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2nd reworked Ostheer by Lord Rommel

Ostheer Suggestions

#21276

2nd reworked Ostheer by Lord Rommel

Hi guys!
Today i present you my reworked Ostheer-concept. Most things are similar with the old concepts but i put in some new ideas! Hf with it!

[move]+++ German Ostheer +++ Last conceptupdate: 01. Feb. 2010 +++[/move]

First of all:
NO JAGDTIGER and NO STURMTIGER.

Why? Thats really simple: Both units never fight against red army at eastern front. Sturmtiger fought against the polish rebels at Warsaw and so NOT at the eastern front
and Jagdtiger fought PERHAPS!!! ( 1 or 2 Tanks ) at Wien during the last 3 or 4 days of world war 2 in Europa; not very much for a faction who should represent the hole eastern front! So; No Jagdtiger, no Sturmtiger at this concept!

Headquarter
The HQ ist the mainbuilding. Here you can research technologies like:
- SdKfz. 9 Startunit
- First-Aid-Center ( HQ is able to heal units near the hq. ).

2nd HQ
Ostheer infantry is able to build up secondary HQs ( like the old Wehrmacht and US Army ) at neutral building. Here they can recrut all units form the "Infantriegefechtsstand".

The new way to build up this nation:
You research the SdKfz. 9 at the HQ. Now you can call in a SdKfz. 9.
This SdKfz. had the ability to build up in three different "Gefechtsstände" ( the productionbuildings ). The build up cost a number of resources.

– SdKfz. 9 
  • Ability:

Build up to: Infanteriegefechtsstand, Panzergrenadiergefechtsstand, Panzergefechtsstand.



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! ) and two special pools ( different form building to building! ).
After building the structure the player can recruit the neutral units. When he wants to build the specialunits, he had to research the upgrade, which needs time and resources! BUT when the battle-situation changes and the player needs the other specialunits he can get back to the building and research the other 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.


What is special with this Ostheer?
Each unit had his own abilities which allows them
to do special operations. So just a good skilled
gamer will be able to use all this possibilities with
its full potential. 


INFANTERIEGEFECHTSSTAND/ Infantry command post:
Neutral Units:
- Landserzug
( 6 soldiers with 6xKar98 )
  • Upgrade:

The G43: replace 3x Kar98 with with 3x G43.
  • Ability:

Handgranate: throw a granate.
Schützengraben: build a trench.
Sandbags: build sandbags.
Feldwebel: Landserzug get one more soldier, a feldwebel, with a Stg. 44, who influence the battleperformence of the squad.

Pool: Infanteriekampf - Infantrybattle ( Research Building-Upgrade )
- MG 42 Team

- Scharfschütze
( 1 Soldiers with StG 44 scoped - Rang lower then other snipers, but fire faster then other snipers! )
  • Ability:

Binoculars: better view range.
Camouflage: Camouflage the sniper.

Pool: Schwere Waffen - heavy weapon ( Research Building-Upgrade )
- 7,5cm Infantriegeschütz 18
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:

Indirect fire: Fires like a mortar with explosive-grenades.
Direct fire: Fires like an antitank gun with normal grenades - this grenades can damage light vehicles.

- Panzervernichtungstrupp
( 4 Soldiers with 2x Panzerschreck and 2x Luger Pistole 08 )
  • Ability:

Reloadfocus: Tankdestroyerteam reload faster for a short period of time.
Schützengraben: build a trench.
Sandbags: build sandbags.


PANZERGRENADIERGEFECHTSSTAND/ Panzergrenadier command post:
Neutral Units:
- SdKfz. 231 Recontank
  • Ability:

Speed!: For a short period of time SdKfz. 231 move faster.

- Panzergrenadiere
( 4 soldiers with 4x[url=http://en.wikipedia.org/wiki/MP_40]MP40
)
  • Upgrade:

Extended magazines: Can fire more rounds before reloading.
  • Ability:

Grenadeshower: Throw a lot of grenades
Schützengraben: build a trench.

