Company of Heroes: Eastern Front

Author Topic: Ostheer Doctrines (kingtiger)  (Read 21426 times)

Offline Ghost

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Ostheer Doctrines (kingtiger)
« on: August 03, 2009, 01:23:09 PM »
"Field Marshal Vodka" mentioned the idea of using Army Groups (North, South and Center) instead of doctrines like Defense or so: "Just throwing in an idea, perhaps each Doctrine could be an army group (North, central and South). Each army group would have had its own equipment and methods for the job at hand, so I see no reason why they cannot be tied to the three doctrines in some way."

i think that's a good idea. maybe like in the Battle-of-the-Bulge-mod where you choose an army (=doctrine) and then you can build some basic units and special units depending on the battlegroup you chose.
for example:


Basic

buildings
F1 – HQ
F2 – Infanteriebaracke
F3 – Unterstuetzungsbaracke
F4 – Fahrzeuglager
F5 – Panzerlager
F6 – Heeresstab

infantry
*builder unit – Pioniere (2 men, MP40, upgrade: Minedetector)
*scout – Aufklaerer (3 men, 3xK98, upgrade: Feldstecher [increase LOS], can deploy a marksman when unlocked)
*light infantery – Leichte Infanterie (4 men, 4xK98, grenade ability, upgrades: Pzfaust [enables use of pzfaust], MP40)
*mg-support – MG-38-Trupp (3 men, 2xMP40, 1xlight MG 38 [like Grenadiers])
*officer – Offizier (doctrine dependend)

vehicles
*Opel Blitz (transport truck, unarmed, veryweak armor, 12 spots)
*Flak 30 (moblie flak, needs to be set-up to fire)
*PzKw I (very light tank, 2xMGs, not very effective, weak armor)

building F6 (Heeresstab):
upgrades:
*Mobilmachung (enables Unterstuetzungsbaracke)
*Blitzkrieg (enables Fahrzeuglager and Panzerlager)
*Frontoffiziere (enables Offizier)
*Militaerische Aufklaerung (gives Aufklaerer the "deploy marksman" ability and enables "Feldstecher" upgrade)


Heeresgruppe Nord (Army Group North)
-focuses on light and fast assault
-advantages: good and fast medium infantry and vehicles, perfect for offensives
-disadvantages: no heavy tanks, no good AT-infantry, no defenses
call-in units
*Fallschirmjaeger (4 men, armed with K98, grenade ability, panzerfaust ability, upgrade: FG42), dropped, via cmd-points
*Raupenschlepper Ost (halftruck via comd-points, serves as mobile barracks)
units
F1 – HQ:
*Pioniere
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Panzergrenadiere (4 men, 3xK98, 1xMP44, grenade ability, upgrades: Pzfaust, light MG38, Repair)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call smoke-barrage)
*Opel Blitz
 firing for some time])
F4 – Fahrzeuglager:
*Flak 30
*Sd.Kfz. 261 (unarmed, can lockdown sectors)
*PzKw I
*StuIG (150mm howitzer gun, like StuH 42)
*Panzerwerfer 42 (150mm rockets, barrage ability)
F5 – Panzerlager:
*Panzerjaeger I (47mm gun)
*PzKw 38(t) (37mm gun, fast, light tank)
*PzKw II (2x turret MG)
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*PzKw IV (75mm stubby AT gun, NOT very effective against infantry)

upgrades:
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:
*
F4 – Fahrzeuglager:
*StuIG Support (enables StuIG)
F5 – Panzerlager:
*upgrade PzKw II to version E (replaces one turret MG with a 20mm gun)
*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)
*upgrade PzKw IV to version F (better armor), enables version G upgrade
*upgrade PzKw IV to version G (long barrel gun, armored skirts), enables version H upgrade
*upgrade PzKw IV to version H (better armor)

notes:
-you can spend you command-points on:
*right side: flares (reveals territory) [1CP], fallschirmjaeger (drop) [3CP], mobile barracks (you can call a „Raupenschlepper Ost“ that can be deployed to serve as mobile barracks) [3CP]
*left side: Panzer IV Massproduction (reduces costs and building-time) [3CP], blitzkrieg assault (like blitzkrieg but only in enemy territory) [3CP], Stuka support [3CP]
-defenses:
*has no defenses and has to use their extra mobility to defend their territory
-securing sectors:
*the most mobile and aggressive doctrine, uses the "Sd.Kfz. 261" to secure territory



