Company of Heroes: Eastern Front

Author Topic: 2nd Red_Stinger's Ostheer Concept  (Read 4071 times)

Offline Red_Stinger

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2nd Red_Stinger's Ostheer Concept
« on: July 22, 2010, 12:45:19 AM »
Hello everyone!!

So, this is my second try for an Ostheer concept. Like the first one, its not the best, but I hope its not the worst! I've reworked it to be more original, and more logical (for myself ^^''). Germans friends, please do not care about unit/building name, since I dont speak german! ;D

In this concept, there is a lot of doctrinal unit, because I want them to reflect the players attitude in game: if he want to be defensive, he will pick up the defensive doctrine, because its very linked with defense. Main unit are not 'supermens' who can slaughter hundreds of ennemy soldiers. They are reasonably strong, but need support from others unit to became very efficient. For example, Landser can be compared to volksgrenadier, but with officiers near the squad, it can be like a grenadier squad with bonus given.

Also, I wanted to include a original thing: early and mid war Ostheer is very linked to Panzers. If soviets have a infantry-hero unit (command squad), ostheer players will have a tank-hero (do not worry, its NOT an unkillable tank, its just a tank which give bonuses and have a few abilities). I hope its not OP, or a bad idea  ;D.

Veterancy is earned like americans, I think its the more logical way, even if its not original.

Costs for units arent accurate, it can be adjust to balance.
If there is no cost at all for abilities, its because due to balance I prefer to let the cost to experimented players.



HQ
This is the place where battle plan are realized, and where we call engineers to prepare our victory!

GLOBAL UPGRADES: -Pionners training ( 100MP 10 FUEL)
                           -Light mechanized support (150MP 10 FUEL)


* Pionners (5xKar98k man squad): Able to construct any Ostheer building and basic defense, their aren't designed for fight.
COST: 200MP
ABILITIES: -Can construct basic defense
               -Can use demolition charge (need "Pionners training")
               -Advanced repair (need "Pionners training")
               -Can construct MG42 nest


Ostheer barracks
This building can call basic german infantry. These men are ready to kill every sovietman they will see!

GLOBAL UPGRADES: -Panzerfaust developement (100 MP, 20 MU)
              -Heavy weaponry (100 MP, 50 MU)


*Landsers ( 6xKar98k man squad ): The backbone of our infantry, capable to hold any position if properly supported.
COST: 300MP
ABILITIES: -can throw smoke grenades
UPGRADES: - 1 MG34 + 2 G41 (50 MU, need "Heavy weaponry")

*Stosstruppe ( 4x MP-40 man squad ): Assault infantry. Their task is to attack soviet lines. Need Ostheer Support Building.
COST: 320MP
ABILITIES: -can throw grenades
               -can use panzerfaust (need "Panzerfaust developement")

*Half-Track SdKfz 251/1 Ausf.C: A transport which can carry a squad into the battlefield, and provide support. Need "Light mechanized support".
COST: 240MP, 10 FUEL
ABILITIES:-Can carry a max of 8 man, or 2 squad



NOTA: Landsers and Stosstruppe have a very fast capture rate, because they are well-organised unlike soviet.
These two unit are the main infantry forces which the player can rely on, and have two different purpose.
HT is here to provide firepower over conscript waves. So it have already a guy on the roof's MG.


Ostheer Support Building
You need support to fight an ennemy like soviet army!

GLOBAL UPGRADES: -Mortar Support ( 100 MP, 10 MU)


*PaK 38 L/60 (3 man squad): An anti-tank gun help your troops to destroy soviet crap tanks!
COST: 230-250MP


*Officer squad (1xKar98 radio + 1x MP-40 officer)
COST: 200MP
ABILITIES: -give precision bonus to infantry squad
               -can call a 'smoke-strike' ( smoke round are fired to cover infantry, need "Mortar Support")


*Panzer II Ausf.C: One of our first tanks. Very mobile, can deal with infantry. Need "Light mechanized support".
COST: 250MP, 15 FUEL
ABILITIE:-Can use armor-piercing rounds for a short time (50MU). Efficient at side and rear armor of tanks.


