#23562
Some Ostheer Concepts
This isn't a complete concept. I'm not familiar with all the vehicles the Wehrmacht had to do it justice, so I'm not going to bother. A good Ostheer concept should be a pool of different ideas that end up working well together anyway. Also, I'm going to suggest alternative interpretations for some of the concepts, in case something ends up being OP or UP and needs to be amended to work properly.
Here's a couple ideas I've had that I feel would make the Ostheer an interesting faction:
- No German building unit. The only builders available are POWs and foreign laborers as every German is needed for the front. Call it a Hilfswilliger, POW, or Forced Laborer. This unit would have about 5 or 6 men and perform poorly in combat. Additionally, the unit will retreat automatically if it looses a set number of squad members, unless they're in the home base of the ostheer player.
- Give the Ostheer a POW recruitment center, or truck. This would pick up wounded soldiers much like American, British, and Wehrmacht medics. However, out would pick up only enemy soldiers. The drawback is that it churns out the POW builder unit mentioned above, forcing the Ostheer player to decide whether to sacrifice the population space to deny the enemy his zombies.
- I've seen the idea mentioned that the Ostheer should have a building that allows the recruitment of foreign troops. I would suggest having them in a forward barracks (if this is possible from a coding point of view). The Ostheer should be mobile similar to the PE, though not as vehicle based. This means no trucks as with the British, as a mobile force that can make camp before your base is murder. This would allow for a forward base, though. The twist would be that you can recruit foreign versions of what you can recruit in your home base that have poorer performance than German units. This way the player has to decide between using resources for better units that have to make it to the front or worse units that can be built on the spot. Tougher foreign units such as the Spanish or Finns would be call ins.
- Lord Rommel put forth the idea that stationing units in a sector would secure it. I like that idea, if its possible to implement it. Setting a certain threshold of either men or squads required in a sector would make the player make decisions on where and whether to concentrate their forces.
Most concepts I've read so far include the Heeresgruppen as the different Commander trees. I feel this is an interesting means to explore historical doctrinal powers.
Doctrine Concepts:
- Heeresgruppe Nord (Army Group North)
Heeresgruppe Nord was responsible for the Siege of Leningrad and saw the deployment of the Blue Division of Spanish Civil War veterans. This would make the HGr N doctrines focus on siege (artillery and defensive structures) and foreign troops (call ins). So here are some concepts for those:
Blockade - Spend manpower to cut the enemy's resource income to a trickle for a short amount of time and to prevent call in units from entering the battlefield.
Finnish Code Breakers - Gain information on the enemies resources from your allies. Could either be a passive ability, or a triggered ability with a cooldown and cost.
Spanish Veterans - Call in veterans of the Spanish Civil War from the Blue Division.
- Heeresgruppe Mitte (Army Group Center)
HGr M participated in the battle of Kursk, meaning it should be able to field powerful tanks and have some air support to reflect that. This would require some serious balancing, but as the Breakthrough Assault Strategy shows, air and tank doctrines can work together. Heavy tank call ins and Stuka support would probably work best here. What I suggest avoiding is a power that allows for air superiority fighters to shoot down enemy planes. This would be entirely worthless against anyone not playing as Airborne, Commando, or Breakthrough, and powers intended primarily to counter other doctrines should be avoided.
- Heeresgruppe Süd (Army Group South)
Stalingrad is the most important battle HGr S was involved in. Two things that define the battle are German air superiority in the beginning and brutal street fighting. If having powerful tanks and planes is too much for HGr M, consider relocating airforce powers to this.
Thoughts?
Here's a couple ideas I've had that I feel would make the Ostheer an interesting faction:
- No German building unit. The only builders available are POWs and foreign laborers as every German is needed for the front. Call it a Hilfswilliger, POW, or Forced Laborer. This unit would have about 5 or 6 men and perform poorly in combat. Additionally, the unit will retreat automatically if it looses a set number of squad members, unless they're in the home base of the ostheer player.
- Give the Ostheer a POW recruitment center, or truck. This would pick up wounded soldiers much like American, British, and Wehrmacht medics. However, out would pick up only enemy soldiers. The drawback is that it churns out the POW builder unit mentioned above, forcing the Ostheer player to decide whether to sacrifice the population space to deny the enemy his zombies.
- I've seen the idea mentioned that the Ostheer should have a building that allows the recruitment of foreign troops. I would suggest having them in a forward barracks (if this is possible from a coding point of view). The Ostheer should be mobile similar to the PE, though not as vehicle based. This means no trucks as with the British, as a mobile force that can make camp before your base is murder. This would allow for a forward base, though. The twist would be that you can recruit foreign versions of what you can recruit in your home base that have poorer performance than German units. This way the player has to decide between using resources for better units that have to make it to the front or worse units that can be built on the spot. Tougher foreign units such as the Spanish or Finns would be call ins.
- Lord Rommel put forth the idea that stationing units in a sector would secure it. I like that idea, if its possible to implement it. Setting a certain threshold of either men or squads required in a sector would make the player make decisions on where and whether to concentrate their forces.
Most concepts I've read so far include the Heeresgruppen as the different Commander trees. I feel this is an interesting means to explore historical doctrinal powers.
Doctrine Concepts:
- Heeresgruppe Nord (Army Group North)
Heeresgruppe Nord was responsible for the Siege of Leningrad and saw the deployment of the Blue Division of Spanish Civil War veterans. This would make the HGr N doctrines focus on siege (artillery and defensive structures) and foreign troops (call ins). So here are some concepts for those:
Blockade - Spend manpower to cut the enemy's resource income to a trickle for a short amount of time and to prevent call in units from entering the battlefield.
Finnish Code Breakers - Gain information on the enemies resources from your allies. Could either be a passive ability, or a triggered ability with a cooldown and cost.
Spanish Veterans - Call in veterans of the Spanish Civil War from the Blue Division.
- Heeresgruppe Mitte (Army Group Center)
HGr M participated in the battle of Kursk, meaning it should be able to field powerful tanks and have some air support to reflect that. This would require some serious balancing, but as the Breakthrough Assault Strategy shows, air and tank doctrines can work together. Heavy tank call ins and Stuka support would probably work best here. What I suggest avoiding is a power that allows for air superiority fighters to shoot down enemy planes. This would be entirely worthless against anyone not playing as Airborne, Commando, or Breakthrough, and powers intended primarily to counter other doctrines should be avoided.
- Heeresgruppe Süd (Army Group South)
Stalingrad is the most important battle HGr S was involved in. Two things that define the battle are German air superiority in the beginning and brutal street fighting. If having powerful tanks and planes is too much for HGr M, consider relocating airforce powers to this.
Thoughts?

