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The Ostheer
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Topic: The Ostheer (Read 33755 times)
Loupblanc
Mr. Spam
Posts: 1294
Re: The Ostheer
«
Reply #45 on:
December 28, 2009, 08:19:37 PM »
- Oh no!!
: Railroad station HQ : Nope. Just a building that links to the
offmap, the rails are PART of the building. Train arrives, shits
units, leaves/vanishes. Not soo hard. Although I was thinking
of Codename Panzers for a moment. Do we have any mobile
train animations in-game? Wouldn't need to be complicated.
: Gustav strike : Oh yea, just a V1-scale big Kaboom single
shell
Nothing could be easier
AND it's historical!
- *ANDDDD* It's on railroad tracks!
Logged
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
ford_prefect
Mr. Spam
Posts: 1232
Re: The Ostheer
«
Reply #46 on:
December 28, 2009, 09:40:49 PM »
"Railroad station HQ" I like it
Logged
Ryousan
Guard
Posts: 163
We shall not give up and despair.
Re: The Ostheer
«
Reply #47 on:
December 28, 2009, 10:24:51 PM »
Now that you mention it...it sounds actually cool. I mean you coud use different wagons to produce different type of units and sorts...
Logged
My Ostheer Concept
Updated: August 26, 2010
http://easternfront.org/forums/index.php?topic=4099.0
Loupblanc
Mr. Spam
Posts: 1294
Re: The Ostheer
«
Reply #48 on:
December 29, 2009, 07:44:58 PM »
Yea, although I think a generic troop/vehicle wagon
or a passenger/cattle wagon and a flattop wagon (with
vehicle covered with fabric)(Bache in french) would work
best. Cut down on the animations, etc. Comes, drops
'cargo' and leaves, or vanishes.
Could maybe thus get rid of 'other' buildings (cut down on
work) and do everything from the HQ. Catch up british-
style with mortar bunkers, etc, etc
Of course it sounds cool... but you're not allowed to agree
or use it, or like it, because I'm the one who proposed it
Logged
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
ford_prefect
Mr. Spam
Posts: 1232
Re: The Ostheer
«
Reply #49 on:
December 29, 2009, 10:03:09 PM »
"I'm the one who proposed it"
sod off
Logged
Loupblanc
Mr. Spam
Posts: 1294
Re: The Ostheer
«
Reply #50 on:
December 29, 2009, 10:05:32 PM »
Sod off is not in my vocabulary
Logged
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
ford_prefect
Mr. Spam
Posts: 1232
Re: The Ostheer
«
Reply #51 on:
January 01, 2010, 02:27:57 AM »
yes now copy paste that and then delete that here and make it on your own post
Logged
Loupblanc
Mr. Spam
Posts: 1294
Re: The Ostheer
«
Reply #52 on:
January 01, 2010, 06:07:56 PM »
Meh, it's not like the DEVs care about what I propose :p
They didn't give shit about my T34 call-in thing :p
(but it doesn't need much coding or even new graphics, etc)
agrr!
I liked my long proposal (Gradually improving call-in).
Gave soviets flavor, I felt
Logged
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
Ryousan
Guard
Posts: 163
We shall not give up and despair.
Re: The Ostheer
«
Reply #53 on:
January 02, 2010, 12:16:57 AM »
I dont if I am spamming by making a new post from every update that I make to my concept instad of editing a previous one. But anyway...here comes an update of myOstheer concept
Special Features
*The Ostheer doesnt build up their buildings, they use their command 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 resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.
*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
*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 210 seconds 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
*Resource Shortage: 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...
*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops recently who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay. This also mean that upkeep of resources you have to pay is higher.
-Recruit level: No additional cost
-Veteran: 20% of additional cost
-Crack: 30% of additional cost
-Elite: 40% of additional cost
HINT:
Spahtrupp, Belagerung Engineers, Sturmpiooners and the Major cannot only be deployed
with additional veterancy.
Techtree
Hauptsitz/HQ LKW:
Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks
*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting
*Special Ability:
After you have completed both sides of your choosen doctrine you will gain access to a special support power.
