Company of Heroes: Eastern Front

Author Topic: The Ostheer  (Read 33959 times)

Offline HazeNinja

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Re: The Ostheer
« Reply #15 on: October 20, 2009, 01:20:10 AM »
Not a huge fan of the British faction. How about we mediate?
The hq truck should be what the player starts out with, and has one squad of the basic infantry type.

Then, the truck produces engineers and the engineers make actual buildings in the territory that the hq truck is set up in. And you must upgrade thru the different phases from the hq truck to unlock other things in the buildings.

Offline SpezialForce

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Re: The Ostheer
« Reply #16 on: October 20, 2009, 08:41:53 AM »

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)

Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.

Good point you made there. Oh yes why not replace the Tiger ace with a Jagd. because we already have a TigerI ace in Blitz Doctrine and King Tiger in Terror.
« Last Edit: October 20, 2009, 08:57:36 AM by SpezialForce »

Offline Jozz

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Re: The Ostheer
« Reply #17 on: October 20, 2009, 09:31:03 AM »

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)

Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.

So this mod should be all about spamming right?
Ostheer would then not be my faction to play as.
Spamming is a very cheap strategy to counter someones real skill and it should not be encouraged.

I was asking about what role does the Panzer III have if we would have the Panzer IV (the one with 75mm high velocity gun to take on armor) which mostly replaced the panzer III in that role very quickly? I was suggesting the Infantry support tank Panzer IV be a much better option because it would fill a different role.  :)

Now that I think of it it should be much more realistic and more useful to just replace the panzer III with the Panzer IV with the high velocity 75mm gun and have a Panzer IV with the low velocity gun available to fill another role.  :D

But maybe its hard for people to believe that panzer formations were not supplied with a mix of every tank possible. (If you really dont get it why thats because it would put too much trouble on logistics and Maintenance would be difficult.)

Yeah, those Panzer upgrades sound even better now :P

EDIT: The Panzer III was mostly useless in the Easternfront as it was designed to be the tank destroyer while the pzIV would be the Infantry support tank (you know, knock out obstacles and attack defences with infantry) but the pz III was useless against t-34's and this is the "Ostheer" I doubt they actually sent panzer III's to try fight t-34's...

btw I came up with some Panzer Upgrades.  ;D

Panzer IV Repair kit - maybe cost like 220mp and 30fuel, would allow Panzer IV's to repair on the field like a bren carrier but for free. ( no munitions cost )

Panther Repair kit - the same but for panthers afcourse.

Also, The AP rounds upgrade should allow panzer IV Infantry support tanks to kill light vehicles with ease.   :)
« Last Edit: October 20, 2009, 09:45:48 AM by Jozz »

Offline ford_prefect

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Re: The Ostheer
« Reply #18 on: October 20, 2009, 02:24:23 PM »
The thing is that I imagined the Ostheer as a misture between the panzer elite and the british army, making it the assault force by excellence with more focus on movility and fast deplpyment.    As for the infantery, come on  :(, the panzer Elite is in the same situation
yes but I am pretty sure that without ANY good infantry  then............ you can't rely do anything

Offline Ryousan

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Re: The Ostheer
« Reply #19 on: December 07, 2009, 01:54:47 AM »
Hi again!! I now that I haven been out for a while but I have come back and I have made a few chages in "my Ostheer concept" So I ll show and then speak your minds

Special Features

*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with a one squad of Sturmgrenadiers

*Since the supply lines have strech too thin due the long distances, the Ostheer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base, but ostheer Unit upgrades are faster and cheaper.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established 
the sector becomes secured and Ostheer units can upgrade.

Hauptsitz/HQ LKW: Produces Sturmgrenadiers (main infantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each


*Sturmgrenadiers: This versatile and cheap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improved anti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach). They can throw the Stielhandgranate 21(Also after Research).

*Major: It has the "Increase Production" Special ability that allow yours buildings to increase the Deployment speed. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

Upgrades:

-Handgranates: Allows your Sturmgrenadiers to throw handgranades


-Heavy Weapons Support (Requires Feldunterstützungs LKW): Allows your Sturmgrenadiers to adquire the MG34 LMG, Panzerschrecks and Flamethrowers


-Advanced Logistics(Requires Panzerkommando LKW): You can equpped your Sturmgrenadiers with an additional heavy waepon.

 
-Panzer Spearhead(Requieres Advanced Logistics, Anti-Tank Operations and Armored Assault): Only once per battle. A single Tiger I Heavy Panzer is deployed into the battlefield.


