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Suggestions for Ostheer

Ostheer Suggestions

#24454

Suggestions for Ostheer

**DISCLAIMER**
I do not claim to have came up with all these suggestions as I found a few in here that seemed like a really good idea to me, which may or may not be agreed with. This is just my opinion and I thank everyone who I took the suggestions from. :D


Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D


Built from HQ Building

Eastern Front Sappers - 3x Units 3x Kar98k 250MP
-Similar Panzer Elite Grenadiers.
-Decent armor and attack power.
-Builds Base buildings.
Upgrades (2 slots)
- G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
- STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
- Body Armor- 25 Munitions
- Increases armor 2x

Combat Engineers - 4x Units 4x Kar98k 250MP
- Same health and armor as Pioneers
- Builds Defenses
- Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
- Strong Elite Infantry
- Backbone of the Ostheer Infantry
Upgrades (4 slots)
-STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
-G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
-Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
Abilities
- Hand Grenade with Fragmentation Sleeve - 25 Munitions
- AT Grenade - 35 Munitions

Light Machine Gun Squad - 3x Units 3x MG34 300MP
- Strong Mobile firepower
- Same Armor as PE troops
Upgrades (3 Slots)
- MG42 - 50 Munitions - (Takes up one slot)
Abilities
- Suppressive Fire - 35munitions
- Pins at a faster rate
- Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
- Makes a light sandbag position that can be garrisoned by infantry for heavy cover
- Can be destroyed at the rate of sandbag walls
- Neutral when no units are inside

Sniper - 1x Unit 1x Scoped Kar98k 340MP
- Similar to the Wehrmacht and American Snipers but can not cloak on roads
Abilities
- Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
- There is a 50% chance that if the Sniper is shot at by another sniper that
  the American Sniper or British Sniper Shot will hit a decoy and be shot in return.

Scout - 2x Unit 1x Dog 2x Kar98k 175MP
- Has extreme Sniper detection range because of the dog.
Abilities
- Rush Sniper
- The dog Rushes the sniper and forces him to stop firing for a short time while
  the handlers can get in close to force a retreat or kill the sniper
- Dog Attack - 25 munitions
- Dog attacks one person in a squad or a revealed sniper and kills the target
- Sniper Ambush
- The squad waits in cover and camouflaged until a Sniper walks in the detection radius
  then the Dog attacks causing the Sniper to get suppressed while the men attack.

Built from Grossdeutschland Division

Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
-Slower then the Pak38 but is more resilient.
Abilities
- Ambush
- Requires not moving and not on roads
- ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds

Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
- Slower then the other factions mortars, fires slower, has a larger minimum radius
  and but has very high damage almost equal to 105 American Howitzer but can not fire
  freely.
Abilities
- Barrage
- Smoke Barrage
- Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
Upgrades
- Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
- Provides a Healing Aurora
- Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
- Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
Abilities
- ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds
- Lock Down
- Increases Accuracy and Fire Rate

Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
Upgrades
- 50mm KwK 38 L/42 - 75 Munitions
-Increases Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities
- Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
- ACPR Rounds with 50mm KwK 38 - 50 Munitions
- Triples armor penetration for 30 seconds

2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
Upgrades (4 Slots)
- STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
- Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
- Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
Abilities
- Bundle Grenade - 50 Munitions
- Satchel Charge - 50 Munitions
- Magnetic Grenade - 35 Munitions

StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
Upgrades
- L/48 - 60 Munitions - Increased Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions

Built from 1st SS Panzer Division

Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
Upgrades
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities
- Ambush
- Requires not moving and not on roads
- ACPR Rounds - 75 Munitions
- Triples armor penetration for 45 seconds

Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
Upgrades
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
- Pzkpfw IV Ausf. F2 - 125 Munitions
- Increased Armor and Firepower against Tanks

Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
Abilities
-Lock Down
- Increases Accuracy and Fire Rate
Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
- Only two Tigers at a time.

