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Unit suggestion thread:

Ostheer Suggestions

#35823

Re: Unit suggestion thread:

I like the Panzerwerfer 4/1 :) you could really evolve this into a concept with ranking systems and such.
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.
#35873

Re: Unit suggestion thread:

Yeah i love Panzerwerfer 4/1, but is a hard "model" for devs.
To finished this model he must animate the launcher moving toward  target area or unit.
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Last edited May 30, 2010 at 12:32 PM by PetikeHUN1984

#35911

Re: Unit suggestion thread:

As long as the Panzer II, panzer III, and StuG III are incorporated in this mod, i will be happy  ;D
"It is better to fight for something than live for nothing." George Patton
#35918

Re: Unit suggestion thread:

comrade2012 wrote:
As long as the Panzer II, panzer III, and StuG III are incorporated in this mod, i will be happy  ;D

That are exactly my thoughts.  ;D
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#35979

Re: Unit suggestion thread:

I belive the devs have already been presented with a Panzerwerfer model.
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.
#36353

Re: Unit suggestion thread:

Ok, this will be idea of fast AT vehicle:
Kettenrad with two guys on the back. One of them has MP40, and second one Panzershreck. They can't shoot while kettenrad is moving. They flank enemy tank quickly and disembark. Kettenrad has ability to camo (like PE luft), however it's speed is decreased.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#36408

Re: Unit suggestion thread:

cephalos wrote:
Ok, this will be idea of fast AT vehicle:
Kettenrad with two guys on the back. One of them has MP40, and second one Panzershreck. They can't shoot while kettenrad is moving. They flank enemy tank quickly and disembark. Kettenrad has ability to camo (like PE luft), however it's speed is decreased.

I despise the kettengrad, it's just a horrible unit, so so irritating.
#36461

Re: Unit suggestion thread:

What's wrong with kettenrad  :P
I won't be able to capture teritory,just fast transport unit. Camo is obvious, because kettenrad is patheticly weak - 1 shot from at, and it's gone.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#36660

Re: Unit suggestion thread:

Mad wrote:
I despise the kettengrad, it's just a horrible unit, so so irritating.

Not as irritating as Pios.
#36680

Re: Unit suggestion thread:

pios arent as irritating as snipers
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.
#36683

Re: Unit suggestion thread:

My new idea.

FAMO wehicle with 12 sniper, this is  fast attacker unit. Can deploy from HQ after the game started for 200 MP.
Pop modifier 20, and can uppgrade 20mm AA gun. After uppgrade the FAMO AA sniper wehicle can use camo bility and has only 8 sniper and the A gun.

;D ;D ;D
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#37718

Re: Unit suggestion thread:

i like the idea, but most people would complain that it was op.
"It is better to fight for something than live for nothing." George Patton
#37762

Re: Unit suggestion thread:

maybe a few less snipers hehe. ;)
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.
#37800

Re: Unit suggestion thread:

maybe 2 snipers and K.98ks for the rest? ;) that seems more reasonable..
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Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.

Last edited June 14, 2010 at 4:46 AM by Werwolf

#37814

Re: Unit suggestion thread:

Finnish sniper: 200 manpower 1 finnish sniper who can scout area.

Finnish assault squad: 5 mans squad what haves 1 dp-24 "emma" and 2 suomikonepiistools and one lahtipikakivääri. They have ability to run and assault and trowh anti tank granades 250 manpower
#37851

Re: Unit suggestion thread:

Etzku , do you have Corsaix mod studio ?
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.
#37874

Re: Unit suggestion thread:

EtzkuFIN wrote:
Finnish sniper: 200 manpower 1 finnish sniper who can scout area.

Finnish assault squad: 5 mans squad what haves 1 dp-24 "emma" and 2 suomikonepiistools and one lahtipikakivääri. They have ability to run and assault and trowh anti tank granades 250 manpower

Be afraid Ivan, be very afraid.
"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."
#37879

Re: Unit suggestion thread:

Quote    Finnish sniper: 200 manpower 1 finnish sniper who can scout area.

