#31275
Raider 217's Ostheer Concept
First off a lot of the ideas within this concept have been influenced by other peoples concepts and ideas. Mainly Venoxxis’s Tier system and the veterency system is based off of Lord Rommel’s, with very slight changes this is because these systems worked and in my opinion reflected the Ostheer well.
-No securing of territory. The Ostheer cannot secure territory unless you are using the Fortress deployment doctrine this is because the rapid advances of the German army through Russia did not leave time to secure these valuable points.
-Tanks and vehicles start off with poor mobility due to the harshness of Russian snow and mud. This can be overcome with the Ostketten upgrade. (Brings them up to normal speed)
HQ
(Unlocks: Infantry Command, Engineers Hall)
-Kubelwagen
Starting unit
Fast moving, fast capping unit, can be upgraded with MG42 for 50 munitions
-Sdkfz.9
Builder Unit
Builds: Infantry Command, Panzer Support Command, Infantry Support Command and Panzer High Command
Basic repair unit (can be upgraded with advanced repair)
Once the Engineers hall is constructed you may deploy Goliaths (125 Munitions)
Infantry Command (Tier 1)
(Unlocks: Panzer Support Command, Infantry Support Command)
-Volksturm
Weaker starting infantry
(6 men with 6xKar98)
Can build sandbags, barbed wire
Can be upgraded with VG-1-5’s for 50 munitions (could either be VG-1-5’s or MP40)
Gain grenades at Vet 2
Can use Panzerfaust (35 munitions)
-Mg 34 team
(3 men, 1xMg 34, 2x Kar98)
Lower fire rate than an MG42 but deploys faster and less expensive
-Sharpshooter
(1 man, 1xMP44 Scoped)
Lower sight range and accuracy than Wehr or US sniper but higher fire rate
Can Camouflage
Gains binoculars at Vet 2 (Similar ability to Soviet Command squad’s Binoculars)
-7.5cm Le.IG 18
(4 men, 2xLuger pistol, 1x Infantriegeschutz 18 mortar)
*Can fire indirectly like a mortar
Must be locked into mortar role
Free fires like normal mortar (Low rate of fire thus relies more on barrage)
Barrage recharges quickly whilst in this mode (More accurate and damaging than normal mortar barrage’s making up for its poor free firing)
*Can fire directly like anti-tank gun
Must be locked into anti-tank role
Only effective against light armour but reloads quickly
Does not free fire like a mortar (Barrage does not recharge)
Infantry Support Command (Tier 2)
(Unlocks: Panzer High Command)
-Sturm Grenadiers
Stronger experienced soldiers
(4 men, 4x Kar98)
Can be upgraded with G43’s, Panzershreck for 75 munitions or double Flamethrower’s (Doctrine only) for 100 munitions
Gain Incendiary grenades at Vet 2
Can build sandbags
-3.7cm Pak 36
(4 men, 2xKar98, 1xPak36)
Anti armour support that can hold back early enemy armour and may Camoflauge.
Normal Ammunition can be Upgraded to Tungsten Cored AP rounds (Improved anti armour efforts upgrade)
*Has the ability to use Stielgranate 41 ammunition which greatly improves armour penetration at close to medium range but is only slightly effective at longer ranges.
Has better mobility and accuracy but weaker damage than other factions anti tanks guns
-Sdkfz 251/8-I
Medical halftrack
Creates healing aura for 40 munitions
Can lock down into field hospital and treat wounded infantry (may use healing aura)
Similar to Commonwealth Casualty clearing tent when set up but once deployed may not be packed up again (No longer costs pop cap when deployed)
*Requires upgrade to become recruitable
Panzer Support Command (Tier 2)
(Unlocks: Panzer High Command)
-Sdkfz 10
Primary mode of transport for infantry, no weaponry but infantry may fire out of vehicle
Can reinforce nearby infantry
Can hold 12 men or 3 squads (given the space of having no weaponry)
At the expense of mobility it can be upgraded with:
*2cm Flak 38 for Anti infantry, anti vehicle and anti air support (Could be single barrel, double barrel or four barreled variant)
-Sdkfz 231/232
Fast moving armored car
Can overdrive engine giving burst of speed
Can be upgraded to secure territory through Fortress Deployment for 100 munitions
-Sdkfz 4
Mobile rocket artillery
Fires a salvo of rockets with similar power to Nebelwerfer but is highly inaccurate
*Requires upgrade to become recruitable. This is because no munitions upgrade is required to give the vehicle its rockets it is built with them and so that they are not built to early in the game.