Built By Eastern Front Sappers

Eastern Garrison - 250MP 10 Fuel
Grossdeutschland Division - 300MP 25 Fuel
Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
Sandbags
Barbed Wire

Built By Combat Engineers


Pillbox - 250 MP
-Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
Upgrades (Two Slots)
- MG42 - 50 Munitions (Takes up one slot)
- Both MGs can not fire from the same position
- PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
- Not as strong as Wehrmact Bunker, made of reinforced sandbags
Upgrades
- MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

Tank Bunker (With Army Group Center) - 300MP
- Builds a concrete bunker around a Tank. Tank becomes immoblized, gains a defensive bonus and looses rear
          armor hit, is reduced to half Population cost and can not be de-bunkered. Call on tanks and non-turreted tanks can not be bunkered.

2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
- More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
- Can not be sniped

7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
- Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
- Can not be sniped or burnt out.
- Very well armored.

8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
- Placed inside a sand bag bunker and can not be sniped
- 75% of Range of 105mm Howitzer
- Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

Guard Tower - 100 MP
- Weak wooden structure with 1 unit slot and 5 man capacity
- Large sight radius.
- Neutral when no units are inside like a trench.

Sandbags
Barbed Wire
Tank Traps
Mines
Outposts
Light DFPs


Doctrines

Army Group North
- Mechanized Infantry and Defensive Support
Defensive Half
- 2 CP - Defensive Operations
- Allows for the building of Flak Cannon Pit
- Increases HP on Pillbox and HDFP
- 2 CP - Fortified Outposts
- Increases HP on outposts and adds a MG34 for Light Infantry Defense
- Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
- 3 CP - Increased Fortifications
- Allows for the building of the 7.5cm Fixed AT Position
- Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
Assault Half
- 2 CP - Assault Squads
- Gives access to a group of Gebirgsjager Infantry - 550MP
- Highly skilled marksmen and mountain men that can traverse ground quickly.
- Allows access to Assault Grenades for 50 Munitions
- 2 CP - Assault Halftrack - 400MP
- A halftrack with a dedicated MG42 gunner, Increased armor and HP with the Ability to
      carry 3 Unit Types and a max of 15 Troops and a Flank Speed option for 25 Munitions
- 4 CP - Panzerwerfer 42 - 450MP
- A 15cm 8 rocket barrage max call in of 3.
- High damage, long cool down.

Army Group Center
- Anti Tank and Tank Assault
Defensive Half
- 2 CP - Hold the Line!
- Allows Access to Tank Bunker
- Gives a Defensive Bonus to Infantry near HQ, Tank Bunkers and Pillboxes
- 1 CP - Advanced Warning
- Just like for the Defensive Doctrine
- 5 CP - Ferdinand - 500MP
- Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
Assault Half
- 3 CP - Surprise Attack - 150 Munitions
- Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
- Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
- 1 CP - Light Artillery Strike - 75 Munitions
- Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
- 4 CP - Tiger Battalion
- Allows Access to Tiger Production at the 1st SS Panzer Division.

Army Group South
- Urban Conflict
Artillery Command
- 1 CP - Booby Trap Building
- Just like Panzer Elite
- 3 CP - Flak 88 Fixed Artillery Position
- Allows Access to the 88 Fixed Artillery Position
- 3 CP - Wespe Self Propelled Artillery - 350MP
- Max Call in 2
- Range of upgraded Priests
- High Damage, long cool down.
Street Fighting
- 2 CP - Advanced Street Fighting
- Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
- 3 CP - Firebomb - 150 Munitions
- Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
- Can not be used in Command Sector
- 4 CP - Railway Artillery Shell - 200 Munitions
- A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.


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Last edited January 29, 2010 at 6:40 AM by hgghg4

#24469

Re: Suggestions for Ostheer

I think all suport sohould be for free like a in russian army, vet for ammo, free nades, free arty, Tiger in building for 500MP and 120 Fuel. and trenches for german infrantry.
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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#24475

Re: Suggestions for Ostheer

A few things:
* Squadsize is too big. Seriously, 8 man squads belongs to Conscripts only, German squadsize should be around 4-6.
* In my opinion, waaayy too many units. (Sappers, Pios, where's the difference?)
* Nazi-Germany never used body-armor, at least I can't think of.
* Why dogs? I doubt they were used by any unit besides Feldjäger (MP) and russians for their evil dog-AT-thing.
* Crew size is by far too big. 4 should be the max!
* Why have mobile and stationary heavy weapons?
* AGN needs some ammo-muncher


