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New German Units

Suggestions

#9125

Re: New German Units

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It isn't so big ^_^
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And Russian KB-4 near the Maus
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and Jagdtiger and the Maus
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I believe in one thing only, the power of the human will. © Joseph Stalin
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Last edited September 10, 2009 at 7:37 AM by UeArtemis

#9127

Re: New German Units

BurroDiablo wrote:
We're not adding a Maus. In reality it was a useless prototype that broke down and had to be destroyed by its crew.
In a simulation where fuel consumption and mechanical problems don't exist, the tank would simply be a huge annoying slow bastard that takes far too much effort to destroy.



BurroDiablo wrote:Both Maus prototypes tried to flee advancing Soviet forces to avoid being captured. The Soviets overran the one with the dummy turret first, but the one with the working turret escaped, before breaking down and being scuttled by its crew. Some Soviet sources obviously would have liked people to believe they destroyed it themselves, but we know this is highly unlikely given the size of the thing.
Chasing one down in a campaign mission would be fun though... it would make an awesome boss, similar to US mission where you destroy the Tiger Ace.

BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#9203

Re: New German Units

Bergepanther was the best armoured recovery vehicle of the WWII
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It didn't have a turret
An open platform, crane boom and winch were installed on a chassis «Panther». First samples were armed with 20-mm automatic cannon, next - 7,92-mm MG-34.
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It can repair and restore destructed (not heavy) vehicles, can carry German engineers (maybe 3 squads of pioneers), who will be use 2 MG (a main gun can works without crew) and can shoot (and repair?) from inside a platform.
Generally, it is mix of Kangaroo and Bergetiger. This is my idea.

P.S. I found a Bergetiger of the PE ^_^ Forum post image
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I believe in one thing only, the power of the human will. © Joseph Stalin
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Last edited September 12, 2009 at 8:05 PM by UeArtemis

#9246

Re: New German Units

The Bergepanther and the Maus is not bad idea (the berge is better :)
#9247

Re: New German Units

I think the Maus would be a tank for an other mod idea.
Too slow, too heavy, too much for CoH.
I think a lot of people would think that EF is crazy when they would a such a tank. Jagdtiger in CoH is perhaps the end of balancing ( rolling bunker with the best anti tank gun ).
If you would balance the Maus you could not call it anylonger Maus because it would get too bad or you would have no chance against this overpowered tank.
May the force be with you.

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#9251

Re: New German Units

bergepanter good idea and a said b4 maus as soviet mission would b gr8
yes .... im sorry ><
bcouse i was  born as a complete utter bastard
#9255

Re: New German Units

Will they be including a Sturmtiger?
The death of one man is a tragedy.  The death of millions is a statistic.  ~Joe Stalin, comment to Churchill at Potsdam, 1945
#9383

Re: New German Units

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A thing of beauty if I do say so myself,

Is it fully functional yet?
#9385

Re: New German Units

It is a Panzerwerfer 42 auf Selbstfahrlafette Sd.Kfz.4/1
I believe in one thing only, the power of the human will. © Joseph Stalin
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#9391

Re: New German Units

FriendlyFire wrote:
A thing of beauty if I do say so myself,

Is it fully functional yet?


I think it should be, looks like a very nice re-skin of the one from BotB. Unless its a completely new version?  :)

Cheers
#9417

Re: New German Units

FriendlyFire wrote:
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yes - halftrack model is from botb - but new "ingame" from me -  :P

with new dif/spc/nrm/gls - files
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#9440

Re: New German Units

without words  ;)
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#9442

Re: New German Units

Haha i just saw this and was about to ask about it  ;D

Soo, as a stationary object on a map will it actually be able to fire?

Really cool to see campaign related things appearing :)

As always, great work.

Cheers
#9443

Re: New German Units

that was only a test for my computer  ;) : the rgm-file is about 110 mb big!
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#9651

Re: New German Units

For Recon, i would suggest the Sdkfz 250/9 Recon Half Track. it was a Sdkfz 250 APC (infantry Halftrack from OF) with the Turret of a Sdkfz 222 Armoured Car (Armoured Car from OF) . it was very effective on the russian steppe, with a much greater range than an ordinary Armoured car.

plus it would be very easy to model (infantry Halftrack with Armoured Car Turret)
#9858

Re: New German Units

Everybody knows the 88mm flak. on the wher,PE
But the germans also had a 88mm as arty.
so maby it is a good idea.
#9871

Re: New German Units

Hello there  ;)
Taking a look at the suggestions, i
got the idea to make suggestion on my own

Im thinking about tanks at the moment, orignially tanks for
the ostheer. There should be mostly other tanks/panzers used, than the tanks which where used in other axis faction already. I will just suggest tanks which would make the new axis faction orignial on thier chains.