Panzer High Command (Tier 3)
-Waffen Grenadier Troopers
(4 men, 4xKar98)
Veteren infantry concentrating on anti infantry combat
Can throw Hafthohlladung anti tank grenade but is short range requiring the squad to be very close to the target in order to attach the grenade (Vet 2)
Can be upgraded with 4xMP44 (150 munitions)
-Panzer III Ausf. E/F
Less armour and less effective against armour than Panzer IV
(Starts with 3.7cm main gun, effective vs light armour and infantry)
Once upgraded with new main gun armour increases
*Infantry Support Command
Allows upgrade of Panzer III to use short barreled 75mm cannon using HE shells
Effective vs. infantry and light armor (Ausf. N)
*Panzer Support Command
Allows upgrade of Panzer III to use long barreled 50 mm cannon using AP shells
Effective vs. light, medium armor (Ausf. J^1)
*Infantry Support Command
-Allows production of Stug III Ausf. E (Short barreled 75 mm cannon)
Powerful infantry support tank
Can be upgraded to Stug III Ausf. G (Long barreled 75 mm cannon) increasing its effectiveness against armour at the expense of its effectiveness against infantry
Short Barrel: The Stug III’s main gun can fire a smoke canister for protection
Long Barrel: The Stug III may use Focused Firing (Same as PE, AT halftrack)
*Panzer Support Command
-Allows Production of Marder II
Can lock down after upgrade (same as Marder III)
Has less armour than Marder III but can target vehicle tracks and immobilize
*(Infantry Support Command, Panzer Support Command and “Heavy armour support” upgrade required to use Panthers and Tiger)
-Panther Ausf. A
Late game anti armour asset
Has no hull MG lowering effectiveness against infantry
Engineers Hall
Contains all the necessary weapons and global upgrades of the Ostheer
-Panzer Shurtzen: Equips certain tanks with armored skirts
-Ostketten: Upgrades the tracks and wheels of tanks and vehicles increasing their maneuverability whilst decreasing the vulnerability of the tracks on tanks
-Front line medical support: Unlocks Sdkfz 251/8-I
-Rocket artillery support: Unlocks Sdkfz 4
-Heavy armour support: Unlocks Panther, Tiger (Mobilisation Deployment Doctrine)
-Higher lifting capacity: Gives Sdkfz. 9 Advanced repair and mobile minesweeper
-Increased Anti-armour efforts: Allows Stug III’s to be upgraded with long barreled 75 mm cannons increasing anti armour capabilities, changes all Marder II’s from captured Soviet 7.62 mm AT guns to the new 7.5 cm Pak 40 increasing armour penetration and range. Also allows Marder II to lock down (Same as Marder III) and supplies all Pak 36's with Tungsten Cored AP rounds effective against the side and rear armour of most Soviet tanks
-Veteran support teams: MG34 team, 7.5cm Le.IG 18 and Pak 36 all gain increased squad sizes giving them higher chance of surviving harsh combat situations
Doctrines
My Doctrines are referred to as Deployments and attempt to represent different phases/ stages during the Eastern front. The units and abilities in the Doctrines do not reflect this time line, simply how they are played and their effect on your play style.
Mobilisation Deployment
Concentrates on early game advancement and armoured units supported by infantry to roll over enemy territory. If resistance is fierce use the JU-87 bombing run to soften up their defenses then push on.
Rapid Expansion
(1 CP) Forced Labor: Put the millions of prisoners taken during Barbarossa to work, Increases building construction times allowing you to deploy your forces faster, (NOT unit production times) as well as decreasing research times.