To sum it up: Tone down the ammount of units and especially the squadsize.
Think also about fighting against them first, then fighting with them.
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#24590

Re: Suggestions for Ostheer

- The largest squad size is 5... That belongs to the Ostengrenadiers, so I don't know where you are getting the 8 man squad size
- as far as unit types go there are 16 non doctrine specific the Americans have 12 Wehrmacht has 16 British have 10 PE have (not counting each type of upgrade) 11? and the russians I won't count because I don't remember them all, but I don't see why the need to tone the unit types down,
- as far as weapon crews, the only one with 5 is the Light Howitzer... they in reality would come with 5-6 people.
- As far as body armor, just trying to add a dynamic to the game russians get it why not these guys.
- As far as Dogs, all sides of the war used them, and literally just for what I am describing them, Patrol and small attack.
- And with Mobile and stationary weapons, you have the choice of using Mobile, less damaging, and less hardy units, but ones that can go into the range of the fight or being on the defensive and be a little bit more powerful.
- As far as having an ammo muncher, What do you have in mind? There are a lot of units that use ammo to upgrade so I didn't see a problem with not having an off map or player ability
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Last edited January 29, 2010 at 7:05 PM by hgghg4

#24723

Re: Suggestions for Ostheer

I like it, dogs will be hard to implement and is not very fitting for a strategy game (but it's really nice in cod), the doctrines could use some rework and what about veterancy? I think they should gain vet from combat like americans or maybe panzer elite it's more fun and realistic that way.

Godknight to you sir.
#24787

Re: Suggestions for Ostheer

Vet from fight should be great.
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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#24808

Re: Suggestions for Ostheer

It sounds like you've given this a lot of thought, I like many of your ideas.

I think the key is to make them somehow different to the other axis factions. Given that most of the units will be recycled.

I think one way to make them different is veterancy. I remember reading somewhere on here about gaining veterancy over time for just surviving. Or perhaps gaining verterancy as units die in the squad. (i.e. the survivors are verterans and that reflects on the whole squad due to their experience and leadership.)

Either way it should be exciting! 

#25033

Re: Suggestions for Ostheer

As far as Dogs it was just something that I randomly thought as sniper detection seeing I didn't want to reuse units. As for veterancy I was thinking for time in fighting... rather then units killed they gain vet 1 for 1-2 minutes in combat, vet 2 for an additional 3 and vet 3 for an additional 5 minutes, they would get an offensive and defensive bonus because they take so long to vet up
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#26183

Re: Suggestions for Ostheer

I did some thinking, and instead of the Assault Halftrack for AGN I was thinking a Panzer III Battalion, 3 P3s for 1600MP and 3 CPs and reducing the Panzerwerfer to 3 CPs. How does that sound to everyone?
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#26193

Re: Suggestions for Ostheer

lol, whatever the Otheer becomes, just please make it compatible with the Soviet army...just like yankee's similar to wermaht, and brit to PE. But i'm sure you were going to do it anyways :P
GREAT JOB ON THE MOD! I LOVE IT! THANK YOU!
#26205

Re: Suggestions for Ostheer

Needs more strumtiger and other, not already used german units.
#26221

Re: Suggestions for Ostheer

I will post an updated version tomorrow with some changes to the concept.
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#26242

Re: Suggestions for Ostheer

Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities

Joke? 8.8cm the same range like a PAK? PAK 38?

Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?
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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Last edited February 4, 2010 at 11:37 AM by Bauer

#26246

Re: Suggestions for Ostheer

tiger > IS2.
If you take a flighty look at the facts, than you see that just the maingun of the tiger was better. But if you take a closer look, you will see that these tanks (in general, german tanks, yes really even if we dont like nazis) had better communication abilities, and way better aim gadgets. That makes it a way more deadly weapon than the IS2 - at least in realitiy.

