#28641
Ostheer?
Ostheer.
I decided to try and replicate just the German army from 41-43 and then have a massive switch to represent late war.
This is a fairly basic overview especially once into the later stages.
Starts with increased ammunition and fuel stockpiles.
HQ,
Allows construction of Pioneers,Grenadiers,Zundapp Ks 750 , Brucken lager II & SDKFZ 247
Pioneers: 3 man team similar to that of the American engineers. Simple construction unit with Mp40's can plant two different form of mines AT only (only explodes when vehicles pass over) and AP mines (detonated by all unit but does extreme damage to infantry and next to no damage to vehicles) .Normal pio upgrades flame,minesweeper. Also normal defensive structures excluding OP's and bunkers.
After building 4 has been reached can construct, Panzerturm, MG bunkers, roadblocks, trench's.
Grenadiers: Yup they are your base grenadiers really nothing special besides a squad size bump to 5 men and if possible the tank/light vehicle rider ability. And they take no damage if the vehicle they are in/on is destroyed ( don't remember if this is standard or not. or if it is possible.) Cannot not build anything.
Zundapp Ks 750, Fast motor bike with the overdrive ability for free, can capture points has no armaments.
Brucken Lager II. I don't know if this unit is even feasible but it would be a bridge construction unit allowing you to set up a bridge any where on the map. Based on a PZ2 chassis no weapons.
SDKFZ 247 unarmed infantry transport, relies on the infantry inside for offensive support. Allows reinforcement and infantry can capture points from inside.
8.8 cm Flak 36 After buildings 1-3 are constructed a carrage mounted 88 can be built. Being carrage mounted allows it to be pushed like a normal AT gun. It never needs to “setup” it could fire from the carrage (if setup would be possible that would be great). Has the ambush/spotter abilities. (maybe doctrine but then again this build might need some better AT till building 4 is reached)
Research: OKH support (Tier) Allows construction of buildings 2&3. Whatever cost would work.
Special abilities
Resource manipulation. Allows you to convert resource A into B or C ,Or C into A or B etc Ex trade 200 munitions for a 200 fuel.
Medics and mechanics on site: heals/repairs all units and buildings with in starting sector. No cost but does a have a limit to how many times per session.
Bolshevik weakness: a step towards creating heavy tanks.
First blood: first veterancy upgrade
Building 2 (I don't know the name)
Allows the construction of, Schwere Infanterie, Pz1, Pz2 flamingo, Austro Daimler Adgz, Sdkfz 10 , SPW u304
Schwere Infanterie: Heavy infantry of the Reich armed with Mp41's can be given mg34 immediately and can be given panzershreck after 3rd building. They are tougher than grenadiers and are more resistant to suppression.
(special abilities mentioned for the grenadiers would also be nice on these as well).
Pz1 Small fairly cheap light tank equivalent in main gun and armor to a Russian t70 but the pz1 has machine guns. Comes with the smoke screen ability.
Pz2 Flamingo another small tank this one has 2 hull mounted flamethrowers only capable of spewing fire in a 180 degree forward arc. 1 turret mounted mg as well.
Austro-Daimler ADGZ light vehicle used in a primarily anti-partisan role equip ed with a 20 mm cannon and 3 Mg's 2 hull mounted one on the turret, has no rear so it is capable of driving either direction at top speed and has the same armor on all sides. Allows reinforcement.
Halftrack: normal Track that can be upgraded in to either:
Sd kfz10 50mm AT halftrack: cloak and overdrive abilities
SPW U304 flak 38 halftrack: mounted 2cm AA gun this unit is can be devastating to infantry and very light vehicles/aircraft.
Pz mortar 35t, Mortar carrier on a Pz35t chassis
Medic tank (has a really long German name), Pz2 with medical supplies, gathers wounded from battlefield and heals nearby infantry. Again pretty straight forward
Special Abilities:
Fire Support. Constructs a 21cm rocket battery inside of building 2 allowing it to fire rockets. Basicly 3 nebelwerfers in a building with increased range. should probably be immune to counterbattery fire or maybe not.
Invasion stockpiles: Decreases the munitions cost of abilities and the fuel cost of units.(Doctrinal?)
Sweep the streets: allows grenadiers to be upgraded with mp40's and a flamethrower also gives the fired up ability.
They have stopped us? Another step towards getting heavy tanks.
Battle hardened: Second lvl of veterancy
Building 3 (final building)
Allows construction of Pz3H, PZ3M
PZ3 H, lighter medium tank with a 50mm main gun & 2 MG's
PZ3 M, same as H except it has a 75 mm main gun and 3 Mg;s
Special Abilities:
Field conversions: Both Pz3 models can be converted (unit upgrade) into a Sturmgeshutz III, fixed gun tank hunter (75mm 1 MG) with ambush, tread breaker and a spotter/gun sighted ability (locking down) increasing firing range, and accuracy but decreasing rate of fire.
Stuka support: Call in a stuka to hunt a single enemy vehicle until it is destroyed. (doctrinal?)
Gustav is here: request a single round from Gustav to be fired.(doctrinal?)