    Finnish assault squad: 5 mans squad what haves 1 dp-24 "emma" and 2 suomikonepiistools and one lahtipikakivääri. They have ability to run and assault and trowh anti tank granades 250 manpower

Be afraid Ivan, be very afraid.


LooooL  ;D ;D ;D
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#37934

Re: Unit suggestion thread:

Panzer II with autocannon. An active ability makes the autocannon armor-piercing for a short period of time to the extent of being able to take out Stuarts, Stags and the like. And even damaging tanks if hitting the rear.
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#38008

Re: Unit suggestion thread:

Saavedra wrote:
Panzer II with autocannon. An active ability makes the autocannon armor-piercing for a short period of time to the extent of being able to take out Stuarts, Stags and the like. And even damaging tanks if hitting the rear.

You want a PzII that is better than a Stuart?
It should cost 50-60fuel then.
#38038

Re: Unit suggestion thread:

NO, 50 Fuel is how much a Sherman costs! It should be the equal of a stuart with the same price.
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.
#38039

Re: Unit suggestion thread:

Akalonor wrote:
NO, 50 Fuel is how much a Sherman costs! It should be the equal of a stuart with the same price.

My point is that it should be like a Puma, not better.
No AT abilities.
PzIII will be a light armor killer.
#38056

Re: Unit suggestion thread:

i know this is talking about medium tanks but i think that for a doctrinal tank they should get a jagedtiger it would match up well against the isu 152
#38063

Re: Unit suggestion thread:

7q3 wrote:
i know this is talking about medium tanks but i think that for a doctrinal tank they should get a jagedtiger it would match up well against the isu 152

Lord wrote:
Sry man BUT i see this all the time at the concept ideas here at the forum;
the JAGDTIGER and the STURMTIGER.

But for an eastern front both units are senseless!
Why?
Thats really simple: Both units never fight against red army at eastern front. Sturmtiger fought against the polish rebels at Warsaw and so NOT at the eastern front
and Jagdtiger fought PERHAPS!!! ( 1 or 2 Tanks ) at Vienna
( Wien ) during the last 3 or 4 days of world war 2 in Europa; not very much for a faction who should represent the hole eastern front!

So when u want to include heavy tanks then take Kingtiger or Ferdinandt Tankhunter.

nothing more to add  ::)
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#38066

Re: Unit suggestion thread:

Paciat wrote:
Akalonor wrote:
NO, 50 Fuel is how much a Sherman costs! It should be the equal of a stuart with the same price.

My point is that it should be like a Puma, not better.
No AT abilities.
PzIII will be a light armor killer.

I'm pretty sure a Puma doesn't cost 50 Fuel :P
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.
#38084

Re: Unit suggestion thread:

a sherman costs 90 fuel and a puma costs 35.
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#38100

Re: Unit suggestion thread:

Akalonor wrote:
Paciat wrote:
Akalonor wrote:
NO, 50 Fuel is how much a Sherman costs! It should be the equal of a stuart with the same price.

My point is that it should be like a Puma, not better.
No AT abilities.
PzIII will be a light armor killer.

I'm pretty sure a Puma doesn't cost 50 Fuel :P

Becouse Puma needs an upgunning to beat a Stuart. Not only it takes ammo to upgrade, it also takes time. AP rounds are available at any time (and are cheaper then an upgunning) with no delay.
Thats why PzII cant have AP ability.
#38118

Re: Unit suggestion thread:

Polkovnik_Petr wrote:
Sorry if this has already been mentioned, but what about the SiG 33 Self-Propelled Gun:

http://www.wwiivehicles.com/germany/self-propelled/sig-33-self-propelled-gun/sig-33-pzkpfw-i-b-01.png

I would guess it would be a call-in unit like the Priest.

Wespe is my choice. SiG-33 had short gun range, very limited ammo and allmost no armor protection.
SiG 33 should fire like a KV-2.