(2 CP) Combined assault: All infantry become insuppressible and sprint whilst vehicles and tanks shoot at a faster rate (150 munitions)
(5 CP) Beast Production: Allows production of Tiger I at Panzer High Command (These are early war Tigers however so they are unreliable, move slowly, long production times and the crews are new to the Tiger having an effect on their accuracy. Veteran Tigers though, are a force to be reckoned with, only two at a time)
Overwhelming Force
(2 CP) Armor Fist: When grouped near tanks you infantry gain large amounts of inspiration from them. They recieve less damage, are more accurate and deal more damage
(3 CP) Reign of Fire: Allows Panzer III to be upgraded to FlammPanzer III Ausf.M, Panzer II to Panzer II Flamm, unlocks flamethrower upgrades for Sturm grenadiers and gives Waffen Grenadier Troopers the Einstossflammenwerfer 46 ability. (For 50 munitions one of the Troopers uses the disposable flamethrower producing a short range burst of fire effective vs. infantry and infantry in buildings)
(3 CP) Phoenix: JU-87 Stuka drops a salvo of high explosive bombs and then incendiary bomblets on selected target. Highly effective vs. buildings and infantry (150 munitions)
Siege Deployment
Focuses on artillery and artillery enhancements along with powerful call in units to destroy enemy resistance whilst also giving upgrades to some non artillery units to assist in the push
Artillery Logistics
(2 CP) Coordinated Bombardment: Deploys Field Artillery Truck which can be set up to give bonuses to nearby artillery units (recharge rate and fire rate. May also reinforce nearby infantry)
(3CP) Heavier Rounds: For a short period of time Artillery units fire high range, high damage rounds and some Tanks may fire Panzergranate shells onto their targets (160 munitions)
(3 CP) Grumbler: Deploys a Sturmpanzer IV Brummbar to smash through enemy strong points
Demolition
(2 CP) Scherenfernrohr: Equips artillery units as well as some support units, vehicles and tanks with Scherenfernrohr sighting equipment increasing sight range and accuracy
(2 CP) Howitzer Support: 10.5cm leFH 18/40 light field howitzers are now buildable to you Sdkfz.9 (Build at very slow rate)
(4 CP) Father of all guns: The massive Schwerer Gustav rail gun fires its 80cm cannon upon a selected region of the map devastating it. This is not 100% accurate so stay aware of where allied units are in relation to where it is firing. (200 munitions, long reload)
Fortress Deployment
Uses superior long and short range defensive measures, to ensure the territory you have taken remains yours. The self propelled Wespe can weaken enemy positions whilst our heavy tank destroyers (Nashorn or Ferdinand) eliminate any enemy armour attempting to make a push for our lines
Urban Control and Combat
(2 CP) To the Front!: When activated movement speed and capture rate of all units increases allowing for quick seizure of points in order to move in to enemy territory and establish defences faster (100 munitions)
(3 CP) Stonewall: Units in cover and buildings gain extra bonuses to survivability, sight range and suppression. Also gives the Sdkfz 231 radio equiptment to secure territory and gain extra resources from points. Only three may be upgraded to use this ability however as they produce more resources than an observation point or PE scout car
(2 CP) Killer Wasp: Deploys an Sdkfz 124 “Wespe” to the map to provide heavy artillery support and weaken enemy defences.
May lock down for greater range but still has shorter range and lower damage than Hummel artillery piece and leFH 18/40. (At Vet 2 instead of a gunner or spotter the Wespe is given additional rounds to prolong its barrages and increase their effectiveness)
Concrete and Steel Defence
(1 CP) Hasty Defence: You Sturm Pioneer support has arrived to aid in your defence use them to hold the Red army away from Berlin (Stronger than Wehr Pioneer, gain Satchel charges at Vet 2)
-Can build
Sandbags, Barbed wire, Dragon teeth
Mines (25 munitions)
Bunker (same as Wehr but has less health and may only be upgraded with MG42 or Repair station).
(3 CP) Hardened Defence: Allows your Sturm pioneers to construct.
-AA Emplacement (Dual Cannon 3.7 cm Flak 43 for anti vehicle and anti air support)
-AT Emplacement (7.5 cm Pak 40 for heavy anti tank support)
(4 CP) Behemoth: Calls in a Sdkfz 184 Ferdinand or Nashorn (Reward unit) to the field as heavy anti tank support (limit of one at a time).