We must use their equipment! Gives access to the Kv1, Captured Russian heavy, medium tank fires a 75mm main gun and 4 machine guns. Slow movement speed. 2 on map. Also this is another step towards calling in heavy tanks.
They have arrived! Requires: Bolshevik weakness, They have stopped us and We must use their equipment. Allows the creation of building 4.
Horrors of war: 3rd lvl of Veterancy
Building 4.
Allows the construction of Wespe, Pz4, Panther, Tiger, Nashorn,ferdinand and sturmtiger.
Wespe. 105 mm mobile artillery piece with 1 mg
Pz4. Its a pz4! Wooooo!
Panther again nothing special about this
Tiger. Yes a recruitable tiger (2 per game)
Nashorn. Fast Lighly armored 88mm tank hunter, very large FOW removal, very long range, ambush. 1 coaxial mg
Ferdinand. Slow. An adaptation of a tiger into a fixed gun tank hunter. Same specials as the nashorn. 2 Front mounted machine guns (1 on map more likely doctrinal than here)
Sturm Tiger. Slow. Another Adaptation of a tiger this time mounted with a 380mm cannon used to clear buildings and other pesky objects out of the way. Highly effective against infantry. (1 per game more likely doctrinal than here)
Special Abilities.
Man the Defenses! Requires all three lvls of veterancy allows (light/medium) armor to hulldown and infantry to build trenches. (maybe better in a doctrine)
Give them nothing! Allows infantry to boobytrap points and buildings (again might be better in a doctrine)
I think one doctrine would be something like
Crusade against bolshevism
Left.
Finish weapons- infantry can now be upgraded with the suomi m-31 submachine gun.
Romanian reserves- calls in a romanian infantry unit 8 men 2 AT rifles 5 rifles 1 crappy “sniper”, AT grenades.
Italian Armor-Calls in 3 italian medium tanks.
Right
Ruthless-gives infantry increased accuracy against pinned an suppresed units
Push on!- slightly increases infantries resistance to suppression
more men!-+1 squad size
Can't think of any more at the moment.
I think there would be basicly two ways to play this build either try and win quick using your very good start units or try and hold on long enough to get the final building up and running and then winning with your very good late game units. This build would be weak mid game when the soviets are bring t34's and the americans are bringing shermans you would only be able to field AT guns and light2light medium tanks.
All constructive suggestions are welcome. I will try to modify things if you give me some kind of an idea what you think would be a better way of doing things if I think that it wouldn't throw off the "feel" to much.
I decided to try and replicate just the German army from 41-43 and then have a massive switch to represent late war.
This is a fairly basic overview especially once into the later stages.
Starts with increased ammunition and fuel stockpiles.
HQ,
Allows construction of Pioneers,Grenadiers,Zundapp Ks 750 , Brucken lager II & SDKFZ 247
Pioneers: 3 man team similar to that of the American engineers. Simple construction unit with Mp40's can plant two different form of mines AT only (only explodes when vehicles pass over) and AP mines (detonated by all unit but does extreme damage to infantry and next to no damage to vehicles) .Normal pio upgrades flame,minesweeper. Also normal defensive structures excluding OP's and bunkers.
After building 4 has been reached can construct, Panzerturm, MG bunkers, roadblocks, trench's.
Grenadiers: Yup they are your base grenadiers really nothing special besides a squad size bump to 5 men and if possible the tank/light vehicle rider ability. And they take no damage if the vehicle they are in/on is destroyed ( don't remember if this is standard or not. or if it is possible.) Cannot not build anything.
Zundapp Ks 750, Fast motor bike with the overdrive ability for free, can capture points has no armaments.
Brucken Lager II. I don't know if this unit is even feasible but it would be a bridge construction unit allowing you to set up a bridge any where on the map. Based on a PZ2 chassis no weapons.
SDKFZ 247 unarmed infantry transport, relies on the infantry inside for offensive support. Allows reinforcement and infantry can capture points from inside.
8.8 cm Flak 36 After buildings 1-3 are constructed a carrage mounted 88 can be built. Being carrage mounted allows it to be pushed like a normal AT gun. It never needs to “setup” it could fire from the carrage (if setup would be possible that would be great). Has the ambush/spotter abilities. (maybe doctrine but then again this build might need some better AT till building 4 is reached)
Research: OKH support (Tier) Allows construction of buildings 2&3. Whatever cost would work.
Special abilities
Resource manipulation. Allows you to convert resource A into B or C ,Or C into A or B etc Ex trade 200 munitions for a 200 fuel.
Medics and mechanics on site: heals/repairs all units and buildings with in starting sector. No cost but does a have a limit to how many times per session.
Bolshevik weakness: a step towards creating heavy tanks.
First blood: first veterancy upgrade
Building 2 (I don't know the name)
Allows the construction of, Schwere Infanterie, Pz1, Pz2 flamingo, Austro Daimler Adgz, Sdkfz 10 , SPW u304
Schwere Infanterie: Heavy infantry of the Reich armed with Mp41's can be given mg34 immediately and can be given panzershreck after 3rd building. They are tougher than grenadiers and are more resistant to suppression.
