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Ostheer Update 5: Panzer Kampf Kommand

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#60430

Ostheer Update 5: Panzer Kampf Kommand

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The Panzer Kampf Kommand

Remember that those skins are WIP, they aren't the final ones.

The Best of German Steel is ready to steamroll the enemy forces. The Panzer Kampf Kommand is where you can call in your armoured support. All panzer reinforcements requested from the Kampf Kommand come from off-map; arriving at the edge of the battle.

This building uses two different pools, Panzer Assault(PA) and Panzer Support(PS). PA will let you build Panthers and StuGs while PS allows for Marder IIs and the Brummbär, each one oriented to fill the gap left by the previous pools choices or you can use it just because you like it ;).

The Panzer III Ausf. J is the main stay of the Ostheer forces, is the neutral unit for this building; always available and multi-roled (through upgrades).

Units Deployable:

Panzer III Ausf. J
Role: Medium Tank
Weapons: 5 cm KwK 39 L/60 Ausf. J + 2xMG34
Upgrades: Side Armour, 7.5cm L/24 KwK Ausf. N (Soft Targets)
Abilities: Panzergranate 40
Summary: The main battle tank for the Ostheer, capable of dealing with medium tanks, but helpless against modern ones. The Panzer III is able to combat both infantry and armour. Upgrades allow it to increase it's effectiveness vs either.

Can be upgraded with side armor (skirts) and it's has the ability to fire a Panzergranate projectile; devastating against man and machine alike. Anti-Infantry specialise comes by way of the 7.5cm "Stubby" cannon upgrade.

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Panther Ausf. G
Role: Heavy Tank
Weapons: 7.5 cm KwK 42 + 2xMG34
Abilities: Panzergranate 40/42
Summary: The Ausf. G version of the Panther is ready to be deployed at the Eastern Front! This fearsome war machine can be loaded with Panzergranate 40/42 munition for limited time, increasing the damage to enemy tanks.

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StuG III Ausf. G
Role: Assault-Gun
Weapons: 7.5 cm StuK 40 L/48
Upgrades: Side Armour
Summary: With the arrival of the T-34 on the Eastern Front it was quickly noticed that Panzer IIIs were no match for them - T-34s being both technologically advanced and available in massive numbers - in response, Oberkommande sent forth the StuG III to the eastern front. Supplementing the Pz. III as a mobile Anti-Tank platform. The Stug III can be upgraded with Side Armor(skirts) to increase it's resilience to enemy fire.

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Marder II (Sd.Kfz. 132)
Role: Tank Destroyer
Weapons: F22
Abilities: The Tracks!
Summary: The Panzer Support pool has available the Marder II for use as an effective tank destroyer to combat Soviet armour. Armed with the 7.5cm PaK 40 and armour piercing rounds the Marder II - while more vulnerable than the fully in-cased StuG III - is highly capable at silencing Soviet advances.

The Marder II is able to target enemy tracks; immobilising them - allowing for easy take down by localised tank fire or small infantry assault. Be aware the Marder is a fragile unit and should attack from maximum range, supported by Panzer IIIs.

Eastern Front's Marder II uses a soviet divisional gun F22 re-chambered to use german PaK 40 ammunition.

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Brummbär
Role: Heavy Assault-Gun
Weapons: 15 cm StuH 43 L/12
Upgrades: Side Armour, Observer
Summary: The Sturmpanzer IV is the next step in anti-infantry support, boasting a powerful 15cm howitzer; infantry and structure alike are left helpless. Providing an excellent close combat support against infantry and light vehicles, It can be upgraded with armoured skirts and the vehicles line of sight can be increased with the Tank Commander opening the top hatch to survey the field.

Slow and large; the Brummbär should move with infantry support to avoid destruction by concentrated anti-tank weaponry.

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Upgrades available:

Panzer Assault
Summary: Allows the production of Panthers and StuG IIIs. Disables the production of Marders and Brummbärs.