Reward Units
-Panzer II Ausf. F
Slower than Sdkfz 231, smaller sight range, same armament but more armor
Can be upgraded with flamethrowers (Doctrine)
*Replaces Sdkfz 231 armored car
-Jagdpanzer IV
Shorter sight range than Marder II, lower speed and slower fire rate but more armour
Can camouflage
Increased Anti-armour efforts: Upgrades Jagdpanzer’s 7.5 cm PaK 39 L/48 to a 7.5 cm Pak 42 L/70 increasing armour penetration and range
*Replaces Marder 2
-Nashorn
Armed with similar 88mm cannon as Ferdinand, more maneuverable, less armour, larger sight range
Has ability to lock down
*Replaces Sdkfz 184 Ferdinand as the call in unit for “Behemoth”
Foreign Reward Units
All foreign reward units are more expensive to build and take slightly longer to produce due to how effective they are as well as their transportation and deployment costs.
-Foreign Axis Infantry (Romanian)
(6 men, 6xVZ.24)
Early game soldiers, concentrating on close combat and light anti armour combat
Can be upgraded with Orita M1941’s for 50 munitions
Can use Panzerfaust (35 munitions)
Gain Sticky bombs at Vet 2
Cannot gain flamethrowers and may only build roadblocks (very slowly)
*Replace Volksturm
-Foreign Axis Infantry (Hungarian)
(4 men, 4x43M rifles)
Tough mid game infantry
Have two weapon slots
Can be upgraded with
*MG30’s (Gain 2. Same as MG42 for Grenadiers, or FG42 for Fallschirmjager)
*Solothurm 36M 20mm anti tank rifle (Gain 1. For light anti tank support)
Gain AT grenades at Vet 2
Do not gain flamethrowers through doctrine
Cannot place barbed wire or sandbags
*Replace Sturm Grenadiers
-Foreign Axis Infantry (Italian)
(3 men, 1xBreda M37, 2xCarcano M1891’s)
Heavy MG team with slower rate of fire, deployment speed and production speed than MG34 but higher penetration, reload time and range
*Replace MG34 team
- Foreign Axis Infantry (Finnish Winter Troops)
(5 men, 5xMosin Nagant)
Reasonable mid game infantry, concentrating on stealth and ambush tactics rather than frontal engagements
Have less health than Waffen Troopers and are suppressed easily
Built with Ambush ability
At Vet 2 for 100 munitions they may be given one upgrade
*Suomi KP/-31’s (SMG’s)
*Two Lahti L-39 (Anti-tank Rifles, lowers squads movement speed however)
*Two LS/26 (LMG’s, gain Suppressive Fire ability)
Gain Panssarimiina m/39 anti tank device’s instead of Flamethrower through doctrine (Much weaker than Teller mine)
Cannot place barbed wire or sandbags
*Replaces Waffen Grenadier Troopers
-Veterancy is allocated through four buttons inside the Engineers Hall. These change the cost (Only small rises in cost, because depending on the amount of units you produce it will cost more than any other factions veterency in the long run), production time and the experience your troops receive. You can freely change between these depending upon your situation.
*Each level of Veterancy is unlocked after building a tier building (Tier 1 gives Vet 1)
Vet 0: Quick production, cheap units with no experience
Vet 1: Slightly slower production and more expensive than vet one but more experience (Inf: Accuracy, Tanks: Higher speed, Vehicles: Less damage received, Support Units: Accuracy)
Vet 2: Even slower production and higher prices but with large combat experience (Inf: Ability / Upgrade, Tanks: MG Gunner or Spotter, Vehicles: Damage, Support Units: Reload times or Fire rate)
Vet 3: Slowest production times and highest prices but veteran experience for your units (Inf: Maximum health, Tanks: Accuracy, Vehicles: Maximum health, Support Units: Deploy times or Ability recharge)
Call in units: Call in units are affected by this system resulting in your units being more expensive depending on veterancy (this does not affect abilities, upgrades or the recharge rate of call in units as people would just switch between the pools to overcome this)
Secondary HQ’s. “Command posts” Can reinforce your infantry and support unit squads but cannot build new squads. Has similar ability to Commonwealths “Retreat to Captain” allowing you to allocate one of these buildings as the assembly point for retreating units.
Depending on your choice of doctrine your Command posts also gain a certain enhancement (only effects secondary HQ’s)
- Mobilisation Deployment (Munitions Depot)
Recharges nearby units abilities at a higher rate (Same as PE but NO healing)
- Siege Deployment (Communications Relay)
Decreases the amount of time needed for nearby units to gain upgrades and slightly increases repair rate of buildings and vehicles close to the building
- Fortress Deployment (Conscription Post)
Greatly increased reinforcement rate at Command posts
-No securing of territory. The Ostheer cannot secure territory unless you are using the Fortress deployment doctrine this is because the rapid advances of the German army through Russia did not leave time to secure these valuable points.