So u guess, it would be great to get a, Panzerkampfwagen II/Panzerspähwagen II "Luchs"
as a very light tank for the beggining of the game.

sweet boy, right? :D
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Too go orignially on, the "wespe" is a great choise - just as some of you already suggested. Its also a smal tank, but it has a powerfull gun :)

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My next choise is the "Jagdpanzer 38" better known for Company players as hetzer. It was one of the most successfull tank of the WWII - and the ostheer should get the ability to build it even the usual way.

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Also, they should get a infantry halftrack, as we know it already - to support thier infantry and also to kill the ones of thier opponent.


Thier heavy main battle tank should probably be the "Ferdinat" or "elefant". Its a super heavy ugly beast, which is born to kick ass. Take a look at it:

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These are the tanks, which i suggest as usual battle tanks.
for thier doctrine abilities, i chose other tanks which make this faction even more orignial!


To start with - there are 2 doctrines which got the ability to call in heavy vehicles.
The first one is got the ability to call in tanks to kill tanks.
some "jagdpanzer" - tanks which were often used on the ostfront ;) !
on the right side, this doctrine is got the ability to call in StuG.
Just as we know it from the wehrmacht :)
But on the other side, this guy is got the ability to call one hell of a huge beast on the battlefield - the heaviest tank ever built in a row - the "Jagdtiger." - Its as expensive as a king tiger and u can get it just once.

take a look at the new big boy:
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The other doctrine using vehicles should be someone who likes to test new stuff, crazy stuff. "terror-doctrine" kind.

He is using  mortals or atillary to beat his enemy.
I give u 3 suggestions which could be used as his special, weapon.

1st:
The "Brummbär" or "Sd.Kfz 166 Sturmpanzer IV".
a really powerfull tank with good abilities :)

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2nd:
The Sturmtiger - just a few where built, but it was very good too destroy heavy buildings and to support infantry!

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3rd, my last suggestion surely nobody knows:
The "Gerät 040" - a 60cm mortal called Thor as well.
just 7 were build, but they were used succuessfully on the eastern front!
They would be a nice addition :)

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Just some suggestions ;) - if u have any question about tanks, u can always ask me ;)


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Last edited September 30, 2009 at 1:03 AM by Venoxxis

#11672

Re: New German Units

dArCReAvEr wrote:
However, I was totally bored today, so I started mindmapping
and outlining a basic concept for the German army, hope you'll like it!

Here we go:

Some weeks ago I bought a book named "Wehrmacht - Eine Bilanz",
which gives some stats and facts about "Operation Barbarossa".
At the start, the German troops covered about 3000 km frontlines,
about 3 million soldiers fought against the russian.
The German army had 2000 planes, 3300 tanks + LOAD's of PaK's etc.
That's why I decided to make support-troops at least 4 men  and  normal squads 6,
several prototypes and units were only available to the Eastern Front,
so I decided to make them call-ins, like Sturmtigers.

German troops earn veterancy by fighting and are pretty expensive, but damn_tough guys. Buying vet wouldn't fit in the system
since vetted troops in CoH are called from the Eastern Front like said in the Kampfkraft-centre.
Their units have a wide range of abilities, which all have a pretty high cooldown (but still lower than PE's, about 30-45 seconds), which can only be reduced by using Munitionspanzers and doctrine-specific abilities like 'Assault'.

The Germans should have 3 tiers:

Tier [1] = basic starting-tier, Wehrmachtquarters (1st Building),
builds Grenadiers, mg's and mortars (after upgrade).
Tier [2] = Skirmish Escalation, Kampf-Kompanie (2nd building),
unlocks officer, builds Panzer III (after Upgrade), halftracks and the Pak 40 aswell as some kind of Bergepanzer.
Tier [3] = Assault Escalation, Sturm-Kommand (3rd building),
requires officer, builds units like Panthers, Pumas and Stormtroopers.
Waffenkammer, buildable at tier [1], it's similar to the Kampfkraftcenter and provides global upgrades, for example enables mortar's, Panzer III's, and 2 upgrades which are only available if you choose a specific Operation:

Assault Operations: Enables an upgrade for Stormtroopers to be armed with Stg's44 instead of mp38 (1) and veteran-officers which improve Infantry's fighting-capacities (2) [reducing supression and lowering veterancy-requirements] .
Defensive Operations: Enables building Flak88s (1) [for a load of ressources] and allows to mount mortars in modified bunkers  (2) [ better protection from enemy fire].
Tank Operations: Enables your Pak's to use their ability 'Treadbreaker' - immobilization with low range (1) [good to stop an enemy tank trying to rush your PaK] and the ability to upgrade Panzer III's with 'Skurzen' (and a heavier maingun)(2) [increases survivability against heavier tanks].

