Company of Heroes: Eastern Front

Author Topic: Ostheer experimentel concept  (Read 3677 times)

Offline TheReaper

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Ostheer experimentel concept
« on: September 29, 2010, 10:53:23 AM »
Concept of the Ostheer

The Ostheer is a regular battlegroup, witch can call in different type of support from doctrines. Panther Tanks ain't available of this side of the battlegroup, they broken down on arrival, and the operational ones are needed to deal the bolseviks elsewhere. So you must stand ground until the mighty Tigers arrive to the front. You have light tanks, of the feared "ghost division", and stug assault guns, for support and light artillery. Infantry Units can heal themselves wit medikit.

Forward HQ
can build: Assault Pioneers. Can upgrade to advance repair, that can fix tanks no time on the battlefield. Primary builder unit.

Front barracks: Can train Volunteers. These man joined from all over Europe from the country's of the Axis allies. Fast point capture units but poorly equipped, and can upgrade with Kar rifles.
         Light MG team. To ensure the quick assault, there is only LMG team available, fast moving with MG34s.
         Panzer 2 light tank. Effective for soft targets. Equipped with a 20 mm cannon and an MG 34, to counter light armoured vehicles.

Light Tank Depo:  Panzer 3 tanks comes with 37mm gun, but can upgrade to 50 mm gun and armoured skirts.
         Stug 3 mobile anti tank gun, harder to hit this turretless tank, can support you're troops. 7,5 mm short barreled gun upgrade with a long barreled version for more firepower. Can camouflage.
         Grenadiers are an elite infantry units, they saw combat from the beginning of the war. Can upgrade to fire panzerfaust, and MP40.

Heavy Tank Depo: Möbelwagen is an excellent anti-air unit, helps to clear the sky, and protect you're advance. Effective against both infantry and lightly armoured vehicles.
         Panzer 4's are excellent medium tanks, its comes with long barreled 7,5 cm guns and armoured skirts.
         Panzerwerfwer 42 can provide you excellent artillery cover. This is good use against gigged in allies.
         Tiger and Panther tanks are the heavyest tanks in the German arsenal. You can have it with doctrinal choice only.

Front barracks and heavy tank depo act like healing bunker. Field barracks can heal troops and heavy tank depo can heal vehicles. Requires upgrade for this.


Ideas of  Veterancy for the ostheer

Hero Soliders started to appear in the EF, it could be done in the Ostheer. But that was told, there only 3 level of vet in coh, no chance adding a 4th one. My idea is that each level of vet gets an aura, that gives bonuses to accuracy to nearby units, like the british captian (not that much), or in Vet3 it can be upgrade to "Hero" that gives aura bonus to nearby units. It changes the look of the tank, that most of the heroes made custumozation to their vehicles, and the enemy can spot the hero unit. So the vet system works as the britis captain for everyone, or as an upgrade. It contain:
- faster reload time
- faster turning speed
- faster turret rotation
- heroic charge
- sprint
- camo
It reflects that the soliders work as a team. Yes ideas like the turret rotation speed is a bit strange, but it reflects, that the tank reacting faster, than an unexperienced crew. It contain:
- faster turret turning speed
- faster reloading time
- faster turning speed
- blowing down the turret, or the tracks
- increase the line of sight
- decrees penalty for shooting, while the tank is moving. (for example a vet 3 Ost tank has no penalty to it's accuracy, when moving, like the M10)
- faster running speed
- Increase LOS
- higher accuracy
- faster reloading time
- reduced received suppression
- Higher detection radious




Doctrinal support:

Elite Troops assistance

Left side
Sturmgrenadiers
Cost: 470MP
Possible Abilities:

Ability 1:Upgrade one or two MP44 Assault Rifle (60 munitions per squad member)
Ability 3:Add one Panzerschrecks to squad weapons complement (75 munitions)
Ability 4:Throw bundled grenade (40 munitions)
Ability 5:Use med-pack (35 munitions)         

Note:
Basic weapons: 3xMauser 98K +1 MP40 (sq. leader)

Peiper Battlegroup
The assault guns now gain veterancy faster

Elefant call-in
Cost 1000 MP

Right side

SD presence
Whit this you're infantries can't retreat, but increase the HP and accuracy. (not drastically)

Heroic Charge
Sturmgrenadiers get this ability. Same as the British.

Crusade against Bolsevism
Sturmgrenadier squad receive +1 squad member. Or maybe other infantry's get one plus member.


Luftwaffe aerial assistance

With the carefull coordination of the Aeriel and land combat units, there isn't a battle, that you won't win.