-Tanks and vehicles start off with poor mobility due to the harshness of Russian snow and mud. This can be overcome with the Ostketten upgrade. (Brings them up to normal speed)
HQ
(Unlocks: Infantry Command, Engineers Hall)
-Kubelwagen
Starting unit
Fast moving, fast capping unit, can be upgraded with MG42 for 50 munitions
-Sdkfz.9
Builder Unit
Builds: Infantry Command, Panzer Support Command, Infantry Support Command and Panzer High Command
Basic repair unit (can be upgraded with advanced repair)
Once the Engineers hall is constructed you may deploy Goliaths (125 Munitions)
Infantry Command (Tier 1)
(Unlocks: Panzer Support Command, Infantry Support Command)
-Volksturm
Weaker starting infantry
(6 men with 6xKar98)
Can build sandbags, barbed wire
Can be upgraded with VG-1-5’s for 50 munitions (could either be VG-1-5’s or MP40)
Gain grenades at Vet 2
Can use Panzerfaust (35 munitions)
-Mg 34 team
(3 men, 1xMg 34, 2x Kar98)
Lower fire rate than an MG42 but deploys faster and less expensive
-Sharpshooter
(1 man, 1xMP44 Scoped)
Lower sight range and accuracy than Wehr or US sniper but higher fire rate
Can Camouflage
Gains binoculars at Vet 2 (Similar ability to Soviet Command squad’s Binoculars)
-7.5cm Le.IG 18
(4 men, 2xLuger pistol, 1x Infantriegeschutz 18 mortar)
*Can fire indirectly like a mortar
Must be locked into mortar role
Free fires like normal mortar (Low rate of fire thus relies more on barrage)
Barrage recharges quickly whilst in this mode (More accurate and damaging than normal mortar barrage’s making up for its poor free firing)
*Can fire directly like anti-tank gun
Must be locked into anti-tank role
Only effective against light armour but reloads quickly
Does not free fire like a mortar (Barrage does not recharge)
Infantry Support Command (Tier 2)
(Unlocks: Panzer High Command)
-Sturm Grenadiers
Stronger experienced soldiers
(4 men, 4x Kar98)
Can be upgraded with G43’s, Panzershreck for 75 munitions or double Flamethrower’s (Doctrine only) for 100 munitions
Gain Incendiary grenades at Vet 2
Can build sandbags
-3.7cm Pak 36
(4 men, 2xKar98, 1xPak36)
Anti armour support that can hold back early enemy armour and may Camoflauge.
Normal Ammunition can be Upgraded to Tungsten Cored AP rounds (Improved anti armour efforts upgrade)
*Has the ability to use Stielgranate 41 ammunition which greatly improves armour penetration at close to medium range but is only slightly effective at longer ranges.
Has better mobility and accuracy but weaker damage than other factions anti tanks guns
-Sdkfz 251/8-I
Medical halftrack
Creates healing aura for 40 munitions
Can lock down into field hospital and treat wounded infantry (may use healing aura)
Similar to Commonwealth Casualty clearing tent when set up but once deployed may not be packed up again (No longer costs pop cap when deployed)
*Requires upgrade to become recruitable
Panzer Support Command (Tier 2)
(Unlocks: Panzer High Command)
-Sdkfz 10
Primary mode of transport for infantry, no weaponry but infantry may fire out of vehicle
Can reinforce nearby infantry
Can hold 12 men or 3 squads (given the space of having no weaponry)
At the expense of mobility it can be upgraded with:
*2cm Flak 38 for Anti infantry, anti vehicle and anti air support (Could be single barrel, double barrel or four barreled variant)
-Sdkfz 231/232
Fast moving armored car
Can overdrive engine giving burst of speed
Can be upgraded to secure territory through Fortress Deployment for 100 munitions
-Sdkfz 4
Mobile rocket artillery
Fires a salvo of rockets with similar power to Nebelwerfer but is highly inaccurate
*Requires upgrade to become recruitable. This is because no munitions upgrade is required to give the vehicle its rockets it is built with them and so that they are not built to early in the game.
