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The Ostheer

Suggestions

#9637

The Ostheer

QuoteWell in my humble opnion, I think we should show the Ostheer as an army more focused in movility (due that historically, the German forces needed to perfrom a swift advance before winter)

So here is my proposal:

Special Features

*The Ostheer doesnt build up their buildings, they use their command trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.

*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resource bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


*Deployment Issues : Ostheer units are elite and very trained soldiers who are hard to replace every time after you deploy a new unit you will have to wait 80 seconds until you can deploy a new unit on the same command truck. But ostheer units enjoy a faster deployment speed due the meticulous preparation for Unternehmen Barbarossa

*Resource Shortage: Osterheer units does not only reduce the income of manpower your recive ,Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from
your strategic points.A Swift Advance comes for a price...

*Veterancy: Ostheer is an elite veteran army can either choose to deploy battle-hardened veterans from previous operations or to field fresh troops who have recently arrived from the Reich. You can select the grade of veterancy of the new unit you wish to deploy the the higher the experience the higher the price you have to pay.

-Recruit level: No additional cost

-Veteran: 20% of additional cost +10 seconds of extra-cooldown

-Crack: 30% of additional cost + 30 seconds of extra-cooldown

-Elite: 40% of additional cost +50 extra-cooldown

HINT: Spahtrupp, Opel Blitz, Belagerung Engineers, Sturmpiooners and the Major cannot  be deployed with additional veterancy.


Techtree

-Command Trucks Upgrades (Every command truck can be upgraded. Only one upgrade per command truck)

*Secured Resourcing: Now this command truck produce additional resources when securing a sector.

*Secured Supplies: This command truck reduce its cooldown  by 20 seconds.


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks. The  HQ doenst have to wait to eploy a new unit after every deplyment...


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles a. They are equipped with binoculars for improved scouting

*Opel Blitz: fast moving, unarmed transport truck. Can transport up to twelve soldiers.

-Can be upgraded to an Ambulence to heal neraby infantery and to clear nearby casualties. When it has recovered four soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

- Can be upgraded to a Supply Truck which enables  your nearby units to upgrade and to reduce the ammount of ammo you need to employ their special abilities. It also produces Goliaths.




-Command Trucks

*IMPORTANT: Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive and slow to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost  but lacking of the same firepower.

You can freely mix the command trucks combinations who better fits your combat style, so you can crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier


TIER 1

-STURM KAMPFHANDLUNGEN LKW.


*Sturmgrenadiers: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP40 Sub-machinegun for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune to supression.


*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use tehir weapons. This does not include Heavy Weapons Teams whose weapons are difficult to operate from inside a vehicle


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded with a mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equipped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle grenade


-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.

*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can construct:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


They can also bulid up defensive structures:

1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield



UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor [/i]

UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon which made them more fit for armored combat  but sacrificing ts anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Fortress Operations Doctrine): A Halftrack equipped with that armed with two flamethrowers that are highly effective against Infantery

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine): A Halftrack fitted with a rocket launcher that fires the 320mm Wurfkoeper rockets.

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) a Sdfk 250 fitted with a small yet very accurate 3.7 cm PaK 35/36. It has the "Tread Breaker and Focused Fire" Special abilities
[/i]

*Kugelblitz: Self-propelled Anti-aircraft gun. Equipped with a couple of 30 mm Zwillingsflak, the Kugelblitz is able to deal perfectly against aircraft, infantery and light vehicles


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Nashorn: Heavy Tank Destroyer. Equipped with the fearsome 88 mm Pak 43/1 is able to takle down even the toughest of russian armor. It has a low firing rate and is rather slow when moving, but it can wipe out those russian tanks in long range

*Hauptmann: Officer. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Hauptmann calls in an off-map Heavy Artillery strike 



UPGRADES

-Elite Crews: All panzers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV


-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Fortress Operations Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegroup Doctrine all your in game and all the Panzer IV you produce from then on will deploy with the "Veteran level" for no additional cost



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for Infantery Support missions. It also benefits from each doctrine

*Jagdpanzer IV: a Tank Destroyer build on the chassis of a Panzer IV fitted with a 7.5 cm PaK 39 L/48. It can use"Tungstene Shells" to pierce heavy armor and has the "Crippling Shot" special ability whick allows to inflict critical damage to enemy hehicles, damaging their treads, main weanponary or even inmovilize them.

*Hauptmann:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune to supression

SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 30 seconds from the command trucks cooldown

2.Angriff!!: the Hauptmann and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike 



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power. All of them are upgraded with Armor Skirts, MG42s and are Veteran Level

*PaK 42 L/70: All your Jagdpanzer IV will be upgraded with a PaK 42 L/70, the same gun as the Panther, althought this slightly reduces their movility.

Now here come the Doctrines

Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  2 Points(400 Manpower, 8 Population): Calls in a Veteran Level SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MG34s, they have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


*Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its range become supressed.


*Black Tiger 5 Points(1300 Manpower 14 Population): Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher. Only Once per battle


Phsycological Warfare:

*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

 
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



FORTRESS OPERATIONS

Allows your Landerzug or Sturmtroopers to build up field defenses.


Fortress Tactics


*Festung Baumeister 2 Points: Deploy a three men squad of speacially trained combat pioneers who are experts in defensive operations.

Can Build Up:

-Trenches ( you can deploy your Mg and Anti-Tank Rifle teams into those)

-Minefields( a much larger version of the usual minefield)

-AT Outpost: A fortified position equipped with a 8.8 cm KwK 43.


*Devils Gardens 3 Points: Enables your Festung Baumeister to deploy a deadly combination of Anti-Tank and Anti-Personnal mines into their Mine Fields.

*sFH 18 4Points: Enables your Festung Baumeister to build the 15 cm schwere Feldhaubitze 18 to devastate the battelfield

Siege Tactics


*Assault Specialist 1 Points: Your Festung Baumeister , Sturmpioneers and Belagerung Pioneers can now be upgraded with Flamethrowers and can throw Satchel Charges. 


