#2613
Two eastern front armies I "designed"
I designed these factions before OF came out and more or less out of boredom. Note that I don´t suggest that you "copy" this concept into your mod, it´s just for inspiration and disscussion.
Red Army
My russians have a new veterancy system. They don´t gain veterancy by fighting or teching, you declare single units "hero of the soviet union". You can only have one infantry-hero, one tank-hero etc. The hero-unit is more effective in combat and gives nearby units of the same type combat boni.
now the buildings and doctrines:
HQ
Pioneer-Squad
3 guys
3 Mosin Nagant
pretty normal pioneers.
Barracks
Strelkovy-squad
6 guys
6 Mosin Nagant
This is the soviet standard-infantry. They are not quite as effeicient as other starting units, but they can play alot of roles on the battlefield by upgrading:
Kommisar-Upgrade: This adds a Kommisar as seventh squad-member, armed with a Tokarev-pistol. while not adding much fire-power, he passively increases the ability to hit targets and withstand surpression. He can be bought additionaly to the other upgrades.
DP1928-Upgrade: Adds a light MG. The Squad can now be deployed to guard a certain area. I then acts similar to a heavy MG of other factions and can suppress enemy squads very fast.
PTRS-Upgrade:Adds an AT-Rifle that can severely damage light vehicles and immobilise heavy tanks.
There can only be a lmg OR a AT-Rifle in the squad.
GAZ67
Classic jeep. I can´t think of some cool special ability, perhaps somebody here has an idea Wink
120mm-Mortar
a really fat mortar... deals out a lot of damage, but takes a long time to be deployed or transported.
Sniper
Well, a sniper. could be female for a change.
Assault-Building
(requires barracks)
BA64
light scout car. can increase its line of sight massively, but drives slower in that case.
Tank-Rider-Squad
4 guys
4 PPsh41
fast attack group, can ride on tanks.
Abilities:
Molotov-Cocktails: burns infantry, especially in buildings.
T70
light, cheap tank, can be deployed in huge numbers.
Support-Bulding
(requires barracks)
you may have noticed that after building the barracks you have the choice of building the attack-building AND the support-building, or just one of the two to fast tech to the tank-building. This makes teching quite flexible if somewhat risky.
ZIS3-AT-Gun
heavy AT-gun with superior firepower but low mobility.
GAZ-Truck
Troop-Transport, can tow the heavy mortar and the AT-Gun to counter their low mobility.
Upgrades:
First-Aid-Truck: Mobile sani-unit
AA: gets an aa-gun, which makes it strong against infantry.
The truck loses its tow-ability through both upgrades.
SU 76
Light assaul gun. good against enemy emplacement, but the armor is rather light. It has an indirect fire ability similar to mortars.
Tank-Building
(Requires Support- or Attack-Bulding)
T34
Medium tank with strong frontal armor and mediocre gun.
After development of the "85mm-gun" global upgrade in the tank building it is upgraded to T34\85. After the upgrade it is comparable to the panther.
KV1
heavy tank with mediocre gun. Is also affected by the "85mm-Gun" Upgrade, after which it turns into the KV85 heavy tank, almost on Tiger-Niveau.
Katjusha
Artillery-unit with a calliopesque attack, but very vulnerable.
Doctrines:
"No-Step-Back-Order"
this doctrine enhances the early-game capabilities and the propaganda aspect of the soviet army.
left:
1CP:
Armed Komissars
Komissars get their pistol replaced with a PPS43-smg, greatly enhancing the close-quarter-abilities of the sqads their attached to.
2CP:
crack sniper
snipers have a bigger line of sight and are a lot harder to detect.
2CP:
Red Wave
Every infantry-Squad gets +1 sqad member. (a little bit like the PE-Upgrade)
right:
1CP:
Propaganda
Kommissar Boni are upgraded.
2CP:
Heroism
Heroes of the Soviet Union are now better in battle and give better boni.
2CP:
Artillery-Support
Heroes of the soviet union and squads with Kommisar can now call in offmap artillery-strikes.
Storm-of-steel-Order
This doctrine is designed to greatly enhance the firepower of the soviet army. While giving new special abilities in early game, it grants great offmap-units in late game.
left:
1CP:
AT-Grenades
Strelkovy-squads and tankrider can use AT-Grenades to destroy the tracks of heavy tanks.
