Company of Heroes: Eastern Front

Author Topic: Ostheer Concept by Cephalos  (Read 5424 times)

Offline cephalos

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Ostheer Concept by Cephalos
« on: June 25, 2010, 03:50:11 PM »
Ok, this is my Ostheer Concept. I borrowed many ideas from many other concepts, some mods and Sven Hassel's books.
Ostheer
HQ
Produces:
Ostheer Pioneers (4xkar98k)
Basic construction infantry, they can build base buildings and defences: Tanktraps, Barbed wire, sandbags, mines, MG42 "bunkers", Depots and doctrinal buildins.
 When get Vet3 can throw satchel charges ( 50 mun)
Specialists:
- There are 6 types of "Specialists": Officer, Veteran Seargant (I don't know german name), SS-officer, Medic, Scout and Radiooperator. You can have max three of them, but only one each type ( I mean you can field only one Radiooperator and so on). Every Specialist grants you next Tier. So if you buy first Specialist, you get Tier2, when you buy second Specialist, you get Tier3... After buying Specialist you MUST select unit which he joins. Hero can't leave unit. If he want to use anoter Specialist on his place, he must die with entire unit, so choose wisely. The Specialists becomes additional sqad member, and ALWAYS die at least. You don't lose Tier if Specialists dies.
Officer- this experienced officer can issue orders to improve allied squads performance. Armed with MP40.
- Move! Move! Move!- after issuing this order chosen squad start to running. They don't suffer fatigue after running. (60 sec cooldown)
- Incoming!- chosen squad becomes instantly supressed for 30 seconds, however they get higher armour type. (60 sec.cooldown)
- Fire on my target!- pick up enemy squad - for 30 seconds they get 25% more damage. Vehicles can be targeted too.
Medic- this field medic greatly increase nearby units surviliance. Armed with Luger Parabellum.
-Medkit - selected squad begins to heal ( like Wehr medkits).( 20 mun, 60 sec cooldown)
-Morphine- selected squad becomes invunerable for 10 seconds, however after it they suffer fatigue for 25 seconds. (50 mun, 90 sec cooldown)
(passive) We can't leave them! - when there are wounded soliders nearby the medic's squad, the squad can reineforce. Squad can reineforce as many soliders as many wounded lies.
Radiooperator- this guy is armed with kar98k, but he has also powerful radio on his back. Using it, he can support advance with artilery strikes.
- Call Mortar Barrage- selected area will be bombarded with 81mm mortar rounds. Available: always ( 50 mun, 120 sec cooldown)
-Call Artilery Barrage- selected area will be bomberded by 105mm howitzers. Available: Tier2 ( 75 mun, 120 sec cooldown)
-Call Rocket Barrage - selected area will be bomberded by 150mm nebelwerfers. Available: Tier3 ( 100 mun, 120 sec cooldown)
SS-Officer- his terryfieng presece can boost our troops morale and even force Soviets to retreat. Armed with MP44.
-(passive) No retreat! - unit with SS-Officer can't retreat.
-(passive) Unbreakable - unit with SS-Officer can't be supressed
-(passive) Fury! - unit with SS-Officer causes additional 5% damage
- Bad Fame - SS is such terryfeing enemy, that enemies run. Unit can use Force retreat! ( like Wehr oficer). (50 mun, 120 sec cooldown)
Veteran Seargant- this battle-hardened veteran learns his squad original tactics, making them very dangerous. Armed with MP40.
-(passive) Experience - unit has 25% supression resistance.
Throw double Granates - squad throws two Stielhandegranates. ( 25 mun,90 sec cooldown)
Fire double Panzerfausts - squad fires two panzerfausts. ( 40 mun, 90 sec cooldown)
