Company of Heroes: Eastern Front

Author Topic: German Ostheer concept by Lord Rommel  (Read 31072 times)

Offline Gerrit 'Lord Rommel' G.

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German Ostheer concept by Lord Rommel
« on: September 10, 2009, 07:00:06 PM »
Thread close - plz visit the new version at the Ostheer discussing forum. Thx.

Hi guys!
Today i present you my special Ostheer-concept. Hf with it!

+++ German Ostheer +++ Last conceptupdate: 22. Jan. 2010 +++
HQ
The HQ ist the mainbuilding. Here you can research special technologies like:
Bursting charge, First-Aid-Center ( HQ is able to heal units near the hq. ).
  • UNITS:
– Pioneers 
( 3 Soldiers with 3 Kar98 – Ability: demolition charge; destroies tracks )
The unit can build following buildings:
                                - Mainstructures
                                - Sandbegs
                                - barbed wire
                                - german hedgehog
                                - trench

- Kübelwagen with MG 34
- Sankra SdKfz. 251 First-Aid



The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool between different battle-situations.
That means: each building had three unit-pools. One neutral unit-pool ( can be used all the time! ), one offensiv unit-pool and one defensiv-pool.
After buildung the structure the player can recruit the neutral units. When he wants to build offensiv units, he had to research the upgrade, which needs time and resources! BUT when the battle-situation changes and the player needs defensiv units he can get back to the building and research the defensiv-pool by an upgrade. But this will coast some researchtime and resources!
The special is that he can change the building upgrade all the time for any battlesituation.



HQ of the Infantry – HQ der infanteristischen Streitkräfte:

Neutral Units:
- Landserzug
( 5 soldiers with Kar98 )
  • Upgrades:
5xG43
OR „PzFaust 60“: 2 soldiers are able to use the Panzerfaust when the the ability Panzerfaust is activated
  • Ability:
Panzerfaust: 2 soldiers use their Panzerfaust
Handgranate: throw a granate.
- MG 42 Team

Offensive Units ( Research Building-Upgrade )
- Sniper with Kar98 Scope
  • Ability:
Binoculars

Defensive Units: ( Research Building-Upgrade )
- Mortar 8cm
  • Ability:
Foggranate

Technology at the HQ of the Infantry:

- Men against Tanks! –Ability Panzerfaust cost nothing.
- Feldwebel – Landserzug get one more soldier, a feldwebel, with a Stg. 44, who influence the battleperformence of the squad.



HQ of the Panzergrenadiere - HQ der Panzergrenadiere:
Neutral Units:
- SdKfz. 251 ( with MG 42 )
- Heavy Panzergrenadiere
( 5 soldiers with 5xMP40 )
  • Upgrade:
1xPanzerschreck
  • Ability:
Granateshower – Throw a lot of granates
  • Ability when squad had the Panzerschreck:
Engineattack – destroies the engine of a tank.

Offensive Units: ( Research Building-Upgrade )
- Panzer III Ausf. J L/42
- Panzer II Ausf. L „Luchs“

Defensive Units: ( Research Building-Upgrade )
- SdKfz. 251/22 Pak-Wagen Pak 40 7,5cm - IMAGE
  • Ability:
Carmouflage
- 2cm Flak 38
  • Ability:
„Abprotzen“ – Crew directs gun into fireposition and is so no more able to move the gun but its accuracy is clear better!
"Aufprotzen" – Gun is now mobile )
Info: The Flak is able to fire during movement but so it is hard to hit something.

Technologyat the HQ of the Panzergrenadiere:


- Schürzen – Panzer III gets Sidearmor/Schürzen.
----------
- KwK 5cm L/60 – Higher weapondemage of the Panzer III
OR ( If you develop one of it you will disable the other technologie ;) )
- KwK 7,5cm L/24 - Better against infantry.
----------



HQ of the Panzertroups - HQ der Panzerstreitkräfte:
Neutral Units:
- Bergepioniere
( 3 soldiers with 3xKar98 )
  • passive Ability:
better repair
  • REWARD UNIT:
- Bergepanther
- Brummbär ( short range – can demage tanks! )
 
Offensive Units: ( Research Building-Upgrade )
( Units are now able to use „better firerate“ – Panzers can now fire more granates for a short period of time )
- Panzer IV Ausf. H