INGAME, the main problem is, that noone of the other german faction can built a tank like that. The PE doesnt even have a usaul heavy battle tank, later on they just got their panther group. The Panther is the top high so far for the Wehr as well. Somehow it would be strange to have  a faction which can BUILD Tigers than. I mean, if you just compare the german factions with each other. Thoughts about balance will be coming up ;) what would lil britian do against one hell of tiger tanks? xD

Nevertheless, it would be cool as hell to build that legendary tank.  Finally to have something else than the Panther on top. I guess i will include it in my concept which will come up in a few days.. but somehow they just need to be limited.
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Last edited February 4, 2010 at 12:20 PM by Venoxxis

#26248

Re: Suggestions for Ostheer

"Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?"
All about Tiger limit
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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#26249

Re: Suggestions for Ostheer

I have two suggestions,but i don't know if is possible to be made.

First :Ostheer tanks to have radio antenna mounted on the chassis.This antenna can be destroyed in combat,but all the time when he stay,tank have bonus like tanks from UK(from command tank).Is historic accurate....germans having bonus all the time when radio work.

Second : This faction to not have any AT field gun.AT duty,to be given just for tanks and/or infantry.Artillery can allow to build just monster self propelled artillery,or railgun artillery.
http://strangevehicles.greyfalcon.us/mauspic/dora.jpg
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg
http://i.somethingawful.com/booklist/images/monster03.gif

Weapons Of War - Hitler's Big Guns 5/5


This weapons don't have auto shot option,shoot very slow, but are very very powerful.
Also they can't shoot in fog of war for the balance reasons.With one cheap radio operator,recruited just for this purpose,can make a nasty surprise to the enemy.

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http://www.worldwar2.ro/

Last edited February 4, 2010 at 1:04 PM by PSIHOPAT

#26250

Re: Suggestions for Ostheer

not good idea. Too big to powerful too easy to destroy by arty.
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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#26253

Re: Suggestions for Ostheer

If will be balanced for game will be wonderful units.
Shooting from far from the battle line against enemy positions,will make them not so easy to be found and destroyed.Also giving them allot of health,will make this task even more harder for enemy.Their only weakness is very slow moving and shooting.

Also what is wrong with this unit?
Look at him.
Compare them.
Is awesome.
Like a moving fortress.
http://i.somethingawful.com/booklist/wallpapers/ratte_800.jpg
http://www.provehicles.co.uk/images/biggest_tanks/tank_compare_r.jpg

I saw many concepts,but no one want to make this faction unique.This "monsters" are from nazy army,and is very sad to not be used.This weapons are part from the fame of germany in WW2.

This mod reflect situation in that period,and is better to be missed very few aspects from history.Germany has few things,who can't be matched by any other countries in that period,and this things is very important to be shown,and not ignored.
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http://www.worldwar2.ro/

Last edited February 4, 2010 at 1:51 PM by PSIHOPAT

#26269

Re: Suggestions for Ostheer

Great work Developer team! ;D


But i don't know why must by Ostheer Historical correct??.
In Normal Coh game you got a USA M26 tank , this tank was be use after February 1945 .

Kettenkrad (or haftrack) was using  for transport a pak 40 ,like in a game codname  panzer's.
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or Haftrack
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And the German tiger in Russia 1943 got ed 3x mg34

and here is a good side

http://ww2drawings.jexiste.fr







#26302

Re: Suggestions for Ostheer

Bauer wrote:
Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities

Joke? 8.8cm the same range like a PAK? PAK 38?

Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Russians dont have limits for IS-2 and no need doctrine for this. So why limit the tigers?


The Nashorn is a support weapon, very long reload time and very small sight radius and is rather weak... M10 armor coding so its VERY powerful but VERY weak...it balances

I limit the Tigers because unlike the IS-2 the Tiger can stand up to Allied Tanks VERY well. In a 3v3 with two Blitz and 1 PE the Axis can get 6 and yes I said 6 Tigers (I love Bergers) I have seen and done this myself as well... its very devastating as they can't throw enough at them to beat them.