*Das Brummbar 4Points: Deploys a Sturmpanzer IV to crush enemy defenses (Limit 2).


*Morser Strike 5 Points: An off-map Karl-Gerat Siege Howitzer fires a single 60cm concrete-piercing shell into the designated area.


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Panzergranaten 2 Points: Enables all your tanks to use the fearsome Panzergranaten 40 to deal with enemy heavy armor.

*German Ingeenering 2Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks is reduced by 30 seconds

*Sturmgeschutz Battlegroup 4points: Deploy a Veteran level Stug III along with Veteran Level Sturmgrenadier Squad"

-The Stug III is equipped with Side Skirts and its  7.5 cm StuK 40 L/48 makes it effective as an infantery support vehicle and as a Tank-Destroyer.


Panzer Superiority.


*Ostfront Pioneers 1Point: Enables your Belagerung Engenieers and your Sturmpioneers to obtain ammo from destroyed vehicles

*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles

*The Elephant 4 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Cannot be more than Elephant on the battlefield at same time.
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Last edited January 18, 2010 at 12:26 PM by Ryousan

#9638

Re: The Ostheer

Yeah, I always imagined them like the British of the Axis. :P
#9639

Re: The Ostheer

I like that terror ability.
#9640

Re: The Ostheer

I see just ONE infantry unit to recruit and the rest are armored vehicles...so i cant find the queen of all weapons  ;)

And the doctrins looks like anything new. No new ability. Just old abilities with new names and new position in a commandtree.

I would like to see a NEW Ostheer  :'(
May the force be with you.

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#9641

Re: The Ostheer

The thing is that I imagined the Ostheer as a misture between the panzer elite and the british army, making it the assault force by excellence with more focus on movility and fast deplpyment.    As for the infantery, come on  :(, the panzer Elite is in the same situation
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#9642

Re: The Ostheer

The Panzer Elite has diffrent infantrytyps or are they included in your "Sturmgrenadiers"?

I mean infantry with anti-tank weapons, with smgs oder mpis and so on!

To the concept: I think the EF-modding-team had enought knowledge to made some new abilities and not just to copy e.g. the us-airborn-doctrin  ;)
Be creativ! That is the great thing of this mod! This guys made new weapons and animation, they made a new army. Why should the just build up an Ostheer out of CoH british and panzer elite army?
May the force be with you.

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#9644

Re: The Ostheer

Sorry, I just was trying to contribute with something...

Post Merge: [time]1253595489[/time]

Ok, Round 2


HQ Truck: Produces Sturmgrenadiers (main infantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each

*Sturmgrenadiers: This versatile and chap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improved anti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach). They can throw the Stielhandgranate 21(Also after Research).

Armory Truck: Produces several types of halftracks (mortar halftrack, normal halftrack, ammunition halftrack, includying the "Stuka zu Fuss" and the Flammenpanzer) and the Panzer III Light Tank. (After Upgrading)

Tank Factory Truck: It produces the Panzer IV Medium Tank, and several upgades for it. As AP Rounds, Armor Skirts and MG42 Gunner.


And for the doctrines:

Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability of Spring

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-They can be equipped with MP40s and have the "Fire PanzerFaust" special ability


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*The Tiger 6 Points (1200 Man Power, 15 Population): Calls in a single Tiger Ace. Once per battle.

Phsycological Warfare:

*Storm the Front!! 2Points: Die Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
 
*Rain of Fire 4 Points (350 Ammo): A rain of 350mm Wurfrahmen Rockets fall across a large area


Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot" Ability

Urban Assault

*Street Fighting 2Points: Sturmgrenadiers gain camuflage when in cover.


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Additional Flamethrowers 5 Points: Allows your Sturmgrenadiers to be equipped with an Aditional Flammenwerber 40


Fortress Tactics

*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.

*Artillery Spotters 3 Points: Allows the Major to call in mortar artillery Support

*sIG 33 5 Points: The Sturmgrenadiers can now build up the schweres Infanterie Geschütz 33 for devastating artillery support.

 

Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the "Advanced Repairs Ability".


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.

*German Ingeenering 4Points: You can now deploy your vehicules much faster.

*Improved Command Trucks 5 Points= Your command trucks are more Faster, tougher and generate more resources.


Panzer Superiority.

*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time

*Das Nashorn 4Points(800 Manpower, 8 Population): Desploys a SdKfz 164 Nashorn Tank Destroyer.

*Jagdtiger 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Jagdtiger Sd. Kfz. 186 to the battlefield. Only once per battle

















My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Last edited September 22, 2009 at 4:58 AM by Ryousan

#9676

Re: The Ostheer

I have not read your text yet, but ...
Name "Tank Factory Truck" isn't very good. Tanks are not made on battlefields.
I propose such names:
For the Armory Truck:
Support Command LKW (Führungsunterstützung? FeldUnterstützen?)
For the Tank Factory Truck
PanzerKommando LKW
I hope I correctly written.
I believe in one thing only, the power of the human will. © Joseph Stalin
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Last edited September 22, 2009 at 5:16 PM by UeArtemis

#9677

Re: The Ostheer

No 100% correct but i think you cant know our special phonemes  ;)

Feldunterstützungs LKW
and Panzerkommando LKW.

This new concept is much better but i dont understand why i can call in a Nashorn and a Jagdtiger at the Panzerbattledoctrin. Had the Jagdtiger special abilities?
And why the Jagdtiger? Their were just a small number ( 5 or 6 ) Jagdtigers which fight during the battle of Wien in 1945. Replace it with the Elefant for example ;)
May the force be with you.