Focus fire- for 20 seconds squad with Veteran Seargant causes 25% more supression. ( 50 mun, 90 sec cooldown)
Scout- this Hero is armed with scoped G43, and his camouflage and ambush experience makes him perfect recon unit.
-(passive) Faster capping - unit caps points faster.
-(passive) Invisible - unit camouflages in cover.
- Sniper shot - scout can take out precisely chosen solider using his G43 on very long range. He kills exactly chosen trooper from enemy unit ( for instance NKVD comissar). ( 50 mun, 120 sec cooldown)
Binoculars- targeted area becomes revealed for 30 seconds.
HQ upgrades:
Upgrade supply lines 1- because long supply lines our units have long abilities cooldown time. This upgrade reduces this cooldown by 30 seconds. Do NOT affects Heroes abilities ( excluding Veteran Sergant).
Upgrade supply lines 2- Cooldowns reduced by another 30 seconds.
Tier1- Barracks
Produces:
Ostfront Grednadiers - basic combat infantry. Armed with 1xMP44 (semi firing) 4x kar 98k.
Abilities: Throw Stielhandegranate ( 20 mun, 90 seconds cooldown).
On vet3 gets Assault Grenadiers Ability ( 30 mun, 90 sec cooldown)
Upgrades:(only after T2)
LMG42 (75 mun)
Panzershreck ( 75 mun)
2xMP40 ( 50 mun)
Flamenwerfer Grenadiers- Grenadiers equiped with flamethrower, perfect for flushing enemy from cover. ( 1x flamethrower, 3x kar98k)
on Vet3 gains Throw Smoke Granate ability ( 20 mun, 90 sec cooldown).
Upgrades: (only after T2)
3xMP40 (75mun)
Pzkpfw I- light tank, armed with double machineguns. Has weak armour, and can be destroyed by gunfire.
On vet3 gains Overdrive Ability ( 15 mun, 90 sec cooldown)
HMG34 tripod squad- this MG is not so powerful as MG42, but is more accurate. ( 1x HM34 on tripod, 3x kar98k)
On vet3 gains AP ammo Ability ( 25 mun, 90 sec cooldown)
Upgrades:(only after T2)
3xMp40 (75 mun)
Tier2 - Support Center
Granatewerfer 81mm- this mortar can support us with indirect fire.( 1 Mortar, 3 kar98k)
On vet3 gains Incendienary rounds ability (30 mun, 90 sec cooldown)
Upgrades:
3xMP40 (75mun)
PzkpfwII- this early tank can provide useful 20mm canon support. Has poor armor, unfortunatelly ( can be destroyed by gunfire, like PE armoured car)
On vet3 gains AP bullets ability. ( 35 mun, 90 sec cooldown)
Scout - this solider is armed with deadly scoped MP44. Useful for recon and supressing enemy. Can camouflage like ordinary sniper, but then his move speed is reduced.
On vet3 gains Call JU87D strike Ability ( 75 mun, 360 sec cooldown).
Abilities:
-Shots from nowhere - scout shots few projectiles in targeted enemy infantry unit. They become pinned instantly. Scout must be camouflaged.( 50 mun, 180 min cooldown)
Binoculars - reveal target area for 30 seconds. ( 120 sec cooldown)
7,5cm PaK40 - this AT gun is better than PaK38 50mm, but has lower firing rate. ( PaK40, 2x kar98k)
On vet3 gains Fire Sabot! Ability - increased penetration and damage on targeted unit. (35 mun, 120 sec cooldown)
Sdkfz 9 - basic transport vehicle. Can carry 20 soliders ( 4 squads), unarmed. Do not gain veterancy.
Tier3 - Panzerfabrik
Stug III Ausf. F- this long barelled StuG is superior tank hunter in Ostheer army.
On vet3. gains APCR rounds ability ( 40 mun, 120 sec cooldown)
Upgrades:
Flieger MG34 - one of tank crew makes use of mounted MG34. Increases damage vs infantry. ( 50 mun)
Pzkpfw. III with short barrel- this pzkpfw is deadly enemy of soviet infantry, however lacks of AT firepower.
On vet3. gains Smoke Cover ability ( 20 mun, 120 sec cooldown)
Upgrades:
Flieger MG34 - as above
Heeres-Pioneer-Sturmtruppen - tough and versalite unit, useful when comes to city fights and demolition. ( 5xMP40)