Air reconnise (a Storch plane flying on the map for a few seconds, providing reconnise, but can easily soot down with AA.)

BF108 ground support (counterpart of the American SR)

He-111 bombing run (A He-111 bomber drops bombs on the targeted area. Effective against buildings)


Supply Drop (drops supplies on the targeted area in a package. )

JU87G Tank hunter squad (Hans-Ulrich Rudel’s squad is your command to help you out. Ju 87 G-2 "Kanonenvogel" with its twin Bordkanone BK 3.7, 37mm underwing gun pods.)





Secret Intelligence assistance

Radio Jamming plane (the enemy doesn't receive any warnings and the mini map goes black for a short period of time. The plane can shot down with AA.)

Field report (on the mini map, you can see the enemy units icons for a short period of time.)

Field agent (an invisible, unarmed solider enters the battlefield, can scout, and call in special abilities like marking target, place radio device that can reveal a small are of the fog of war, can provide fake alerts to the enemy player)

Axis allies infantry support (The axis country's sending troops to assist the germans. +1 squad size, and reduce the price and reinforce time)

Axis allies industry support (with the support of the axis countries, the vehicles can build faster)

Police Divisions: (Foreign troops assist you to secure the captured territories. Increase the output of the oil and ammo.)

NOTE: This is very rough concept, though I don't really know the unit stats, so don't ask balance, or anything. :) I mean, how many fuel or manpower each unit would cost. And I really don't know what would be with the Luftwaffe support, I'll expand that later, but feel free to have any advice. :)











« Last Edit: September 29, 2010, 12:38:50 PM by TheReaper »

Offline 250.Inf. Div.

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Re: Ostheer experimentel concept
« Reply #1 on: September 29, 2010, 01:30:39 PM »
good concept

Offline Desert_Fox

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Re: Ostheer experimentel concept
« Reply #2 on: September 29, 2010, 02:12:27 PM »
I like your doctrines...interesting. :)

Offline SublimeSnugz

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Re: Ostheer experimentel concept
« Reply #3 on: September 29, 2010, 03:15:06 PM »
no offense, but i really disslike the spy, i don't think that kind of unit fits COH

Offline TheReaper

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Re: Ostheer experimentel concept
« Reply #4 on: September 29, 2010, 07:34:20 PM »
Thanx the feedback guys. :D

@Snug: the spy had to be tested, if it fits in. I imagine a unit like the Sniper Elite in the Russians (sneaky little bastard), but unarmed and can call in artyllery strike, or some other things. Something similar is in CoHO. Any better idea? :) Oh, when you like or dislike something I like, when you guys EXPLAIN it why. Then it goes to a discusson, and see make the errors dissapear. Cheers.

Offline GodlikeDennis

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Re: Ostheer experimentel concept
« Reply #5 on: September 30, 2010, 04:56:14 AM »
The terror officer in CoH:O is a single man unit with an MP44 who can cloak the troops around him and call in firestorm strikes. He can also instantly "execute" an enemy British recon style.
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Offline Blackbishop

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Re: Ostheer experimentel concept
« Reply #6 on: September 30, 2010, 05:40:43 AM »
The terror officer in CoH:O is a single man unit with an MP44 who can cloak the troops around him and call in firestorm strikes. He can also instantly "execute" an enemy British recon style.
lol... that's hilarious ;D... I have a week and a half trying to complete the CoH:O download... looks like it's very close to finish.

@TheReaper
I personally like the idea of the spy. I can imagine sabotaging the enemy production(ability not included) or sending distress calls.
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Offline Akalonor

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Re: Ostheer experimentel concept
« Reply #7 on: September 30, 2010, 05:57:14 AM »
About your vet system , BK has vet 5 for infantry and vet 4 for tanks , so 3 isnt the limit , although this would change too much for EF ,
and the Vet seems a bit extreme. a vet 3 blob would be unstoppable.
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Offline Blackbishop

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Re: Ostheer experimentel concept
« Reply #8 on: September 30, 2010, 07:01:47 AM »
EF veterancy limit is 3 because Relic's CoH has it. Devs won't change vanilla gameplay.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline TheReaper

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Re: Ostheer experimentel concept
« Reply #9 on: September 30, 2010, 01:43:09 PM »
About your vet system , BK has vet 5 for infantry and vet 4 for tanks , so 3 isnt the limit , although this would change too much for EF ,
and the Vet seems a bit extreme. a vet 3 blob would be unstoppable.

It's up to balancing. It didn't mean that on lvl 3 provides +50% accuracy, just little 2-8%.
« Last Edit: September 30, 2010, 01:44:44 PM by TheReaper »