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The Ostheer

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#15841

Re: The Ostheer


Sod off is not in my vocabulary :)
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
#15966

Re: The Ostheer

yes now copy paste that and then delete that here and make it on your own post ;D
#16014

Re: The Ostheer


Meh, it's not like the DEVs care about what I propose :p
They didn't give shit about my T34 call-in thing :p

(but it doesn't need much coding or even new graphics, etc)
agrr!

I liked my long proposal (Gradually improving call-in).
Gave soviets flavor, I felt :)
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
#16061

Re: The Ostheer

I dont if I am spamming by making a new post from every update that I make to my concept instad of editing a previous one. But anyway...here comes an update of myOstheer concept


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 210 seconds 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

*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 recently 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. This also mean that upkeep of resources you have to pay is higher.

-Recruit level: No additional cost

-Veteran: 20% of additional cost

-Crack: 30% of additional cost

-Elite: 40% of additional cost


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



Techtree

Hauptsitz/HQ LKW: Produces Spahtrupp (light recon squad) Allows your to call in additional Command Trucks


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

*Special Ability: After you have completed both sides of your choosen doctrine you will gain access to a special support power.

-Black Tiger(1400 Manpower 14 Population): Only if you completed the Schutzstaffel Support Doctrine. Calls in an Elite Level Tiger I equipped with a Schrapnellmine Launcher
Only Once per battle

-Gustav Strike(450 ammo): Only if you have completed the Urban Warfare Doctrine. Call in a mighty artillery attack from the Schewerer Gustav railgun cannon.

-Jagdtiger Support(1300 Manpower, 15 Population): Allos you to call in an additional Elephant Tank Destroyer. Only one per battle
 

-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. Yor can freely mix the command trucks combinations who better fits your combat style, so can either  choose to 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 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 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 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 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 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 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 firts 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 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


*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 tu supression and has a offensive bonus.

SPECIAL ABILITIES

[i]1.Increase Production: Allows the Hauptmann to reduce 60 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 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 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


*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 tu supression and has a offensive bonus.


SPECIAL ABILITIES

1.Increase Production: Allows the Hauptmann to reduce 60 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




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 Veteran Level 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 additional 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 of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds

*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 January 3, 2010 at 6:51 AM by Ryousan

#16063

Re: The Ostheer

I have a question for the devs on this do you guys read all of these ostheer concepts? Don't you go lying too ;D
#16077

Re: The Ostheer

I can't... they'd put me in a coma...
#16083

Re: The Ostheer

BurroDiablo wrote:
I can't... they'd put me in a coma...

ok but do ANY of you AT ALL reaad these...
#16108

Re: The Ostheer

i did. at least partly.
I dont like the ideas of trucks like that.
but in a nuttshell this concepts has some good ideas.
Forum post image
#16159

Re: The Ostheer


Hey, Ryousan your proposal is getting better all the time :)
Stuka 300 muni? It better be a VERY powerful attack to
cost that much :p american inf is 150 for artillery...
Paratroopers is 250 but they got ability which gives them
extra ammo. Wehr get easy muni mining (from tank corpses)

So... 150-200 muni?

- Burrito lies, he reads them all the times! :)
- Trucks? Isnt bad. I like the idea of trucks OPing the
flags, though. Like PE scout car?
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
#16162

Re: The Ostheer

Well my idea of the Stuka attack is not just a simple bombing raid, besides  the psycological effect of the siren I was thinking also that the stuka could be useful against enemy armor.

The model of stuka I was planning to use was the JU-87 G.

Forum post image

So would be something like a mixture between the henschel attack and the american bombing raid. So I think is VERY powerful.

About the Hauptmann artillery attack I think the price is quite right since  in my Ostheer concept is more difficult to gather ammo due the special features. 

My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#16174

Re: The Ostheer

Oh, hey. Good idea. I'd completely forgotten about the siren :)
- As for the Stuka-G, why only that one? Bombs are nice too!!
:)

Glad to see you weighting the pros and cons :)
Should never be pure 'My faction proposal is all queens!' ;)
- Tiger Ace : Only one per battle?? Eehh... sure about that?
I like having a heavy tank I can keep calling into battle.
Tiger wasn't rare enough to be one per battle only, no?

