) armoured halftrack armed with one MG34 and two Ostgrenadier-squads. [2CP][600mp 11/13pop]


Hold Ground

 6. Armee
  • Sturmpioniere - 5 soldiers armed with 3x MP40 and 2x Kar98k. [2CP][600mp 5pop]
    Vet-Ability: "Throw grenade" [35mun]
    Upgrade: "2x FmW35" [75mun]
  • sIG33B - Call in a heavy assault-gun bearing a 15cm sIG33 L/11. [3CP][600mp 8pop]
    Vet-Ability: "Stationary Firebase"
  • Stalingrad-Veterans - Every new recruited infantry unit starts with Vet 2. [2CP]

 Fortress Group
  • Fortress Troops - Infantry behind green cover receives an extra bonus for a certain amount of time. [1CP][100mun]
  • Pantherturret - Enables Pioneers to build a static AT-emplacement. [3CP][500mp 40fuel 8pop]
  • Mortar Bunker - Enables Pioneers to build a concrete bunker with ability to fire a mortar-barrage. Can reinforce infantry.[2CP][500mp 50fuel 14pop]


Total Warfare

 Leichte Division
  • Gewaltmarsch - Increases movement speed of infantry but also decreasing health and suppression-resistance for a short period of time. [1CP][75mun]
  • Foreign Mountain Infantry - Call in a squad of 3 soldiers armed with 1x (MAB 38)(Suomi KP/-31) and 2x (Carcano M91/41)(Mosin-Nagant).
    Good on long-range. [2CP][450mp 3pop]
    Vet-Ability: "Sniper Shot" [35mun]
  • - [2CP]

 Luftwaffe
  • Field-HQ - A Ju 52 lands in the selected area, providing medical-care and reinforcement for nearby troops. [2CP][300mp 100mun]
  • Troop-transport - Enables Field-HQ to train Ostgrenadiers and Mountain Infantry. [2CP]
  • Kanonenvogel - A Ju 87 G flies two times over the selected area, inflicting serious damage to armoured vehicles with its two 3.7cm gun-pods. [2CP][100mun]



Miscellaneous

  • Artillery Observer - The Recon Plane drops a marking for the Artillery-troops. Every available artillery (infantry-guns, howitzers etc.) opens fire on this position, not regarding range and cool-down. [2CP][150mun]
  • 10.5cm leFH18 18/40 - Enables Pioneers to build a field howitzer in a static emplacement. [2CP][500mp 50fuel 8pop]
« Last Edit: October 18, 2010, 08:49:17 PM by Aouch »
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!

Offline mawr

  • Ingenery
  • *
  • Posts: 11
  • I feel sLOVEnia
    • View Profile
    • facebook
Re: The Wehrmacht in the East (Light concept)
« Reply #35 on: October 20, 2010, 02:07:30 PM »
    Quote

    The Ostheer


    Concept
    This Ostheer-concept is a light-version of my "old concept" [nofollow]. There were too many complicated things, so I created this one here to make it easy to understand and save the Developers from unnecessary work.
    I also created this Ostheer "lite" with the intention to focus it around the early Wehrmacht, thus meaning it features decent units for a fast Blitzkrieg, unlike the "old" Wehrmacht in CoH, which is rather a late-game faction.
    While the Ostheer has a decent early-game, it suffers significantly in late-game due to the absence of some real heavy tanks. The Ostheers way how to get rid of enemy armor relies mainly on first disable (via accurate hits etc.) and then destroy them (via StuKa or Pioneers).

    Starting Unit
    Since there is a problem with giving new factions a starting unit, I came to the solution, that the best way to work around that bug is to simply give the player a call-in-ability. This call-in contains a squad of pioneers to start building your base and one halftrack to keep them mobile. Remember the Blitzkrieg-thought I had in mind.
    You can call in as many of them as you want and can pay for. However, it's cheaper to produce them in your base-buildings.

    Starting Sector Protection
    The Starting Sector of the Ostheer is protected by two immobile 2cm FlaK C/38. They'll do the job and hold enemy infantry off your territory, however don't forget that the Ostheer is a faction which relies on fast advance and attack.