- ( Tiger I ( spätes Baulos/ late Version ))
  • Need Doctrin Heeresunterstützungsverbände
- ( Panther Ausf. A )
  • Need Doctrin Panzerkampfverbände
- ( Sturmgeschütz III Ausf. G ( low priced! ))
  • Need Doctrin Festungsverbände


Defensive Units: ( Research Building-Upgrade )

( Panzers are now able to dig in and to swith munition ( anti-panzer oder anti-infantry-granates ) )
- Marder II
- leichte Panzerartillerie Wespe




DOCTRINS

Heeresunterstützungsverbände ( Army support troups )

Luftwaffeneinsatz ( Airforcemission ):

- Luftwaffenfeldsoldaten
Call in a squad Luftwaffenfeldsoldaten.
( 6 soldiers with 4xKar98, 2xLMG 42 )
  • Ability:
built trenches - lowpriced ( Soldiers with no battleexperiance [ like Conscripts ] )

- Panzerabwehr der Luftwaffenfelddivision( Antitankweapons for Luftwaffenfelddivision )
Call in a heavy Pak 40 7,5cm.

- StuKa Einsatz ( StuKa Attack )
For a short peroid of time Ju 87 StuKas fly over the battlefield and attack every enemy spotted.

Heeressturmpioniere ( Heeres-Pioneer troups ):

- „Knüppeldamm“
All Untis move with maximal speed in landscape or on streets/ All mechanized units can move with full speed on every ground for a short peroid of time.

- Sturmpioniere
Call in a squad Sturmpioniere.
( 4 soldiers with 2x Flamthrower, 2xMP40 )
  • Ability:
Run, Geballte Ladung ( double impact ), building booby traps.

- Funklenkpanzer StuG III

Call in a Funklenkkommandowagen/ radio-operation StuG III.

Funklenkpanzer:
A radio-opreation-panzer is a normal panzer but he is able to build a Goliath-tank which drives automaticaly into the marked target where the goliath blows himself up.
-> This Goliath is faster and better ( more Hardpoints ) then the Wehrmacht-version! This guarantees the effectiv and sense of the StuG ;)


Panzerkampfverbände ( Tankbattlegroups )

Panzervernichtungsschlacht ( Panzerbattle ):

- Panzervernichtungsschlacht
Every Infantryunit can use the Panzerfaust.

- „Horrido, Hurra!“
Battle cry of the Panzergrenadieres which gives bonus to the infantry.
For a short period of time the player get back every infantryunit he has lost in the battle.

- Schwere Panzerjäger ( Heavy Sturmgeschütz )

Call in a Jagdpanzer Ferdiandt.

Blitzkrieg:

- „Panzer Marsch!“
Panzers can move faster and fire faster for a short periode of time and panzers are able to capture enemy territory.

- Thoma-Schürze
All panzers are upgraded with Thomal-Schürzen. Because of this new Sidearmor panzers cost less resources to produce und the need less time to build then before.

- Panzerartillerie
Call in a Panzerwerfer 42.



Festungsverbände ( Fortresstroups )

Festungsbau ( Fortification ):

- Luftversorgung ( Airsupport )
Ju 52 Air supplay plain flies fuel, munition and weapons into the battlearea.

- Festungsbau
Pioneers are able to build heavy defence like MG-Nest, Anti-Tank-Bunker, Anti-Air-Bunker,  and minefields.

  • AA-Bunker:
It is a bunker with an anti-air-gun ( 2cm Flak 38, 2cm Quadgun or 3,7cm Flak 18 ) on it. One side it can fight against fighters and on the other side it will protect infantry against airstrikes.
  • AT-Bunker:
A small bunker with a 37mm Pak 36 Heeresanklopfgerät. The reason: By Hitler all weapons for fortification with a caliber over 5cm should transport to western front in 1944.
-> Bunkers can be garrison by Infantry ( e.g. MG 42 Team ).

- 10.5cm leFh 18/40
Call in a leFh 18.
  • Abilities:
Smokegranates - Fire a salve of smokegranate. If such a grante hits a tank, the tank is blind for a period of time!

Direct Fire! - With this ability the leFh 18 can fire directly on targets like an anti-tank gun. So it is extremly effectiv against any unit! )

Improvisationskampf ( Battleimprovisation ):


- Aufstellung des Volkssturms
The Infantry of the Ostheer is now cheaper and
can build faster.

- Rohstoffausbeutung
For a short periode of time you get more resources out of your territories.