-Black Tiger(1400 Manpower 14 Population):
Only if you completed the Schutzstaffel Support Doctrine. Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher
Only Once per battle
-Gustav Strike(450 ammo)
: Only if you have completed the Urban Warfare Doctrine. Call in a mighty artillery attack from the Schewerer Gustav railgun cannon.
-Jagdtiger Support(1300 Manpower, 15 Population)
: Allos you to call in an additional Elephant Tank Destroyer. Only one per battle
-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 and slow 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 can either choose to 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 to supression.
*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle
*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 with a 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 equipped 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 construct:
*Barbed Wire
*Sandbags
*Tank Traps
*Mines
They can also bulid up 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 which made them more fit for armored combat but sacrificing ts 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 firts 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 deploy with the "Veteran level"
for no additional cost
*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
*Hauptmann: 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.
SPECIAL ABILITIES
1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown
2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses
3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike
UPGRADES
-Elite Crews: All panzers 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 deploy with the "Veteran level"
for no additional cost
*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine
*Hauptmann: 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.
SPECIAL ABILITIES
1.Increase Production: Allows the Hauptmann to reduce 60 seconds from the command trucks cooldown
2.Angriff!!: the Hauptmann 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
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 Veteran Level 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 additional 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 of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds
*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: January 03, 2010, 07:51:38 AM by Ryousan
»
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My Ostheer Concept
Updated: August 26, 2010
http://easternfront.org/forums/index.php?topic=4099.0
ford_prefect
Mr. Spam
Posts: 1232
Re: The Ostheer
«
Reply #54 on:
January 02, 2010, 12:24:14 AM »
I have a question for the devs on this do you guys read all of these ostheer concepts? Don't you go lying too
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BurroDiablo
Developer
Poster of the Soviet Union
Posts: 3976
NYET!
Re: The Ostheer
«
Reply #55 on:
January 02, 2010, 01:37:03 AM »
I can't... they'd put me in a coma...
Logged
Smells like. Victory.
ford_prefect
Mr. Spam
Posts: 1232
Re: The Ostheer
«
Reply #56 on:
January 02, 2010, 04:13:11 AM »
Quote from: BurroDiablo on January 02, 2010, 01:37:03 AM
I can't... they'd put me in a coma...
ok but do ANY of you AT ALL reaad these...
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Venoxxis
Commissar
Posts: 392
Keep cool.
Re: The Ostheer
«
Reply #57 on:
January 02, 2010, 05:00:29 PM »
i did. at least partly.
I dont like the ideas of trucks like that.
but in a nuttshell this concepts has some good ideas.
Logged
Loupblanc
Mr. Spam
Posts: 1294
Re: The Ostheer
«
Reply #58 on:
January 03, 2010, 04:17:31 AM »
Hey, Ryousan your proposal is getting better all the time
Stuka 300 muni? It better be a VERY powerful attack to
cost that much :p american inf is 150 for artillery...
Paratroopers is 250 but they got ability which gives them
extra ammo. Wehr get easy muni mining (from tank corpses)
So... 150-200 muni?
- Burrito lies, he reads them all the times!
- Trucks? Isnt bad. I like the idea of trucks OPing the
flags, though. Like PE scout car?
Logged
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
Ryousan
Guard
Posts: 163
We shall not give up and despair.
Re: The Ostheer
«
Reply #59 on:
January 03, 2010, 04:40:27 AM »
Well my idea of the Stuka attack is not just a simple bombing raid, besides the psycological effect of the siren I was thinking also that the stuka could be useful against enemy armor.
The model of stuka I was planning to use was the JU-87 G.
So would be something like a mixture between the henschel attack and the american bombing raid. So I think is VERY powerful.
About the Hauptmann artillery attack I think the price is quite right since in my Ostheer concept is more difficult to gather ammo due the special features.
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My Ostheer Concept
Updated: August 26, 2010
http://easternfront.org/forums/index.php?topic=4099.0
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Company of Heroes: Eastern Front
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The Ostheer