*Scharfschuetze
: A sniper, who's task is to provide accurate fire support.
COST: 270 MP
ABILITIES: - Very long range, but can NOT cloak
UPGRADES: -can have a G43 semi-auto rifle, to increase his fire rate (need "Germans Weapons").


NOTA: Theres is only one dedicated AT unit, because infantry can have panzerfaust.
The Officer squad, as said before, can drastically increase the effectiveness of an infantry group. Please note that you can build as many officers as you want, its only a support unit! The player can have a very effective group with one landser squad, one stosstruppe squad and one officer.
Panzer II is here to deal with uncontrollable soviet conscript/strelky blob, but should be vulnerable to tank hunters. Also its not affected by panzer abilities/bonus.
The sniper is also a direct support unit, since there isnt any MG (theres only one recrewable weapon, because of this damn recrew bug. Also, I want ostheer like a mobile army, so NO mortar, MG or others). His job is to kill as many people as he can from a safe position, since he cant cloak.

Panzer Area
This buildings, using the finest german technology, makes our tanks: Panzers. This word is synonym of fear in the heart of our ennemies!

GLOBAL UPGRADES: -Veteran panzer commander
                           -Panzer III Ausf. H
                           -Stug III Ausf.G


*Panzer III Ausf.F :A medium tank, which can engage light tanks and infantry. Very mobile. Pz III Ausf. H is more armored, and up-gunned.
COST: 300MP, 25 FUEL
          350MP, 50 FUEL for Ausf.H

*Panzer IV Ausf.H: An other medium tank, which can engage most of soviet tanks with ease. Need "Veteran Panzer" upgrade.
COST: 390MP, 70 FUEL
UPGRADES:

                  -ONE pz4 can be assigned to a veteran panzer commander of the eastern front. This panzer can give bonus of precision to others panzers, and can initiate an "Armored Charge", which increase the rate of fire and the line of sight of nearby panzers.

                 -Can have an MG on the turret


*Stug III Ausf. D
: Assault-gun specifically designed to support your infantry. Best used to counter entranched infantry and MG's. Ausf.G can be used as a tank-hunter .
COST: 320MP, 50 FUEL
          370MP, 70 FUEL for Ausf.G
ABILITIE: -can use HEAT round for a short time. These round can penetrate most of tanks armor, and cannot bounce, even on sloped armor (Ausf.D only)
UPGRADE:-Can have a man using an MG on the roof, to hold back infantry (75MU)


NOTA: I know, the Pz4 is AGAIN in a german army. I've tried to use it in a different way.



DOCTRINES

War of Movement

Modern Warfare need modern strategies to improve our effectiveness. The linefront is fluctuating due to assault an counter-attack. This doctrine help you to have the high hand in this kind of war.

LEFT SIDE: Mechanized Infantry

Mechanized Offensive: Allows you to call a task force of 1 Half-Track SdKfz 25/1 and 1 squad of panzergrenadiers. 2pts

Operationnal Organisation: Half-Tracks 250/1 give resistance bonus to panzergrenadiers, and can capture points. 3pts

Thunder Assault: Allows Stosstruppe and Panzergrenadiers to use the "assault" and "sprint" abilities. 2pts

RIGHT SIDE: Panzer-Divisionen

Blitz: Allows your tanks and vehicle to use the "maximum speed" abilitie. 1pts

Mobile Artillerie: Call a "Wespe", a motorised howitzer. Limit of 2. 2pts

Armored Support : Call a force of 2 Panzer III and 1 Panzer IV to attack an ennemie position, for 1000MP. 3pts



Superior Firepower

We need to concentrate our force in order to annihilate the ennemie unit. The Heer HQ allows you to call Luftwaffe, and also to use the latest panzers and weapons.