On vet3 gains Fire-Up! ability ( 360 sec. cooldown, 15 seconds of fatigue after using)
Upgrades:
- Close combat weapons - squad gets 3 MP44 and can use Incendienary granates ( 25 mun, 90 sec cooldown) - (75 mun)
- Building clearing equipment - squad get flamethrower and smoke granates ( 15 mun,90 sec cooldown) - ( 75 mun)
- Demolitions and explosives equipment - squad can now place commandos demo charges ( 40mun) and mines. They also get wirecutters and booby traps abilites ( 90 sec cooldown) - 75mun)
Goliath Assault: - Heeres-Pionners were famous of their mass use of sdkfz 303 Goliath. Squad can now deploy Goliath for 70 mun in 5 seconds time. Player don't have any contol over the goliath, who rushes to targeted area and explode. Goliath is tougher and faster than Wehr or PE version. During Goliaths "tournee" squad is immobilised, but can shoot. If squad dies, Goliath explodes. Ability has 240 seconds cooldown.
Global Upgrades:
-Schurzen - all tanks get Schurzen, decreasing damage from shooting at the side of tank.
-Pzkpfw III 50mm Long barell - with this upgrade all Pzkpfw III gets long barell, making them deadly also to tanks.
-Goliath Assault Tactics - all Heeres-Pioneers-Sturmtuppen gains ability to use Goliath Assault ability.
Tier4 - Panzer Command
Panther Ausf. G - the Panther is effective tank killer, however has weak side and rear armour.
On vet3 gains Smoke Screen ability ( 15 mun, 120 sec cooldown)
Upgrades:
-Flieger MG34 - as Pzkpfw III
Jagdpanzer IV/70 -jagdpanzer IV is more effective than StuG, however lacks of anti-infantry firepower.
On vet3 gains APCR rounds ability ( 50 mun, few shots with increased penetration and damage, 120 sec cooldown)
Abilities:
- Ambush! -the jagdpanzer can hide itself from enemy eye and give some shots before being discovered.
Gebirsjaegers - this elite infantry can match everything they face. ( 1xG43, 4x Kar98k)
On vet3 gains Bundlet Granate ( like Blitz Stormtroopers) ( 50 mun, 120 sec cooldown)
Upgrades: ( 4 slots)
- 2x MP44  ( takes 2 slots) ( 50 mun)
- 2x G43 ( takes 2 slots) ( 50 mun)
- 1x Panzershreck ( takes 2 slots) ( 75 mun)
Abilities:
- Throw Stielhandegranate ( 20 mun, 90 sec cooldown)
- Fire Panzerfaust ( 30 mun, 90 sec cooldown)
Wespe SPG - this mobile 105mm LeFH can lay devastating artilery fire on long range. ( Balance - only one can be fielded - soviets have one firebase, so Ostheer has one Arty unit.)
On vet3. Shots 2 projectiles more ( up to 8 )
Global Upgrades:
- Heavy tank support - player can call-in Tiger I but only once.
- Command Tank - after upgrading any tank can be nominated for free to become Command Tank. Command Tank has acces to powerful off-map support:
- Call-in Smoke Barrage ( 50 mun, 180 sec cooldown)
- Call-in JU87D Strike ( 75 mun, 240 sec cooldown)
- Call-in Mortar Barrage ( 75 mun,180 sec cooldown)
Doctrines
Soviets have Strategies, Americans have Company Commanders, PE has Tactics, Brits have Support, Wehr has Doctrines... and Ostheer has Battleplans. There are one devensive battleplan, one offensive battleplan and one balanced. Every battleplan allows you to field one more Hero type.
Ambush and Battlefield Control Battleplan - this battleplan focus mostly on defence. Make your's enemy attack as hard as miserable using air-dropped mines, roadblocks and rocket barrages and lure him into deadly ambushes using infantry and mighty Elephant!
Left Tree: Ambush
2CP - Infantry Camouflage - all infantry can now use passive ability allowing them camouflage in cover. Moving or shooting will break the camo.
2CP - Cover and evade training - all infantry gets additional supression resistance when in cover. Morover, they take less damage and is harder to hit.