Forum post image
#9680

Re: The Ostheer

Thank you. I have long tried to translate "Field Support" and "Support Command".
So:
Feldunterstützungs LKW is difficult to read and pronounce and remember if you aren't German.
Panzerkommando LKW is easy to remember and pronounce.
And
Hauptsitz/HQ LKW :)
I believe in one thing only, the power of the human will. © Joseph Stalin
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Last edited September 22, 2009 at 5:22 PM by UeArtemis

#9699

Re: The Ostheer

I think you got a point a the Jagdtiger...

And well indeed, its the Nashorn the one who has special habilities. Since my version of the Ostheer lacks any heavy tank of its own, I figured that would be to provide one doctrine that gives them some proteccion against enemy heavy armor: such as the firefly, upgraded shermans and sorts...

besides all the soviet tanks...

The Nashorn has "Focused Firing" ability. That allows it to produce critical damage in enemy armor. In this doctrine you could have up to 2 Nashorn in the battlefield.

Sorry, for the bad english. So what do you think?



My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#9701

Re: The Ostheer

The Nashorn to me is a Marder III on steroids, just look at it
Forum post image

And the Marder III is already a deadly tank destroyer, Perhaps it will have a bit more health, but why make this why the Elefant is already in action?
#9719

Re: The Ostheer

as far as i see the ostheer has  just 2 hevy tanks ( the tiger and the jagdtiger) wich can only called once- i don´t think that this is a good idea against the russian buildable is-2.
#9771

Re: The Ostheer

So Round 3. I came with some new ideas I hope you like it
And special thanks to Lord Rommel Artemis who translate the names of the trucks for me  :D



Hauptsitz/HQ LKW:
Produces Sturmgrenadiers (maininfantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each


*Sturmgrenadiers: This versatile and cheap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improvedanti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach)). They can throw the Stielhandgranate 21(Also after Research).

*Major: It has the "Increase Production" Special ability that allow yours buildings to increase the Deployment speed. He is escorted by four bodyguards equipped with the Gewehr 43. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

Upgrades:

-Handgranates: Allows your Sturmgrenadiers to throw handgranades


-Heavy Weapons Support (Requires Feldunterstützungs LKW)
: Allows your Sturmgrenadiers to adquire the MG34 LMG, Panzerschrecks and Flamethrowers


-Additional Waepons (Requires Panzerkommando LKW): You can equpped your Sturmgrenadiers with an additional heavy waepon.
 



Feldunterstützungs LKW : Produces several types of halftracks (mortar halftrack, normal halftrack,)


Produces:


*SdKfz 251 Half-track: Transports infantery and can reinforced them to full strenght. It has two MG42 one at the front and one at the rear.

*Mortar Halftrack: This Halftrack carries a Granatenwerber 40 and has the "Smoke Round" special ability.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)


*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)


*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 





Panzerkommando LKW:

Produces:

*Panzer III

*Panzer IV: When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability. When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability. When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will came with the "Veteran Status"

*Panther


Upgrades:

*AP Rounds: Increase the effectiveness of all your AT guns.

*Armor Skirts: Panzer III and Pazner Iv will now be equipped with armor skirts for
improved protection



And for the doctrines:


Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability of Spring

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-They can be equipped with MP40s and have the "Fire PanzerFaust" special ability


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*The Tiger 6 Points (1200 Man Power, 15 Population): Calls in a single Tiger Ace per battle.

Phsycological Warfare:

*Storm the Front!! 2Points: Die Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
 
*Rain of Fire 4 Points (350 Ammo): A rain of 350mm Wurfrahmen Rockets fall across a large area


Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot" Ability

Urban Assault


*Street Fighting 2Points: Sturmgrenadiers gain camuflage when in cover.


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Additional Flamethrowers 5 Points: Allows your Sturmgrenadiers to be equipped with an Aditional Flammenwerber 40


Fortress Tactics


*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.


*Artillery Spotters 3 Points: Allows the Major to call in mortar artillery Support


*sIG 33 5 Points: The Sturmgrenadiers can now build up the schweres Infanterie Geschütz 33 for devastating artillery support.

 


Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the "Advanced Repairs Ability".


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: You can now deploy your vehicules much faster.


*Improved Command Trucks 5 Points= Your command trucks are more Faster, tougher and generate more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time


*Das Nashorn 4Points(800 Manpower, 8 Population): Desploys a SdKfz 164 Nashorn Tank Destroyer.


*The Elephant 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#10881

Re: The Ostheer

Ryousan wrote:

Panzerkommando LKW:

Produces:

*Panzer III

*Panzer IV: When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability. When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability. When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will came with the "Veteran Status"



What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)
#10972

Re: The Ostheer

Not a huge fan of the British faction. How about we mediate?
The hq truck should be what the player starts out with, and has one squad of the basic infantry type.

Then, the truck produces engineers and the engineers make actual buildings in the territory that the hq truck is set up in. And you must upgrade thru the different phases from the hq truck to unlock other things in the buildings.
#10994

Re: The Ostheer

Jozz wrote:

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)


Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.

Good point you made there. Oh yes why not replace the Tiger ace with a Jagd. because we already have a TigerI ace in Blitz Doctrine and King Tiger in Terror.

Last edited October 20, 2009 at 6:57 AM by SpezialForce

#10999

Re: The Ostheer

SpezialForce wrote:
Jozz wrote:

What role does a Panzer III have if you already have the panzer IV which is all better, I would think a panzer III and a Panzer IV Ausf. F1 (infantry support tank) or something be better but why have a panzer III which has less armor and a smaller gun than the panzer IV?  ::)


Why have a panzer IV when theres a panther with a bigger gun and thicker armour? Well because you can spam panzer 4s and they are cheaper and cost less pop. I guess the Pzer 3 should also take 6 instead of 8.


So this mod should be all about spamming right?
Ostheer would then not be my faction to play as.
Spamming is a very cheap strategy to counter someones real skill and it should not be encouraged.