LEFT SIDE: Close Coordination

Integrated Support : Enable an off-map strike artillerie.  2pts

Luftwaffe Infantry: You can paradrop a Fallschirmjager squad. Also your pionners are able to construct Flak gun. 2pts

Close Air Support: You can call a Stuka. It will bomb, strafe and suppress the infantry in the designated area. 3pts

RIGHT SIDE: Technologie advantage

Germans Weapons:Stosstruppe squad can upgrade to 4xMP44 and Landser squad can upgrade with 2xPanzerschrek. 1pts

Armor Piercing Rounds : Your panzers use now superior AT round, which improve their effectiveness against other tanks. 2pts

Heavy Panzers: The Heer high command allow you to call a terrifying tiger-group. It consist of 2 tigers, used by elite crew of the eastern front. When together, they get bonus of resistance.


Desesperate Fight

Soviets have proved they aren't "untermenschen". They have resisted to the iron storm. Now, the only thing we can do is to prevent the Red Army to devastate the Fatherland.

LEFT SIDE: Last line of defense

Volkssturm: Desesperate situation need deseperate measure! You can call a Volkssturm squad. 1pts

Defend the Homeland!: Your infantry will fight harder when they are in friendlie territorie. Passive abilitie. 3pts

Heavy Defense: Your pionners can build MG bunker and trench. 2pts

RIGHT SIDE: Last hope of the 3rd Reich

SS Infantry: You can call a squad of SS. 2pts

SS Officer: You can call an SS officer. He can give heavy defense bonus to infantry, and pin infantry squad. He have also some smoke grenades. One at a time.

Heavy Artillerie Support: Can call an off-map rockets strike. Very fast and devastating, but can only be used in friendlie territory.  3pts




DOCTRINE UNIT:


-Panzergrenadier (4 man squad): Infantry trained to fight along with armored vehicle and panzers.

-Wespe: Mobile Howitzer, can provide artillerie strike in the area which stop your advance.
COST: 400-450MP

-Fallschirmjager ( 5 man squad): Elite infantry, they are equiped with FG42.
COST: 380MP
ABILITIES:-can cloak when in cover
              -can throw grenades

-Volkssturm (6 man squad): Basic infantry, equiped with rifle. Get heavy defense bonus in cover.
COST: 220-240MP
ABILITIE: -can use a panzerfaust

-SS Infantry ( 5 man squad) : Fanatised infantry, equipped with MP-44, and ready to defend the great Germany over Bolshevik hordes. Though, they are fragile and cant retreat, so dont waste them.
COST: 500MP
ABILITIES:-can suppress any infantry squad
              -can break suppression
              -can throw grenades
              -can use panzerfaust




NOTA: As you see, the first doctrine is attack-orientated, the second one is versatile, and the third is almost purely defensive (though SS unit can make some counter-attack).

All unit are very costly, but can get bonus by working together, and crush and ennemy far superior in number (like conscript/strelky blob with tank hunters).
Again cost can be different, its a rough estimation.

I dont use panthers, because tiger are more 'iconic' for the eastern front (in my opinion).

So, suggestion? Ideas? Comment? Critics?  ;)

"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte

Offline Seeme

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #1 on: July 22, 2010, 02:24:25 AM »
Worse one I ever seen. It was horribe, a totel waste of time. I laugh at the pathic crap you blainlessaly put down and spit on it. Just horrible. It is the worse one ever made.

Haha just kidding, that was really rude of me. Its really pretty good. Better then your first one.

I see you have SS people, but I dont thinkyou sould call in both differntly.

Either have one or them, or have them both togeher.


Like: An SS squad with an officier, can have a combat bounes on other nearby squads.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Offline Red_Stinger

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #2 on: July 22, 2010, 06:49:43 AM »
Worse one I ever seen. It was horribe, a totel waste of time. I laugh at the pathic crap you blainlessaly put down and spit on it. Just horrible. It is the worse one ever made.