3CP:
Flametanks
T34 and KV1 can be upgraded with flamesthrowers now, turning them into OT34 and KV8.
4CP:
IS2
Tank with great at-capabilities but a somewhat slow reloading speed. Armor comparable to Panther. Hard-capped at 2.
right:
2CP:
Red Guard
4 Guys
4 PPs43
Ablities: Molotovcocktail.
Heavy assault-squad, hard to suppress.
4CP:
God of war
Heaviest offmap artillery strike of the game, annihilates anything, but expensive and with hight recharge time.
2CP:
ISU 152
Heavy assault gun, excells in battle with enemy emplacements, but can stun enemy tank-crews for a short time with a special ability by using HEAT-Ammo.
Partisan-Order
This doctrine gives you the possibilty to conduct sneaky harassment-actions in enemy territory while keeping a superior economy through allied lend and lease. Arguably one of the more "spacy" doctrines, but I think it could work ;D
left:
1 CP:
Partisan-Squad
5 guys
5 Kar98k
weak in battle, but they have 4 weapon-slots to "collect" enemy heavy weapons. can be reinforced from neutral buildings.
2CP:
Weapon cache
Partisans can build hidden encampments even in enemy terrirory. The emplacements are tarned and can spawn more partisan squads and additional heavy weapons like MG42s or Panzerschrecks.
1CP:
Sabotage!
Partisan-Sqads can destroy enemy control points for a short amount of time.
right:
2CP:
Allied help
ressource caches are dropped, but they land in a big area what makes acquiring them somewhat tricky if you´re unlucky.
2CP:
Allied airsupport
an american bomber flies an air attack, but coordination-difficulties makes this a quite unprecise affair, so be careful.
1CP:
Lend-and-Lease
works similar to "American War machine", but your destroyed tanks are replaced by allied model of slightly inferior quality:
T70 -> Valentine
T34 -> Matilda
KV1 -> Churchill
Ostfront-germans
This faction has some sort of "bunker-system" for building and teching. They start with a normal HQ where they can build there standard-infantry and their building-unit, the "maultier"- pioneer-vehicle. The rest of their buildings are emplacements. they can be built on any friendly territory but only one per sector. So you have to decide to build an infantry-bunker or an observation-bunker in a territory and you can be cut off from important parts of your army if you´re not careful.
the buildings:
HQ-Bunker
Maultier-pioneer-vehicle
builds all german buildings.
no attack.
Can be upgraded to Panzerwerfer artillery vehicle (requires Panzer-Bunker)
Infanterie-Trupp
5 guys
1 MP40, 4 Kar98k
Start unit, can cap. Basis-infantry-unit.
abilities: Panzerfaust
Kübelwagen
MG 34
scout unit
"Scout"-Upgrade... mG is removed for bigger detection radius, no cost.
MG-Bunker
a defensive position, counts as building, so only one per territory.
Observation-Bunker
enlarges the ressource-income from the territory it is build in.
Support-Bunker
MG42
well a normal mG42.
Scharfschütze
1 guy Kar98k-ZF, classic sniper
Mortar
classic mortar
SdKfz 251 APC
APC
Upgrades: Pak40-carrier, upgrades the apc to a basic at-vehicle
Flak30-carrier, upgrades the apc to a basic aa\ai vehicle (think of ostwind)
Heavy-Support-Bunker
(requires Support-Bunker)
Festungstrupp
4 guys
4 Kar98k
defensive infantery-squad, slow, but extremely hard to kill.
Upgrades: MG42 or Panzerschreck
Hornisse
think of marder, but slow rate of fire and almost no line of sight, needs support by scouting units. great against tanks.
Sturmpanzer IIIN
Infanterie-close-support. can lay a smoke screen to protect advancing infantry.
Panzer-Bunker
(requires heavy-support-bunker)
repairs tanks.
Sturmpioniertrupp
4 guys
4 MP40
offensive infantery-squad, fast and hard hitting.
Upgrades: Flammenwerfer or StG44
Panzer IVJ
main battle tank
Grille
mobile artillery, not quite as hard hitting as the hummel but powerful enough for effective support.
