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Suggestions for Ostheer

Ostheer Suggestions

#28475

Re: Suggestions for Ostheer

I am still not putting gas weapons in my concept...
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#28481

Re: Suggestions for Ostheer

Akalonor wrote:
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.


Just a historical note: Germans hadnt used gas during the 2nd world war in military operation and there is a important point for that: Hitler himself was poisoned by gas during the 1st world war. His own experiences with this weapons were the reason that he wont use such a weapon because he wont that german soldiers had to suffer like him.

In general: For me such a weapon system IS NO TOPIC for any army at the EF-Mod.
May the force be with you.

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#28482

Re: Suggestions for Ostheer

much less of a topic for someone who never intended to use it in his suggestion!
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#28488

Re: Suggestions for Ostheer

Well everyone saying it doesnt have to be historical but at last sensible, Gas WAS an option.
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.
#28491

Re: Suggestions for Ostheer

But neither side used it in recorded combat... so we don't either stop pressing the issue
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#28494

Re: Suggestions for Ostheer

And also all the nations involved in WWII were aware of the fact that every nation did have some bioweapons in reserve, and would use them if attacked by bioweapons themselves. It was sorta like what happened with Nuclear Weapons, M-A-D. Use nukes on the enemy, get nuked yourself. It was the same with poison gas.
#28573

Re: Suggestions for Ostheer

I still dont see a problem with the flamethrower squad, Im not asking to make the super troops, just standard squad , my pioneers get killed by anything and everything.
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.
#28584

Re: Suggestions for Ostheer

Akalonor wrote:
I still dont see a problem with the flamethrower squad, Im not asking to make the super troops, just standard squad , my pioneers get killed by anything and everything.


Have you tried vetting them up?
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#28660

Re: Suggestions for Ostheer

As the British , my sappers die before that, as the Americans same, as the Wehrmacht yes unless theyre under support toop upgrade. which they probably are so thanks.  Im a  noobie.
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.
#29395

Re: Suggestions for Ostheer

I think your concept lacks any anti building weapons for your infantry unless I missed something. By this I mean things like flammenwerfers, rifle grenades or incendiary grenades.
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[insert signature here]
#29410

Re: Suggestions for Ostheer

Hey that gives me an idea, how about incedinary rifle grenades!
#29412

Re: Suggestions for Ostheer

Versedhorison wrote:
I think your concept lacks any anti building weapons for your infantry unless I missed something. By this I mean things like flammenwerfers, rifle grenades or incendiary grenades.


Do you mean anti Garrison? That is what the Hand Grenade with the fragmentation sleeve is for ;D as far as anti building, there is always the panzershreck and I kinda force the player to think tactically rather then blobbingly
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#29433

Re: Suggestions for Ostheer

Yes I do mean anti garrison although you do have some anti garrison abilities it's still kind of lacking in comparison to all the other factions.
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[insert signature here]
#29437

Re: Suggestions for Ostheer

Think tactically not brute force :P
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#29448

Re: Suggestions for Ostheer

perhaps but for all of the other factions anti garrison usually require an ammo purchase or something of the equivalent. there is always tactics involved in what decisions you make in these games.
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[insert signature here]
#29512

Re: Suggestions for Ostheer

There is tactics involved in Airborne blobs?????
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#29524

Re: Suggestions for Ostheer

apart from that crap
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[insert signature here]
#29554

Re: Suggestions for Ostheer

dont forget about ranger blobs
I dint like these knd of tactics.
It sort of works against the Panzer elite, forces PE player to get Stg-44 spam.
But as I said I never use this **** tactic
I prver fast greyhound...
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#29561

Re: Suggestions for Ostheer

Wanna know a good airborne blob killer? Vet3 Stormtrooper Stg44s....me and a Buddy tested this out, he got about 5 squads of airborne and 2 squads of Riflemen and I got 4 squads of Stg44 Vet3 Storm troops...  It was slaughter, you stun them then toss a bundle nade from another then let loose with the Stg44s and good god there is little +3s coming up all over the place O_o
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#29571

Re: Suggestions for Ostheer

Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp... There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.
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Relic, the all powerful god of history and physics which can be bent to their every whim!!
Relic name: SauerKRAUTSHD
#29576

Re: Suggestions for Ostheer

SauerKRAUT wrote:
Upped Pgrens with stgs rape 2 even with the strafes you just keep switching directions and sprinting and they always miss along with some incendiary nades to corral them. Any way why is the Wespe 900 mp?? just why??? everyone here has a obsession with it and it was a smaller caliber than the Hummel at 10.5cm instead of 15cm and they are only 650mp...