- sPzAbteilung 503. "Feldherrnhalle"
Call in a Kingtiger ( henschel turret ).
( !!!For this the Jagdtiger will be a reward unit for the Kingtiger at the old Wehrmacht Terror Doctrin!!! )



captured weapons
Beutwaffen:

The Ostheer isnt able to use heavy weapons of the red army because german steel is better then this red stuff!

Sectorprotection
Sektorensicherung:

The Ostheer secured resources by their dominance. That means: More soldiers in a territory will prodruce more resources, but their must be a limit, because of the balance!

Veterancy:
Veterancy will be gained by productiontime. A units which is build up for a longer time had more time to get training with their weaponsystem. So units with long production times had a high veterancy.
You can decide at your HQ ( 4 buttons ):
  • Build fast units with no veterancy.
  • Build units with veterancy I,
    but they need more buildingtime then units
    without veterancy-training.
  • Build units with veterancy II,
    but they need more buildingtime then units
    with veterancy I training.
  • Build units with veterancy III,
    but they need more buildingtime and more ressources
    then units with veterancy II training.

Horrido!
A Concept by Lord Rommel
« Last Edit: February 04, 2010, 11:33:13 PM by Lord Rommel »
May the force be with you.

Offline Ghost

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Re: German Ostheer concept by Lord Rommel
« Reply #1 on: September 10, 2009, 07:37:04 PM »
i like your ideas a lot and especially the on of neutral/defensive/offensive unit-pools.

some questions:
*can you build the neutral units all the time? or just neutral OR defensive OR offensive?
*SdKfz. 251: any abilites or details?
*what does Scharfschütze Ability: Binoculars? increase line of sight?
*3,7cm Flak 18: is it the one on a truck (guess opel blitz or so)?
*sFh 18: a mobile unit or an stationary entranchement?
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #2 on: September 10, 2009, 10:13:12 PM »
The pool idea is that you have to choose your gameplay and tactic. You build a building like HQ of the Panzergrenadiers.
When the buildigung is ready, you can just recrut the units out of the neutral unitpool.
( Yes; you can build the neutral units all the time! )

NOW you have to choose. If you are a more offensive player you will choose the offensiv. If you are a defensiv player, you will choose the defensive units.
So you had two buttons in a building: one to choose the offensive pool and one to choose the defensiv pool. Both cost resources and researchtime.
BUT THE SPECIAL is that you are able to change the unitpool! For some resources and researchtime you can change the building form offensiv to defensiv and other way round!
This will allowe you to get a direct control on you gameplay!

The Units:
*SdKfz. 251: any abilites or details?
No abilities. With its MG 42 it is a support unit
and a troupcarrier.

*what does Scharfschütze Ability: Binoculars? increase line of sight?

Correct. With binocular you can encrease the maximum view.

*3,7cm Flak 18: is it the one on a truck (guess opel blitz or so)?
NO. The crew pull this unit like on this photo:

( Okay; Here is a 2cm xD But it is the same idea )
BUT when they have to fire now the accuracy isnt very well so this gun have the ability "abprotzen". Crew built their gun up, accuracy is better but they cant move the gun anymore until they make them again mobile by the ability ( "aufprotzen" ).

*sFh 18: a mobile unit or an stationary entranchement?
Mobile. It is boring that artillery canones are all the time inmobile. So this gun is very slow but you can move it! No complicatet emplacments to built!

Hope i could answer some questions!
( und hoffe, dass du mein "Denglish" verstehst ;) )
« Last Edit: September 10, 2009, 10:32:46 PM by Lord Rommel »
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Offline FriendlyFire

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Re: German Ostheer concept by Lord Rommel
« Reply #3 on: September 10, 2009, 10:41:41 PM »
Yea, Very clever Ideas there, I like how your going to use models already made by other CoH Modders, should cut some time off for you guys,

Now lets see...

1) An AA Bunker?  Will it be like the Bofors emplacement execpt its a 20mm cannon, and made out of concrete?

2) Whats the point of calling in the sFh 18 when You have Wespe? How is it better?

3) Panzer Marsch, move faster and can Cap Territory?
Its one or the other for me, How about giving all your tanks Flank Speed ablillity?

4) Funklenkpanzer StuG III, it only builds goliaths? thats its only ablitlity? why not give it Bonuses to nearby tanks like the Cromwell Command tank?

5) Schwere Panzerjäger, now is that the Elefant or the JagdTiger?