Pool: Unterstützungskampf - Supportweaponsbattle ( Research Building-Upgrade )
- Sturmpioneers
( 4 Soldiers with 2x Flamethrower, 2x MP40 )
  • Ability:

Sprengpanzer Goliath: Build a small Goliath tank.
Run!: Sprint for a short period of time.
Mines: They can auto detect mines.
Schützengraben: build a trench.
Barbed wire: build barbed wire.
Sandbags: build sandbags.
Tank barriers: build czech hedgdogs.

- SdKfz. 251
  • Ability:

First aid packets: heal nearby infantry
Reinforce: Infantry can reinforce nearby the SdKfz. 251.

Info: Can transport 10 Soldiers ( max. 2 squads ).


Pool: Abwehrkampf - Defensive battle ( Research Building-Upgrade )
- PAK 40 7,5cm
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:

Camouflage: Camouflage the antitank gun.

- 2cm Flak 38
( 5 Soldiers with 5x Luger Pistole 08 )
  • 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.


Technology at the Panzergrenadieregefechtsstand:
- StuKa zu Fuß - SdKfz. 251 can be upgraded to "StuKa zu Fuß".
  • Ability:

Batterie! Fire!: Fire a salve of 32cm Grenades.
- Flametank - SdKfz. 251 can be upgraded to
SdKfz. 251/16 "Flammenpanzerwagen".
  • Ability:

Burn!: For a short period of time the Flammenpanzer had a higher weapon range.


PANZERGEFECHTSSTAND/ Panzer command post:
Neutral Units:
- Panzer III Ausf. J L/42
  • Ability:

Panzergranate 40: Fire a Panzergrenade 40 which makes more damage then the normal tankgrenades.
Side armor: Upgrade Panzer III Ausf. J with Panzerschürzen.
7,5cm L/24 KwK: Upgrade Panzer III with 7,5cm KwK - better against "soft targets".

- Bergepanther
  • Ability:

German armor: Overrepair tanks.


Pool: Panzerkampf - Panzerbattle ( Research Building-Upgrade )
- Panther Ausf. A
  • Ability:

Panzergranate 40/42: Fire a Panzergrenade 40/42 which makes more damage then the normal tankgrenades.

- Marder II
  • Ability:

The Tracks!: Marder II destroyed the tracks of enemy tanks.


Pool: Infanterieabwehrkampf - Infantrybattle ( Research Building-Upgrade )
- StuG III Ausf. G
  • Ability:

Side armor: Upgrade StuG with Panzerschürzen.

- Sturmpanzer Brummbär
  • Ability:

Observer: Upgrade Brummbär with an Scherenfernrohr for higher view range.
Side armor: Upgrade Brummbär with Panzerschürzen.



DOCTRINS




Heeresunterstützungsverbände ( Army support troops )

Luftwaffeneinsatz ( Airforcemission ):

- 7. Flieger-Division
Call in a squad Fallschirmjäger.
( 4 soldiers with 2x FG42, 2x G43 )
  • Ability:

Geballte Ladung: throw a satchel charge.
Sprint!: Sprint for a short period of time. Can't be pinned down.
Fanaticism!: Higher weapon damage when a squad member is killed by the enemy!

- Luftversorgung ( Airsupport )
He 111 Air supply plain flies fuel, munition and weapons into the battlearea.

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

schwere Heeres-Panzerbateilung ( heavy tankgroup ):

- prioritized Support
For a short period of time Ostheer produce more resources.

- prioritized weapons
For a short period of time Ostheer produce units faster.

- sHeeresPzAbtl 503 "Feldherrnhalle"
Call in a heavy Tiger II henschel-turret.
  • Ability:

FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Tiger II makes more weapon damage.

Info
: You can call it again after destruction!