Heeresgruppe Mitte (Army Group Center)
-focuses on heavy equipment and defense
-advantages: heavy tanks and infantry, strong defenses
-disadvantages: no medium tanks and infantry, no AT-infantry, no fast moving AT
-Pioniere cannot repair vehicles
call-in units
*Elefant (heavy, slow tankhunter, very good cannon, effective against tanks, armored piercing ability, via cmd-points)
units
F1 – HQ:
*Pioniere
*Schwere Pioniere (can build heavy defenses when unlocked)
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Schwere Infanterie (heavy infantry, 4 men, armed simple g43 (stronger than k98 but less range), handgrenades, upgrades: panzerfaust (see light inf.), MP44)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call mortar-barrage)
*Opel Blitz
*Schwerer Mörsertrupp (4 men, 120mm mortar, barrrage ability, "focused firing" ability [more accurate but slower rate of fire and costs munitions])
*Schwerer MG42-Trupp (4 men, heavy MG42, Sperrfeuer ability [fast supression, but MG stops
 firing for some time])
F4 – Fahrzeuglager:
*Flak 30
*PzKw I
*Wespe (150mm howitzer, barrage ability, weak armor)
F5 – Panzerlager:
*Nashorn (88mm gun, weak armor, needs to be set-up to fire)
*PzKw IV „Panther“ (Panther, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below )
*PzKw VI „Tiger“ (Tiger, slower than wehrmacht version, prone to getting engine damage or broken treads when hit, see note below)

upgrades
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
F3 – Unterstuetzungsbaracke:
*
F4 – Fahrzeuglager:
*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
F5 – Panzerlager:
*Feldtechniker (adds two pioniers to the building who repair nearby vehicles)
*upgrade PzKw V to version A (faster, treads don't break so easily, greater LOS), enables version G upgrade
*upgrade PzKw V to version G (better armor)
*upgrade PzKw VI to version E (faster, treads don't break so easily, greater LOS, faster)

notes:
-they can build Panther and Tiger I (limit of 1 at a time) tanks, but the early versions are prone to getting engine damages or broken treads from shots to the rear armor, slowing them down or even immobilizing them. the fact that their pioniers can't repair vehicles makes those tanks quite vulnerable. the disadvantages can be removed by upgrading the tanks to better versions in the tank yard but the upgrades will take a lot of time and ressources.

-you can spend you command-points on:
*right side: Eingraben (allows tanks to dig-in) [2CP], Nashorn ambush (nashorn cloaked when in firing mode) [2CP], call Elefant [4CP]
*left side: defensive operations (lowers the build costs of defenses) [2CP], heavy defenses [3CP], artillery support [3CP]

-defenses:
*most infantry can build trenches, tank traps etc.
*their emplacement of choice is a concrete MG-bunker
-securing sectors:
*slowest, most defensive doctrine, locks down by building observation posts on the point



Heeresgruppe Sued (Army Group South)
-focuses on urban combat
-advantages: perfect for urban combat, specialized infantry, AT-infantry, Tiger II
-disadvantages: no heavy tanks
call-in units
*Panzerknacker (3 men, 2xMP40, 1xPanzerschreck, elite AT-infantry via cmd-points,  "Haftladung" ability like stickybomb but needs to be closer to be used and is more powerful)
*PzKw VIB „Tiger II“ (Henschel-version Tiger II)
*Sturmpz VI "Sturmtiger" (heavy, slow, fires a single shot, long reload time, mobile artillery, via cmd-points)
units
F1 – HQ:
*Pioniere
*Sturmpioniere (3 men, 3xMP40, constructs defenses, satchel charge ability)
F2 – Infanteriebaracke:
*Leichte Infanterie
*MG-38-Trupp
*Aufklaerer
*Scharfschuetze (scoped K98, camo, counter-snipe [via cmd points, sniper remains cloaked, only shots at snipers])
*Gebirgsjaeger (elite infantry, 4 men, armed with unscoped G43, upgrades: scoped G43 like with PE, light MG42 or PPSh, Geballte Ladung ability)
F3 – Unterstuetzungsbaracke:
*Offizier (Luger, can call incindiary-barrage, upgrade: MP40)
*Opel Blitz
 *Panzerabwehrtrupp (3 men, 2xK98, 1xPanzerbuechse, upgrades: AT-grenades, panzerfaust ability)
*Flammenwerfertrupp (3 men, 2xMP40, 1xFlamethrower, upgrades: incidiary grenades ability)
F4 – Fahrzeuglager:
*Flak 30
*PzKw I
*StuG III (weaker than Stug IV)
*Sd.Kfz. 251/9 "Stummel" (75mm short barrel gun, effective vs. infantry and buildings)
F5 – Panzerlager:
*Sturmpanzer IV „Brummbaer“ (150mm mortar, barrage ability)
*PzKw II „Flamingo“ (flametank effective vs. infantry and buildings, dual flamethrower, 1x turret MG )
*PzKw III (37mm gun, "Schnellfeuer" [fires 3 shots very fast, then stops firing for a few seconds])
*Jgdpz IV/70 (75mm gun, tankhunter, slow but good vs. tanks)