Anyway all fractions need mobile arti.
#38124

Re: Unit suggestion thread:

Polkovnik_Petr wrote:
Sorry if this has already been mentioned, but what about the SiG 33 Self-Propelled Gun:

http://www.wwiivehicles.com/germany/self-propelled/sig-33-self-propelled-gun/sig-33-pzkpfw-i-b-01.png

I would guess it would be a call-in unit like the Priest.


Maybe Sig 33 Hetzer?
http://www.missing-lynx.com/gallery/german/jlsig-2.jpg

EDIT: Nope... served in '44-'45

Last edited June 17, 2010 at 8:56 PM by TheReaper

#38130

Re: Unit suggestion thread:

Lord wrote:
Sry man BUT i see this all the time at the concept ideas here at the forum;
the JAGDTIGER and the STURMTIGER.


How about using these as reward units for the WH?  ;D
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#38132

Re: Unit suggestion thread:

that would edit the original factions...... >:(
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.
#38136

Re: Unit suggestion thread:

That isn't entirely true. It would be optional :P. Remember they already have reward units for all factions.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#38141

Re: Unit suggestion thread:

wait what ?
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.
#38144

Re: Unit suggestion thread:

In the next patch would be implemented. They already teased us ;).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#38843

Re: Unit suggestion thread:

One very important unit of the german Ostheer were the Sturmpioniere (stormpioneers).

Those where basically pioneers who where supposed to clear the area followed by the major attacking force.

Due to the difficult terrain they where often used for offensive operations themselves. In Stalingrad some offenisves where exclusively led by Sturmpionier-Battalions.

Buildable 3-men squads with normal pioneer/engineer abilites, who can later be upgraded to Stormpioneers with more offensive capabilites, like flamethrower and explosives would be my suggestion.

#38869

Re: Unit suggestion thread:

Check page I think 11. There is already suggestion of Heeres-Pioneer-Sturmbrigaden. You can also find them in my concept.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#39042

Re: Unit suggestion thread:

Walderschmidt wrote:
I have trolled these forums for weeks, hungering for more suggestions about the future, upcoming Ost-Heer when I happened upon my own. I was thinking along more tactical lines when I came up with this idea, inspired by Brothers in Arms.

It’s not finished yet, but I figured I’d post it anyways and complete it as I found more inspiration trolling around the internetz.
~Discuss

Germany’s Firefighters:

Assault: Sturmtruppe

Abilities:          Possible Upgrades:
1. Sprint            1. Incendiary Grenades (Fallschirmjäger)
2. Grenade          2. Smoke Grenades (Panzer Truppen)
                        3. Bundled Grenades (SS Truppen)
                        4. Panzerfaust

2 MP40s, 1 StG 44, 2 Gewehr 43


Fire Support: Feuer Unterstürzung

Abilities:      Possible Upgrades:
1. Sprint      1. Second LMG
                  2. Suppressing Fire*

1 MP40, 1 LMG, 4 K98


*Suppressing Fire: Suppressing fire makes the MG work like it does in normal unmodded CoH. Instead of aiming to kill, the MG gunner tries to fire as many rounds as he can to make the enemy squad to hit the dirt. The situation I imagine this in, would be attacking a squad behind cover. Suppressing fire would make the enemy squad duck behind its cover and fire less, and fire less accurate.


Sturmpioniere

The assault engineer squad would function as normal engineers do except for pure combat as opposed to base fortification and building things.

Abilities:      Possible Upgrades:
1. Sprint        1.Flamethrower
2. Grenade    2.Dynamite/Satchel Charge*
                    3.Body Armour**
                    4.Det-Pack
                    5.Plant Mine
                    6.Make Sandbag bunker***
7. Geballte Ladung

German Weapon Loadout:
3 MP40 2 K98

*Dynamite/Satchel Charges: Satchel charges work the same as they do in un-modded CoH. Dynamite is simply planted like a det-pack, but has a 5/6
second timer.