4CP - The Punisher -call-in superior tank destroyer, the mighty Elephant.
Elephant - heavy tank destroyer comes with vet3 already.
Abilities:
- camouflage - hide Efephant to gain surprise effect!
- Long range shot - Elephant can use his PaK43 88mm to send poweful AT shell on designated target. Range of this ability is bigger than Elephants gun range, however target must be in line of sight. ( 50 mun, 240 sec cooldown)
LIMIT: Only one elephant can be called-in - if you lose it, you lose it forever.
Right Tree: Battlefield Control
1CP - Roadblocks - same as PE
2CP - Air-dropped mines - must be used on ally teritory. Entire sector is covered by airdropped mines, making attack very difficult. Mines approach after 30 seconds, and camouflage instantly. No warning. ( 200 mun, 240 sec recharge)
4CP - Nebelwerfer 42 - Ost Pioneers can now field up to three 210mm Nebelwefers 42. This rocket launcher has longer range and better precision than 150mm Nebelwerfer used by Wehr. However only 5 rockets are fired, and launcher can't be moved. Effective against everything.
This battleplan allows you to field one more Veteran Sergant. ( Let's say you have 2 Veteran Sergants and Medic)
---------------------------------
Sword and Shield Battleplan - this is the most balanced tree. This battleplan allows you to attack enemy from well prepared positions. While assault troops move towards him ( Sword), the defesive bonuses and air support cover your lines ( Shield). Call in JU87D support, field veterans from Stalingrad and crush pathetic enemy forces with PZIV Brummbar!
Left Tree: Sword
2CP - Heroes of Fallen City- call-in veterans who fought in Stalingrad and survived. Those battle-hardened veterans can outmatch every enemy unit in cityfight.
Stalingrad Veterans- armed with 4xMP40, can't be joined by any of Heroes - they are too proud to be commanded by some pathetic officer.
Abilities:
- (passive): urban specialists - Stalingrad Veterans can use their abilities from inside of buildings.
- Throw Volkshandegranate - this granate is made of metal scraps, glass and many other things, giving enormous number of shards. This granate is deadly against enemy infantry. ( 15 mun, 90 sec cooldown)
- Magnetic AT granate - Veterans are experts in fighting with tanks in city. They can throw this granate from building, to do additional damage. ( 30 mun, 90 sec cooldown)
- Molotov cocktail - Veterans throw cocktail, which destroys tank's engine. ( 15 mun, 90 sec cooldown)
- Brandbombe - Veterans can place Brandbombe inside of the building. When enemy enters this building, trap explodes, burning them and building in terryfeing firestorm. ( 50 mun, 180 sec cooldown)
Upgrades:
- 4xMp44 (100 mun)
- 4xPpsh ( 100 mun) - give Veterans some of captured soviet PPshes. They will have better close range combat effiency,however they'll lack of medium and long firepower.
2CP - Panzer Charge! - this ability works for 30 seconds. During it all tanks move faster.
4CP- Bunker Buster - call-in PzIV Brummbar to the battle!
PzIV Brummbar- The 105mm howitzer based on Pz IV chasis and covered by thick armour is useful when comes to destroying buildings, flushing trenches or clearing cities.
On vet3 gains passive ability to stun enemy vehicles for 3 seconds.
Abilities:
- Fire! - Brummbar openes fire on any visible target or area using high explosive 105mm round. It's very effective against buildings and infantry, but does very little mage to tanks.
- Infantry Support Tank - Brummbar is designated to work together with infantry. Infantry near brummbar can reinforce.