    Forward HQ
    The Wehrmacht hadn't many friends under the civilian population in the captured areas. However, there were still villages which sympathized with them. You can only deploy Forward HQs with the "Civilian Support"-ability from Army Group South.
    Units which can be produced in Forward HQs are Pioneers, Grenadiers, Foreign Volunteers

    Veterancy
    Veterancy is based on US-vet. This means the more your units fight and kill enemies, the more they rise in rank and strength. Alltogether, there're three possible stages of veterancy to achieve.

    War-Development
    Some units were outdated throughout the war. New units or upgrade can be researched in the HQ, which doesn't produce any units by its self but unlock them in other buildings.

    Mobile Artillery (Mobile Artillerie)
    (Based on this suggestion by myself. [nofollow])
    The guns of the Ostheer are carried by halftracks (SdKfz 10). This means once the gun is produced, you have a halftrack, which has the special ability to build up the gun. After a certain build-up time (around 20-30 secs), you have a static fire-base with the gun. The halftrack is part of the model of this "emplacement". It has a special ability to mobilize the gun again, the emplacement disappears and the halftrack is now movable.
    Guns which are carried by the SdKfz 10 are FlaK C/38, PaK40, leFH18.

    Captured Weapons (Beutewaffen)
    The Ostheer isn't able to use heavy weapons of the Red Army or recrew own equipment.
     Maybe later in the war, when the Oberkommando has figured out how to pick them up, German soldiers will be able to use the soviet crap to defeat the communists with their own weapons. (Meaning that as long as the Developers haven't fixed recrewing bug for new factions, the Ostheer can't do so.)

    Reward Units
    Eastern Front introduces new reward units for the Red Army and the Ostheer.
    • Gebirgsjäger [nofollow] - Squad of 4 specially trained soldiers armed with Kar98k. [450mp 4pop]
      Upgrade: "2x Rifle grenade [nofollow]" (similiar to Brit's) [50mun]
      Ability: "Sniper Shot" [35mun]
    • Toldi II [nofollow] - Light tank with 2cm gun used for recon since they couldn't compete with most enemy tanks. Replaces PzKpfW II. [250mp 30fuel 4pop]
    • Carro Armato P26/40 [nofollow] - Italian updated version of the M13/40 [nofollow] with 7.5cm gun. Replaces 41M Turán II. [600mp 80fuel 16pop]
    • Marder II [nofollow] - Self-propelled 7.5cm AT-gun build on PzKpfW II. Replaces StuG III. [400mp 40fuel 8pop]



    Units & Buildings


    • Fast Troups (Schnelle Truppen) - Call in a SdKfz 10 and one Pioneersquad. [450mp 6pop]


    HQ & Research Camp
    • Squadleader (Zugführer) - Adds a Zugführer with 1x MP40 to following squads: Pios, Grens and Protectionsquad. + [1pop] Gives bonus. [200mp 20fuel]
    • Heavy Pioneers (Schwerer Pionierzug) - Pioneers receive advanced training. [300mp 30fuel]
      Adds ability to Pioneers: "Plant charge" (heavy dmg vs. buildings and tanks) [50mun]
      Pioneers can now construct: "Czech hedgehog [nofollow]"
    • Improvisational devices (Improvisierte Mittel) - Finally a way to deal with armor! [200mp 20fuel]
      Adds ability to Grenadiers, Gebirgsjäger and Foreign Volunteers: "Geballte Ladung [nofollow]" (Places a bundle of grenades at a nearby tank. Destroies threats, gun or engine.) [35mun]
    • Tankcommander (Panzerkommandant) - All tanks get a commander who overlooks the area from the opened turret-hatch. Increases line-of-sight. [200mp 20fuel]
    • Veteran gunner (Veteranen Richtschütze) - The experienced gunners know how to take out the engines or turrets of enemy tanks. [200mp 50fuel]
      Adds ability to AT-guns and tanks: "Critical Hit" [35mun]
    • Camouflage net (Tarnnetz) - Deployed guns like PaKs are automaticly camouflaged once in fire-position. [200mp 50fuel]
    • 5cm cannon - Enables the production of PzKpfW III and research of 7.5cm cannon. [300mp 30fuel]
    • 7.5cm cannon - Enables the production of StuG III and research of 10.5cm cannon[500mp 50fuel]
    • 10.5cm cannon - Enables the production of leFH18. [700mp 70fuel]
       