**Body Armour: simply metal sheets that are worn on the torso. They offer protecing against SMG bullets, and Carbine bullets. The body armour doesn't offer much protection against rifle bullets or MG bullets. It would simply take a few more rifle and MG bullets than usual to kill a wearer of body armour (akin to adding a little extra health). To get the values of SMGs and carbines, take the values of SMG and Carbine bullets versus units in buildings in un-modded CoH.

***Sandbag Bunker: A simple bunker made of sandbags. It has the same protection as normal
sandbags, with a little more extra chance to be missed by bullets.

The sandbag bunker should look like this:

http://img163.imageshack.us/i/95471628.jpg/

http://img37.imageshack.us/i/40673009.jpg/

http://img163.imageshack.us/i/81843684.jpg/


And that's all I've got for now.

-Walderschmidt
May the force be with you.

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#39046

Re: Unit suggestion thread:

I like the idea of the sandbag bunker. I would assume just taking the original sandbags, making them taller and with firing holes wouldn't be too difficult. Add a little bit of building time to each section, like the dragons teeth or mine laying.

And the Skdf. 9 should be able to transport the flak 8,8 and the flakvierling. It sure sucks to build one in a nice spot with great killing potential only to have the entire front move out of range!
"This Goddam forum smells like Volksgrenadiers!"
1st SS Division Leibstandarte SS A. H.
#39050

Re: Unit suggestion thread:

Griptonix wrote:
And the Skdf. 9 should be able to transport the flak 8,8 and the flakvierling. It sure sucks to build one in a nice spot with great killing potential only to have the entire front move out of range!

And it would only take 5 minutes tu set it up. :D
All guns (Firebase, 105mm, 25lbs, 17lbs, bofors, 57mm, ZiS-2, 50mm) should be transportable. 88 was heavier than most of them.
#39053

Re: Unit suggestion thread:

blackbishop wrote:
That isn't entirely true. It would be optional :P. Remember they already have reward units for all factions.


Oha..
Didnt hear that yet. Sounds pretty freakin great though.
Who said that ones? and did he really mean for all factions?

But the time i joined the forums the devs did not want to edit the existing factions in anyway.

would be really nice to know.





--------


In general, the mobile 88 - and also the even heavier "fixed" (but maybe moveable) guns - get a clear no from me.

It would simply be over powered.

The best possible long range weapon for the Ostheer would still be the awesome "sturer emil" (12,8cm FlaK 40) - limited, and bad armour.



-V-
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Last edited June 29, 2010 at 6:57 PM by Venoxxis

#39057

Re: Unit suggestion thread:

Venoxxis wrote:
blackbishop wrote:
That isn't entirely true. It would be optional :P. Remember they already have reward units for all factions.


Oha..
Didnt hear that yet. Sounds pretty freakin great though.
Who said that ones? and did he really mean for all factions?

But the time i joined the forums the devs did not want to edit the existing factions in anyway.

would be really nice to know.

...

they spared no expense on EF :P, they said that with the aid of the Reborn clan, will try to balance CoH, until Relic relase the next patch(I guess that was decided after new Relic' CoHO). I don't remember if they said that will include reward units, but i saw them by myself when Rizz deliberately shown that section in a broadcasted game a weeks ago.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#39556

Re: Unit suggestion thread:

Will the nashorn or the elefant tank destroyers be included in the ostheer faction????
The sound of 17 pounder ap shells tearing down panzers

Is music to my ears!!
#39558

Re: Unit suggestion thread:

AbhMkh wrote:
Will the nashorn or the elefant tank destroyers be included in the ostheer faction????


The OH would not be complete without a Hornisse of Ferdidant
#39696

Re: Unit suggestion thread:

ThGermanElite wrote:
Just wanted to wish the EF community a Happy 4th of July!!

Also.....
I was thinking:

Can the Ostheer get for T1 or T2 units...a support Grenadier squad??