Panzer High Command (Tier 3)
-Waffen Grenadier Troopers
(4 men, 4xKar98)
Veteren infantry concentrating on anti infantry combat
Can throw Hafthohlladung anti tank grenade but is short range requiring the squad to be very close to the target in order to attach the grenade (Vet 2)
Can be upgraded with 4xMP44 (150 munitions)
-Panzer III Ausf. E/F
Less armour and less effective against armour than Panzer IV
(Starts with 3.7cm main gun, effective vs light armour and infantry)
Once upgraded with new main gun armour increases
*Infantry Support Command
Allows upgrade of Panzer III to use short barreled 75mm cannon using HE shells
Effective vs. infantry and light armor (Ausf. N)
*Panzer Support Command
Allows upgrade of Panzer III to use long barreled 50 mm cannon using AP shells
Effective vs. light, medium armor (Ausf. J^1)
*Infantry Support Command
-Allows production of Stug III Ausf. E (Short barreled 75 mm cannon)
Powerful infantry support tank
Can be upgraded to Stug III Ausf. G (Long barreled 75 mm cannon) increasing its effectiveness against armour at the expense of its effectiveness against infantry
Short Barrel: The Stug III’s main gun can fire a smoke canister for protection
Long Barrel: The Stug III may use Focused Firing (Same as PE, AT halftrack)
*Panzer Support Command
-Allows Production of Marder II
Can lock down after upgrade (same as Marder III)
Has less armour than Marder III but can target vehicle tracks and immobilize
*(Infantry Support Command, Panzer Support Command and “Heavy armour support” upgrade required to use Panthers and Tiger)
-Panther Ausf. A
Late game anti armour asset
Has no hull MG lowering effectiveness against infantry
Engineers Hall
Contains all the necessary weapons and global upgrades of the Ostheer
-Panzer Shurtzen: Equips certain tanks with armored skirts
-Ostketten: Upgrades the tracks and wheels of tanks and vehicles increasing their maneuverability whilst decreasing the vulnerability of the tracks on tanks
-Front line medical support: Unlocks Sdkfz 251/8-I
-Rocket artillery support: Unlocks Sdkfz 4
-Heavy armour support: Unlocks Panther, Tiger (Mobilisation Deployment Doctrine)
-Higher lifting capacity: Gives Sdkfz. 9 Advanced repair and mobile minesweeper
-Increased Anti-armour efforts: Allows Stug III’s to be upgraded with long barreled 75 mm cannons increasing anti armour capabilities, changes all Marder II’s from captured Soviet 7.62 mm AT guns to the new 7.5 cm Pak 40 increasing armour penetration and range. Also allows Marder II to lock down (Same as Marder III) and supplies all Pak 36's with Tungsten Cored AP rounds effective against the side and rear armour of most Soviet tanks
-Veteran support teams: MG34 team, 7.5cm Le.IG 18 and Pak 36 all gain increased squad sizes giving them higher chance of surviving harsh combat situations
Doctrines
My Doctrines are referred to as Deployments and attempt to represent different phases/ stages during the Eastern front. The units and abilities in the Doctrines do not reflect this time line, simply how they are played and their effect on your play style.
Mobilisation Deployment
Concentrates on early game advancement and armoured units supported by infantry to roll over enemy territory. If resistance is fierce use the JU-87 bombing run to soften up their defenses then push on.
Rapid Expansion
(1 CP) Forced Labor: Put the millions of prisoners taken during Barbarossa to work, Increases building construction times allowing you to deploy your forces faster, (NOT unit production times) as well as decreasing research times.