Thats enough Questions for now,  ;)

Offline Ghost

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Re: German Ostheer concept by Lord Rommel
« Reply #4 on: September 10, 2009, 10:46:07 PM »
hab es verstanden ;)

what i meant was: when i choose offensive type, can i still build neutral units? or just the offensive units? but after reading through it once more i think i can build both (correct me if i'm wrong)... i think the mobile infantry-operated flak unit would add something unique.
and another idea: instead of ressource costs for changing from offensive to defensive pool, just a long cooldown to prevent players from doing it all the time, but still make it possible to change production in emergency situations without consuming too many ressources.

(same in german...) oder auf deutsch ;D damit wir uns besser verstehen: wenn ich das gebäude baue, kann ich neutrale einheiten bauen und dann wählen, ob ich zusätzlich offensive oder defensive einheiten bauen will und dann später hin und her wechseln und das so oft ich will, oder?
hatte in etwa die selbe idee mit der flak. wäre mal ne gute abwechselung.
noch eine idee: statt riesiger kosten für die umstellung der produktion, nur eine lange wartezeit. wenn man von offensive auf defensive umstellt, kann man halt ne weile nicht wieder zurück umstellen. so würde verhindert, dass jmd immer schnell wechselt und seine einheiten baut, aber wenn man angegriffen wird, kann man wechseln, ohne seine ganzen ressourcen dafür zu verwenden.
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #5 on: September 10, 2009, 10:52:44 PM »
1) An AA Bunker?  Will it be like the Bofors emplacement execpt its a 20mm cannon, and made out of concrete?

It is a bunker with an anti-air-gun on it. One side it can fight against fighters and on the other side it will protect infantry against airstrikes.

2) Whats the point of calling in the sFh 18 when You have Wespe? How is it better?

Wespe had a better range and is much stronger. The caliber is higher, the explosion is better and it can perhaps use an ability ( space for your ideas ).

3) Panzer Marsch, move faster and can Cap Territory?
Its one or the other for me, How about giving all your tanks Flank Speed ablillity?


I thought both is cool but perhaps you are right and one thing had to be delet for gamebalance.

4) Funklenkpanzer StuG III, it only builds goliaths? thats its only ablitlity? why not give it Bonuses to nearby tanks like the Cromwell Command tank?

The Funklenkabteilungen were a special unit by german pioneer troups ( and because of this NO bonuses for other tanks! ). They fight for the first time in kursk. This groups are specialized in fighting against fortification and emplacements ( and tanks ). The StuG III is a funklenkkommandowagen that means that in this StuG is the radio-operator who command a radio-command Goliath into the target. This unit make this automaticaly. Player marks a target, goliath will be porduces by the StuG and then it drives into the target und blow up.


5) Schwere Panzerjäger, now is that the Elefant or the JagdTiger?

I wirte Jagdpanzer Ferdiandt ;) Elefant without MG -> Ferdiandt ;)

Hope i could answer this questions.
« Last Edit: September 11, 2009, 07:01:02 PM by Lord Rommel »
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Offline FriendlyFire

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Re: German Ostheer concept by Lord Rommel
« Reply #6 on: September 11, 2009, 12:52:06 AM »
Tanks for the quick response,  ;D

Now about the StuG III, , it seems that its not powerful enough to be a late game tank, Building goliaths is neat but those things die so easly, and are they free? If you could give the tank a another ablility I'd be good with that, otherwise its not worth the Manpower to call in, does it even have a decent gun?

On to the Special Bunkers, Personally I think having the ablility to garrison a AT, AA or Mortar Bunker with a MG42 Squad or other troops would really make choosing that Doctrine a smart idea,

Also, How about an Observation Bunker? You can Build it anywhere, it Camos itself, and gives you LOS on that Sector, seems pretty niffty right?

Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #7 on: September 11, 2009, 12:09:19 PM »
*Now about the StuG III, , it seems that its not powerful enough to be a late game tank, Building goliaths is neat but those things die so easly, and are they free? If you could give the tank a another ablility I'd be good with that, otherwise its not worth the Manpower to call in, does it even have a decent gun?

I think you would call it in ;) A StuG III with its StuK 7.5cm ( long barrled ) is a powerful tankhunter and and its Goliath is a nice surprice for the enemy defensive. The point here is that you have not to control the Goliath. Just place the radiomark by klicking on the ground and the rest makes the goliath by himself. Okay. You can make the Goliath faster and give him more hardpoints so that the most Goliaths reach their target. But this would be a balancing theme. The idea is the mainidea.