I was asking about what role does the Panzer III have if we would have the Panzer IV (the one with 75mm high velocity gun to take on armor) which mostly replaced the panzer III in that role very quickly? I was suggesting the Infantry support tank Panzer IV be a much better option because it would fill a different role.  :)

Now that I think of it it should be much more realistic and more useful to just replace the panzer III with the Panzer IV with the high velocity 75mm gun and have a Panzer IV with the low velocity gun available to fill another role.  :D

But maybe its hard for people to believe that panzer formations were not supplied with a mix of every tank possible. (If you really dont get it why thats because it would put too much trouble on logistics and Maintenance would be difficult.)

Yeah, those Panzer upgrades sound even better now :P

EDIT: The Panzer III was mostly useless in the Easternfront as it was designed to be the tank destroyer while the pzIV would be the Infantry support tank (you know, knock out obstacles and attack defences with infantry) but the pz III was useless against t-34's and this is the "Ostheer" I doubt they actually sent panzer III's to try fight t-34's...

btw I came up with some Panzer Upgrades.  ;D

Panzer IV Repair kit - maybe cost like 220mp and 30fuel, would allow Panzer IV's to repair on the field like a bren carrier but for free. ( no munitions cost )

Panther Repair kit - the same but for panthers afcourse.

Also, The AP rounds upgrade should allow panzer IV Infantry support tanks to kill light vehicles with ease.  :)

Last edited October 20, 2009 at 7:45 AM by Jozz

#11023

Re: The Ostheer

Ryousan wrote:
The thing is that I imagined the Ostheer as a misture between the panzer elite and the british army, making it the assault force by excellence with more focus on movility and fast deplpyment.    As for the infantery, come on  :(, the panzer Elite is in the same situation

yes but I am pretty sure that without ANY good infantry  then............ you can't rely do anything
#14297

Re: The Ostheer

Hi again!! I now that I haven been out for a while but I have come back and I have made a few chages in "my Ostheer concept" So I ll show and then speak your minds

Special Features

*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with a one squad of Sturmgrenadiers

*Since the supply lines have strech too thin due the long distances, the Ostheer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base, but ostheer Unit upgrades are faster and cheaper.


*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established 
the sector becomes secured and Ostheer units can upgrade.

Hauptsitz/HQ LKW: Produces Sturmgrenadiers (main infantery and construction unit) and Major (Officer, Supporting Unit) And upgrades for each


*Sturmgrenadiers: This versatile and cheap infantery squad can be quickly deployed to the battlefield. Consist of 5 Men equipped with Kar98k. It can be equipped with the MG34 for improved anti-infantery capability, with Panzerschrecks for tank destroyers labor or with Flammenwerbers for urban assaults. Up to two special weapons can be adquired (After Reserach). They can throw the Stielhandgranate 21(Also after Research).

*Major: It has the "Increase Production" Special ability that allow yours buildings to increase the Deployment speed. He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

Upgrades:

-Handgranates: Allows your Sturmgrenadiers to throw handgranades


-Heavy Weapons Support (Requires Feldunterstützungs LKW): Allows your Sturmgrenadiers to adquire the MG34 LMG, Panzerschrecks and Flamethrowers


-Advanced Logistics(Requires Panzerkommando LKW): You can equpped your Sturmgrenadiers with an additional heavy waepon.

 
-Panzer Spearhead(Requieres Advanced Logistics, Anti-Tank Operations and Armored Assault): Only once per battle. A single Tiger I Heavy Panzer is deployed into the battlefield.


Feldunterstützungs LKW : Produces several types of halftracks


Produces:

*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can be upgraded to:

1.Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun


3.Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



*Sdf.Kfz. 10: light Half-Track capable of transporting a single squad of infantery. It can also sacrifice it transport capability to be equipped with a 2 cm FlaK 30 anti-aircraft gun.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


Upgrades:

* Anti-Tank Operations: Enables the Feldunterstützungs LKW
to produce the 8.8 cm KwK 43 Anti-Tank Gun

-8.8 cm KwK 43:Using the same powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


Panzerkommando LKW:

Produces:

*Panzer IV: Panzer IV gain a special ability when chossing a doctrine

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



Upgrades:

*AP Rounds: Increase the effectiveness of all your AT guns.

*Armor Skirts: All Panzer Iv will now be equipped with armor skirts for improved protection

*Armored Assault Research: Enables the Panzerkommando LKW to deploy the Panzer V "Panther"  heavy tanks into the battlefield.



And for the doctrines: Each dotrine affects your Sturmgrenadiers, who will gain a  special ability according to the doctrine in question



Schutzstaffel Support:

When choosing this doctrine the Sturmgrenadiers gain ability to perfrom a sprint for a short period of time


Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist of a Squad of 5 men equipped bolt action rifles and an officer equipped with a MP40 sub-machinegun. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 5 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.

*SS Battle Group (1200 Manpower): Deploys an addiotional SS Squad along a Panther Panzer



Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmgrenadiers and SS Squads gain the ability to supress the enemy with focused gun fire

*Propaganda Effort 3 points : Equips your trucks with megafony equipment that provoces the enemy squeads to become less movile when entering a secured territory.
 
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren



Urban Warfare Support

When choosing this doctrine the one Sturmgrendier gain a scoped Kar98 and the "Sniper Shot(20 Ammo)" Ability

Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 

*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.

*Fortreses 5 Points: Your forward bases can now recruit Sturmgrenadiers and Sturmpioneers


Fortress Tactics


*Defensive Operations 2 Points: Allows your Strumgrenadiers to build up field defenses and to place mines.


*Artillery Spotters 3 Points: Allows the Major and Snipers to call in mortar artillery Support


*leFH 18 3 Points: The Sturmpioneers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.
 


Panzer Battlegroup

When choosing this doctrine the Sturmgrenadiers gain the ability of perfroming repairs


Logistics



[i]*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: You can now deploy your vehicules much faster.