Doctrines:
Panzergrenadier-Kampfgruppe
left:
APC-Support
1CP
APC-HQ
SdKfz 251 APCs can be locked down to act as forward hqs and healing stations.
2CP
Command-apc
calls in a command-apc that gives offensive bonus to nearby infantry and other apcs.
1CP
Field workshops
Upgrades for apc are cheaper and they can repair other vehicles.
right:
Panzergrenadier-Support
2CP
Panzergrenadiers
4 guys, 3Kar 98k 1 MG42
can shoot out of apcs.
2CP
Artillery-command
Is "casted" on a unit. every target that is attacked by this unit is subjected to off map artillery fire. lasts like 60 seconds.
2CP
Flammpanzer I "Flammingo"
lightly armored and fast flamethrower.
Tiger-Kampfgruppe
left:
Defensive-Support
1CP
Panzer Defensive
tanks get an armour-bonus when in friendly territory.
2CP
Improvisation
tanks can repair themselves when out of combat.
5CP
Elefant
Huge, slow. almost indestructible tank destroyer.
There can only be one Elefant OR Tiger on the map.
rechts:
Offensive-Support
1CP
tuned engines
tanks get the "mad drive" - ability. They are a lot faster until the ability is switched off again, but when active, the possibility to get a damaged engine greatly increses, and continues to as the "mad-drive" ability is still active.
3CP
Panzer-Aces
Every tank is vet1 from the start.
4CP
Tiger
There can only be one Elefant OR Tiger on the map.
City-Kampfgruppe
links:
Sturm
2CP
close quarter training
infantry is more effective against enemies in buildings.
1CP
Artillery-ambush
a precise but short offmap-artillery-strike without warning.
2CP
Brummbär
Heavy assault gun.
rechts:
Graben
1CP
Mines
Infantry-Trupps can lay down mines and build fortifications.
2CP
Festung
neutral buildings can be upgraded to fortresses. These act as forward HQs but are heavily fortified with better protection for squads inside.
4CP
Pak43 88mm Bunker
enables a heavy at-bunker.
well that´s about it, tell me what you think. Note that I haven´t thought about prices or the veterancy-system for the germans yet.
Red Army
My russians have a new veterancy system. They don´t gain veterancy by fighting or teching, you declare single units "hero of the soviet union". You can only have one infantry-hero, one tank-hero etc. The hero-unit is more effective in combat and gives nearby units of the same type combat boni.
now the buildings and doctrines:
HQ
Pioneer-Squad
3 guys
3 Mosin Nagant
pretty normal pioneers.
Barracks
Strelkovy-squad
6 guys
6 Mosin Nagant
This is the soviet standard-infantry. They are not quite as effeicient as other starting units, but they can play alot of roles on the battlefield by upgrading:
Kommisar-Upgrade: This adds a Kommisar as seventh squad-member, armed with a Tokarev-pistol. while not adding much fire-power, he passively increases the ability to hit targets and withstand surpression. He can be bought additionaly to the other upgrades.
DP1928-Upgrade: Adds a light MG. The Squad can now be deployed to guard a certain area. I then acts similar to a heavy MG of other factions and can suppress enemy squads very fast.
PTRS-Upgrade:Adds an AT-Rifle that can severely damage light vehicles and immobilise heavy tanks.
There can only be a lmg OR a AT-Rifle in the squad.
GAZ67
Classic jeep. I can´t think of some cool special ability, perhaps somebody here has an idea Wink
120mm-Mortar
a really fat mortar... deals out a lot of damage, but takes a long time to be deployed or transported.
Sniper
Well, a sniper. could be female for a change.
Assault-Building
(requires barracks)
BA64
light scout car. can increase its line of sight massively, but drives slower in that case.
Tank-Rider-Squad
4 guys
4 PPsh41
fast attack group, can ride on tanks.
Abilities:
Molotov-Cocktails: burns infantry, especially in buildings.
T70
light, cheap tank, can be deployed in huge numbers.
Support-Bulding
(requires barracks)
you may have noticed that after building the barracks you have the choice of building the attack-building AND the support-building, or just one of the two to fast tech to the tank-building. This makes teching quite flexible if somewhat risky.