Units out of Headquarters:
- Combat-Pioneers (4-man-squad), upgrades: Flamethrower, improved repairs, Minedetector,
builds buildings, tanktraps and mines etc.
- Officer (hardcap 1): adds, depending on picked doctrine,
specific abilities, improves nearby units stats.
- Kettenkrad, scout and similar to the bike.

Units:
- Panzergrenadiers (6-man-squad), upgrades:
Panzerschreck, Lmg42 (or another weapon like mp 38)
can ONLY throw grenades when upgraded with mp's or panzerschreck!
- Heavy 81mm mortar-troop (1 mortar per troop, 4-man-squad)
(2 for the mortar, 2 defenders with mg38)
- MG42-squad (4 men, 1 heavy mg42)
- Sdkfz 251 Upgrades: Sdkfz 251/17: [url=http://upload.wikimedia.org/wikipedia/commons/thumb/c/c3/2cm_Flak-Vierling_auf_mittlerem_Zugkraftwagen_8_t_sk.jpg/180px-2cm_Flak-Vierling_auf_mittlerem_Zugkraftwagen_8_t_sk.jpg]2 cm Flak, Sdkfz 251/22 - 7.5cm PaK40 L/46, can carry PaK's (lowers their speed and let them take more damage, but also doubles PaK-speed)
- Panzer III
- Panther
- Puma, upgrade: 50mm main cannon
- 7,5 cm PaK-40
- Stormtroopers (4 men), elite Infantry used for assaults,
can cloak and starts armed with mp-40's and panzerfausts.
Sniper, armed with a Kar98.
Doctrines:

Assault-Operations:
(Officers become armed with Stg44 and get an ability to focus artillery- and mortarfire on a certain point, regardless of eventual cooldown, increases damage-output for nearby grenadiers)

Right side: Artillery Support

- Mortar-Training: higher range & rate of fire, mortar production-speed is raised by 100%, troops start as vet 1 (2 points)
- Heavy Offmap-Artillery: Gustav artillery or 155mm offmap. (2 points)
- call-in of the Hummel-selfpropelled artillery(hardcap 2) (4 points)

left side: Urban Warfare

- Assault-Grenadiers: Upgrades grenadiers to throw better grenades over longer range (1 point)
- Assault: Available for vetted troops, breaks supression, increases speed and
reduces grenade-cooldown by 75%), but assaulting troops take additional damage. (2 points)
- Call-in Sturmtiger(1 time). Modified Tiger I armed
with a massive short-ranged Mortar which shreds buildings and enemy infantry. Each shot takes munitions. (4 points)

Hold the Line-Operations
(enables troops to retreat to the Officer like brits to the captain, adds life-regeneration to units and
gives defensive boni in own territory)

left side: Defensive-Operations

- Hold the Line!: Ability that increases units' rate of fire, increases armour and reduces supression. Only usable on your territory.(1point)
- Scorched Earth: disable strat-point until its repaired, enables grenadiers to lay mines, wire, sandbags and tanktraps. (2 points)
- Reinforcements: 2 Panzer-III's + grenadiers arrive on the battlefield, alternative: 1 Panther + grenadiers. (5 points)

Right side: Zeal

- Improved defenses: bunkers gain additional health, troops can reinforce at bunkers. (2 points)
- Zeal: adds 1 additional mg42 in mg42-troops, squads start as vet 1, troops fight better when loosing units. (2 points)
- call-in 2 Wespe medium Artillery(hardcap 4). (2 points)

Tank-Operations
(enables officers to reveal parts of the map via binoculars and to call in Luftwaffe-Bombardments)

Left side: Logistics:

- fast deployment: increase Productionspeed for tanks by 200% for 60 seconds (costs munitions). (1 point)
- Improved-AT-munitions: enables PaK's and tanks to fire improved shells which penetrate more often. (2 points)
- call-in Munitionspanzer III:  decreases cooldown between shots for nearby tanks, Artillery and grenadiers.
Also able to lay mines and spawns Goliaths.(2 points)

Right Side: Blitzkrieg!

- Crew-Training: tanks start with vet 1, mg-gunners are automatically added to the tanks. (2 points)
- call-in Ferdinand Tank Hunter. (3 points).
- call-in Jagdtiger (1 time).(4 points)
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Abuse is abuse and has to go.

Last edited October 26, 2009 at 4:13 PM by dArCReAvEr