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate even more resources.


Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time


*Bergepanther (700 Manpower): Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1000 Manpower, 12 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle


Weel thats it, I hope that it has improved since the last two concepts I posted. Send your critics and reviews, thy are all helpful
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Last edited December 8, 2009 at 6:32 PM by Ryousan

#14499

Re: The Ostheer


- Ostheer units are cheaper and faster due to their not
having ressource OP xcept from truck. British don't suffer
from money shortages. Nor are their units anything like cheap.
There is also the point to consider that they would play with
Wehr/PE who would make OPs

  When you say ressources stretched long distances,
etc. Instead, make units few and powerful? That's a
german trademark. Make them come via call-in after
a long delay. Should be summonned rather than trained
on the spot, of all things.

- No Finnish/Yougoslavs. Another pure German Faction.
Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
of the mod Afrika Korps. Where different buildings
build completely different things depending on what
doctrine you've chosen :)

Cheers! ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#14500

Re: The Ostheer

Loupblanc wrote:

- Ostheer units are cheaper and faster due to their not
having ressource OP xcept from truck. British don't suffer
from money shortages. Nor are their units anything like cheap.
There is also the point to consider that they would play with
Wehr/PE who would make OPs

  When you say ressources stretched long distances,
etc. Instead, make units few and powerful? That's a
german trademark. Make them come via call-in after
a long delay. Should be summonned rather than trained
on the spot, of all things.

- No Finnish/Yougoslavs. Another pure German Faction.
Must make 4 USA factions to compensate, yes? :)

  - Complex structure, I like. Actually, it reminds me
of the mod Afrika Korps. Where different buildings
build completely different things depending on what
doctrine you've chosen :)

Cheers! ;)



Well: First of all the idea was that upgrades(panzerschreck, m34, etc) was the the thing thats fast and cheaper, leike instead of costing 75 ammo per panzerschreck, it would 35 ammo. And they would adquire the upgrade faster than other units, because they cant upgrade while not being in a secured sector.

As for the resources, perhaps I didnt made my point clear, for example: when you deploy a command truck in fuel point that when captured gives +10 oil, yOu dont win any extra resources for having an OP in the sector. But when you have upgraded the truck you will +24 of fuel instead of +16 whick would be the normal OP bonus.

As for the "fast and cheap units" perhaps you the point on that, but this inst the definitve version so I will continue to improve

Im not including any not-german unit in my concept, if you  are refering to the "Nordic Volunteers" power in SS doctrine I was making reference to the SS Wiking and Nordland divisions whch were composed mainly by germans with a few scandinavian volunteers

By the way, thanks for posting, Im trying to improve my Ostheer concept by reading the critics so you are being very helpful.



My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#14558

Re: The Ostheer


Sure thing, always happy to help :)
But remember this is a chess game. Simply making a faction
which is 'My faction is more fun because the units are
stronger, cheaper, and come out sooner, it'll automatically
win and that's why I think it would be more fun... '... is
bleh :)

Got to find serious defects (*cons*) to go with your
strenghts. It's called favor :)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#14587

Re: The Ostheer

Special Features
*The Ostheer doesnt build up their buildings, they use their command to trucks to build units, research upgrades and to secure strategic points.

*The Ostheer starts with two squads of Spähtrupp.


*Since the supply lines strech too thin due the long distances, the OstHeer doesnt recive extra resources for secured territory unless their vehicles are upgraded from whick they recive a larger resorce bonus.This also that their units are unable of upgrading unless they are in the same sector that a command truck or a forward base

*When Ostheer infantery garrisons a building they can establish a forward base. When a forward base is established the sector becomes secured and Ostheer units buy upgrades, they do not produce any extra resources


* Ostheer units are elite and very trained soldiers who are hard to replaceevery time after you deploy a new unit you will have to wait three minutes until you can deploy a new unit on the same command truck. But ostheer units have  faster deployment speed due the meticulous preparation for Barbarossa Unternehmen

* Osterheer units does not only reduce the income of manpower your recive, Ostheer vehicles will also reduce the ammount of fuel you recive and when buying upgrades for your vehicles and infantery or building defensive structures you will also recive less ammunition from your strategic points.A Swift Advance comes for a price...


Techtree


Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad)and allos your to call in additional command trucks


*Spähtrupp: fast-moving light infantery. Consist of three men equipped with bolt action rifles. The can use their binoclars to spy the foe. They cloak when in cover




-Command Trucks

*IMPORTANT: *Before deploying a new Command truck you choose between two options, each version of the command truck is focused in one type
of troop choices, for example: a Sturm Kampfhandlungen LKW gives you access to heavy and powerful troops, but they are rather expensive to build while a Taktik Kampfhandlungen LKW allows to build up more versatile and flexible units at a cheaper cost but lacking of the same firepower. Yor can freely mix the command trucks combinations who better fits your combat style, so you can  crush the Reds with all the might of the German War Machine and to show them the superioty of the Third Reich"s soldiers in a number of ways

There can be only one type of truck per tier



TIER 1

-STURM KAMPFHANDLUNGEN LKW.

*Sturmtrooper: Expensive and powerful Heavy Infantery. Consists in  squad of four elite soldiers equipped with the Gewehr 43 Semi-Automatic Rifle. They can be upgraded with the MP44 Sturmgewehr for anti-infantery tasks and with Panzerschrecks for tank hunting. They can throw incendiary granades  and are immune tu supression.

*Sd.Kfz. 250: HalfTrack, it can transport up to eight men. Its open top so the squads inside con use their weapons. This does not include Heavy Weapons Teams.


*Sturmpioneers: Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs. Sturmpioneers can be upgraded witha  mine detector and be transformed into a Heavy Weapons Team but if they do so they will loss the ability to perform repairs and to build up defences.