Hehe I've really feel bad for a short time  ;D

I'm happy this concept is better than the first one. It prove I get a bit better!  :D
« Last Edit: July 22, 2010, 07:15:56 AM by Red_Stinger »
"Du sublime au ridicule, il n'y a qu'un pas"
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Offline cephalos

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #3 on: July 22, 2010, 09:11:19 AM »
Nice work, but...
...where is the Elephant ???
Pz IV ausf H should be lighter armed. Nobody will use PzIII if he had PzIV, because it's obviously more powerful. Make PzIV useful aainst infantry and buildings,and leave to PzIII tank hunting and being Main Battle Tank.
Tiger Group should be limited.... two Tigers at once would cost a fortune, but became ultimate killer.
Good job anyway.:D

Killar

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #4 on: July 22, 2010, 09:43:49 PM »
Hi!
I like your concept. But you have 2 medium tanks Panzer III and IV. Why should buying a panzer III when you can have a better Panzer IV?

Perhaps you can keep them both in your concept:

Panzer III was replaced in 1943 with Panzer IV because it was too weak compared to russian tanks.

Perhaps you can make an update in your doctrine, relpacing Panzer III with stronger Panzer IV.

As a tank destroyer i would apply Stug III.

Hope i could help

Offline Seeme

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #5 on: July 23, 2010, 02:45:12 AM »
Mabey the panzer 3 is a light tank?
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Killar

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #6 on: July 23, 2010, 03:16:57 AM »
Mabey the panzer 3 is a light tank?

On german wikipedia Panzer III is designated as medium tank.
Panzer I and II were light tanks

Offline Red_Stinger

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #7 on: July 23, 2010, 06:05:04 AM »
Nice work, but...
...where is the Elephant ???
Pz IV ausf H should be lighter armed. Nobody will use PzIII if he had PzIV, because it's obviously more powerful. Make PzIV useful aainst infantry and buildings,and leave to PzIII tank hunting and being Main Battle Tank.
Tiger Group should be limited.... two Tigers at once would cost a fortune, but became ultimate killer.
Good job anyway.:D

I hesitated to include Elephant, because I was not sure how to include it. Maybe I can give SS squad an SS officer, and give to the last abilitie an Elephant call-in? Btw I would be able to use Seeme's idea, which is simple and efficient  :D !


But I want to keep pz4 in the army alongside with pz3. Why? Because pz4 is more expensive and can be upgraded as a ''tank-leader''. Maybe price cost arent that different when regarding the power, but it can be easily modified! Like Cephalos said pz3 would be the main battle tank, since its easily spammable, and one pz4 can give to the entire group bonus.

Stug III is the TD, but only when upgraded, HEAT round are here to help the first one to counter early tank.


And I've forget to precise: as you maybe noticed this army is based on the preservation of unit, especially infantry ( smoke grenades, smoke strike from officer ), I mean much more than other army of COH, because in fact reinforcement cost would be very high. But I dont know how soldiers can heal: should it be a structure, or a unit, or self-healing like wehr, or a HT which can be upgraded to a healer vehicle? I prefer the last one, but suggestion are welcome!
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Offline Werwolf

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #8 on: July 23, 2010, 09:07:18 AM »
Interesting concept...I really like the emphasis on preserving infantry units.  ;)
But I dont know how soldiers can heal: should it be a structure, or a unit, or self-healing like wehr, or a HT which can be upgraded to a healer vehicle? I prefer the last one, but suggestion are welcome!
Myself, I prefer a dedicated "healer" unit, such as a Kfz.31 Steyr 1500 Sanitätswagen or an Opel Maultier Sanitätswagen. Moderately quick, lightly-armored and unarmed. Too many HT variants already, IMO.  :)
« Last Edit: July 25, 2010, 03:58:33 AM by Werwolf »

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Offline javy52

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Re: 2nd Red_Stinger's Ostheer Concept
« Reply #9 on: July 25, 2010, 03:52:51 AM »
very good ideas
My panzers eat t-34s for breakfast =)

LONG LIVE HONORABLE GERMANY!!!