(2 CP) Combined assault: All infantry become insuppressible and sprint whilst vehicles and tanks shoot at a faster rate (150 munitions)
(5 CP) Beast Production: Allows production of Tiger I at Panzer High Command (These are early war Tigers however so they are unreliable, move slowly, long production times and the crews are new to the Tiger having an effect on their accuracy. Veteran Tigers though, are a force to be reckoned with, only two at a time)
Overwhelming Force
(2 CP) Armor Fist: When grouped near tanks you infantry gain large amounts of inspiration from them. They recieve less damage, are more accurate and deal more damage
(3 CP) Reign of Fire: Allows Panzer III to be upgraded to FlammPanzer III Ausf.M, Panzer II to Panzer II Flamm, unlocks flamethrower upgrades for Sturm grenadiers and gives Waffen Grenadier Troopers the Einstossflammenwerfer 46 ability. (For 50 munitions one of the Troopers uses the disposable flamethrower producing a short range burst of fire effective vs. infantry and infantry in buildings)
(3 CP) Phoenix: JU-87 Stuka drops a salvo of high explosive bombs and then incendiary bomblets on selected target. Highly effective vs. buildings and infantry (150 munitions)
Siege Deployment
Focuses on artillery and artillery enhancements along with powerful call in units to destroy enemy resistance whilst also giving upgrades to some non artillery units to assist in the push
Artillery Logistics
(2 CP) Coordinated Bombardment: Deploys Field Artillery Truck which can be set up to give bonuses to nearby artillery units (recharge rate and fire rate. May also reinforce nearby infantry)
(3CP) Heavier Rounds: For a short period of time Artillery units fire high range, high damage rounds and some Tanks may fire Panzergranate shells onto their targets (160 munitions)
(3 CP) Grumbler: Deploys a Sturmpanzer IV Brummbar to smash through enemy strong points
Demolition
(2 CP) Scherenfernrohr: Equips artillery units as well as some support units, vehicles and tanks with Scherenfernrohr sighting equipment increasing sight range and accuracy
(2 CP) Howitzer Support: 10.5cm leFH 18/40 light field howitzers are now buildable to you Sdkfz.9 (Build at very slow rate)
(4 CP) Father of all guns: The massive Schwerer Gustav rail gun fires its 80cm cannon upon a selected region of the map devastating it. This is not 100% accurate so stay aware of where allied units are in relation to where it is firing. (200 munitions, long reload)
Fortress Deployment
Uses superior long and short range defensive measures, to ensure the territory you have taken remains yours. The self propelled Wespe can weaken enemy positions whilst our heavy tank destroyers (Nashorn or Ferdinand) eliminate any enemy armour attempting to make a push for our lines
Urban Control and Combat
(2 CP) To the Front!: When activated movement speed and capture rate of all units increases allowing for quick seizure of points in order to move in to enemy territory and establish defences faster (100 munitions)
(3 CP) Stonewall: Units in cover and buildings gain extra bonuses to survivability, sight range and suppression. Also gives the Sdkfz 231 radio equiptment to secure territory and gain extra resources from points. Only three may be upgraded to use this ability however as they produce more resources than an observation point or PE scout car
(2 CP) Killer Wasp: Deploys an Sdkfz 124 “Wespe” to the map to provide heavy artillery support and weaken enemy defences.
May lock down for greater range but still has shorter range and lower damage than Hummel artillery piece and leFH 18/40. (At Vet 2 instead of a gunner or spotter the Wespe is given additional rounds to prolong its barrages and increase their effectiveness)
Concrete and Steel Defence
(1 CP) Hasty Defence: You Sturm Pioneer support has arrived to aid in your defence use them to hold the Red army away from Berlin (Stronger than Wehr Pioneer, gain Satchel charges at Vet 2)
-Can build
Sandbags, Barbed wire, Dragon teeth
Mines (25 munitions)
Bunker (same as Wehr but has less health and may only be upgraded with MG42 or Repair station).
(3 CP) Hardened Defence: Allows your Sturm pioneers to construct.
-AA Emplacement (Dual Cannon 3.7 cm Flak 43 for anti vehicle and anti air support)
-AT Emplacement (7.5 cm Pak 40 for heavy anti tank support)
(4 CP) Behemoth: Calls in a Sdkfz 184 Ferdinand or Nashorn (Reward unit) to the field as heavy anti tank support (limit of one at a time).
Reward Units
-Panzer II Ausf. F
Slower than Sdkfz 231, smaller sight range, same armament but more armor
Can be upgraded with flamethrowers (Doctrine)
*Replaces Sdkfz 231 armored car
-Jagdpanzer IV
Shorter sight range than Marder II, lower speed and slower fire rate but more armour
Can camouflage
Increased Anti-armour efforts: Upgrades Jagdpanzer’s 7.5 cm PaK 39 L/48 to a 7.5 cm Pak 42 L/70 increasing armour penetration and range
*Replaces Marder 2
-Nashorn
Armed with similar 88mm cannon as Ferdinand, more maneuverable, less armour, larger sight range
Has ability to lock down
*Replaces Sdkfz 184 Ferdinand as the call in unit for “Behemoth”
Foreign Reward Units
All foreign reward units are more expensive to build and take slightly longer to produce due to how effective they are as well as their transportation and deployment costs.