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines


And can be upgraded to:

1. Anti-Tank Support Team and be equipped with a Panzerbüchse 39 Anti-Tank Rifle.

2. Heavy Machine Gun Team from they will be equipped with the MG42 heavy machine gun

3. Mortar Team and they will be equipped with a 8 cm Granatwerfer 34 medium mortar.



UPGRADES

-Specalist Weapons: Your Sturmtroopers can now be equuiped with Assault Rifles and Panzerschecks


-Bundle Grenades: Allow your Sturtroopers to throw a very powerful bundle greande



-TAKTIK KAMPFHANDLUNGEN LKW.

*Landerzug: Medium Infantery. Consists in a Squad of five men armed with the Kar98k bolt-action rifle and an officer fitted with a MP40 they have frag grandes and anti-tank granades.


*Sdf.Kfz. 10: light Half-Track capable of transporting up to twelve men. It can also sacrifice it transport capability to be equipped fitted with a 2 cm FlaK 30 anti-aircraft gun.

*Belagerung Engineers:  Consist in a Squad of Three men equipped with the kar98k bolt action rifle. They can build up field defences and to perform advanced repairs

They can build up:

*Barbed Wire

*Sandbags

*Tank Traps

*Mines



They can also deploy defensive structures:


1. Machine Gun Nest: a concrete structure equipped with a MG42 Heavy Machinegun

2. Mortar Outpost: a fortified position with a 8 cm Granatwerfer 34 medium mortar

3. 2cm Flakvierling 38: enables to deploy Flakvierling 38 anti-aircraft guns in the battlefield


UPGRADES

-Assault Tactics: Landerzug squads can throw two granades per launch




TIER 2


-Schweres Feldunterstützungs LKW


Produces:

*Panzer III: Light Tank. Equipped with a 75mm KwK 37 L/24 cannon. Can be upgraded with a MG34 machinegun
in the turret.


*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine) 


*8.8 cm KwK 43: Using the powerful gun that the Tiger II, this Anti-Tank Gun is able to pierce even the thickiest of armor


UPGRADES

*5 cm KwK 39 L/60: Upgrades all your Panzer III with a larger cannon whick made them more fit for armored combat sacrificing its anti-infantery efectivness.

*Smoke Launchers: Enables your Panzer III to display smoke screens



-Leichte Feldunterstützungs LKW

*Sd.Kfz. 232: Armored Car. Equipped with a 2 cm KwK 30 L/55 autocannon.

*Flammapanzerwagen (Only if you choose the Urban Warfare Doctrine)

*Stuka zu FuB (Only if you choose the Schutzstaffel Support Doctrine)

*Light AT Halftrack(Only if you choose the Panzer Battlegroup Doctrine)

*Marder II: Tank-Destroyer. Its 7.5 cm Pak 40 makes it ideal for tank hunting. Although its opened rear makes it unfitable as a spearhead tank. It can fire Tungstene Shells for improved armor piercing and has the "Crippling Shot" special ability whick allows to destroy enemy tanks treads, to inmovilize them or even destroy their main guns.They can also Ambush obtaining offensive bonuses in the first shots

UPGRADES

-Tank Destroyer Support: Enables the command truck to deplyoy the Marder II Tank Destroyer


TIER 3


-Elite Panzerkommando LKW:


Produces:

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40 and can be upgraded with armored skirts and a MG42

1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"

*Panther: Heavy Tank. Equipped with a 75mm main gun and enough armor to endure all but the mostpowerful AT guns, this heavy tank shall give the Reds no rest

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike 



UPGRADES

-Elite Crews: All panzer IV and panthers have improved accuracy

-On board mechanics: Inmovilized or Damaged engines can be repaired by the highly skilled members of the crew. Only Panthers and Panzer IV



-Kampfgruppe Panzerkommando LKW:


Produces

*Panzer IV: Medium Tank. It has a  7.5 cm KwK 40. It is already equipped with Armor-Skirts and with a MG42


1.When choosing the Schutzstaffel Support Doctrine, they have the "Tank Shock" Special Ability.

2.When chossing the Urban Warfare Doctrine the have the "Hull Down" special ability.

3.When choosing the Panzer Battlegruop Doctrine all your in game and all the Panzer IV you produce from then on will come with the "Veteran Status"



*Stubi: A Panzer IV fitted with a low velocity gun making it ideal for infantery support missions. It also benefits from each doctrine

*Major:  He is escorted by four bodyguards equipped with the Gewehr 43 semi-automatic Rifle. Any unit that is in the territory as the Major is innmune tu supression and has a offensive bonus.

MAJOR SPECIAL ABILITIES

1.Increase Production: allows one of your command trucks to greatly reduce the cooldown  time before you can deploy a new unit

2.Angriff!!: the MaJor and nearby infantery carry out a fearsome assault reciving offensive and speed bonuses

3.Rain of Iron: the Major calls in an off-map Heavy Artillery strike 



UPGRADES

-AP Rounds: Your Panzer IV main guns are equipped with armor piercing shells making them more effective against enemy armor.

-Panzer IV Battlegroup(1000 Manpower): Allows you to deploy two Panzer IV and one Stubi into the battlefield. It works like a support power



And for the doctrines:


Schutzstaffel Support:

When choosing this doctrine both Landerzug and Sturmtroopers can perform sprints for short periods of time.

Hero Support:

*Nordic Volunteers  3 Points(400 Manpower, 8 Population): Calls in a elite SS Squad.


-Consist in a a Squad of five men equipped with bolt Action rifles. They can be equipped with MP40s and have the "Fire PanzerFaust" special ability and can throw an M43 stick granade with a Splittering fragmentation sleeve. They have shorter range than a normal grenade but have a wider action radious


* Terror 3 Points(200 Ammunition): Drops leaflets and the squads within its rang become supressed.