LIMIT: only one Brummbar can be fielded, but can be called-in many times.
Right Tree: Shield
1CP - Defensive Positions! - all defencesare now build two times faster. Also allows Ost Pioneers to build firepoints- hardy structures, capable of hiding inside up to 6 soilders, who can fire in 360 degrees around it.
3CP - Make every bullet count! - order your soliders to preserve ammo! During 30 seconds they shoot slower, however their accuracy and damage is greatly increased. ( 70 mun, 120 sec cooldown)
2CP - Stuka Strike! - JU87D will attack designated area and fire it's 20mm canons. It's deadly against infantry, light vehicles ( like Stuart or M8) and has 50% chances of immobilising tanks. ( 100 mun, 180 sec cooldown)
This battleplan allows you to field one more officer.
-----------------------------------
Agressive Assault Battleplan - this is offensive battleplan. Prepare your soliders to attack giving them extra ammo, providing close supplies and Flammenpanzer III support. Radio intel will show you if enemy is prepared. Use massive bombardment and throw your Panzers to crush enemy beneath armoured threads!
Left Tree:Assault
3CP - Flammenpanzer III - call-in PzIII equiped with flamethrower! You can field up to two of them at the moment.
Flammenpanzer III- this PzIII is armed with deadly flamethrower capable of anihilating entire enemy units, however it lacks against heavy armour.
On vet3 gains Smoke Screen ability ( 15 mun, 120 sec cooldown)
Abilities:
- Infantry Support Tank - Flammenpanzer is designated to work together with infantry. Infantry near Flammenpanzer can reinforce.
2CP - Munitions Halftrack -due to problems with our supply lines, we were assasigned by Munitions halftrack support. Only one halftrack can be fielded at the moment.
Munitions Halftrack- this halftrack provides granates, panzerfausts, shells and other tools of destruction to units nearby. All abilities cooldown is reduced to ONE second.
4CP- Panzer Battlegroup- this battlegroup was sent to support your advance in upcoming assault. It consist of one Panther Ausf. G and two PzIII on veterancy III level. ( 240 sec cooldown)
Right Tree:Preparations
2CP - Issue Extra ammo- all soliders get extra ammo for upcoming assault. During 30 seconds all munitions-cost INFANTRY abilities cost nothing. ( 40 fuel, 300 sec cooldown)
2CP - Radio Inteligence- special efforts are focused on one enemy sector ( not base sector). You can see all enemy units on minimap and Tactical map on this sector. Lasts for 60 seconds. ( 150 mun, 240 sec cooldown)
6CP - Massive Barrage- Targeted enemy sector next to yours is bombarded by surprise by enormous volley of rockets. Whole bombardment takes 5 seconds. ( 250 mun, 900 sec cooldown)
This battleplan allows you to field one more Medic.
----------------
Ostheer Veterancy:
When commander gains experience, his units too. Every 3 CP earned by commander with his soliders blood make them more experienced. When player gains his 3rd CP, all units gain 1st Veterancy level. When player gains his 6th CP,units gain 2nd Veterancy level. Obviously, to gain vet 3 player must gain 9 CP.
Ostheer Securing Points:Ost Pioneers can build Fuel and Muntions Depots. Those depots work similiar to OP, but they are build near to the point, and can garnison infantry.
------------------
I hope you liked my long concept. I'm waiting for your opinion  :)
----
Changelog:
- add requrement to "Shots from nowhere" ability - Scout must be camouflaged now.
- new veterancy system
Special thanks to loupblanc, who suggested calling heroes "Specialists"
« Last Edit: August 23, 2010, 06:14:13 PM by cephalos »