-Foreign Axis Infantry (Romanian)
(6 men, 6xVZ.24)
Early game soldiers, concentrating on close combat and light anti armour combat
Can be upgraded with Orita M1941’s for 50 munitions
Can use Panzerfaust (35 munitions)
Gain Sticky bombs at Vet 2
Cannot gain flamethrowers and may only build roadblocks (very slowly)
*Replace Volksturm
-Foreign Axis Infantry (Hungarian)
(4 men, 4x43M rifles)
Tough mid game infantry
Have two weapon slots
Can be upgraded with
*MG30’s (Gain 2. Same as MG42 for Grenadiers, or FG42 for Fallschirmjager)
*Solothurm 36M 20mm anti tank rifle (Gain 1. For light anti tank support)
Gain AT grenades at Vet 2
Do not gain flamethrowers through doctrine
Cannot place barbed wire or sandbags
*Replace Sturm Grenadiers
-Foreign Axis Infantry (Italian)
(3 men, 1xBreda M37, 2xCarcano M1891’s)
Heavy MG team with slower rate of fire, deployment speed and production speed than MG34 but higher penetration, reload time and range
*Replace MG34 team
- Foreign Axis Infantry (Finnish Winter Troops)
(5 men, 5xMosin Nagant)
Reasonable mid game infantry, concentrating on stealth and ambush tactics rather than frontal engagements
Have less health than Waffen Troopers and are suppressed easily
Built with Ambush ability
At Vet 2 for 100 munitions they may be given one upgrade
*Suomi KP/-31’s (SMG’s)
*Two Lahti L-39 (Anti-tank Rifles, lowers squads movement speed however)
*Two LS/26 (LMG’s, gain Suppressive Fire ability)
Gain Panssarimiina m/39 anti tank device’s instead of Flamethrower through doctrine (Much weaker than Teller mine)
Cannot place barbed wire or sandbags
*Replaces Waffen Grenadier Troopers
-Veterancy is allocated through four buttons inside the Engineers Hall. These change the cost (Only small rises in cost, because depending on the amount of units you produce it will cost more than any other factions veterency in the long run), production time and the experience your troops receive. You can freely change between these depending upon your situation.
*Each level of Veterancy is unlocked after building a tier building (Tier 1 gives Vet 1)
Vet 0: Quick production, cheap units with no experience
Vet 1: Slightly slower production and more expensive than vet one but more experience (Inf: Accuracy, Tanks: Higher speed, Vehicles: Less damage received, Support Units: Accuracy)
Vet 2: Even slower production and higher prices but with large combat experience (Inf: Ability / Upgrade, Tanks: MG Gunner or Spotter, Vehicles: Damage, Support Units: Reload times or Fire rate)
Vet 3: Slowest production times and highest prices but veteran experience for your units (Inf: Maximum health, Tanks: Accuracy, Vehicles: Maximum health, Support Units: Deploy times or Ability recharge)
Call in units: Call in units are affected by this system resulting in your units being more expensive depending on veterancy (this does not affect abilities, upgrades or the recharge rate of call in units as people would just switch between the pools to overcome this)
Secondary HQ’s. “Command posts” Can reinforce your infantry and support unit squads but cannot build new squads. Has similar ability to Commonwealths “Retreat to Captain” allowing you to allocate one of these buildings as the assembly point for retreating units.
Depending on your choice of doctrine your Command posts also gain a certain enhancement (only effects secondary HQ’s)
- Mobilisation Deployment (Munitions Depot)
Recharges nearby units abilities at a higher rate (Same as PE but NO healing)
- Siege Deployment (Communications Relay)
Decreases the amount of time needed for nearby units to gain upgrades and slightly increases repair rate of buildings and vehicles close to the building
- Fortress Deployment (Conscription Post)
Greatly increased reinforcement rate at Command posts
Last edited April 9, 2010 at 7:06 PM by Raider217




