#26362
Ostheer Battle plans
These are just the ideas for the possibles 'battle plans' (they are like the doctrines).
Combined arms warfare: Focuses on supporting the ground movement with air support and specialized mechanized units.
Left side: close Air support
Stuka bombing Run 3 CP: Have a single Stuka bomber drop four light bombs on a concentrated area, suppressing nearby infantry units with its siren.
Ju-52 supply drop 2CP: Have a Ju-52 drop off munitions, oil, and heavy weapons for the player to grab.
He-111 fire bomb 6CP: Have a Single He-111 drop a payload of HE and firebombs on a target, dealing massive damage to buildings and units, while leaving a burning area for a short amount of time.
Right Side: Mechanized Assualt
20mm half-track 3CP: Call in a 20mm half-track that can attack infantry and enemy aircraft with He rounds.
Half-track tow 2CP: Enables Half-tracks to tow AT guns and light artillery guns, enabling for a faster attack.
Stummel half-track 3CP: Call in a half-track equipped with a 7.5 Cm gun, capable of bombardment and anti-tank fire.
Concentrated fire Battle plan: Focuses on delivering massive artillery bombardment on a concentrated area, and gives units bonuses when fighting together.
left side: Artillery support
improved shells 2Cp: Enables mortars, artillery, and AT guns improved range.
Concentrated fire 3Cp: Allows all artillery on the field to fire on a sector regardless of range.
Schwere Gustav 5Cp: Fire a single 80cm shell at a target location, dealing massive blast damage on targets.
Right side: Unit operations
Radios 2Cp: give vehicles radios for better attack plans, with vehicles seeking to attack the target from multiple sides with increased rate of fire.
For the Fatherland 3CP: infantry units will fight even harder, taking less damage and increasing the affected units rate of fire.
Fight to the bitter end 4CP: All units in the territory sector will hold their ground, becoming unsupressable, increased rate of fire, and not taking as much hits, for a loss of the territory's resource income.
Intense combat battle plan: Focuses on providing your fighting forces with better vehicles and support that are designed with one role in mind.
Left side: Siege attack
Assault Pioneers 3CP: Call in Assault Pioneers to break the enemy lines with new demolition weapons and new Mp44 rifles.
breach and clear 2CP: allows infantry units to enter a occupied building and begin fighting for control with grenades and SMGs.
Brumbar 4Cp: call in a Brumbar tank to destroy enemy occupied buildings and bunkers.
Right side: Defensive warfare
Vg-15 squad 2Cp: Call in a militia squad armed with the cheap VG-15 rifle and can build sand bags and barb wire.
Improved Volkstrum 3Cp: Now VG-15 squads are equipped with Mp-44 assault rifles, anti-tank, and anti-infantry mines.
Elefant 4CP: Call in a purely defensive Elefant tank armed with the massive 8.8cm gun.
That is my idea for the Ostheer 'doctrines'. Now, if you have anything you want to critized or praise, do so. I am expecting some of you to come here and say that some or all the ideas in this are stupid, but I don't care. Its having an opinion.
Ps: I know that 'For the Fatherland' is similar to 'For the Motherland'. I don't quite remeber what 'For the Motherland' does, but if you compare Nazis Germany's society with that of the Soviet Union, you will notice that they are very similar. If you don't believe me, look at both nations propaganda.
Combined arms warfare: Focuses on supporting the ground movement with air support and specialized mechanized units.
Left side: close Air support
Stuka bombing Run 3 CP: Have a single Stuka bomber drop four light bombs on a concentrated area, suppressing nearby infantry units with its siren.
Ju-52 supply drop 2CP: Have a Ju-52 drop off munitions, oil, and heavy weapons for the player to grab.
He-111 fire bomb 6CP: Have a Single He-111 drop a payload of HE and firebombs on a target, dealing massive damage to buildings and units, while leaving a burning area for a short amount of time.
Right Side: Mechanized Assualt
20mm half-track 3CP: Call in a 20mm half-track that can attack infantry and enemy aircraft with He rounds.
Half-track tow 2CP: Enables Half-tracks to tow AT guns and light artillery guns, enabling for a faster attack.
Stummel half-track 3CP: Call in a half-track equipped with a 7.5 Cm gun, capable of bombardment and anti-tank fire.
Concentrated fire Battle plan: Focuses on delivering massive artillery bombardment on a concentrated area, and gives units bonuses when fighting together.
left side: Artillery support
improved shells 2Cp: Enables mortars, artillery, and AT guns improved range.
Concentrated fire 3Cp: Allows all artillery on the field to fire on a sector regardless of range.
Schwere Gustav 5Cp: Fire a single 80cm shell at a target location, dealing massive blast damage on targets.
Right side: Unit operations
Radios 2Cp: give vehicles radios for better attack plans, with vehicles seeking to attack the target from multiple sides with increased rate of fire.
For the Fatherland 3CP: infantry units will fight even harder, taking less damage and increasing the affected units rate of fire.
Fight to the bitter end 4CP: All units in the territory sector will hold their ground, becoming unsupressable, increased rate of fire, and not taking as much hits, for a loss of the territory's resource income.
Intense combat battle plan: Focuses on providing your fighting forces with better vehicles and support that are designed with one role in mind.
Left side: Siege attack
Assault Pioneers 3CP: Call in Assault Pioneers to break the enemy lines with new demolition weapons and new Mp44 rifles.
breach and clear 2CP: allows infantry units to enter a occupied building and begin fighting for control with grenades and SMGs.
Brumbar 4Cp: call in a Brumbar tank to destroy enemy occupied buildings and bunkers.
Right side: Defensive warfare
Vg-15 squad 2Cp: Call in a militia squad armed with the cheap VG-15 rifle and can build sand bags and barb wire.
Improved Volkstrum 3Cp: Now VG-15 squads are equipped with Mp-44 assault rifles, anti-tank, and anti-infantry mines.
Elefant 4CP: Call in a purely defensive Elefant tank armed with the massive 8.8cm gun.
That is my idea for the Ostheer 'doctrines'. Now, if you have anything you want to critized or praise, do so. I am expecting some of you to come here and say that some or all the ideas in this are stupid, but I don't care. Its having an opinion.
Ps: I know that 'For the Fatherland' is similar to 'For the Motherland'. I don't quite remeber what 'For the Motherland' does, but if you compare Nazis Germany's society with that of the Soviet Union, you will notice that they are very similar. If you don't believe me, look at both nations propaganda.
No one can stop the German panzer divisions.
Last edited February 5, 2010 at 12:21 AM by Panzer4life