Feldunterstützungs LKW : Produces several types of halftracks


Produces:

*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can be upgraded to:

1.Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun


3.Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



*Sdf.Kfz. 10: light Half-Track capable of transporting a single squad of infantery. It can also sacrifice it transport capability to be equipped with a 2 cm FlaK 30 anti-aircraft gun.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


Upgrades:

* Anti-Tank Operations: Enables the Feldunterstützungs LKW
to produce the 8.8 cm KwK 43 Anti-Tank Gun

-8.8 cm KwK 43:Using the same powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


Panzerkommando LKW:

Produces:

*Panzer IV: Panzer IV gain a special ability when chossing a doctrine

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



Upgrades:

*AP Rounds: Increase the effectiveness of all your AT guns.

*Armor Skirts: All Panzer Iv will now be equipped with armor skirts for improved protection

*Armored Assault Research: Enables the Panzerkommando LKW to deploy the Panzer V "Panther"  heavy tanks into the battlefield.



And for the doctrines: Each dotrine affects your Sturmgrenadiers, who will gain a  special ability according to the doctrine in question



Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability to perfrom a sprint for a short period of time


Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist of a Squad of 5 men equipped bolt action rifles and an officer equipped with a MP40 sub-machinegun. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*SS Battle Group (1200 Manpower): Deploys an addiotional SS Squad along a Panther Panzer



Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot(20 Ammo)" Ability

Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 

*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.

*Fortreses 5 Points: Your forward bases can now recruit Sturmgrenadiers and Sturmpioneers


Fortress Tactics


*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.


*Artillery Spotters 3 Points: Allows the Major and Snipers to call in mortar artillery Support


*leFH 18 3 Points: The Sturmpioneers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.
 


Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the ability of perfroming repairs


Logistics



*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: You can now deploy your vehicules much faster.


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate even more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower): Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle


Weel thats it, I hope that it has improved since the last two concepts I posted. Send your critics and reviews, thy are all helpful
« Last Edit: December 08, 2009, 07:32:38 PM by Ryousan »
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Loupblanc

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Re: The Ostheer
« Reply #20 on: December 08, 2009, 09:06:36 PM »

 - Ostheer units are cheaper and faster due to their not
 having ressource OP xcept from truck. British don't suffer
 from money shortages. Nor are their units anything like cheap.
 There is also the point to consider that they would play with
 Wehr/PE who would make OPs
 
  When you say ressources stretched long distances,
 etc. Instead, make units few and powerful? That's a
 german trademark. Make them come via call-in after
 a long delay. Should be summonned rather than trained
 on the spot, of all things.

 - No Finnish/Yougoslavs. Another pure German Faction.
 Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
 of the mod Afrika Korps. Where different buildings
 build completely different things depending on what
 doctrine you've chosen :)

 Cheers! ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #21 on: December 08, 2009, 09:27:06 PM »

 - Ostheer units are cheaper and faster due to their not
 having ressource OP xcept from truck. British don't suffer
 from money shortages. Nor are their units anything like cheap.
 There is also the point to consider that they would play with
 Wehr/PE who would make OPs
 
  When you say ressources stretched long distances,
 etc. Instead, make units few and powerful? That's a
 german trademark. Make them come via call-in after
 a long delay. Should be summonned rather than trained
 on the spot, of all things.

 - No Finnish/Yougoslavs. Another pure German Faction.
 Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
 of the mod Afrika Korps. Where different buildings
 build completely different things depending on what
 doctrine you've chosen :)

 Cheers! ;)


Well: First of all the idea was that upgrades(panzerschreck, m34, etc) was the the thing thats fast and cheaper, leike instead of costing 75 ammo per panzerschreck, it would 35 ammo. And they would adquire the upgrade faster than other units, because they cant upgrade while not being in a secured sector.

As for the resources, perhaps I didnt made my point clear, for example: when you deploy a command truck in fuel point that when captured gives +10 oil, yOu dont win any extra resources for having an OP in the sector. But when you have upgraded the truck you will +24 of fuel instead of +16 whick would be the normal OP bonus.

As for the "fast and cheap units" perhaps you the point on that, but this inst the definitve version so I will continue to improve

 Im not including any not-german unit in my concept, if you  are refering to the "Nordic Volunteers" power in SS doctrine I was making reference to the SS Wiking and Nordland divisions whch were composed mainly by germans with a few scandinavian volunteers

By the way, thanks for posting, Im trying to improve my Ostheer concept by reading the critics so you are being very helpful.



My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Loupblanc

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Re: The Ostheer
« Reply #22 on: December 09, 2009, 03:17:54 AM »

 Sure thing, always happy to help :)
 But remember this is a chess game. Simply making a faction
 which is 'My faction is more fun because the units are
 stronger, cheaper, and come out sooner, it'll automatically
 win and that's why I think it would be more fun... '... is
 bleh :)

 Got to find serious defects (*cons*) to go with your
 strenghts. It's called favor :)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #23 on: December 09, 2009, 05:20:57 AM »
Special Features
*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.