Panzer Support
Summary: Allows the production of Marders IIs and Brummbärs. Disables the production of StuGs and Panthers.

These upgrades can be purchased at any time; resources willing.

Here ends the last sneak peak of Ostheer buildings, next ones are for it's doctrines. See you next time!
Mors Indecepta

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

Last edited March 15, 2011 at 1:15 AM by Rizz

#60433

Re: Ostheer Update 5: Panzer Kampf Kommand

WWWWWWWWWWWWWWWWWOOOOOOOOOOOOOOOOOOOOWWWWWWWW!!!!!!!!!!!!  :D :D :D

I never expected Brummbar and Marder II. :D :D :D

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#60434

Re: Ostheer Update 5: Panzer Kampf Kommand

Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60439

Re: Ostheer Update 5: Panzer Kampf Kommand

awesome

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#60440

Re: Ostheer Update 5: Panzer Kampf Kommand

Yeaaaah good update and nice models,the marder 2 is awesone but i like more the SdKfz 131 model.

one question ¿the brummbar model is new or eliwood and dmz model?
#60441

Re: Ostheer Update 5: Panzer Kampf Kommand

MaxiKing6 wrote:
Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?

Yes, is his fault ;).

hernan wrote:
Yeaaaah good update and nice models,the marder 2 is awesone but i like more the SdKfz 131 model.

one question ¿the brummbar model is new or eliwood and dmz model?

lol... different models.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60443

Re: Ostheer Update 5: Panzer Kampf Kommand

i like the brumbaer

it looks fantestic


and im so happy so see next time the first doctrine

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#60444

Re: Ostheer Update 5: Panzer Kampf Kommand

I think Community's Brummbar is the late model, we are going to use the middle one.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60447

Re: Ostheer Update 5: Panzer Kampf Kommand

A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.
#60448

Re: Ostheer Update 5: Panzer Kampf Kommand

I like the supplies on them.If you look closely on Brummbar they look like Jeep ;D
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#60453

Re: Ostheer Update 5: Panzer Kampf Kommand

Paciat wrote:
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.

And since when the panther and the brummbar have similar roles ;). Remember that abilities and other similar stuff are alpha. They may or not be present on the ostheer beta.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60454

Re: Ostheer Update 5: Panzer Kampf Kommand

Paciat wrote:
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.


Marder II is quiet fragile. So u need some abilities to protect it.

About Panther and Brummbär:
Well: Keep pools in mine! When u chose the pool of the Panther u wont get Brummbär. When u need the Brummbär u cant build the Panther - your chose! 
May the force be with you.

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#60456

Re: Ostheer Update 5: Panzer Kampf Kommand

Yeach baby!!! ;D ;D ;D
Come to papa!!!
I want play OH right now.
OK OK i can wait. 8)

One question: who's a modeler and animator these tanks?

Last edited March 14, 2011 at 7:43 PM by TheDzierzanPL

#60459

Re: Ostheer Update 5: Panzer Kampf Kommand

Model and skins by me (and relic for Panther :P ). Animations will be by Hartkeks and possibly Sweeten. Skins may change. In the case of the Panther and Panzer III, skins will definitely change.
#60460

Re: Ostheer Update 5: Panzer Kampf Kommand

:o :o :o :o

:) :)
:D :D
;D ;D

Oh my god. Awesome skins. My birthday present - with some delay though. Thanks!!!
"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte
#60463

Re: Ostheer Update 5: Panzer Kampf Kommand

thank you for these update! :-*
#60466

Re: Ostheer Update 5: Panzer Kampf Kommand

coool i guess... :-\ i just really wish it was ready allready  :'(
#60467

Re: Ostheer Update 5: Panzer Kampf Kommand

Lord wrote:
Paciat wrote:
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.


Marder II is quiet fragile. So u need some abilities to protect it.

I wouldnt say Marder and Gwagon abilities are to protect them. The only protection they have is called a reverse gear.
Quote
About Panther and Brummbär:
Well: Keep pools in mine! When u chose the pool of the Panther u wont get Brummbär. When u need the Brummbär u cant build the Panther - your chose!