: Ok, how about this.
You can call tiger ACE only once. But you can then
call regular tigers after?
: Tiger Ace couldn't be a god, then :) Just something
with a subtle but nice bonus, like?

(But weaker than King Tiger, for example)
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
#16179

Re: The Ostheer

Well the idea about the "Black tiger" was that the Tiger a Tiger Ace, therefore comes with extra gear and with Elite Level all in one.

So it is an Elite Tiger armed to the teeth to turn the reds into shreds.

And for the Stuka and didnt say that didnt drop bombs: It does and besides and knocks out all the commie armor with its cannons
My Ostheer Concept Updated: August 26, 2010

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

Last edited January 3, 2010 at 6:42 AM by Ryousan

#16181

Re: The Ostheer

"turn the reds into shreds"
nice ryming
#16183

Re: The Ostheer

ford_prefect wrote:
"turn the reds into shreds"
nice ryming


thanks ;D!!
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#16217

Re: The Ostheer

I like how you take the unit-pool and veterancy suggestion from Lord_Rommel into your concept but instead of pure copy'paste (like I did in my proposal), you improved them and made them stand out but yet still fitting into the whole proposal.
However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)


Ryousan wrote:
So it is an Elite Tiger armed to the teeth to turn the reds into shreds.

Epic.  ;D
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#16219

Re: The Ostheer

Ryousan wrote:
ford_prefect wrote:
"turn the reds into shreds"
nice ryming


thanks ;D!!


haha yea  :P

good idea about the black tiger - ace.
Who wouldn't like to see a vehicle like this on the eastern front?

Forum post image

Also, a special ability could be added, the ability to shoot for a short period of time the the more powerfull "Panzergranate 40" to get the best armor penetrating abilities.


Forum post image
#16221

Re: The Ostheer

Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.

Aouch wrote:
However, I really don't like the idea of HQ-trucks at all, only CW should have this special feature, but it's just my personal taste.  :)


Well the whole truck thing is also my personal taste but I wanted to add more flavor to the Ostheer, have present that there are already two german forces with static HQs. I think the trucks give that special touch of "March, march, vorwarts nach Osten!!"
My Ostheer Concept Updated: August 26, 2010

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

Last edited January 3, 2010 at 5:22 PM by Ryousan

#16228

Re: The Ostheer

Ryousan wrote:
Extra abylities could be added to be the Black Tiger since the SS always had the best gear at their disposal.


yea this is what i thought.


for the trucks .. in general, i like this idea as well, but i just dont want a german faction which is actually kinda british.
On the one hand it would destroy the british feeling, and on the other hand it wouldn't be really orignial for another  faction.
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.
Forum post image

Last edited January 3, 2010 at 5:53 PM by Venoxxis

#16268

Re: The Ostheer

Venoxxis wrote:
With serveral good new ideas which differs both "truck concepts" from each other, it would be still doable.


Well in my Ostheer concept trucks play a different more important role, as everyone consider important to represent the Ostheer need of resources. Remember, Ostheer Units can only be upgraded near command trucks. British Units can do so in friendly territory but Ostheer units cant, they MUST be near a truck to buy weapons and stuff.

So besides helping you by securing points and producing units, the command trucks are importnat logisticals assets to the army and play a more important role. Without trucks there are no more  guns and no more guns means a trip straight to the gulags...
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#16332

Re: The Ostheer

It's a shame I would never be able to see that tank if I was on the front...mostly because I would be running like a fucking Ninja far far away from in ;D
#16333

Re: The Ostheer

Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#16354

Re: The Ostheer

its a part of the campaign,
you gotta blow it up in a mission.
it is awesome  :D

Forum post image
Forum post image
#16361

Re: The Ostheer

I think that skin the "Ace" part to "Tiger Ace". Is just way to perfect...
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#16407

Re: The Ostheer

Ryousan wrote:
Ford. If you were a Russian the nearest commisar would shot you dead.  :o

By the way Venoxxis that is an awesome skin for the Tiger, where did you find it?

hmm a pistol or a 88mm cannon with a mg42 on it I'll take my chances with the pistol
#16672

Re: The Ostheer

Ok, here it comes. Yet another update to my Ostheer Concept ::) But what the hell? Its fun to design these things  :P


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 210 seconds 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

*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 recently 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. This also mean that upkeep of resources you have to pay is higher.