I am not putting those super tanks into my concept, they are retarded and slow... sorry Railway arty is a Offmap strike.. See Army Group South
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#26307

Re: Suggestions for Ostheer

Railway artillery retarded ?

Hmmm...Germany was retarded spending allot of money for build them ?

Anyway....retarded or not...are german stuff...

If one faction is made,is necessary to not be missed nothing...good or bad..how it is....
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http://www.worldwar2.ro/
#26322

Re: Suggestions for Ostheer

I said the super tanks where stupid and retarded... the only one that made it past the drawing board was the Maus and it was only half made as a prototype
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#26324

Re: Suggestions for Ostheer

The problem is.

If someone really want to make each fation unique from others,must use any possibility with historical base,more or less.

Until now,history is present in this mod,with few exceptions.
My idea was to be used ,weapons USED in Eastern Front by Germany.
This will make Osther different from others...no weak artillery barrage,and AT guns to be used;just tanks and specialized infantry for that....

This faction will have just very powerful explosions from very powerful weapons.Who play with this faction must calculate this strikes,because come very rare,due to the very slow reload time needed,but if is well calculated,can destroy one army in a hit.

All their enemies will be forced to spread their units,until the first shell will fall,than regrouping and attacking,and battle will be over,until the next shell will be on the way.Also tricks can be made with that faction,because if first shell fall,and enemy gather all forces to attack,another shell can fall from the new arrived piece.Also Ostheer can keep one shell for suicide,for hitting and destroying friendly and enemy armies if he feel to be in danger to loose the war.This will reflect perfectly mentality from Adolf Hitler.

Fortifications also will be useless when facing such destructive weapons.

What is wrong in that ?
Just imagine how may look that monsters in game.
Will be AWSOME!!!
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http://www.worldwar2.ro/

Last edited February 4, 2010 at 7:18 PM by PSIHOPAT

#26328

Re: Suggestions for Ostheer

My Ostheer suggestion is not going to revolve around tanks that never saw combat (IE: Ratte, Mause)
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#26329

Re: Suggestions for Ostheer

I have nothing with your proposal,but it seems you do.

Some exceptions are made already in this game/mod,and why is not good to have some special and truly amazing weapons ?

All are considered super heavy tanks,and are produced in WW2
http://en.wikipedia.org/wiki/Panzer_VIII_Maus
http://en.wikipedia.org/wiki/Landkreuzer_P._1000_Ratte
http://en.wikipedia.org/wiki/Landkreuzer_P._1500_Monster

Also rail guns was used and is very good to be used by Osther
http://en.wikipedia.org/wiki/Dora_gun

Is the last chance for giving to Germany their might,their amazing weapons,who impress many peoples even today.
Forum post image
http://www.worldwar2.ro/

Last edited February 4, 2010 at 7:39 PM by PSIHOPAT

#26334

Re: Suggestions for Ostheer

Because even though they added units that barely saw combat they kept it historically accurate to the units in the time. I have Railway artillery as an offmap drop for Army Group South. The Maus Ratte and Landkruezer where to big and worthless to be put on the field EVEN if they had been made other then prototypes..... If you want them in a suggestion, make your own instead of telling someone they need to put these super heavy tanks in... they don't even make logistical sense...sorry for being such an ass but seriously stop pressing the issue of the super tanks...

This is second draft of Ostheer Suggestion
Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D
Also the disclaimer still stands as stated in my original idea.[/center]

Built from HQ Building

Eastern Front Sappers - 3x Units 3x Kar98k 250MP
-Similar Panzer Elite Grenadiers.
-Decent armor and attack power.
-Builds Base buildings.
Upgrades (2 slots)
- G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
- STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
- Body Armor- 25 Munitions
- Increases armor 2x

Combat Engineers - 4x Units 4x Kar98k 250MP
- Same health and armor as Pioneers
- Builds Defenses
- Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
- Strong Elite Infantry
- Backbone of the Ostheer Infantry
Upgrades (4 slots)
-STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
-G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
-Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
Abilities
- Hand Grenade with Fragmentation Sleeve - 25 Munitions
- AT Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitons (requires Mechanisierten Division)