Offline neosdark

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Re: Ostheer Concept by Cephalos
« Reply #1 on: June 25, 2010, 10:52:37 PM »
DAMMMMMMMM. I think you are in favor of pure destruction. This is an awesome concept but personaly i find it slightly overwehlming. So many possbile units, that i don't think you will have enough pop to deploy late game weapons.

Plus i don't think you should have a Self-propelled Artillery gun as a buildable weapon. A little unfair, since the only base (as in base tree-no doctrines) buildable arty is either easy to kill (Nebel) or in an emplacement (Brit Arty and American Howies). I am also pretty sure that they will allow for more firebases (they are damn inaccurate) so it won't be fair to have a buildable Self-propeled Arty gun even if its is just one. 

However the tier advancement system is very well thought out and interesting and i like the versitility of the Hero units. There is a lot of them but at least they are one person not like the KCH (3 hero units in one squad is too much, although i love them )

The Vet system is an amalgamation of the existing Vet systems, so not to creative, but effective.

Anyway all in all, very well made but a tad overkill if you ask me.

Offline cephalos

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Re: Ostheer Concept by Cephalos
« Reply #2 on: June 25, 2010, 11:57:21 PM »
There is less units than in Wehrmacht. In my concept I counted 17 buildable units. Wehr has them 18. Noone say that Wehr is overwhelming, mate  ;) Maybe it's caused by number men in squads....
Well, it's still possibilty to use famous LeFH itself - as slow and mobile unit, or emplacement. Look at this from other side - soviets have lots of arty - katyshas, firebase, mortars. "My" Ostheer  has only one arty unit -Wespe. Why mobile? Well, Wespe can't defend itself, has weak armour. It's only defence is mobility. Making emplacement would be pointless, if you know that enemy will use hist kats and firebases,and many other arty units to bring it down. I was thinking about ballance - One Wespe against massive arty fire of Soviets. Wespe must defend itself - by move.

Offline 2LTAndeh

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Re: Ostheer Concept by Cephalos
« Reply #3 on: June 26, 2010, 03:03:29 AM »
I really like the idea of the "Hero" support units and their abilities, in particular the Officer unit issuing orders. Well done.  :)

Offline PetikeHUN1984

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Re: Ostheer Concept by Cephalos
« Reply #4 on: June 27, 2010, 02:31:52 PM »
Nice  work!

I like the Fallen city heroes idea.

Quote
6th. Army Veterans

"Call the Veterans of Stalingrad to finish the vendeta"

http://kepfeltoltes.hu/100527/111298783_xj4V3-O_resize_www.kepfeltoltes.hu_.jpg

Cost: 420 MP

Abilities:

Ability 1: Add one or two light MG34s to squad weapons complement (75 munitions)
Ability 2: Add one or two PPSh41s to squad weapons complement (75 munitions)
Ability 3: Use med-pack (35 munitions)
Ability 4: Throw bundled grenade (40 munitions)


Offline Loupblanc

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Re: Ostheer Concept by Cephalos
« Reply #5 on: August 15, 2010, 08:59:25 AM »

 dude, I really like your suggestion +1.
 I really like your addition of 'hero' tack-on.
 Call 'em specialist instead?

 Oh, and this same idea comes from WarHammer 40'000
 (The original computer game)... which is Reliq's previous
 game (before COH) :)

 Marine squads could tack-on various specialists.
 Rocket launchers, LMGs, medics, whatever.
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 The Almighty Ham

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Re: Ostheer Concept by Cephalos
« Reply #6 on: August 15, 2010, 02:56:45 PM »
 +1 for the Concept.

Quote
Wespe SPG - this mobile 105mm LeFH can lay devastating artilery fire on long range. ( Balance - only one can be fielded - soviets have one firebase, so Ostheer has one Arty unit.)
On vet3. Shots 2 projectiles more ( up to 8 )

However, i think the artillery piece should not be mobile, instead have it as a Global upgrade, as in researched. then make it available to build for the Pioneers as a stationary piece, much like the American 105 or Flak 88 in construction. So perhaps a Fixed 105 cannon like a 105mm leFH 18/40, rather than the Wespe SPG.
I believe someone has already made it and only wants Credit for its use.
newbielink:http://forums.relicnews.com/showthread.php?t=233281 [nonactive]


This increased cost would justify an equal range to the Russian fire base, but with higher accuracy. If its only one at a time also, i would like to see it have the overwatch ability as an effective defense against the blobs but cant stop the tanks, so its a choice anti tank or anti inf, but  a long switch time.

This is of course overpowered. but it would be a very expensive end game unit, perhaps with a similar cost as the Flak 88, or American 105, but perhaps a larger crew size.

From my games i would like to see less spam charges and more tactics.

just my two cents.


Offline Seeme

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Re: Ostheer Concept by Cephalos
« Reply #7 on: August 15, 2010, 03:18:40 PM »
What I like about it was its new, not some other fraction changed up. The heroes idea is great.
The Russians think there sooo tough, wait till the Ostheer comes...

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Re: Ostheer Concept by Cephalos
« Reply #8 on: August 16, 2010, 03:34:27 AM »
I like the idea of heroe units. but uh no SS pls.

A number of the suggestions in the doctrines are overpowered.
for instance an entire enemy sector targeted by arty? ouch.
panzer battlegroup, decent idea but units suggested overpowered, three tanks in one go is just extreme.
a whole sector under observation...hmmm maybe but would have to adapt that one a bit.

for ambush doctrine, infantry camo? eep. do not want.
oh and roadblocks is a no no i think, only the PE should be able to get them.