K98 Specialists (or another name):
---4 Grenadiers, seasoned and expert with the K98
---Armed with with K98s only, and as veterancy progresses, they recieve an accuracy & damage bonus. And maybe a critical hit bonus too. No health upgrades.
---Cannot have any other upgrades, except "improved sights" or "K98 Scopes"  (improving accuracy and range). No PanzerFaust.
--- Fantastic on long range, but downright terrible in close combat.....Ideal for placing into buildings or supporting tanks...also a great flank defense.
---Grenades or Build sandbags ability
---Moves quickly
---Once Vet 3 is achieved they gain an extra squad member OR gains the ability to sprint OR cloak (or all 3 ;P.....jk)
---280-300 MP cost
---4 Pop cap


Get back to me ASAP.
May the force be with you.

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#39780

Re: Unit suggestion thread:

Waffen-Grenadiers
General-purpose infantry for the Ostfront...elite troops recruited from various regions of the Reich, including the captured territories! Waffen-Grenadiers fight even better under the leadership of the Hauptsturmführer and the Der Spieß upgrade.

280-300 MAN
Abilities:         
1. Sprint (cooldown time 1 min. 30 secs.)
2. Grenade (Steilhandgranate 43 [std.; cooldown time 30 secs], Hafthohlladung [+25 mun. per use])
3. Can build field defenses (sandbags, barbed wire, MG34 dugout [in either light bunker or observation post roles], infantry trench)

Possible Universal Upgrades:
1. "Der Spieß" (universal unit upgrade*; promotes NCOs of the Waffen-Grenadier squads to the duty-rank of Stabsscharführer, giving additional veterancy and morale bonuses)
2. Splitterring (squad or universal unit upgrade; upgrades standard Steilhandgranate 43 with a fragmentation sleeve to cause greater damage)

*Also enables "Break Suppression" (2 mins. 30 secs. cooldown time) and "Blut und Ehre" (Squad defends more fiercely with increased firing rate at the expense of speed and mobility; +100 mun. per use)
                       
Weapon Loadout:
1. Standard (1x MP40, 2x StG 44, 2x G43)
2. Standard mit LMG upgrade (1x MP40, 3x StG 44, 1x LMG34)
3. Panzerjäger upgrade (1x MP40, 2x StG 44, 2x Panzerschreck)

Hauptsturmführer
"Officers should lead by example and fight from the front!" --- A heroic veteran officer with 2 adjutants to lead the troops (can be attached to Waffen-Grenadier squads). This unit cannot be suppressed.

380 MAN
Abilities:         
1. Sprint (cooldown time 1 min. 30 secs.)
2. Grenade (Steilhandgranate 43 [std.; cooldown time 30 secs], Bundled Grenade [+75 mun. per use])
3. Fire Panzerfaust (+35 mun. per use)
4. "Force Retreat" (cooldown time 3 mins.)
5. "Zeal" (cooldown time 3.5 mins.)
6. "Sore Throat" (Haupsturmführer becomes inflamed with a desire for glory to win additions for his Knight's Cross! Increases offensive damage in exchange for defensive penalties; +100 mun.)

Possible Universal Upgrades:
1. Splitterring (squad or universal unit upgrade; upgrades standard Steilhandgranate 43 with a fragmentation sleeve to cause greater damage)
                       
Weapon Loadout:
1. Standard (1x MP40, 2x StG 44)

Kubelwagen (Sturmbannführer)
A Sturmbannführer and his adjutant in an unarmed Kubelwagen inspires troops to stand and fight!

420 MAN, 75 FUEL
Abilities:         
1. Can be used in the recon role and can capture/hold sectors.
2. Slowly heals nearby wounded (friendly) units.
3. Versorgungslager (upgrades supply point to supply depot to increase output; +100 man.)
4. "Sturmartillerie!" (orders an off-map howitzer battery to commence a saturation bombardment of targeted area; +150 mun.)
5. "Lock Down" (sacrifices mobility in exchange for securing sector/strategic point; deployment time 15 secs.)
6. "Overdrive" (temporary speed increase; cooldown time 1.5 mins.)