*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base

*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


* Ostheer units are elite and very trained soldiers who are hard to replaceevery time after you deploy a new unit you will have to wait three minutes until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

* Osterheer units does not only reduce the income of manpower your recive, Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from your strategic points.A Swift Advance comes for a price...


Techtree


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad)and allos your to call in additional command trucks


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles. The can use their binoclars to spy the foe. They cloak when in cover




-Command Trucks

*IMPORTANT: *Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so you can  crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier



TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmtrooper: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP44 Sturmgewehr for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune tu supression.

*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use their weapons. This does not include Heavy Weapons Teams.


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equuiped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.


*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



They can also deploy defensive structures:


1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield


UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.


*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon whick made them more fit for armored combat sacrificing its anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine)

*Marder II: Tank-Destroyer. Its 7.5 cm Pak 40 makes it ideal for tank hunting. Although its opened rear makes it unfitable as a spearhead tank. It can fire Tungstene Shells for improved armor piercing and has the "Crippling Shot" special ability whick allows to destroy enemy tanks treads, to inmovilize them or even destroy their main guns.They can also Ambush obtaining offensive bonuses in the first shots

UPGRADES

-Tank Destroyer Support: Enables the command truck to deplyoy the Marder II Tank Destroyer


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"

*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   



UPGRADES

-Elite Crews: All panzer IV and panthers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV


 
-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42


1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for infantery support missions. It also benefits from each doctrine[/u]

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike   



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power



And for the doctrines:


Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.


*SS Battle Group (1200 Manpower) 5 Points: Deploys an addiotional SS Squad along a with a Panther Panzer




Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

   
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren




Urban Warfare Support


All your Heavy Weapons Teams, Sturmtroopers and Landerzug gain a defensive bonus when in cover.


Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Fortreses 5 Points: Your forward bases can now recruit Infantery Units.




Fortress Tactics


*Defensive Operations 2 Points: Allows your landerzug or Sturmtroopers to build up field defenses and to place mines.


*Bobby Traps 3 Points: Allows your snipers and Spahtrupp squads to bobby trap building and strategic points.


*leFH 18 5 Points: The Sturmpioneers and Belagerung Engineers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.


 


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown drops from three minutes to one and a half in all your Panzerkommando and Feldunterstützungs command trucks


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate more resources.



Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

 
*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle

 
« Last Edit: December 11, 2009, 09:24:53 PM by Ryousan »
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Loupblanc

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Re: The Ostheer
« Reply #24 on: December 09, 2009, 06:36:14 AM »

 Spahtrupp are same as British recon squad :p
 Officer is same as soviet/wehr officer all in one.
 And right at the beginning of fight, too!!!

 - Elefant is 12 pop when Tiger is 14 pop? What?!!
 You need to put weaknesses in your army. Not just
 good sides ;) Would you play a normal chess thus:
 One side with 1 queen, and pawns, etc, or a side with
 12 queens?

 Someone once upon a time made an OSTHEER proposal I
 loved A LOT. It had finnish and yougoslav call-ins. North,
 center, south armies (doctrines). And it was patterned
 against the soviets. But upside down. To be a reverse
 logic mentality soviets. Now that was interesting.
 Along with the wooden bunkers, etc ;)

 The Opel trucks, etc :D
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #25 on: December 11, 2009, 03:49:35 PM »
Well perhaps you ar and I have recently updated my concept adding some sort of waeknesses. I dont know if they are enough
but I think its more balanced
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Loupblanc

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Re: The Ostheer
« Reply #26 on: December 11, 2009, 08:54:08 PM »

 The only best way to do that, is to playtest it :)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #27 on: December 11, 2009, 09:15:50 PM »
Well...despite the fact that almost surely any developer will even take a look at my proposal, improving it is the best I can do ;). Hoping that at last in the teory is a good concept   
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Offline Loupblanc

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Re: The Ostheer
« Reply #28 on: December 14, 2009, 06:49:11 PM »

 Yea, can't find fault in that. Hope springs eternal ;)
 Besides, it's not like we can do much else while we wait for
 the release. Sigh.

 But, yknow, they're not even working on Ostheer yet ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity

Offline Ryousan

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Re: The Ostheer
« Reply #29 on: December 14, 2009, 10:47:44 PM »
yeah I know ::) Be the way thanks for postings, till the date you are the only one who has help to improve my proposal.
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0