Offline Sgt_Tenor

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Re: Ostheer Concept by Cephalos
« Reply #9 on: August 16, 2010, 08:32:01 AM »
+1 to the suggestions. In a way the hero unit is somewhat like the captain and lieutenant from the Brits but not as limited. this seems very unique in as strategies can play out very differently indeed.

now we wait to see what this incredible mod team can do with this suggestion if they so choose to implement it.

Offline cephalos

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Re: Ostheer Concept by Cephalos
« Reply #10 on: August 23, 2010, 06:11:16 PM »
Well, I'm back =D
I didn't expect that somebody will read my concept.

 dude, I really like your suggestion +1.
 I really like your addition of 'hero' tack-on.
 Call 'em specialist instead?

 Oh, and this same idea comes from WarHammer 40'000
 (The original computer game)... which is Reliq's previous
 game (before COH) :)

 Marine squads could tack-on various specialists.
 Rocket launchers, LMGs, medics, whatever.

Finally, good word to describe them. Specialists sounds great =D
and yes, I used good idea from DoW I.
+1 for the Concept.

Quote
Wespe SPG - this mobile 105mm LeFH can lay devastating artilery fire on long range. ( Balance - only one can be fielded - soviets have one firebase, so Ostheer has one Arty unit.)
On vet3. Shots 2 projectiles more ( up to 8 )

However, i think the artillery piece should not be mobile, instead have it as a Global upgrade, as in researched. then make it available to build for the Pioneers as a stationary piece, much like the American 105 or Flak 88 in construction. So perhaps a Fixed 105 cannon like a 105mm leFH 18/40, rather than the Wespe SPG.
I believe someone has already made it and only wants Credit for its use.
http://forums.relicnews.com/showthread.php?t=233281


This increased cost would justify an equal range to the Russian fire base, but with higher accuracy. If its only one at a time also, i would like to see it have the overwatch ability as an effective defense against the blobs but cant stop the tanks, so its a choice anti tank or anti inf, but  a long switch time.

This is of course overpowered. but it would be a very expensive end game unit, perhaps with a similar cost as the Flak 88, or American 105, but perhaps a larger crew size.

From my games i would like to see less spam charges and more tactics.

just my two cents.

Hmmm, I think LeFH is nice idea, sice I've played Blitzkrieg Mod a lot and I found this weapon as useful tool. So maybe Wespe should be a replacement for one of doctrines? Let's say that player con't build LeFH anymore, but can call-in Wespe SPG.
I like the idea of heroe units. but uh no SS pls.

A number of the suggestions in the doctrines are overpowered.
for instance an entire enemy sector targeted by arty? ouch.
panzer battlegroup, decent idea but units suggested overpowered, three tanks in one go is just extreme.
a whole sector under observation...hmmm maybe but would have to adapt that one a bit.

for ambush doctrine, infantry camo? eep. do not want.
oh and roadblocks is a no no i think, only the PE should be able to get them.
Well, maybe you're right, but...
Massive Bombardment is somehow equal to God of War, it's more accurate. It also cost munitions ( a hell lot of it) and has long reload time. And you have to get a lot of CPs. It's powerful, but it's very, very, very, very costly.
Panzer Battlegroup is improvisation, I'll change it. I promise =D Maybe I'll put Wespe here...
Sector inteligence is useful, believe me =D
Ambush and Battlefield Control Battleplan is specific doctrine. Comparing to other, deffensive doctrines you don't get hardy deffensive structures, like bunkers or trenches. You can't build fast emplacements like US and 88s. That's why infantry get's camo. To increase their survivability. Remember that they only camo in cover, so they can't move. So they won't be useful is assaults, like Blitzkreig's Stormstroopers. This is defensive ability. Roadblocks are very useful, due to that they can't be crushed by IS, Churhills etc. It's job is to force enemy tanks to drive straight to your mines, camoed infantry with panzershrecks and Elephant. Simple, eh?
« Last Edit: August 23, 2010, 06:15:22 PM by cephalos »

Offline Pollarisz

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Re: Ostheer Concept by Cephalos
« Reply #11 on: August 27, 2010, 06:23:20 PM »
very nice +1