*SS Battle Group (1200 Manpower) 5 Points: Deploys an addiotional SS Squad along a with a Panther Panzer




Phsycological Warfare:


*Storm the Front!! 2Points: Der Rote kommt niemals zur ruh. Sturmtroopers, Landerzug and SS Squads gain the ability to supress the enemy with focused gun fire


*Ehre und Blut(200 ammo) 3 points : All your infantery units obtain an offensive bonus and vehicles have a higher fire rate.

 
*Stuka Bombing Raid (350 Ammo): A JU-87 Sturzkampffleugzeug Dive Bomber executes a bombing along a determined path. Also pinns the enemy squads in its action radious due the noise of the siren




Urban Warfare Support


All your Heavy Weapons Teams, Sturmtroopers and Landerzug gain a defensive bonus when in cover.


Urban Assault


*Sharpshooters: Snipers can be trained in all your forward bases.

-Sniper(350 Manpower 2 Population): A Single sharpshooter equipped with a scoped Gewehr 43, it has Camoflage. 


*Die Brummbar 4 Points (600 Manpower, 6 Population): A Sturmpanzer IV Assault Gun is deployed to the battlefield.


*Fortreses 5 Points: Your forward bases can now recruit Infantery Units.




Fortress Tactics


*Defensive Operations 2 Points: Allows your landerzug or Sturmtroopers to build up field defenses and to place mines.


*Bobby Traps 3 Points: Allows your snipers and Spahtrupp squads to bobby trap building and strategic points.


*leFH 18 5 Points: The Sturmpioneers and Belagerung Engineers can now build up the 10.5 cm leichte FeldHaubitze 18 for devastating artillery support.


 


Panzer Battlegroup

When choosing this doctrine both Landerzug and Sturmtroopers gain the ability of perform repairs


Logistics


*Swift Advance 2 Points: Increse the speed of all your non-tank vehicules.


*German Ingeenering 4Points: The cooldown drops from three minutes to one and a half in all your Panzerkommando and Feldunterstützungs command trucks


*Improved Command Trucks 5 Points: Your command trucks are more Faster,are tougher and generate more resources.



Panzer Superiority.


*Field Repairs 2 Points (200 Ammo): Repairs your vehicules for a short ammount of time


*Bergepanther (700 Manpower) 3 Points: Deploys a Bergepnather support vehicle, to the battlefield. It has the advanced repairs ability and can recover wrecks from other vehicles


*The Elephant 6 Points (1300 Manpower, 15 Population): Deploys a single very powerful Panzerjäger Tiger to the battlefield. Only once per battle

My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0

Last edited December 11, 2009 at 8:24 PM by Ryousan

#14595

Re: The Ostheer


Spahtrupp are same as British recon squad :p
Officer is same as soviet/wehr officer all in one.
And right at the beginning of fight, too!!!

- Elefant is 12 pop when Tiger is 14 pop? What?!!
You need to put weaknesses in your army. Not just
good sides ;) Would you play a normal chess thus:
One side with 1 queen, and pawns, etc, or a side with
12 queens?

Someone once upon a time made an OSTHEER proposal I
loved A LOT. It had finnish and yougoslav call-ins. North,
center, south armies (doctrines). And it was patterned
against the soviets. But upside down. To be a reverse
logic mentality soviets. Now that was interesting.
Along with the wooden bunkers, etc ;)

The Opel trucks, etc :D
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#14851

Re: The Ostheer

Well perhaps you ar and I have recently updated my concept adding some sort of waeknesses. I dont know if they are enough
but I think its more balanced
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#14879

Re: The Ostheer


The only best way to do that, is to playtest it :)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#14881

Re: The Ostheer

Well...despite the fact that almost surely any developer will even take a look at my proposal, improving it is the best I can do ;). Hoping that at last in the teory is a good concept   
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15066

Re: The Ostheer


Yea, can't find fault in that. Hope springs eternal ;)
Besides, it's not like we can do much else while we wait for
the release. Sigh.

But, yknow, they're not even working on Ostheer yet ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15092

Re: The Ostheer

yeah I know ::) Be the way thanks for postings, till the date you are the only one who has help to improve my proposal.
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15555

Re: The Ostheer

Hey, nice seeing you put alot of effort into some suggestions

allthrough i think some off them are abit Smurf and less through thought, not that i say theyre not good and dont sound cool. I just think they wont work with the so called "Vanilla gameplay"

the HQ truck thing sounds abit too good to be true ... meaning that you will put an powerfull panzer army as the Axis are, into a high mobile steamroller killing machine ... Imagine a axis player that can req Panthers out off a mobile armoury, + resource bonus on the place its locked down...

i also don't like the argument about that the HQ trucks are a must - because the axis ostheer was a mobile army ... Tell me wasent the US and Soviet also mobile armys ? why dont they have trucks ? soviets steamrolled throw the eastern front when the germans was on retreat. In fact i think every army was mobile.

As you see the british gets mobile HQ's but whats the negative thing about that ?? they are slow !!! slow as hell ... theyre infantry units cap slow, they walk slow (except recon element upgrade) so infact to balance that IDEA you would have to make the ostheers inf and cap units slow ... that adds the historycal questions ? did the axis cap slow moveing into russia ? hell no MARSH MARSH !

The bunker building axis system just fits them perfect i think... but thats just my opinion.

i hope you wont be offended by my critics against the HQ truck things.

Last edited December 24, 2009 at 5:43 PM by huggy

#15560

Re: The Ostheer


Ryousan : No problem, happy to help when I can :)

Huggy : Pro and con. Everyone wants their pet faction to
be OP. I'd settle for flavored and balanced ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15574

Re: The Ostheer

i agree with you again mr Loupblanc, gief balance !
#15595

Re: The Ostheer


Thank you :)

I try hard ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15603

Re: The Ostheer

The way that they should be distinguished between their western comrades is that they need constant upkeep of supplies and or supply trucks..