I guess that the Brummbär can be usefull when supporting an Elephant. :)
#60469

Re: Ostheer Update 5: Panzer Kampf Kommand

That will be pretty cool!!

If you play with a mate you f.e. will have the panthers, while your mate supports you with a Brummbär.

Its like Wehr/PE combo

Seriously, this year?  :D
#60471

Re: Ostheer Update 5: Panzer Kampf Kommand

Killar wrote:
Seriously, this year?  :D


Indeed. I'll personally work my fingers to bloody stumps in order to make it so ;)
#60480

Re: Ostheer Update 5: Panzer Kampf Kommand

Woaw. This is wonderful news! :D A big thanks to you guys. To the whole Eastern front team thanks! You are doing a great job ! :D

Love to see the Marder II in action <3 ^^
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#60506

Re: Ostheer Update 5: Panzer Kampf Kommand

Good job! I hope that the tanks (Panther and Stug III) to be quite "violent" enough to buckle a KV-2 or IS-2.
#60507

Re: Ostheer Update 5: Panzer Kampf Kommand

I made a graphic for an article for my own german gamer blog (click on image):
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#60509

Re: Ostheer Update 5: Panzer Kampf Kommand

Its kind of wierd that Stugs and Marders apear on the field at the same time that the hevies do. My favorite WH and PE strategies were T1 T3 based. Now I will need an upgrade on TLast to get those fun midgame units. :(
#60516

Re: Ostheer Update 5: Panzer Kampf Kommand

That Marder2 model looks pretty sweet, I think its just abit overkill to give the marder a imobilize ability like the treadbreaker or "The Tracks" as you call it lool  ;D, and giving it paper thin armour wouldn't make up for it either.
The panzergrenate ability needs another name it sounds corny and people who are going to use it need a small indication on wtf this ability is going to do - look at how all vcoh vehicle ablities are named, "Fire Smoke" "Site Main gun" "Rapid-fire artillery" ETC ... its not hard to figure what the purpose of those abilities are and what theyre gonna do when looking at their names. 

QuoteI made a graphic for an article for my own german gamer blog (click on image):

Nice graphic Morvagor, makes it alot easier to quick distinguish the different vehicles from the pools.
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#60518

Re: Ostheer Update 5: Panzer Kampf Kommand

BurroDiablo wrote:
In the case of the Panther and Panzer III, skins will definitely change.


Hopefully not too much, being really happy to see "fieldgray/dark feeling" units  :P. What i mean to say, that panther of relic looks badass. Its skin should stay that like ;)!

The camos are surprisingly beautiful, maybe its because of the huge number of detail :P. Gameplay will show how they will fit into the game.

Good update, you wont get these hard criticsm like the last time from me  ;D
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Last edited March 15, 2011 at 11:38 AM by Venoxxis

#60519

Re: Ostheer Update 5: Panzer Kampf Kommand

PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.

Snug wrote:
The panzergrenate ability needs another name it sounds corny and people who are going to use it need a small indication on wtf this ability is going to do


That's what the description is there for. You hover over the Panzergranate ability, it tells you what it does, then you learn something. :P

Paciat wrote:
Its kind of wierd that Stugs and Marders apear on the field at the same time that the hevies do. My favorite WH and PE strategies were T1 T3 based. Now I will need an upgrade on TLast to get those fun midgame units. :(


Actually, they probably won't. We have some more idea's you won't know about until finalise them.
#60521

Re: Ostheer Update 5: Panzer Kampf Kommand

BurroDiablo wrote:
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.


MAYBE, it would be a good idea to make early Ostheer vehicles (like panzer 2, 3) wear field grey, and have the more later ones authentically camouflaged.
After all, Ostheer, unlike the rest of axis factions, is supposed to represent the german army throughout 1941-1945, not just 1944-45, right?
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.