(special abilities mentioned for the grenadiers would also be nice on these as well).
Pz1 Small fairly cheap light tank equivalent in main gun and armor to a Russian t70 but the pz1 has machine guns. Comes with the smoke screen ability.
Pz2 Flamingo another small tank this one has 2 hull mounted flamethrowers only capable of spewing fire in a 180 degree forward arc. 1 turret mounted mg as well.
Austro-Daimler ADGZ light vehicle used in a primarily anti-partisan role equip ed with a 20 mm cannon and 3 Mg's 2 hull mounted one on the turret, has no rear so it is capable of driving either direction at top speed and has the same armor on all sides. Allows reinforcement.
Halftrack: normal Track that can be upgraded in to either:
Sd kfz10 50mm AT halftrack: cloak and overdrive abilities
SPW U304 flak 38 halftrack: mounted 2cm AA gun this unit is can be devastating to infantry and very light vehicles/aircraft.
Pz mortar 35t, Mortar carrier on a Pz35t chassis
Medic tank (has a really long German name), Pz2 with medical supplies, gathers wounded from battlefield and heals nearby infantry. Again pretty straight forward
Special Abilities:
Fire Support. Constructs a 21cm rocket battery inside of building 2 allowing it to fire rockets. Basicly 3 nebelwerfers in a building with increased range. should probably be immune to counterbattery fire or maybe not.
Invasion stockpiles: Decreases the munitions cost of abilities and the fuel cost of units.(Doctrinal?)
Sweep the streets: allows grenadiers to be upgraded with mp40's and a flamethrower also gives the fired up ability.
They have stopped us? Another step towards getting heavy tanks.
Battle hardened: Second lvl of veterancy
Building 3 (final building)
Allows construction of Pz3H, PZ3M
PZ3 H, lighter medium tank with a 50mm main gun & 2 MG's
PZ3 M, same as H except it has a 75 mm main gun and 3 Mg;s
Special Abilities:
Field conversions: Both Pz3 models can be converted (unit upgrade) into a Sturmgeshutz III, fixed gun tank hunter (75mm 1 MG) with ambush, tread breaker and a spotter/gun sighted ability (locking down) increasing firing range, and accuracy but decreasing rate of fire.
Stuka support: Call in a stuka to hunt a single enemy vehicle until it is destroyed. (doctrinal?)
Gustav is here: request a single round from Gustav to be fired.(doctrinal?)
We must use their equipment! Gives access to the Kv1, Captured Russian heavy, medium tank fires a 75mm main gun and 4 machine guns. Slow movement speed. 2 on map. Also this is another step towards calling in heavy tanks.
They have arrived! Requires: Bolshevik weakness, They have stopped us and We must use their equipment. Allows the creation of building 4.
Horrors of war: 3rd lvl of Veterancy
Building 4.
Allows the construction of Wespe, Pz4, Panther, Tiger, Nashorn,ferdinand and sturmtiger.
Wespe. 105 mm mobile artillery piece with 1 mg
Pz4. Its a pz4! Wooooo!
Panther again nothing special about this
Tiger. Yes a recruitable tiger (2 per game)
Nashorn. Fast Lighly armored 88mm tank hunter, very large FOW removal, very long range, ambush. 1 coaxial mg
Ferdinand. Slow. An adaptation of a tiger into a fixed gun tank hunter. Same specials as the nashorn. 2 Front mounted machine guns (1 on map more likely doctrinal than here)
Sturm Tiger. Slow. Another Adaptation of a tiger this time mounted with a 380mm cannon used to clear buildings and other pesky objects out of the way. Highly effective against infantry. (1 per game more likely doctrinal than here)
Special Abilities.
Man the Defenses! Requires all three lvls of veterancy allows (light/medium) armor to hulldown and infantry to build trenches. (maybe better in a doctrine)
Give them nothing! Allows infantry to boobytrap points and buildings (again might be better in a doctrine)
I think one doctrine would be something like
Crusade against bolshevism
Left.
Finish weapons- infantry can now be upgraded with the suomi m-31 submachine gun.
Romanian reserves- calls in a romanian infantry unit 8 men 2 AT rifles 5 rifles 1 crappy “sniper”, AT grenades.
Italian Armor-Calls in 3 italian medium tanks.
Right
Ruthless-gives infantry increased accuracy against pinned an suppresed units
Push on!- slightly increases infantries resistance to suppression
more men!-+1 squad size
Can't think of any more at the moment.
I think there would be basicly two ways to play this build either try and win quick using your very good start units or try and hold on long enough to get the final building up and running and then winning with your very good late game units. This build would be weak mid game when the soviets are bring t34's and the americans are bringing shermans you would only be able to field AT guns and light2light medium tanks.
All constructive suggestions are welcome. I will try to modify things if you give me some kind of an idea what you think would be a better way of doing things if I think that it wouldn't throw off the "feel" to much.
Last edited February 24, 2010 at 1:33 AM by nomad52