    Infantry Camp
    • Pioneersquad (Pionierzug) - 4 soldiers with 4x Kar98k. [200mp 4pop]
      Upgrade: "FmW35 [nofollow]" [50mun]
      Can build: "Infantry Camp" [200mp 20fuel] "Support Camp" [250mp 25fuel] "Panzer Camp" [300mp 30fuel] "Sandbags", "Barbed Wire"
    • Grenadiersquad (Landserzug) - 4 soldiers with 4x Kar98k. [300mp 4pop]
      Upgrade: "MG34 [nofollow]" (2 max) [50mun]
      Ability: "Throw grenade" [25mun]
          
    Support Camp
    • Kübelwagen [nofollow] - Unarmed recon-vehicle, can lock-down sectors and detect mines. [165mp 2pop]
      Upgrade: "Officer" (adds an Officer to the Kübel, gives advantages to troups in his sector like British Lieutenant) [100mun]
    • SdKfz 10 [nofollow] - Halftrack for up to 10 soldiers or 2 squads. Can reinforce squads. [165mp 10fuel 2pop]
    • Panzerjäger [nofollow] - 4 soldiers armed with 2x Kar98k and 2x PzB39 [nofollow]. [350mp 4pop]
      Ability: "Critical Hit" [35mun]
    • 2cm FlaK C/38 [nofollow] - Anti-air-gun which is also effective against targets on the ground. [250mp 10fuel 4pop]
    • 7.5cm PaK40 [nofollow] - Heavy anti-tank-gun to deal with the thickest enemy armor. [350mp 10fuel 4pop]
    • 10.5cm leFH18 18/40 [nofollow] - Wide-range artillery attached on the PaK40-carriage. [500mp 50fuel 12pop]
       
    Panzer Camp
    • PzKpfW II Ausf C [nofollow] - Light tank armed with 2cm KwK30 L/55. Only effective against infantry and for recon. [250mp 30fuel 4pop]
    • PzKpfW III Ausf G [nofollow] - Medium tank armed with the 5cm KwK38 L/42. [300mp 50fuel 6pop]
      Upgrades: "5cm KwK39 L/60" (increased dmg) [50mun] or "FlPz III" [nofollow] (flamethrower version) [100mun] "Panzerschürzen" (increased armor) [50mun]
    • StuG III Ausf G [nofollow] - Assault gun armed with 7.5cm StuK40 L/48. [400mp 50fuel 8pop]
      Upgrade: "Panzerschürzen" (increased armor) [50mun]


    Doctrins


    Army Group North (Heeresgruppe Nord)

    Fortressdivision (Festungsdivision):
    • [1cp] Static Warfare (Stellungskrieg) - All units behind green cover gain additional bonus like suppression-resistance.
    • [2cp] Protectionsquad (Sicherungszug) - Call in a MG-squad of 4 soldiers with 3x Kar98k and 1x HMG34. [450mp 4pop]
      Upgrade: "3x MP28 [nofollow]" [50mun]
      Ability: "Throw grenade" [25mun]
    • [2cp] Entrenched positions (Befestigte Stellungen) - Pioneers are now able to build heavy defences:
      "MedStation" (Building which automaticly heals nearby infantry. Two medics rescue wounded to form new Grenadiersquads.) [200mp 20fuel]
      "Mortarbunker" (Concrete bunker with heavy siege mortar. Can reinforce infantry.) [500mp 50fuel 5pop]

    Airforcemission (Luftwaffeneinsatz):
    • [1cp] Reconnaisance plane (Luftaufklärer) - Fieseler Fi156 "Storch" [nofollow] flies over the selected area detecting enemy units in this territory. [50mun]
    • [3cp] Artillery target (Artillerieziel) - Fieseler Fi156 "Storch" drops a flare to mark targets for artillery. Every available artillery-unit opens fire on that spot, even if it was out of range. Additionally, a couple of heavy 15cm-Batteries [nofollow] fires from off-map. [200mun]
    • [4cp] StuKa attack - Ju 87 "Sturzkampfbomber" [nofollow] attack the targeted area/vehicle with a precision airstrike. Very effective against enemy tanks and structures! [100mun]
          