Heereseliteverbände ( Army's elite troops)

Heereselitedivision ( Army's elite division ):

- Grenadiere "Großdeutschland"
Call in a squad of Grenadiere "Großdeutschland".
( 4 Soldiers with 3x StG44, 1x LMG42 )
  • Ability:

Grenedesshower: throw a lot of grenades.
Firegrenadesshower: throw a lot of firegrenades.
Long Range Combat: Switch StG44 on long range modus for better long range battle performance ( 1 bullet fire mode ).
Short Range Combat: Switch StG44 on short range modus for better short range battle performance ( continuous fire mode ).

- Panzerartillerie "Großdeutschland"
Call in a PzSfl. II "Wespe".
  • Ability:

Smokegrenades: Fire smokegrenades. When such a grenade hit an enemy tank this tank is "blind" ( viewrange near to 0 ).

- Division "Großdeutschland"
This will replace the Panther with the Tiger I spätes Baulos of the heavy Kompanie of the Panzergrenadierdivision "Großdeutschland".

Info: You can just have 2 Tiger I at the battlefield at the same time.
Info: Tiger I nearly so strong like JS II ( same level! ).

sHeeresJgPzAbtl ( heavy tank hunter group ):

- Panzervernichtungsschlacht
Every infantry unit can use the Panzerfaust.

- Motorisierung! ( motorized! )
The 7,5cm PAK and the 2cm Flak 38 get mobile.
Replace 7,5cm PAK 40 with Panzerjäger 7,5cm Pak 40 Raupenschlepper Ost.
Replace 2cm Flak 38 with SdKfz. 7/2 ( 3,7cm Flak 37 ).

- sHeeresPzJgAbtl 654
Call in a Jagdpanzer Ferdiandt.
  • Ability:

The Elefant: Upgrade Ferdinand with a frontal-MG 34.
FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Elefant makes more weapon damage.

Info
: You can just call ONE Ferdinand per game!


Festungsverbände ( Fortress troops )

Abwehrschlacht ( Defending battle ):

- Festungsbau
Sturm Pioneers are able to build heavy defense 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 ).

- Festungskampf ( Fortification battle )
Second HQs can still produce units when they get cut of by supply.

- 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! )


Kampfgruppenverband ( Battlegroup combat ):


- Stadtkampf ( Towncombat )
Infantry get combat bonus ( better range, more damage ) when they fight form cover or out of buildings.

- Durchbruch! ( Breakthrough! )
For a short period of time tanks cant get critical hits and infantry cant pinned down. Tanks and infantry move faster!

- Der Gigant! ( the Giant! )
Call in a [url=http://en.wikipedia.org/wiki/Messerschmitt_Me_323]ME 323 glider ( a little bit bigger then Hamilcar so that Giant can land ;) ) which transports 2 squads of Stoßtruppen and a Marder II.
  • Abilities:

The Stoßtruppen: Giant can produce a squad of Stoßtruppen.
The Marder: Giant can produce a Marder II.

- Stoßtruppen
( 4 Soldiers with 4x StG44 )
  • Abilities:

Camouflage: Unit is invisiblefor the enemy.
Magnetmine: Unit can use a magnetic mine against armored enemies.


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
May the force be with you.

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Last edited February 1, 2010 at 12:58 PM by Lord Rommel

#21304

Re: 2nd reworked Ostheer by Lord Rommel

I like it some really good and even better new ideas.Is the giant something like the British Hamilcar ? And what is 1. the supporter tank and what the allrounder tank ?
#21311

Re: 2nd reworked Ostheer by Lord Rommel

I add a link for the ME 323.

And what do u mean with support tank and allrounder?
May the force be with you.

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#21319

Re: 2nd reworked Ostheer by Lord Rommel

a tank to kill infantry and support your infantry and one tank to do a little of everything .
The giant does the same like the Hamilcar or not ?With the same animation ?
I like your ideas about Veterancy and sektorensicherung.