ZIS3-AT-Gun
heavy AT-gun with superior firepower but low mobility.
GAZ-Truck
Troop-Transport, can tow the heavy mortar and the AT-Gun to counter their low mobility.
Upgrades:
First-Aid-Truck: Mobile sani-unit
AA: gets an aa-gun, which makes it strong against infantry.
The truck loses its tow-ability through both upgrades.
SU 76
Light assaul gun. good against enemy emplacement, but the armor is rather light. It has an indirect fire ability similar to mortars.
Tank-Building
(Requires Support- or Attack-Bulding)
T34
Medium tank with strong frontal armor and mediocre gun.
After development of the "85mm-gun" global upgrade in the tank building it is upgraded to T34\85. After the upgrade it is comparable to the panther.
KV1
heavy tank with mediocre gun. Is also affected by the "85mm-Gun" Upgrade, after which it turns into the KV85 heavy tank, almost on Tiger-Niveau.
Katjusha
Artillery-unit with a calliopesque attack, but very vulnerable.
Doctrines:
"No-Step-Back-Order"
this doctrine enhances the early-game capabilities and the propaganda aspect of the soviet army.
left:
1CP:
Armed Komissars
Komissars get their pistol replaced with a PPS43-smg, greatly enhancing the close-quarter-abilities of the sqads their attached to.
2CP:
crack sniper
snipers have a bigger line of sight and are a lot harder to detect.
2CP:
Red Wave
Every infantry-Squad gets +1 sqad member. (a little bit like the PE-Upgrade)
right:
1CP:
Propaganda
Kommissar Boni are upgraded.
2CP:
Heroism
Heroes of the Soviet Union are now better in battle and give better boni.
2CP:
Artillery-Support
Heroes of the soviet union and squads with Kommisar can now call in offmap artillery-strikes.
Storm-of-steel-Order
This doctrine is designed to greatly enhance the firepower of the soviet army. While giving new special abilities in early game, it grants great offmap-units in late game.
left:
1CP:
AT-Grenades
Strelkovy-squads and tankrider can use AT-Grenades to destroy the tracks of heavy tanks.
3CP:
Flametanks
T34 and KV1 can be upgraded with flamesthrowers now, turning them into OT34 and KV8.
4CP:
IS2
Tank with great at-capabilities but a somewhat slow reloading speed. Armor comparable to Panther. Hard-capped at 2.
right:
2CP:
Red Guard
4 Guys
4 PPs43
Ablities: Molotovcocktail.
Heavy assault-squad, hard to suppress.
4CP:
God of war
Heaviest offmap artillery strike of the game, annihilates anything, but expensive and with hight recharge time.
2CP:
ISU 152
Heavy assault gun, excells in battle with enemy emplacements, but can stun enemy tank-crews for a short time with a special ability by using HEAT-Ammo.
Partisan-Order
This doctrine gives you the possibilty to conduct sneaky harassment-actions in enemy territory while keeping a superior economy through allied lend and lease. Arguably one of the more "spacy" doctrines, but I think it could work ;D
left:
1 CP:
Partisan-Squad
5 guys
5 Kar98k
weak in battle, but they have 4 weapon-slots to "collect" enemy heavy weapons. can be reinforced from neutral buildings.
2CP:
Weapon cache
Partisans can build hidden encampments even in enemy terrirory. The emplacements are tarned and can spawn more partisan squads and additional heavy weapons like MG42s or Panzerschrecks.
1CP:
Sabotage!
Partisan-Sqads can destroy enemy control points for a short amount of time.
right:
2CP:
Allied help
ressource caches are dropped, but they land in a big area what makes acquiring them somewhat tricky if you´re unlucky.
2CP:
Allied airsupport
an american bomber flies an air attack, but coordination-difficulties makes this a quite unprecise affair, so be careful.
1CP:
Lend-and-Lease
works similar to "American War machine", but your destroyed tanks are replaced by allied model of slightly inferior quality:
T70 -> Valentine
T34 -> Matilda
KV1 -> Churchill
Ostfront-germans
This faction has some sort of "bunker-system" for building and teching. They start with a normal HQ where they can build there standard-infantry and their building-unit, the "maultier"- pioneer-vehicle. The rest of their buildings are emplacements. they can be built on any friendly territory but only one per sector. So you have to decide to build an infantry-bunker or an observation-bunker in a territory and you can be cut off from important parts of your army if you´re not careful.
the buildings:
HQ-Bunker
Maultier-pioneer-vehicle
builds all german buildings.
no attack.