-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 +60 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 60 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 six soldiers it deploys a Grenadier Squad (grenadiers like the ones of the Origiinal CoH). Can throw Grenades but cannot be upgraded with heavy weapons.

 

-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. Yor can freely mix the command trucks combinations who better fits your combat style, so can  choose to 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 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 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 Urban Warfare 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 Urban Warfare 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 Battlegruop 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:  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 60 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 Battlegruop 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 60 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.

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


*Artillery Spotters 3 Points: Your Spahtrupp can now call an artillery strike from your lefH 18 even if the the target
is beyond their normal range (Sàhtrupp must be able to see the target)


*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


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


*German Ingeenering 4Points: The cooldown of all your Panzerkommando and Feldunterstützungs command trucks
is reduced by 60 seconds

*Improved Coomand Trucks 3Points: Your command trucks are tougher, move faster and reduce 30 seconds from every cooldown 


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 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 12, 2010 at 12:07 AM by Ryousan

#17304

Re: The Ostheer

moved to new thread

Last edited January 13, 2010 at 3:55 AM by lonesoldier84

#17305

Re: The Ostheer

Hey men If you have any ideas about Ostheer suggestions make a new topic and post them there.  :-\
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#17307

Re: The Ostheer

k done. thanks.
#17312

Re: The Ostheer

Ryousan, you have my favorite Ostheer concept to date. Minus the last 3 doctrine abilities on the Panzer Battlegroup (they seemed unoriginal to me) I enjoyed every part of your idea. Hope the devs notice what you have put out there
#17323

Re: The Ostheer

Thanks man  ;D.  I will keep doing my best to improve my concepts, but suggestions and feedbacks are welcome.

I was thinking to include anotrher special feature to the Ostheer, would be something "Extreme Measures" and allows the Ostheer to have to a once Once per Battle support power or something like that.

As for the Panzer battlegroup, I really need some fresh ideas for that one...

Post Merge: [time]1263439635[/time]

And I think have found some inspiration...

Panzer Battlegroup Doctrine

Logistics

*Ostfront Pioneers 1Points= Enables your Belagerung Engineers and Sturmpioneers to recover ammo from wrecks (+10 instead of +5)

*Panzergranaten 3Points: All your Panzer IV and Panther  can shoot a powerful Panzergranaten 40 to deal with heavy armor.

*Counter-Engeniering 3Points (400 Manpower): Deploys a Panzerkampfwagen T-34/76 to the battlefield

Forum post image


Panzer Superiority


*German Engeniering 2Points:  Reduce 60 seconds to all your cooldown waiting times in your Panzerkommand and  Feldunterstützungs LKWs

*Bergepanther 3Points: Calls in a bergepanther Support Vehicle, it can perfrom Advanced Repairs and to to recover wrecks.

*The Elephant 4Points: Deploy a very powerful  Sd.Kfz. 184 Panzerjäger Tiger. No more than one at once. 


My Ostheer Concept Updated: August 26, 2010

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

Last edited January 14, 2010 at 3:27 AM by Ryousan

#18289

Re: The Ostheer

Why have a T34?
Sure, the Germans captured some of those tanks, but German Ostheer needs German weaponry or at least something which no other faction has yet. For example the PzKpfW. 38 (t).
Furthermore, the /76 comes to late, seeing as the enemy will already have IS-2 and upgunned Shermans at this time.

