A thing of beauty if I do say so myself,Is it fully functional yet?
However, I was totally bored today, so I started mindmapping and outlining a basic concept for the German army, hope you'll like it!Here we go:Some weeks ago I bought a book named "Wehrmacht - Eine Bilanz", which gives some stats and facts about "Operation Barbarossa". At the start, the German troops covered about 3000 km frontlines, about 3 million soldiers fought against the russian. The German army had 2000 planes, 3300 tanks + LOAD's of PaK's etc.That's why I decided to make support-troops at least 4 men and normal squads 6, several prototypes and units were only available to the Eastern Front, so I decided to make them call-ins, like Sturmtigers.German troops earn veterancy by fighting and are pretty expensive, but damn_tough guys. Buying vet wouldn't fit in the systemsince vetted troops in CoH are called from the Eastern Front like said in the Kampfkraft-centre. Their units have a wide range of abilities, which all have a pretty high cooldown (but still lower than PE's, about 30-45 seconds), which can only be reduced by using Munitionspanzers and doctrine-specific abilities like 'Assault'.The Germans should have 3 tiers:Tier [1] = basic starting-tier, Wehrmachtquarters (1st Building), builds Grenadiers, mg's and mortars (after upgrade).Tier [2] = Skirmish Escalation, Kampf-Kompanie (2nd building), unlocks officer, builds Panzer III (after Upgrade), halftracks and the Pak 40 aswell as some kind of Bergepanzer.Tier [3] = Assault Escalation, Sturm-Kommand (3rd building), requires officer, builds units like Panthers, Pumas and Stormtroopers.Waffenkammer, buildable at tier [1], it's similar to the Kampfkraftcenter and provides global upgrades, for example enables mortar's, Panzer III's, and 2 upgrades which are only available if you choose a specific Operation: Assault Operations: Enables an upgrade for Stormtroopers to be armed with Stg's44 instead of mp38 (1) and veteran-officers which improve Infantry's fighting-capacities (2) [reducing supression and lowering veterancy-requirements] . Defensive Operations: Enables building Flak88s (1) [for a load of ressources] and allows to mount mortars in modified bunkers (2) [ better protection from enemy fire].Tank Operations: Enables your Pak's to use their ability 'Treadbreaker' - immobilization with low range (1) [good to stop an enemy tank trying to rush your PaK] and the ability to upgrade Panzer III's with 'Skurzen' (and a heavier maingun)(2) [increases survivability against heavier tanks].Units out of Headquarters:- Combat-Pioneers (4-man-squad), upgrades: Flamethrower, improved repairs, Minedetector, builds buildings, tanktraps and mines etc.- Officer (hardcap 1): adds, depending on picked doctrine,specific abilities, improves nearby units stats.- Kettenkrad, scout and similar to the bike. Units:- Panzergrenadiers (6-man-squad), upgrades: Panzerschreck, Lmg42 (or another weapon like mp 38) can ONLY throw grenades when upgraded with mp's or panzerschreck!- Heavy 81mm mortar-troop (1 mortar per troop, 4-man-squad) (2 for the mortar, 2 defenders with mg38)- MG42-squad (4 men, 1 heavy mg42)- Sdkfz 251 Upgrades: Sdkfz 251/17: 2 cm Flak, Sdkfz 251/22 - 7.5cm PaK40 L/46, can carry PaK's (lowers their speed and let them take more damage, but also doubles PaK-speed) - Panzer III- Panther- Puma, upgrade: 50mm main cannon- 7,5 cm PaK-40- Stormtroopers (4 men), elite Infantry used for assaults, can cloak and starts armed with mp-40's and panzerfausts. Sniper, armed with a Kar98.Doctrines:Assault-Operations:(Officers become armed with Stg44 and get an ability to focus artillery- and mortarfire on a certain point, regardless of eventual cooldown, increases damage-output for nearby grenadiers) Right side: Artillery Support - Mortar-Training: higher range & rate of fire, mortar production-speed is raised by 100%, troops start as vet 1 (2 points)- Heavy Offmap-Artillery: Gustav artillery or 155mm offmap. (2 points)- call-in of the Hummel-selfpropelled artillery(hardcap 2) (4 points)left side: Urban Warfare - Assault-Grenadiers: Upgrades grenadiers to throw better grenades over longer range (1 point)- Assault: Available for vetted troops, breaks supression, increases speed and reduces grenade-cooldown by 75%), but assaulting troops take additional damage. (2 points)- Call-in Sturmtiger(1 time). Modified Tiger I armed with a massive short-ranged Mortar which shreds buildings and enemy infantry. Each shot takes munitions. (4 points)Hold the Line-Operations(enables troops to retreat to the Officer like brits to the captain, adds life-regeneration to units and gives defensive boni in own territory)left side: Defensive-Operations- Hold the Line!: Ability that increases units' rate of fire, increases armour and reduces supression. Only usable on your territory.(1point)- Scorched Earth: disable strat-point until its repaired, enables grenadiers to lay mines, wire, sandbags and tanktraps. (2 points)- Reinforcements: 2 Panzer-III's + grenadiers arrive on the battlefield, alternative: 1 Panther + grenadiers. (5 points)Right side: Zeal- Improved defenses: bunkers gain additional health, troops can reinforce at bunkers. (2 points)- Zeal: adds 1 additional mg42 in mg42-troops, squads start as vet 1, troops fight better when loosing units. (2 points)- call-in 2 Wespe medium Artillery(hardcap 4). (2 points)Tank-Operations(enables officers to reveal parts of the map via binoculars and to call in Luftwaffe-Bombardments)Left side: Logistics:- fast deployment: increase Productionspeed for tanks by 200% for 60 seconds (costs munitions). (1 point)- Improved-AT-munitions: enables PaK's and tanks to fire improved shells which penetrate more often. (2 points)- call-in Munitionspanzer III: decreases cooldown between shots for nearby tanks, Artillery and grenadiers. Also able to lay mines and spawns Goliaths.(2 points)Right Side: Blitzkrieg!- Crew-Training: tanks start with vet 1, mg-gunners are automatically added to the tanks. (2 points)- call-in Ferdinand Tank Hunter. (3 points).- call-in Jagdtiger (1 time).(4 points)