upgrades:
F2 – Infanteriebaracke:
*Panzerfaust (enables Panzerfaust upgrade for Leichte Infanterie)
*Scharfschuetzenausbildung (enables Scharfschuetze)
F3 – Unterstuetzungsbaracke:
*Panzerbekaempfung (enables Panzerabwehrtrupp)
F4 – Fahrzeuglager:
*upgrade StuG III to version F (better gun), enables version G upgrade
*upgrade StuG III to version G (armored skirts)
*upgrade Sd.Kfz. 251/9 to long barrel gun(longer gun, higher range)
*StuG-Unterstuetzung (enables StuG III)
F5 – Panzerlager:
*upgrade PzKw III to version E (faster, better armor), enables version G upgrade
*upgrade PzKw III to version G (50mm gun), enables version M upgrade
*upgrade PzKw III to version M (armored skirts)

-you can spend you command-points on:
*right side: panzerknacker (well-trained tankhunter infantry) [2CP], sniper war (gives snipers the "counter-snipe" ability and gebirgsjaeger infantry the sniper-shot ability) [1CP], call a Tiger II (hope we finally see the henschel-version that was used on the eastern front) [5CP]
*left side: fortify buildings (adds extra HP to occupied building) [2CP], urban warfare (enables roadblocks and booby traps) [1CP], call a Sturmtiger [5CP]

-defenses:
*only Sturmpioniere can build defenses, and they are limited to sandbags and barbed wire etc.
-securing sectors:
*can build a "Kommunications Emplacement" anywhere in the captured territory which secures the territory and serves a defensive function too



Special thanks to everyone who posted here, especially to luz777 and SpezialForce!!!



changes are in red (for removed) or green (for added)

Latest changes
Added upgradable tanks
example:
you can build a panther version D (1. version) that is prone to getting immobilized or motor damage when getting rear armor hits and drives slower than the wehrmacht version.

but in the tank yard you have the option of upgrading your panthers to version A (2. version) and later version G (final version). version A would mean the panther is no longer prone to that (see above) and is a bit faster. version G would add some armor and side skirts.

You have to research verison A to unlock the upgrade to version G and so on.

the first versions would be buildable sooner and be cheaper (the upgrades take a lot of time and ressources), but also weaker.
so you can choose to either rush into battle with damage-prone tanks or spend more ressources and time to get the better versions.


of couse their has to be a flak vehicle, maybe kugelblitz (but they were very rare) but i had another idea: how about a mobile light flak on wheels like "2cm flak 30" http://en.wikipedia.org/wiki/2_cm_FlaK_30 that is moved like a nebelwerfer or pak and has to be set-up to fire. would be effective against air crafts, light vehicles and infantry.
« Last Edit: September 02, 2009, 05:27:44 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Apex

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Re: Another Ostheer idea
« Reply #1 on: August 03, 2009, 02:12:53 PM »
This is actually the direction how I already planned the ostheer doctrines.

Offline luz777

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Re: Another Ostheer idea
« Reply #2 on: August 04, 2009, 01:16:29 PM »
I actually really like the sound of this, definately better than the idea for Ostheer doctrines that I had  ;D

I think that with balancing this would work really well and the BotB style of your doctrine choice not only giving you abilities but also changing your basic units somewhat is pretty cool.

With Army Group North I would perhaps say that being able to call in an Elefant and a Tiger II may be abit too powerful. And also it would be nice to see a Panzer III and somesort of Flakpanzer...Kugelblitz  ;)

Cheers

Offline Ghost

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Re: Another Ostheer idea
« Reply #3 on: August 04, 2009, 03:11:28 PM »
thanks for your suggestions!
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Field Marshal Vodka

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Re: Another Ostheer idea
« Reply #4 on: August 05, 2009, 04:09:29 AM »
Forgive me for blowing my own trumpet, as it were, but kingtiger, I was the one who suggested the three armies idea (in another Ostheer suggestion post a few weeks ago), and I would like to thank you as you have expanded the idea much further than I could have, in fact your take on the idea is awesome mate.  ;)

Offline hofgeneric

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Re: Another Ostheer idea
« Reply #5 on: August 05, 2009, 04:33:38 AM »
he did say some one mentioned it....