Light Machine Gun Squad - 3x Units 3x MG34 300MP
- Strong Mobile firepower
- Same Armor as PE troops
Upgrades (3 Slots)
- MG42 - 50 Munitions - (Takes up one slot)
Abilities
- Suppressive Fire - 35munitions
- Pins at a faster rate
- Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
- Makes a light sandbag position that can be garrisoned by infantry for heavy cover
- Can be destroyed at the rate of sandbag walls
- Neutral when no units are inside

Sniper - 1x Unit 1x Scoped Kar98k 340MP
- Similar to the Wehrmacht and American Snipers but can not cloak on roads
Abilities
- Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
- There is a 50% chance that if the Sniper is shot at by another sniper that
  the American Sniper or British Sniper Shot will hit a decoy and be shot in return.

Scout - Kublewagen - 1x Unit  1x Wather P38 - 200MP
                - Observation Post - 15 Munitions
                        - Cloaked and provides Line of sight and sniper detection
                        - Can only be used three times globally

Built from Grossdeutschland Division

Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
-Slower then the Pak38 but is more resilient.
Abilities
- Ambush
- Requires not moving and not on roads
- ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds

Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
- Slower then the other factions mortars, fires slower, has a larger minimum radius
  and but has very high damage almost equal to 105 American Howitzer but can not fire
  freely.
Abilities
- Barrage
- Smoke Barrage
- Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
Upgrades
- Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
- Provides a Healing Aurora
- Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
- Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
Abilities
- ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds
- Lock Down
- Increases Accuracy and Fire Rate

Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
Upgrades
- 50mm KwK 38 L/42 - 75 Munitions
-Increases Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities
- Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
- ACPR Rounds with 50mm KwK 38 - 50 Munitions
- Triples armor penetration for 30 seconds

2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
Upgrades (4 Slots)
- STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
- Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
- Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
Abilities
- Bundle Grenade - 50 Munitions
- Satchel Charge - 50 Munitions
- Magnetic Grenade - 35 Munitions
                - Tread breaker Panzerfaust - 40 Munitions

StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
Upgrades
- L/48 - 60 Munitions - Increased Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions

Built from 1st SS Panzer Division

Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
Upgrades
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities
- Ambush
- Requires not moving and not on roads
- ACPR Rounds - 75 Munitions
- Triples armor penetration for 45 seconds

Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
Upgrades
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
- Pzkpfw IV Ausf. F2 - 125 Munitions
- Increased Armor and Firepower against Tanks

Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time, small sight radius and Armor of M10
Abilities
-Lock Down
- Increases Accuracy and Fire Rate
Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
- Only two Tigers at a time.

Built By Eastern Front Sappers

Eastern Garrison - 250MP 10 Fuel
Grossdeutschland Division - 300MP 25 Fuel
Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
Sandbags
Barbed Wire

Built By Combat Engineers


Pillbox - 250 MP
-Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
Upgrades (Two Slots)
- MG42 - 50 Munitions (Takes up one slot)
- Both MGs can not fire from the same position
- PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
- Not as strong as Wehrmact Bunker, made of reinforced sandbags
Upgrades
- MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

Heavy Bunker (With Army Group Center) - 550MP
- Builds a six sided Bunker with three side in the front that have interlocking fields of fire, holds 15 Units with three slots.
                - MG 42 - 75 Munitions
                  - Mounts an MG-42 to the roof for 360 degree fire.
                - Roof Sandbags - 25 Munitions
                  - Adds an additional slot on top for 5 Units

2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
- More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
- Can not be sniped

7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
- Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
- Can not be sniped or burnt out.
- Very well armored.

8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
- Placed inside a sand bag bunker and can not be sniped
- 75% of Range of 105mm Howitzer
- Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

Guard Tower - 100 MP
- Weak wooden structure with 1 unit slot and 5 man capacity
- Large sight radius.
- Neutral when no units are inside like a trench.