Last edited March 15, 2011 at 1:09 PM by IJoe

#60524

Re: Ostheer Update 5: Panzer Kampf Kommand

That is one possibility
#60528

Re: Ostheer Update 5: Panzer Kampf Kommand

IJoe wrote:
BurroDiablo wrote:
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.


MAYBE, it would be a good idea to make early Ostheer vehicles (like panzer 2, 3) wear field grey, and have the more later ones authentically camouflaged.
After all, Ostheer, unlike the rest of axis factions, is supposed to represent the german army throughout 1941-1945, not just 1944-45, right?


Good idea  ;)
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#60529

Re: Ostheer Update 5: Panzer Kampf Kommand

I hope you don't change PIII-skin anymore. It looks so sweet, probably the best CoH screen I've ever seeen  :-*
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60540

Re: Ostheer Update 5: Panzer Kampf Kommand

MaxiKing6 wrote:
I hope you don't change PIII-skin anymore. It looks so sweet, probably the best CoH screen I've ever seeen  :-*


+1, looks so nice. But do you have a skin of it without metal skirts? Does it have an other camo?
"Du sublime au ridicule, il n'y a qu'un pas"
-Napoléon Bonaparte
#60543

Re: Ostheer Update 5: Panzer Kampf Kommand

One comment on the Marder II.. It looks like an SdKfz. 132, but has the wheels of the Panzer 38 (t). As far as I remember, there was only a Marder III on the chassis of Panzer 38 (t).
The chassis the SdKfz 132 that Marder II uses should be the one of Panzer II Ausf. D1 and D2.
But I may be wrong, only the tracks are looking strange to me.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60546

Re: Ostheer Update 5: Panzer Kampf Kommand

You mean, the design of the wheels? It's not from a Panzer 38(t) ;D!

BurroDiablo wrote:
[...] Marder II is also modified off an old Panzer II Ausf.C I had made before we decided we'd rather have the Luchs. [...]


The design of the wheels of the marder II are just an oversized ones from Pz II Ausf C.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60563

Re: Ostheer Update 5: Panzer Kampf Kommand

MaxiKing6 wrote:
[...]But I may be wrong, only the tracks are looking strange to me.
look at this picture they look fine to me
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#60564

Re: Ostheer Update 5: Panzer Kampf Kommand

BurroDiablo wrote:
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.


I thought you guys were trying to stick to the Relic fieldgrey scheme?  It would look odd that the Ostheer is camo while the other German factions remain fieldgrey.

Soviets aren't camoed either (which is good) so Ostheer would probably be the only faction that looks like it came out of a forest hut instead of a war machine.

I'm loving the Marder II skin though.  It reminds me a little of Mr Scruff's fieldgrey skins which I always liked.

Last edited March 15, 2011 at 6:15 PM by Chancellor

#60617

Re: Ostheer Update 5: Panzer Kampf Kommand

blackbishop wrote:
MaxiKing6 wrote:
Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?

Yes, is his fault ;).


Awesome models as always... :D SO much detail! Good job!

Post Merge: [time]1300282785[/time]

One thing in my mind... Will the Pz 3 loose the Panzergranate abilty with the "stubby" cannon or it will loose with the 7,5 cm upgrade. Just to keep the balance.  ;)

Last edited March 16, 2011 at 1:39 PM by TheReaper

#60706

Re: Ostheer Update 5: Panzer Kampf Kommand

why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#60708

Re: Ostheer Update 5: Panzer Kampf Kommand

MBJrP36 wrote:
why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.



What? Longer barrel = higher velocity = effective penetration = damage

short barrel sucks against armour.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#60714

Re: Ostheer Update 5: Panzer Kampf Kommand

MBJrP36 wrote:
why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.


Well. Panzer III Ausf. N was designed to retake the role of Panzer IV; a heavy support unit. New grenades allow Panzer III with the short 7,5cm KwK to destroy T-34 but main role was the support of infantry and/or Tiger-tanks [7,5cm KwK was designed to be able to fire indirect on targets].