Last edited January 23, 2010 at 6:00 PM by Rokossovski

#21322

Re: 2nd reworked Ostheer by Lord Rommel

Panzer III can deal with enemy infantry and Panther, too.
So Panzer III should be a kind of multirole medium tank, Panther a heavy tank which survives a number of anti tank weapons hits, Marder II is a tank destroyer which is easy to destroy for infantry, StuG III is a tank destroyer too but can defend itself better against infantry with its 2x MG34 and the Brummbär is an real infantrykiller.

So u could get the combination of:
Panzer III - Panther - Marder II
or
Panzer III - StuG III - Brummbär.

So both unit pools had a special focus.
1. combination -> effective against armor.
2. combination -> effective against infantry and fortifications.

If the enemy had a lot of tanks, you will chose unitpool 1 - the Panzerbattle-pool.
If the enemy had a lot of infantry, you will chose unitpool 2 - the Infantrybattle-pool.

About the ME 323: This glider land on the field and after it it opens it gates and the units will leave the ME 323 giant ( like the british hamilcar ).
May the force be with you.

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Last edited January 23, 2010 at 6:05 PM by Lord Rommel

#21325

Re: 2nd reworked Ostheer by Lord Rommel

That sounds great.
Whats about a mobile pak? I think at a nashorn/hornisse.
Have you something to transport infantery ?

Last edited January 23, 2010 at 6:17 PM by Rokossovski

#21332

Re: 2nd reworked Ostheer by Lord Rommel

I think Pak 7,5cm and Marder II are enough anti tank power ;) And if u need more, chose the Heereseliteverbände ( Army's elite troops ) and u can call in the might Elefant tank hunter.
May the force be with you.

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#21336

Re: 2nd reworked Ostheer by Lord Rommel

I miss some halftracks in your concept.There are just tanks and almost no vehicle.
Somethink to transport infantry, with special abilities.
The sektorensicherung is a good idea maybe it can be make so that some units produce more resources then others .In this case the maultier would be a good option.

Last edited January 23, 2010 at 6:27 PM by Rokossovski

#21341

Re: 2nd reworked Ostheer by Lord Rommel

SdKfz. 9 and  Sdkfz. 251 are halftracks.
I think to include other halftracks does not make sense because why do u need e.g. a Opel Maultier halftrack? No combatvehicle, just "support" and so on.

When i include a Opel Maultier for getting more resources than my sectorprotection-idea is senseless because than the Opel Blitz would nearly work like PE's SdKfz. 221!

But i think in my concept you need to build the Sdkfz. 251 because it is a important supportweapon for your infantry.
May the force be with you.

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Last edited January 23, 2010 at 6:32 PM by Lord Rommel

#21343

Re: 2nd reworked Ostheer by Lord Rommel

The original sdkfz 251 could transport 10 men , what about yours ?
#21344

Re: 2nd reworked Ostheer by Lord Rommel

Dont know. 10 soldiers xD

SdKfz. 251 should be able to transport infantry but i thought that was clear ^^
May the force be with you.

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#21349

Re: 2nd reworked Ostheer by Lord Rommel

Have you got a scout an conqueror unit ?
A tank(panzer 2) for this would be something new , but it could be too mighty.

Last edited January 23, 2010 at 6:49 PM by Rokossovski

#21359

Re: 2nd reworked Ostheer by Lord Rommel

:)
May the force be with you.

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Last edited November 6, 2014 at 6:32 PM by Gerrit 'Lord Rommel' G.

#21367

Re: 2nd reworked Ostheer by Lord Rommel

sorry it is my English , but even Google does not know recon. It is quite a lot for a unit (supporter,transporter,scout)
#21369

Re: 2nd reworked Ostheer by Lord Rommel

Ah. Okay. Sry. Didnt know this. thought most CoH-gamers know "recon" from reconnaissance and that is the military word for scouting ;) But i'm surprised that google.com doesnt know the word RECON xDDD

So i had a scouting tank -> SdKfz. 231
and a trooptransporter -> SdKfz. 251  ;D
May the force be with you.