Sandbags
Barbed Wire
Tank Traps
Mines
Outposts
Light DFPs


Doctrines

Army Group North
- Mechanized Infantry and Defensive Support
Defensive Half
- 2 CP - Defensive Operations
- Allows for the building of Flak Cannon Pit
- Increases HP on Pillbox and HDFP
- 2 CP - Fortified Outposts
- Increases HP on outposts and adds a MG34 for Light Infantry Defense
- Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
- 3 CP - Increased Fortifications
- Allows for the building of the 7.5cm Fixed AT Position
- Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
Assault Half
- 2 CP - Assault Squads
- Gives access to a group of Gebirgsjager Infantry - 550MP
- Highly skilled marksmen and mountain men that can traverse ground quickly.
- Allows access to Assault Grenades for 50 Munitions
- 3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
- Call in a group of three Pzkpfw III to support your army.
- 3 CP - Panzerwerfer 42 - 450MP
- A 15cm 8 rocket barrage max call in of 3.
- High damage, long cool down.
                        - For 150 Munitions an Incendiary Barrage can be launched.

Army Group Center
- Anti Tank and Tank Assault
Defensive Half
- 2 CP - Hold the Line!
- Allows Access to Heavy Bunker
- Gives a Defensive Bonus to Infantry near HQ, Heavy Bunker and Pillboxes
- 1 CP - Advanced Warning
- Just like for the Defensive Doctrine
- 5 CP - Ferdinand - 500MP
- Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
Assault Half
- 3 CP - Surprise Attack - 150 Munitions
- Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
- Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
- 1 CP - Light Artillery Strike - 75 Munitions
- Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
- 4 CP - Tiger Battalion
- Allows Access to Tiger Production at the 1st SS Panzer Division.

Army Group South
- Urban Conflict
Artillery Command
- 1 CP - Booby Trap Building
- Just like Panzer Elite
- 3 CP - Flak 88 Fixed Artillery Position
- Allows Access to the 88 Fixed Artillery Position
- 3 CP - Wespe - 900MP
- Max Call in of 3
- Lock down and Barrage
Street Fighting
- 2 CP - Advanced Street Fighting
- Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
- 3 CP - Firebomb - 150 Munitions
- Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
- Can not be used in Command Sector
- 4 CP - Railway Artillery Shell - 200 Munitions
- A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.



Modifications:

Added a Tread Breaking Panzerfaust to Ostengrenadiers and 2nd SS Panzer Infantry after Mechanisierten Division is built.

Removed Tank Bunker in Army Group Center and replaced with Heavy Bunker.

Changed the Assault Halftrack in Army Group North to Panzer 3 Battalion and changed it to 3CP

Changed Panzerwerfer 42 to 3 CP

Added an Incendiary Barrage to Panzerwerfer 42 for 150 Munitions



Forum post image

Last edited February 24, 2010 at 1:16 AM by hgghg4

#26815

Re: Suggestions for Ostheer

Interesting game concept but trying to make it intersting you forget about history.
Sturmtigers? Do you know that it was only 18 units build during all WW2 =) So using it is nonsense (especially in AGS). Want some assault gun for city fight, no problem - you can choose from this weapons:
  - StuH 42
  - PzaII Wespe
  - Hummel
They will be more historic and accurate for this fraction.

And some doctrine abilities:
-  3 CP - Pzkpfw III Ausf. G Battalion - 1600MP
- Call in a group of three Pzkpfw III to support your army.
It costs too much, I am not sure that player can collect such amount of manpower while fighting with enemy. Reduce it to 1000MP or suggest something else.
- 2cm Flak Cannon Pit (With Army Group North)
I don't think this is needed at all.

#26952

Re: Suggestions for Ostheer

- Yeah I was talkin with some people and they agreed but I am probably going back to the original with AGS and use the Wespe,

- for the Panzer Battalion your right, I will drop it to 1000MP and 2 Tanks... so its not OP

- Why get rid of the Flak Pit?
Forum post image
#27779

Re: Suggestions for Ostheer

Just the idea of the P-1000 Landratte shows that you do not know what is going on here. Both the landratte and the Maus were never implemented. The only 3 Maus tanks ever built were destroyed, except for 1 Maus, which was captured with it packed full of explosives! If you were to introduce these into the game, then the balance would be completely GONE!!!!!
#27850

Re: Suggestions for Ostheer

I  would never use it... it could be circle strafed by a destroyed engine SU85.....
Forum post image
#27853

Re: Suggestions for Ostheer

I think u should stop to discuss about "futuristic" tanks.
The heaviest tank or better "Sturmgeschütz" was the Jagdtiger with it's nearly 75 ton!
This tank is the end of the "operational tanks" at world war 2 so perhaps u can discuss about tanks UNDER 80 tons ;)

May the force be with you.