*On to the Special Bunkers, Personally I think having the ablility to garrison a AT, AA or Mortar Bunker with a MG42 Squad or other troops would really make choosing that Doctrine a smart idea,

Well. Okay. Could be a cool idea. I will add it ;) Thx.

*Also, How about an Observation Bunker? You can Build it anywhere, it Camos itself, and gives you LOS on that Sector, seems pretty niffty right?


For the sectors i had an other system ;) Read the information under "Sektorensicherung" - last point in the concept ;)
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Offline Der Deutsche

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Re: German Ostheer concept by Lord Rommel
« Reply #8 on: September 12, 2009, 10:05:28 PM »
i personally think that this is actually the best concept for the ostheer- but i have one question: will the heavy defence that the pioneers can build with the festungsverbände-doctrine will cost max. manpower? (sry for my bad english- so here is my question in german: sind die verteidigeungsanlagen der festungsverbände-doktrin so angelegt wie bei den briten, also dass sie zum bevölkerungslimit angerechnet werden?)


Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #9 on: September 13, 2009, 12:53:56 AM »
Thank you very much ;)
With the bunkers:
You can see that i havent made and price for a unit.
So this is a thing that will finial balanced by beta playing.
Perhaps you can use the stats and cost of british emplacements but you have to see. Balance. No idea ^^

Edit: I had add some new abilities for my sFh 18 ;)
Edit2: New techupgrades at the HQ of the Panzergrenadiere.
« Last Edit: September 22, 2009, 01:35:19 AM by Lord Rommel »
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Offline FriendlyFire

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Re: German Ostheer concept by Lord Rommel
« Reply #10 on: September 22, 2009, 11:53:16 PM »
I wonder, is the sFh 18 movable? The gun is massive and I dont think 2 guys can move it like an AT-Gun,

Also, I was looking at pics for the sFh 18 when I found this,


Its a Bison 2, a very unique German vehicle,

Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #11 on: September 23, 2009, 12:25:14 AM »
The Bison II was just used in Africa. British called them Rommel funnies ( e.g. Diana-SfL, PanzerSfL II or Bison II ) ;D

But you are right. Think the sFh 18 is to heavy.
Okay. I replace it with the leFh 18:

Same abilities like the sFh 18 before.

LeFh 18
Abilities:
Smokegranates
- Fire a salve of smokegranate. If such a grante hits a tank, the tank is blind for a period of time! -

-> Perhaps some of you know the german trainingfilm MAN AGAINST TANKS. The idea of blind tanks by smoke is out of this film and this technic was often used at the eastern front.

Direct Fire
- With this ability the leFh 18 can fire directly on targets like an anti-tank gun. So it is extremly effectiv against any unit! -

-> During the Africa-campaign Rommels allways had to find new ways to stop enemy tanks which had break through his lines and so he ordered the artillery to fight in direct fire like an anti-tank gun against enemy tanks. This was a very effectiv methode as long as the tanks werent supported by infantry or airunits ;)
« Last Edit: September 23, 2009, 12:34:14 AM by Lord Rommel »
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Offline FriendlyFire

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Re: German Ostheer concept by Lord Rommel
« Reply #12 on: September 23, 2009, 01:09:23 AM »
So...  its a light-field Howitzer,
meaning it can fire a barrage like the American 105 Howitzer,
Because its actually it is a 105 mm round,

Except its movable, can fire directly at armor, and has smoke rounds... here's an idea,

Turn it into an emplacement, you build it like you would any other an emplacement, its basically a US 105 entrenched, so it can only fire its gun in one direction, but it gets the ablilties you want, its can fire at Tanks, and have smoke rounds,

what do you say to that?



Offline Gerrit 'Lord Rommel' G.

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Re: German Ostheer concept by Lord Rommel
« Reply #13 on: September 23, 2009, 02:00:38 AM »
I dont realy like this emplacment howitzers  ;)
The great thing is that it makes more fun when
your crew can pull this weapon over the map.

And when i see that the red army had such an emplacment
which is perhaps lowerpriced then my LeFh 18 i think it is just
fair when german howitzer leFh 18 is able to run away xD

Okay. In the end the abilities should survive because
they are the great new improvment of my howitzer.
« Last Edit: September 23, 2009, 02:02:49 AM by Lord Rommel »
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Offline bastex

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Re: German Ostheer concept by Lord Rommel
« Reply #14 on: September 23, 2009, 06:02:18 PM »
i think u need to chose mobilety ore ur great powers
yes .... im sorry ><
bcouse i was  born as a complete utter bastard