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#21443

Re: 2nd reworked Ostheer by Lord Rommel

It s actaully the best thread ive seen so far ;)
#21787

Re: 2nd reworked Ostheer by Lord Rommel

I agree.
#22072

Re: 2nd reworked Ostheer by Lord Rommel

Totally amazing Lord Rommel.
To build buildings with a SdKfz. was just what i was thinking about in the concept i wanted to write for my doc's. But you were faster :p - there is no reason why i should create another ostheer concept atm, because you got really on the whole great ideas. And whats also important, you got a great knowlegde over the 2nd ww.

Good work!

Only thing i gotta criticize is that there is no real artillery doctrine yet, i think as the first german faction that the Ostheer DO need something like that. 
I mean a Wespe is cool one and also historical correct, for being often used for example. But playing with it in other mods for example is kinda boring, maybe because of its marder like look. Also, it would just be another 105mm artillary. The Ostheer had greater stuff than that and stuff like this should be used.
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#22076

Re: 2nd reworked Ostheer by Lord Rommel

Sure; it is "just" the Wespe. I though about weapons like the sFh 18 or bigger but i decide me against this "heavy" weapon because this weapons had to be in a emplacement and i'm an enemy of this emplacements because i will move my weapons when russian arty make "rabbatz" at my frontlines ^^

But i will think about replace the LeFh 18/40 with a sFh 18 emplacement or something like that.
May the force be with you.

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#22141

Re: 2nd reworked Ostheer by Lord Rommel

Nice concept and much better than your first one.

Just two little thoughts:
Pzgrens are better called Sturmtruppen or Stoßtruppen, MP40 + trenches are usually part of an assault unit who "work" without tanks. I think it fits better than "Panzergrenadiere".
Second, why has the Ferdinand/Elefant the "Fear"-ability? The first versions didn't even have a MG to defend itself vs infantry attacks. Ruskies could easily run towards it and plant their charges.
I think the Königstiger is a much more dreadful tank than the Elefant, seeing it from the outlook of an infantry man.
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#22199

Re: 2nd reworked Ostheer by Lord Rommel

About the Panzergrenadiers:
Last moths i read a book about the Panzergrenadierdivision "Großdeutschland" and the author ( a soldier of the PzGrenDiv. GD ) use often a very distinctive sentence: ,,Wer gräbt, hat mehr vom Leben!" - ,,Who dig, will live much longer!" and so i think it is quiet good when all german soldiers can dig in because russian artillery wont separate between normal Landsern, Panzergrenadiers or Stoßtruppen ;)

About the Ferdinand:
The Fear-factor is not conditioned by an MG or not. It is the tank! Imagine; you are siting in a trench, artillery around you and then an "earthquake", the noise of screaming steel and see from the level of the ground this hugh, thick, 65t heavy Ferdinand-Monster! I would be afraid and try to run away :-X MG or Not!

And at the moment i'm not sure if i'll put in the Ferdinand ( so without MG ) or the Elefant ( with MG ). Both were used at the eastern front and some Elefant make the way till germany 1945 ( think last Elefant were destroyed near Brandenburg ).

;)
May the force be with you.

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Last edited January 24, 2010 at 6:21 PM by Lord Rommel

#22803

Re: 2nd reworked Ostheer by Lord Rommel

As far I remember Elefants took part only in battle of Kursk. Then they were sent to Italy.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#22814

Re: 2nd reworked Ostheer by Lord Rommel

No. Thats wrong ;)
Ferdinand were used at the 653. and 654. schwere Heeres-Panzerjägerabteilung. After the battle of Kusrk ( first combat ) both Abteilungen were send back to germany where Ferdinand get his front-MG ( and a number of other modifications ) and the new name ELFEFANT. After this the 653. sHeeresPzJgAbtl. was send at Italy. 654. rested at the eastern front and fight e.g. during the battle of Nikopol ( under the command of Heeresgruppe Süd ).
A few Elefants managed the way back to germany and fight from February 1945 till the end under the command of Heeresgruppe Weichsel or better under command of Heeres-Panzerjäger-Kompanie 614.
Two Elefants fight during the battle of Berlin at the ruins of the Reichshauptstadt.
May the force be with you.

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Last edited January 25, 2010 at 11:24 AM by Lord Rommel

#22986

Re: 2nd reworked Ostheer by Lord Rommel

Lord wrote:
Ah. Okay. Sry. Didnt know this. thought most CoH-gamers know "recon" from reconnaissance and that is the military word for scouting ;) But i'm surprised that google.com doesnt know the word RECON xDDD

So i had a scouting tank -> SdKfz. 231
and a trooptransporter -> SdKfz. 251  ;D


i like the teching system and the veterancy system as well very well done thats a very creative way to go with a faction that could work

question about the teching? so what your saying is you can only choose 1 pool at a time for your units right? that means if you no longer need infantry and fortifications support because he is spamming armor, do you have to tech again for battle tanks? and then if it changes again, tech back to the other pool?
#23062

Re: 2nd reworked Ostheer by Lord Rommel

YES  ;D

The idea is that the pool should influence your battle style and the enemy's battle style.

At the moment i decided that u have to pay resources when u want to change the pool because when u dont have to pay anything then the pool idea is senseless.
So either u pay resources like manpower, fuel or/and munition or research time.

Without costs or payment the pools are senseless ^^
May the force be with you.

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Last edited January 25, 2010 at 10:18 PM by Lord Rommel

#23072

Re: 2nd reworked Ostheer by Lord Rommel

nice thread guys. your forgeting a few units that the germans made a lot of use on the east.

The elefant for instance did not fight for very long on the eastern front as it was so heavy with most of them being sent to Italy. The Nashorn would be a much more suitable choice for a german ostheer. It has armour similar to the marder III tank hunter but is equiped with the same 88 from the JagdPanther.

#23079

Re: 2nd reworked Ostheer by Lord Rommel

Oo I'm confused!?
I told a few numbers of post before that Elefant fight most time from 1943 till the end at the eastern front.
sHeeresPzJgAbtl. 654. was all the time at the eastern front ( okay; after Kursk they send wave of wave of the Elefants at germany to modified them but the wave was send when the last wave was back at the front ) and fight all the time with Elefants ( okay. They hadnt often the normal strength of 45 Elefants but they HAD Elefants ) and bacause of this and because of the symbolic value i'm FOR the Elefant.
May the force be with you.

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Last edited January 25, 2010 at 10:20 PM by Lord Rommel

#23081

Re: 2nd reworked Ostheer by Lord Rommel

ah thats a common misconception. They did fight there but they mostly faught against the western allies. I could understand a call in, in the same way the tiger II/ jagdpanther is. its just as a mobile tank hunter the Nashorn was far more common on the Eastern Front.
#23090

Re: 2nd reworked Ostheer by Lord Rommel

No!?
A number around 40 Elefants fight against the western allies and a number around 40 fight against the russians.
Both Units which were equipped with Elefants were
build up by the SAME Kriegsstärkenachweis ( KStN - Unit-organisation-plan )...so the argument: Elefant fight more against western allies is WRONG ;)

Belief me xD All this stuff ( army and military history ) is my hobby xDD
May the force be with you.

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Last edited January 25, 2010 at 10:10 PM by Lord Rommel

#23127

Re: 2nd reworked Ostheer by Lord Rommel

I'm also for adding the Elefant.
Just like Lord Rommel mentioned, it's a unit with symbolic value.