Possible Universal Upgrades:
1. Veteran Recon (unit upgrade; increases sight range. +50 mun.)
2. Hold Sector (unit upgrade; allows Sturmbannführer to lock-down and hold sector. +50 mun.)
                       
Weapon Loadout:
1. Standard (N/A)

Dirlewangers
Men from "Sturmbrigade Dirlewanger"---fierce but undisciplined and highly expendable penal units composed of criminals, POWs and other "undesirables". Dirlewangers can be upgraded with Feldpolizei and can also be led by the Hauptsturmführer.

220 MAN
Abilities:         
1. Grenade (Steilhandgranate 43 [std.; cooldown time 30 secs], Hafthohlladung [+25 mun. per use])
2. 2x Einstoßflammenwerfer 46 (+25 mun. per use)
3. Fire Panzerfaust (+35 mun. per use)

Possible Universal Upgrades:
1. Splitterring (squad or universal unit upgrade; upgrades standard Steilhandgranate 43 with a fragmentation sleeve to cause greater damage)
2. Feldpolizei (squad upgrade; attaches 4 additional Feldpolizei armed with pistols to keep these rough men back in line and also increases their survivability)
                       
Weapon Loadout:
1. Standard (1x MP40, 4x K98)
2. Standard mit Feldpolizei (1x MP40, 4x K98, 4x Luger P08)

***These units should be produced from either a Führungshauptamt building within the player's base area or a Forward HQ.
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Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.

Last edited July 6, 2010 at 11:27 AM by Werwolf

#39791

Re: Unit suggestion thread:

All the abilities you can think off Werwolf...

I like this unit (not its price).
Werwolf wrote:
420 MAN, 75 FUEL
Abilities:         
1. Can be used in the recon role and can capture/hold sectors.
2. Slowly heals nearby wounded (friendly) units.
3. Versorgungslager (upgrades supply point to supply depot to increase output; +100 man.)
4. "Sturmartillerie!" (orders an off-map howitzer battery to commence a saturation bombardment of targeted area; +150 mun.)
5. "Lock Down" (sacrifices mobility in exchange for securing sector/strategic point; deployment time 15 secs.)
6. "Overdrive" (temporary speed increase; cooldown time 1.5 mins.)

Possible Universal Upgrades:
1. Veteran Recon (unit upgrade; increases sight range. +50 mun.)
2. Hold Sector (unit upgrade; allows Sturmbannführer to lock-down and hold sector. +50 mun.)

Healing ability is not needed.
Upgrades are no needed.
#39800

Re: Unit suggestion thread:

Paciat wrote:
All the abilities you can think off Werwolf...

I like this unit (not its price).
Werwolf wrote:
420 MAN, 75 FUEL
Abilities:         
1. Can be used in the recon role and can capture/hold sectors.
2. Slowly heals nearby wounded (friendly) units.
3. Versorgungslager (upgrades supply point to supply depot to increase output; +100 man.)
4. "Sturmartillerie!" (orders an off-map howitzer battery to commence a saturation bombardment of targeted area; +150 mun.)
5. "Lock Down" (sacrifices mobility in exchange for securing sector/strategic point; deployment time 15 secs.)
6. "Overdrive" (temporary speed increase; cooldown time 1.5 mins.)

Possible Universal Upgrades:
1. Veteran Recon (unit upgrade; increases sight range. +50 mun.)
2. Hold Sector (unit upgrade; allows Sturmbannführer to lock-down and hold sector. +50 mun.)

Healing ability is not needed.
Upgrades are no needed.

hmm...if not the passive healing ability, would a slight passive defensive bonus to nearby units (within a certain radius) suffice?

I had to compromise with the price since his senior rank would essentially make him a hero unit of sorts...plus it might also prevent excessive Kubelwagen spamming  :P
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Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.

Last edited July 6, 2010 at 11:33 AM by Werwolf

#39810

Re: Unit suggestion thread:

Spaming?!? Its 420 man and 75 fuel! Thats as much as sherman, panzer4, 2 marders,and the brits comwell.

I think its expensive so it will prevent spaming.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme