Paciat wrote:
I dont want tanks that are in the game allready.
1 on the field vet0 Tiger I and JagdpanzerIVs or Nashorns + a doctrinal Elephant and maybe a Tiger Ace. Thats what I want.
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In large part you'll be relying on light Panzer IIs and medium Panzer IIIs as T34 and AT fodder, with expensive tank destroyers as the only unit capable of doing any real damage to Russian T34s, KV-1s and the like. Using infantry towed AT guns and things like the Panzerfaust aren't being taken into account here simply because the likelyhood of being victorious against the Russian tank horde, while possible, being only armed with think-skinned tank destroyers, Panzer IIs and IIIs, seems so unlikely that it would be a waste to base the Ostheer around such a strategy.
I understand the desire for wanting new units and not just repainted ones. I believe its how the "old units" are implemented that is going to make the difference and thus make the Ostheer unique. As Venoxxis suggested earlier to leave certain heavy tanks or heavy tank destroyers up to a particular doctrine, to be able to build it but have a reasonable limit as to not make that doctrine, or the Ostheer in general, overpowered.
Anyway my point is that if you were to base the Ostheer's tank strategy/structure or however you want to call it, on simply whether or not the unit was in the game previously is far too narrow an approach to a faction. A balance between keeping the old and putting in the new is the most likely way to make the Ostheer an effective army that is not overpowered or underpowered.
Army Group Command Ostheer Concept http://easternfront.org/forums/index.php?topic=3702.0