Forum post image
#27854

Re: Suggestions for Ostheer

I just want people to stop suggestion those 100ton+ behemoths that didn't see combat...
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#28340

Re: Suggestions for Ostheer

still realy like this layout for the ostheer..hope that this is what the devs use to make the ostheer.
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#28344

Re: Suggestions for Ostheer

Whatever happened to smoke screens? Shouldn't most of the armour have these abilities?
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#28357

Re: Suggestions for Ostheer

Only Shermans have personal smokescreens
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#28359

Re: Suggestions for Ostheer

In game yes, but if we want to implement some realism......
Forum post image
#28371

Re: Suggestions for Ostheer

I think it would be nice to have a flamethrower squad, Pioneers upgraded with a flamethrower are decent but are too weak to serve as an actually combat squad, chemical warfare(Mustard gas,etc) was actually used in early WWII so that may also help give the Ostheer a little push.
Permanent air support that you can direct as a unit may be a valuable and unique force for the Ostheer , although proper AA would need to be supplied to allied factions to allow balance.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#28374

Re: Suggestions for Ostheer

I designed my concept to be as unique as I could make it. Yeah sure I hope the use some of my ideas and if they do they tell me via PM. But I, like everyone else who have submitted suggestions, just can't wait till the Ostheer come out... but at the same time we can so it is as good as possible ;D
Forum post image
#28376

Re: Suggestions for Ostheer

Still you have to admit, a flamethrower squad that doesn't get killed immediately like pioneers would be useful.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#28378

Re: Suggestions for Ostheer

i have enough objects to do the job of a flame squad though... why do i need a flame thrower? i tried using as few units as possible from wehr and PE and flame throwers are from wehr
Forum post image
#28383

Re: Suggestions for Ostheer

But my point is wehr pioneer flamers are too weak, I was just recommending a specialized squad.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#28384

Re: Suggestions for Ostheer

We still have a copy then... Dual Flame Sturmov Ingenery....
Forum post image
#28386

Re: Suggestions for Ostheer

Still in the pioneer category, weak and doctrine/ upgraded.

To be as specific as I can be , I was recommending a recruitible, Barracks riflesquad, with medium health and one or more flamethrowers . If you want to I'll just call it an upgrade to standard Ostheer riflesquad.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#28393

Re: Suggestions for Ostheer

I like the dog, but is there an animation for it?
"You can close your eyes and plug your ears and be afraid and ignorant of the darker parts of history, but always know that you're the one responsible for allowing those events to happen again and with even greater consequences and not know how to end the nightmare you did upon yourself."
#28395

Re: Suggestions for Ostheer

No one else likes the idea of a strong Flamethrower squad? hah I guess I'm the only one.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#28401

Re: Suggestions for Ostheer

it would be OP, imagine vet 3 grens with dual flamers.... um gg right there, no inf could stand up to it... add some shreks and nothin short of insane sniper spam could beat it
Forum post image
#28412

Re: Suggestions for Ostheer

im pretty sure chemical weapons were not used in ww2 at all
#28415

Re: Suggestions for Ostheer

The Japanese used chemical weapons against non-Western armies, such as the Chinese. Other than that, there were a few accidents, but no intentional use by the Axis or Allies.
#28426

Re: Suggestions for Ostheer

guynumber7 wrote:
im pretty sure chemical weapons were not used in ww2 at all



id depends on how you look on it, nazis use some gas for killing people in concentration camps...
#28446

Re: Suggestions for Ostheer

The germans were to scared to use it on the US cause they had intel that the US had stuff to throw back. Im pretty sure that they tried to use the m on the British but it wasnt trench warfare anymore so it didnt work.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.