You can't put every unit/vehicle which fought at the Eastern Front into the Eastern Front mod.
In my opinion, it's exactly the same as for foreign units: Nazi Germany had a lot of allies with them, but you can't put every freaking fucked up country in there. Remember the guy constantly crying for those Spanish who really doesn't differ from "normal" German Grenadiers.  ::)
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#23139

Re: 2nd reworked Ostheer by Lord Rommel

didn't mean to be obnoxious. the elefant definately has a historical and asthetical value that would simbolise a german army. Was just thinking out load so to speak.
#23384

Re: 2nd reworked Ostheer by Lord Rommel

I think a nashorn would be more sensefull , because it was more effective then the elefant , maybe you could use it as a distance pak , but on the other side a elefant would be more spectacular.
#23509

Re: 2nd reworked Ostheer by Lord Rommel

The sHeeresPzJgAbtl. 653 destroyed nearly 1000 tanks and a unknown number of anti-tank guns during their eastern front deployment  ;) This are all numbers and numbers xD

In my opinion the symbolic value is much stronger because when u work with "popular literature" and other "light military journals" ( i hope u understand xD ) u will most found something about the Ferdinand at the eastern front then about Nashorn.

Perhaps later one someone will finde a place for the Nashorn in a concept xD
May the force be with you.

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Last edited January 27, 2010 at 11:21 AM by Lord Rommel

#23957

Re: 2nd reworked Ostheer by Lord Rommel

I must say i agree with you and your opion that the Ostheer should not have a Sturm or Jagttiger , because that very might , but not usefull ,cumbersome unit. and they simply did not fight at the Ostfront.

Ps:but they where commanded by the OKH.So when the Ostheer is the OKH it would make sense , but nevertheless i think they are not good for the gameplay. (I played them in other mods)
#23995

Re: 2nd reworked Ostheer by Lord Rommel

What did OKH oO
May the force be with you.

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#24013

Re: 2nd reworked Ostheer by Lord Rommel

the okh was the german high command.

i think a stug III should def be included in the ostheer though as it was the most common german afv of the war. would be good as an early-mid game piece of medium armour. 
#24099

Re: 2nd reworked Ostheer by Lord Rommel

Lord Rommel, I noticed you are reusing several unit types like Panzer Grenadier units and Fallschirmjager units.  I think this is a cool idea, and I like how you're bringing in elite infantry units, such as Grossdeutschland (Ever read "The Forgotten Soldier?  Great book about that division.) , but rather than seeing another Sniper for this army, perhaps you could instead use Gebirgsjager infantry for this role?

Please see my post here for my ideas: http://easternfront.org/forums/index.php?topic=2401.0

Thanks!
#24191

Re: 2nd reworked Ostheer by Lord Rommel

OKH = Oberkommando Heer was the eastern front command , because the OKH commanded only the troops on the main front.(Wien and Warsaw are at these front too.)
http://en.wikipedia.org/wiki/Oberkommando_des_Heeres
http://de.wikipedia.org/wiki/Oberkommando_des_Heeres
If you take the OKH as a separate Military organization ( as a "Oberkommando") the organization bigger than a "Heeresgruppe",which you could do in this special case , you could justify the use of the twice tigers.
#24197

Re: 2nd reworked Ostheer by Lord Rommel

I know very good the german army organisation ;)
( I worked a lot of years with all this stuff xD
so u need not to inform me about "my" army ;) )
But i dont understand what do u want to signal me with the OKH in combination with Elefant, Jagdtiger and Sturmtiger oO

All this three tanks were never under OKH command. They were organized in Abteilungen or Kompanien ( here just the Sturmtiger with the 2 Sturmmörser-Kompanien ) and this formations fight under control of a division, army corps, army or Heeresgruppe...so i cant find the link between OKH and this heavy units Oo


@spyther:
My problem is that my sniper should do the work of a sniper. When i call this unit Gebirgsjäger then it could confuse other gamers because under the topic of the Gebirgsjäger most will understand infantryunits which were trained for mountaincombat and not for snipering or other
operations ;) So i think i will name this unit Scharfschütze.