About Brummbär: The early model hadnt a MG. A number of Brummbär tanks were rearmed with a MG later. They formed a "late mid production version" of the Brummbär. The late production version had always a MG.

About camo:
Well...Ostheer will need a different skin. The reason is quiet simple:
How do u identify infantry and tanks on the field?
Wehrmacht had a kind of a light gray. PE used a "blue-dark-gray".
Wehrmacht infantry had standard equipment, a lot of PE soldiers using "advanced equipment" like the Flak crew with an optical Panzerfaust at the back or more mg-cords. But how do u want to identify Ostheer infantry? Again a different version of gray oO
So out of my view Ostheer will need something different and camo could be a solution.
May the force be with you.

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#60715

Re: Ostheer Update 5: Panzer Kampf Kommand

What? Longer barrel = higher velocity = effective penetration = damage

short barrel sucks against armour.
[/quote]

The design of the barrel affects AP just as much as the length, HEAT rounds allow far greater firepower than normal AP rounds while not needing more barrel length, the same principle was applied to the US M60 MBT and the Sheridan Light Tank post-war.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#60716

Re: Ostheer Update 5: Panzer Kampf Kommand

QuoteOstheer will need something different and camo could be a solution.


+1 giieef camo
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#60738

Re: Ostheer Update 5: Panzer Kampf Kommand

But camo is nonsense. Why not clown shoes and bunny tails then?
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#60743

Re: Ostheer Update 5: Panzer Kampf Kommand

QuoteBut camo is nonsense. Why not clown shoes and bunny tails then?


But then the name of game will be - Company of Clowns: Eastern Circus. (joke)

Anyway camo or not camo, everything will be good.
#60765

Re: Ostheer Update 5: Panzer Kampf Kommand

Real men don't hide in bushes!  Real men wear their country's colors with pride!  ;D

But seriously, I hope the Ostheer vehicles can just be another shade of fieldgrey or hopefully EF can open up to skin modding.  The Marder II and Panther skins look so great; it'd be a shame to get rid of them.
#60773

Re: Ostheer Update 5: Panzer Kampf Kommand

I like Marder II current skin too ;D!! It would be a shame to drop it :-X.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60788

Re: Ostheer Update 5: Panzer Kampf Kommand

No tigers in factories.... :-\    but was a wise choice  ;D

CONGRATS TEAM!!!
Não se apresse em perdoar. A misericórdia também corrompe.
(Nelson Rodrigues)
#60789

Re: Ostheer Update 5: Panzer Kampf Kommand

I think EF modders are doing an amazing job on this. However, I really would like to see the Elephant Tank (or the Ferdinand that it was called in the early 40ies). It was produced especially for the EF and It left a huge mark in the battle of kursk. I mean 320 enemy tanks for the price of 13 Ferdinands/Elephants, is not a bad record. It would be a shame not having such a great piece of history in the game.

There are also the Neubaufahrzeug, Nashorn, Flakpanzer IV Mobelwagen, Panzerkampfwagen I. Not that sexy tanks but they made their part.

Or maybe Michael Wittmans Tiger ace? he destroyed 141 tanks and 132 anti tank cannons by himself and his crew as you guys probably know.


Anyway, thanks for a great mod and keep up the good work.

England, unlike in 1914, will not allow herself to blunder into a war lasting for years.... Such is the fate of rich countries….Not even England has the money nowadays to fight a world war. What should England fight for? You don't get yourself killed over an ally.

Adolf Hitler
Said in 1939
#60791

Re: Ostheer Update 5: Panzer Kampf Kommand

@delmar77
Meh, who needs buildable tigers :P.

@markusqstar
You can be sure the Elefant will be featured in EF, just that it won't be a normal unit... it's too powerful to be among them. Have you met our old friend ;)

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Elefant #2

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Elefant #3

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Elefant #4


About the others... i can't say a word because i'm not an expert on that field ;).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60796

Re: Ostheer Update 5: Panzer Kampf Kommand

@Camo: Green would be an option ;)