It would work well in adding the desired effect of unique feel as in this army isn't just a clone of its other in the western front..
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TS3 2.0: ts55.gameservers.com:9374
#15608

Re: The Ostheer


- Meh. Doesn't work. More lag. Especially for huge maps,
think about it. I already suggested something akin to PE's
scout cars, though. Having a Zis6 truck come in and lock
the map. Works like something between british HQ trucks
and PE scout cars, minus MG, but who can be used to
replenish a squad ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15653

Re: The Ostheer

1. yeah its sound very unique ! but its seems to be abit off an "alice in wonderland" idea ... its too demanding and you will end up with an SLOW axis army (atleast) as i wrote.

2. I dont get the argument about it being another clone off an axis army if they decided to add bunkers and stationary hq ... theres gonna be unique units rolling out the buildings anyway so i dont get the thing that you have to change everything so much and fuk up the gameplay with axis command trucks ... i just think its a too big ambition.
#15662

Re: The Ostheer


Oh, I don't mind the Axis trucks one bit.
Allied got 1 faction with trucks, why shouldn't the axis?
Besides, Ostheer is an EXPEDITIONNARY faction, so why not?

Heck, I'd make their HQ be a train station and stuff if I could.
Nothing wrong with that. BUT tons of trucks all over the place
just for ressource's sake? Look at it from an engine/dev point
of view, too... ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15713

Re: The Ostheer

Perhaps a sturmtiger would be a good command tree unit.
#15723

Re: The Ostheer


Sigh. Sturntiger... why ALWAYS a super german tank???
... I loved when someone suggested a Gustav strike, now
THAT was hot ;)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15727

Re: The Ostheer

I considered a gustav artillery strike, I had a lot of ideas in my head, but the problem is...how to include all those things without making the army way too powerful the army?

What Im considering is to include a once per battle support power that allows you to deploy a Tiger into the battlefield.

I think that that what makes the Ostheer is difficult army to design is that everyone wants to be original and not to spam the other axis armies but by doing so they are tearing the esence of an axis force.

One time I read that without Tigers, 88s and Panthers, the Ostheer wanst the Ostheer and that is quite true , since the Tigers and Panthers were the direct response of the germans to the soviet T-34 and other heavy tanks
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15729

Re: The Ostheer


I KNOW !!!! Exactly my point.
How can you make an OstHeer without Tiger/Panther/
Panzer4/StuG(variants)/Marder type tanks, 88???

I think for one, they ought to explore other army's units.
Even if it's a StuG4/75 with finnish decals on it, at least
REPRESENT other countries that helped out!!!

  Also, well, I think Trucks would be nice :) For HQ.
And someone made an Ostheer proposal I loved very
much. Lots of interesting and unique approaches, but
trucks would be hot :)

  Said something about log/temporary bunkers. That was
nice. I like maluses as much as I like bonuses. ANything
that adds flavor.

Gustav artillery strike is a MUST! :) big time :)

99% of people's proposals all seem like : Well my not-op
faction would call in unlimited elephants, ferdinands,
JagTigers, Maus at the click of 1 button... ;)

Got to balance it against the americans, etc, people.
Chess isn't fun when one side automatically wins. Everyone
wants the all-queen dream team, but... what's the sport in
it? Then everyone would INSIST on playing THE OP team...
And all games would automatically be against AI ;)

... Since no one would DARE play anything else but
'the OP faction' :)
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15730

Re: The Ostheer

Well i have been reading all the recent posts.

First of all. I didnt say that command trcuks are a must, but I thought that we have already two german forces with stationary HQs and I design my proposal to be the more original as possible. Second, as huggy said my proposal is greedy thats WHY I added the "cooldown" special feature to my Ostheer proposal, besides every single vehicle and upgrades reduce the income of resources you get (there is the representation of the supply shortage)

And,as Loup (and almost everybody said) Im trying my best to add more flavor to the Ostheer.

The german forces that fought in the eastern front were probably the best trained and equipped forces of the entire war, I want my concept to show that... 
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15731

Re: The Ostheer


Every army loves to say theirs was the best armed/equipped
though ;)

I like HQ trucks for ostheer. Or, rather, a railroad train
station? Novel, nice... ;) no?
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15732

Re: The Ostheer

Weel loup I think the problem that the railroad has is that...well I Would be way too complicated to desing for the modders not to mention that a railroad station has  to have rails and we are talking about doing some serious work for every single map to include it.

And for the Gustav strike...I wonder how it would look like. Like some massive artillery shell with a big boom? 
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15750

Re: The Ostheer

- Oh no!!
: Railroad station HQ : Nope. Just a building that links to the
offmap, the rails are PART of the building. Train arrives, shits
units, leaves/vanishes. Not soo hard. Although I was thinking
of Codename Panzers for a moment. Do we have any mobile
train animations in-game? Wouldn't need to be complicated.
: Gustav strike : Oh yea, just a V1-scale big Kaboom single
shell :) Nothing could be easier :) AND it's historical! :)
- *ANDDDD* It's on railroad tracks! :)

You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15754

Re: The Ostheer

"Railroad station HQ" I like it ;D 
#15756

Re: The Ostheer

Now that you mention it...it sounds actually cool. I mean you coud use different wagons to produce different type of units and sorts...

My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#15811

Re: The Ostheer


Yea, although I think a generic troop/vehicle wagon
or a passenger/cattle wagon and a flattop wagon (with
vehicle covered with fabric)(Bache in french) would work
best. Cut down on the animations, etc. Comes, drops
'cargo' and leaves, or vanishes.

Could maybe thus get rid of 'other' buildings (cut down on
work) and do everything from the HQ. Catch up british-
style with mortar bunkers, etc, etc

Of course it sounds cool... but you're not allowed to agree
or use it, or like it, because I'm the one who proposed it :D
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
#15840

Re: The Ostheer

"I'm the one who proposed it"
sod off