Offline Gew00n

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Re: Another Ostheer idea
« Reply #6 on: August 05, 2009, 10:45:26 AM »
What's up with the big ego's on this forum lately? It's so annoying.

Offline SpezialForce

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Re: Ostheer Doctrines
« Reply #7 on: August 06, 2009, 12:20:15 PM »
What about the Brummbaer/Sturmpanzer IV as an Assualtgun-Arty unit instead of the StuH 42? It mates a 150mm gun and is similar to the Sturmtiger other than the gun and chassis. It was widely used in kursk. It makes a bigger blow than the 105mm StuH 42.

Offline luz777

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Re: Ostheer Doctrines
« Reply #8 on: August 10, 2009, 02:48:48 PM »
Just got a few more suggestions to add.

I think it would be interesting to have each "Battlegroup" to lock down territory in a different way.

For example..

Battlegroup North - being the slowest, most defensive, locks down by building observation posts on the point.

Battlegroup South - being the most mobile and aggressive uses a form of scout halftrack (maybe use the funkwagen model) that can be upgraded to secure territory.

Battlegroup Centre - being a combination of the two can build a "Kommunications Emplacement" anywhere in the captured territory which secures the territory and serves a defensive function too.

The same would go for the defenses that the Battlegroups can use..

North - most infantry can build trenches, tank traps etc. Their emplacement of choice is a concrete MG bunker.

South - has no defenses to speak of, and has to use their extra mobility to defend their territory, mainly through Flakpanzers or light vehicles.

Centre - only their Sturmpioneers can build defenses, and they are limited to sandbags and barbed wire etc. Their emplacement is the mobile Flak 30 kingtiger mentioned in his main post.

With infantry I would say...

North - gets slow moving infantry used to soften up the enemy before the big tanks roll in.

South - gets fast moving infantry designed to support and repair their vehicles in the field.

Centre - gets markedly stronger and specialised infantry due to the diminished effectiveness of tanks in urban combat situations, infantry provide the main punch with tanks used to back them up. 

I would give North and South the Aufklarer instead of Snipers, which should be reserved for use by Battlegroup Centre. See my post for details on Aufklarer: http://easternfront.org/forums/index.php?topic=712.0

I think it would also be better if the Ostheer didn't have access to the Tiger or Tiger II, whilst I know they were used widely I think it kind of takes away the uniqueness of the Whermacht faction. It would be cooler if the Ostheer had their own heavy tanks that no-one else has.

Just my thoughts anyway  :)
Hope it all sounds ok.

Cheers

Offline UeArtemis

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Re: Ostheer Doctrines
« Reply #9 on: August 16, 2009, 08:22:26 PM »
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
« Last Edit: August 16, 2009, 08:24:37 PM by UeArtemis »
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Offline kitekatus

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Re: Ostheer Doctrines
« Reply #10 on: August 18, 2009, 06:08:35 PM »
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
maybe they could be in those army group doctrines, finnish ski troops or snipers in north , and hungarians(dont know much about so cant suggest what kind a units they could supply for germans) in south .  ;)
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Offline aviso

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Re: Ostheer Doctrines
« Reply #11 on: August 18, 2009, 06:19:12 PM »
aaaaH! I want to play now with the ostheer
die mennessä vapauden, puhtauden ja totuuden!


Offline Ghost

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Re: Ostheer Doctrines
« Reply #12 on: August 19, 2009, 07:40:56 PM »
And what are about the eastern satellites of the axis? One doctrine - for Finnish, other one - for the Hungarians?

Toldies, Turans, Nimrods, Zrinyies, Tas, Csabas, BT-42, Luftvärnskanonvagn...
maybe they could be in those army group doctrines, finnish ski troops or snipers in north , and hungarians(dont know much about so cant suggest what kind a units they could supply for germans) in south .  ;)

sounds good, does someone have any ideas?
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline aviso

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Re: Ostheer Doctrines
« Reply #13 on: August 19, 2009, 08:40:54 PM »
me! I've a list of units, buildings and upgrades for the finnish, rumnians and hungarians!

but the creators of EF don't like this idea   ¬¬

PD: for the finnish also i've the doctrinees
die mennessä vapauden, puhtauden ja totuuden!


Offline Ghost

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Re: Ostheer Doctrines
« Reply #14 on: August 20, 2009, 11:12:48 AM »
i don't mean a complete doctrine or army. just single units to call in. something special for every battlegroup, like mentioned before

*finish for the north
*romanians for the center
*hungarians for the south

just make some suggestions, i'll look whether they fit in. thx
« Last Edit: August 20, 2009, 11:35:04 AM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P