@imamortician:
I had included the StuG III but in my concept it should not be a weak unit, it should be a strong tankdestroyer unit or better an effectiv tankdestroyer unit.
May the force be with you.

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Last edited January 28, 2010 at 1:55 PM by Lord Rommel

#24216

Re: 2nd reworked Ostheer by Lord Rommel

The best concept of Ostheer that i had seen in this forum! Good job:)

I really like Your ideas, like Stug III or Panzer III, but I think that instead of Marder II there should be a Marder III from PE- it's slightly more better than Marder II and can be good counter against IS-2. I'm worried about The better version of King Tiger- with better turret it will be able to take out Is- 2 with 3-4 shots- and when you use TERROR! ability number of shots required to destroy IS-2 will be only 2-3!

Also, You should think about fighting against "old" factions- The Brits wouldn't be able to stop Elefant or KT with Brens, due to their FEAR! ability.
#24257

Re: 2nd reworked Ostheer by Lord Rommel

I do not understand, is it not so that the OKH kommanded the Army groups(Heeresgruppen) ?

Last edited January 28, 2010 at 5:33 PM by Rokossovski

#24269

Re: 2nd reworked Ostheer by Lord Rommel

Rokossovski wrote:
[...]

Ps:but they where commanded by the OKH.So when the Ostheer is the OKH it would make sense , but nevertheless i think they are not good for the gameplay. (I played them in other mods)


I dont know what u mean with this part  ::)

And with german army structure:
division -> army coprs -> army -> Heeresgruppe -> OKH -> OKW.
And from 1944 OKW take less control about eastern front so that this theater were "mostly" controlled by OKH ( under Generaloberst Heinz Guderian ).
Edit: That was the "ideal case" but Hitler interrupt this commandsystem so often that at the end neither OKW nor OKH could give orders absolutely.
May the force be with you.

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Last edited January 28, 2010 at 5:56 PM by Lord Rommel

#24308

Re: 2nd reworked Ostheer by Lord Rommel

First i saw the OKH as a Command unit over the Armygroup and so i thought that the Ostheer is these Army group the OKH.the Sturmtiger was in Warsaw and the troups were commanded by the OKH/Ostheer "Unit".
#24341

Re: 2nd reworked Ostheer by Lord Rommel

Ah okay. Hm. I think this much too abstract. OKH was a strategic unit which command the hole theater.

For me it is important that all my weapons were used
against the red army  ;)
May the force be with you.

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#24484

Re: 2nd reworked Ostheer by Lord Rommel

One question to your sniper is he able to become invisible ?
#25006

Re: 2nd reworked Ostheer by Lord Rommel

So. Thx Rokossovski.
Have change/add this and 1, 2 other things  ;)
May the force be with you.

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#25233

Re: 2nd reworked Ostheer by Lord Rommel

Savatiy wrote:
Enough will be blue grenadiers.

Has read that ask, laughed. Too much! Enough easy technics which was at fascist Italy.


Sry. But i dont understand this post oO
May the force be with you.

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#25252

Re: 2nd reworked Ostheer by Lord Rommel

In witch way will Fallschirmjäger be called in ? infiltrate buildings or will they "fall from heaven" ?
#25262

Re: 2nd reworked Ostheer by Lord Rommel

No airdrop because their was no "hugh" airbornlanding at the eastern front. The 7. Flieger-Division was used like an Infantry-Division, but the Fallschirmjäger showed better battleperformence then normal Infantry.
May the force be with you.

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#25283

Re: 2nd reworked Ostheer by Lord Rommel

Savatiy wrote:
Enough will be blue grenadiers.

Has read that ask, laughed. Too much! Enough easy technics which was at fascist Italy.


Go play your EF wersion 1.00

Romely your ostherr is great. KT or Elefant when i lost it i can call new?
Propably the next game of relic will be pong, but i'm not sure if they would be able to balance the sides.

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