Can be upgraded to Panzerwerfer artillery vehicle (requires Panzer-Bunker)
Infanterie-Trupp
5 guys
1 MP40, 4 Kar98k
Start unit, can cap. Basis-infantry-unit.
abilities: Panzerfaust
Kübelwagen
MG 34
scout unit
"Scout"-Upgrade... mG is removed for bigger detection radius, no cost.
MG-Bunker
a defensive position, counts as building, so only one per territory.
Observation-Bunker
enlarges the ressource-income from the territory it is build in.
Support-Bunker
MG42
well a normal mG42.
Scharfschütze
1 guy Kar98k-ZF, classic sniper
Mortar
classic mortar
SdKfz 251 APC
APC
Upgrades: Pak40-carrier, upgrades the apc to a basic at-vehicle
Flak30-carrier, upgrades the apc to a basic aa\ai vehicle (think of ostwind)
Heavy-Support-Bunker
(requires Support-Bunker)
Festungstrupp
4 guys
4 Kar98k
defensive infantery-squad, slow, but extremely hard to kill.
Upgrades: MG42 or Panzerschreck
Hornisse
think of marder, but slow rate of fire and almost no line of sight, needs support by scouting units. great against tanks.
Sturmpanzer IIIN
Infanterie-close-support. can lay a smoke screen to protect advancing infantry.
Panzer-Bunker
(requires heavy-support-bunker)
repairs tanks.
Sturmpioniertrupp
4 guys
4 MP40
offensive infantery-squad, fast and hard hitting.
Upgrades: Flammenwerfer or StG44
Panzer IVJ
main battle tank
Grille
mobile artillery, not quite as hard hitting as the hummel but powerful enough for effective support.
Doctrines:
Panzergrenadier-Kampfgruppe
left:
APC-Support
1CP
APC-HQ
SdKfz 251 APCs can be locked down to act as forward hqs and healing stations.
2CP
Command-apc
calls in a command-apc that gives offensive bonus to nearby infantry and other apcs.
1CP
Field workshops
Upgrades for apc are cheaper and they can repair other vehicles.
right:
Panzergrenadier-Support
2CP
Panzergrenadiers
4 guys, 3Kar 98k 1 MG42
can shoot out of apcs.
2CP
Artillery-command
Is "casted" on a unit. every target that is attacked by this unit is subjected to off map artillery fire. lasts like 60 seconds.
2CP
Flammpanzer I "Flammingo"
lightly armored and fast flamethrower.
Tiger-Kampfgruppe
left:
Defensive-Support
1CP
Panzer Defensive
tanks get an armour-bonus when in friendly territory.
2CP
Improvisation
tanks can repair themselves when out of combat.
5CP
Elefant
Huge, slow. almost indestructible tank destroyer.
There can only be one Elefant OR Tiger on the map.
rechts:
Offensive-Support
1CP
tuned engines
tanks get the "mad drive" - ability. They are a lot faster until the ability is switched off again, but when active, the possibility to get a damaged engine greatly increses, and continues to as the "mad-drive" ability is still active.
3CP
Panzer-Aces
Every tank is vet1 from the start.
4CP
Tiger
There can only be one Elefant OR Tiger on the map.
City-Kampfgruppe
links:
Sturm
2CP
close quarter training
infantry is more effective against enemies in buildings.
1CP
Artillery-ambush
a precise but short offmap-artillery-strike without warning.
2CP
Brummbär
Heavy assault gun.
rechts:
Graben
1CP
Mines
Infantry-Trupps can lay down mines and build fortifications.
2CP
Festung
neutral buildings can be upgraded to fortresses. These act as forward HQs but are heavily fortified with better protection for squads inside.
4CP
Pak43 88mm Bunker
enables a heavy at-bunker.
well that´s about it, tell me what you think. Note that I haven´t thought about prices or the veterancy-system for the germans yet.