Fixed it, it was a Sturmtiger but then I changed it back O_o

SauerKRAUT wrote:
There is actually a model for a panzerwerfer 42 in existence in case you did not know and also why is 2 pIIIs as expensive as 2 panthers? if you are going to do it that way make them special, not something you can normally like the a J1 to M version which had better guns, more armor and some schuzen skirts. So an PIII L (50mm more armor) that can take schuzen and mg42? Or an M that already has the schuzen and maybe even its wading gear represent increased speed in marsh, like the schwimwagen. Either way 1000 is to much to replace 40 fuel and 75 muni with 300mp when the PE gets panthers that actually defy the replacement logic with 1000mp that subtracts 200 odd mp AND 280 freaking fuel. Even with "only" 5 CPs to get there the allies could already be pulling tank rider 34s and churchills and both would be a close match to what you describe, a little less so for the 34 but it is cheaper and the churchill will have flank support by the time you get there for sure.


Churchills couldn't hit the broad side of the Empire State Building.... and all my P3's can be upgraded but you are right fixed to 800MP

Post Merge: [time]1267818198[/time]

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 - 800MP
- Call in a group of two 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 - 500MP
- 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:

Pz3 Call on now 800 MP and two tanks
Wespe now 500MP
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Last edited March 5, 2010 at 7:43 PM by hgghg4

#31961

Re: Suggestions for Ostheer

Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.
"It is better to fight for something than live for nothing." George Patton
#32106

Re: Suggestions for Ostheer

if 88 can(t be recrewed, then more people working on the 88
pleeeease criticize or comment my ostheer try
http://easternfront.org/forums/index.php?topic=3265.0
#32291

Re: Suggestions for Ostheer

what if the Osheer had the ability to repair enemy tanks, and then use them against them. The germans often times would capture enemy tanks.
"It is better to fight for something than live for nothing." George Patton
#32504

Re: Suggestions for Ostheer

So would anyone else given the chance.
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[insert signature here]
#32514

Re: Suggestions for Ostheer

comrade2012 wrote:
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.


I would rather want a panther turret bunker.
#32517

Re: Suggestions for Ostheer

LeaderH wrote:
comrade2012 wrote:
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.


I would rather want a panther turret bunker.


Same here, there shouldnt be too many similarities. That super penetration power should be brought by either 2 Tigers at the same time or a "sturer Emil" which had a even more powerfull gun than the 88.

There should be a lot of varity between the existing faction and the upcoming Ostheer. This is most important.
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#32541

Re: Suggestions for Ostheer

LeaderH wrote:
comrade2012 wrote:
Yes, I definately agree that the Ostheer should be able to build a Flak 88. However, the  Ostheer 88 should have some kind of a sandbag emplacement around it.(like the 17-pounder). It needs protection from snipers and fire.

You might also make it upgradeable to having a hardened concrete bunker. It would have limited feild of fire(it wouldnt be able to shoot 360 degrees) but it would have better protection. however you would have to be charged additional fuel to upgrade it to a concrete emplacement.


I would rather want a panther turret bunker.


That would work too, thats definately a lot less complicated.
"It is better to fight for something than live for nothing." George Patton
#32571

Re: Suggestions for Ostheer

true but its already been over used in multiple mods
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#32581

Re: Suggestions for Ostheer

the ostheer should be more realy-offensive, good vs massive russian blob, but should be less effective than end-werhm...

more pz than the PE, to do a move-war ... better to flank than front fight ?

infantry to avoid counter offs
pleeeease criticize or comment my ostheer try
http://easternfront.org/forums/index.php?topic=3265.0