    Army Group Centre (Heeresgruppe Mitte)

    Panzerdivision (Panzerdivision):
    • [1cp] Experienced crews (Erfahrene Besatzungen) - All newly produced tanks have now already Vet I.
    • [2cp] Panzersturm - Tanks suppress nearby infantry for a short period of time.[150mun]
    • [4cp] Heavy tank-destroyer (Schwerer Panzerjäger) - Call in a heavy tankdestroyer JgdPz VI(P) "Elefant" [nofollow] armed with the 8.8cm StuK43/1 L/71. Only one Elefant at the same time! [800mp 180fuel 14pop]

    Motorized Division (Motorisierte Division):
    • [2cp] Medical aid (Medizinische Versorgung) - SdKfz 10 can now be upgraded to mobile MedStations.
      Adds upgrade to SdKfz 10: "MedStation" [50mun]
    • [3cp] Panzerpioneers (Panzerpioniere) - Call in a Bergepanzer III [nofollow]. Similiar to the Bergetiger, but more vulnerable, because it's based on the medium PzKpfW III. Can only repair. [600mp 60fuel 10pop]
    • [2cp] Advanced Repairs (Verbesserte Reperaturen) - Bergepanzer III can now rebuild axis wrecks.
      Adds ability to Bergepanzer III: "Recover wreck"


    Army Group South (Heeresgruppe Süd)

    Army Support Groups (Heeres-Unterstützungskräfte):
    • [1cp] Log Causeway (Knüppeldamm) - All units in your own territory move with maximum speed in landscape or on streets for a certain amount of time. [150mun]
    • [2cp] Air supply (Luftversorgung) - Ju 52 [nofollow] drops two containers with ammunition, fuel and LMG34s. [200mp]
    • [3cp] The Fuhrer will help you out (Der Führer haut euch raus) - All units in enemy territory will hold their positions with extra health etc. for a short period of time. [150mun]

    Foreign Divisions (Östliche Divisionen):
    • [2cp] Civilian Support (Unterstützung durch die Zivilbevölkerung) - It's now possible to establish Forward HQs in neutral buildings. [260mp]
    • [2cp] Foreign Volunteers (Ausländische Freiwillige) - Call in an elite squad of 4 soldiers armed with german weaponry. [450mp 4pop]
      Upgrade: "PPSh-41 [nofollow]" (squad is armed with SMGs) [50mun]
      Abilities: "Throw grenade" [25mun] "Charge!" (Breaks suppression + short-time sprint) [35mun]
    • [2cp] Tank-Battlegroup (Panzerkampfgruppe) - Call in two Hungarian 41M Turán II [nofollow]. These medium tanks are armed with a 7.5cm gun. [700mp 16pop]

    [/list][/list]


    It is OK but problem is there is not much elite infantry like iron cross holders an not much heavy tanks like tiger ...









    C:\Documents and Settings\Krtako\My Documents\My Pictures\SLOVENSKA GARDA.jpg

    "Slovenska vojska v službi domovine"
    "Slovenian army in service of country and its peoples"

    Offline Aouch

    • Commissar
    • ****
    • Posts: 268
      • View Profile
    Re: The Wehrmacht in the East (Light concept)
    « Reply #36 on: October 20, 2010, 08:59:53 PM »
    Actually, that was the old, "new" light concept.  ;D
    The updated version is now in the first post of the thread, the old one deleted to avoid confusion.

    However, no "hero" infantry like KCH, because it's stupid and in my opinion a bit childish to have such units. I included Sturmpioniere and Foreign Mountaineers (aka Alpini) as Elite units, because those units actually exists and stand out from normal infantry, but not in a way like the "Super-Nazi-Rangers" aka KCH.  ;)

    Tiger tank could maybe be part of this concept, however there would be a lack of another unit for the Artillery-branch of the "Heavy Camp", since Tiger needs to be placed in the tank-arsenal.


    In memoriam MrScruff
    The Wehrmacht in the East

    Obstheer FTW!