Also, the Bergepanther must go, because it's the only thing which makes the Panzer Elite outstanding towards the other Armies.  :)
Noone would even consider playing as PE when OH will be better AND have the ability to reconstruct vehicles.  ;D
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#18292

Re: The Ostheer

Well the difference between the Bergepanther and the Bergetiger is that for example the Bergepanther is a doctrine unit. Will not be always available

As for the T-34, this only a sketch I have to explore the Idea. the germans captured enough soviet vehicles to extensively use them in both the Wehrmacht and the Waffen SS. They even captured a T-34 factory in the battle of kursk. But as I said before I must think further on that. I was planning to include a whole battle group a captured tanks one IS-2 and two T 34

Forum post image

About the Panzer 38, I like the idea but the problem is that It would be outclassed pretty quick is its an easy prey for almost any AT-gun. But It is really a interesting idea...



Post Merge: [time]1263812258[/time]

Well here is another update of my Ostheer Propsal. I wonder if everyone is getting annoyed by these ::)...

But Doesnt matter. Thins changed.

-The cooldown now drops from 210 to...80 seconds. 210 is idiocy, you are going to get overwelm if you cant pruduce nothing during three minutes. I also reduce the ammount of time the Hauptmann, uogrades and dcotrine abilities reduce from the cooldown

-Im including a "Sturmgeschutz Battlegroup" to the Panzer Battlegroup Doctrine wchich consistis in a Sturmgrenadier Squad and a Stug III. See Concept for further information.

-Ostfront Pioneers(Panzer Doctrine): Your Pioneers can now obtain ammo from wrecks.

-Assault Specialists(Fortress Doctrine): All your pioneer-like units can now be upgraded with flamethrowers and can throw satchel charges.

Thats it. See concept in page 1 for further information.

My Ostheer Concept Updated: August 26, 2010

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

Last edited January 18, 2010 at 10:57 AM by Ryousan

#18483

Re: The Ostheer

The only thing I have an issue with is that you can only upgrade your units next to the command trucks. Every other faction you can upgrade in territory. If your still stuck on the idea of only next to command trucks, they must have to be some pretty powerful upgrades.

The issue I can see with it is that if you are moving your CP to a more forward position, you are completely devoid of special purpose upgrades for that period, or if it is a large map, you either have to retreat to the CP to upgrade the unit  at the critical moment, or have them stick around and wait to be upgraded.

Basically in a nut shell what i'm trying to say is that I can see it spreading a player too thin too quickly, especially late game. Imagine if as the British you had to move back every single one of your units back to the CP to upgrade them.
#18484

Re: The Ostheer

There are some exceptions.

-You can upgrade near a Forward Base which can be established in a building.

-And you can upgrade near a Supply Opel Blitz

Read the entire concept before posting
My Ostheer Concept Updated: August 26, 2010

http://easternfront.org/forums/index.php?topic=4099.0
#18496

Re: The Ostheer

Ryousan wrote:
There are some exceptions.

-You can upgrade near a Forward Base which can be established in a building.

-And you can upgrade near a Supply Opel Blitz

Read the entire concept before posting
Ah ok  :) that sounds a bit better. There was so much info I must have missed that part.
#23233

Re: The Ostheer

1. Replace Karl strike with 80cm Gustav strike, just because its insane

2. the nashorn is kinda like a marder, a glass cannon. Jadgtiger would be really cool but if we alread have elefant..

and i hope Strumtiger can be fitted in somewhere.
#23375

Re: The Ostheer

instead of making new units, we can save time and borrow off other mods, there is already an sturm tiger from battle of the bulge..!
#23652

Re: The Ostheer

I like the special abilities, but overall it kind of feels like a faction that has everything the other factions has and more.
It seems you seem get to powerfull units to fast. Tanks AND tank destroyers at T2? transports and transportable halftrack at T1 + support weapons?

Besides I think it would get a bit to complicated to have 2 buildings for every tier.

However the concept is very interesting and I think it could work if you limited it to tier 2 only, or tier 3 as well if you limit the difference to less units than tier 2.

Also you could simplify the concept further by having the just one building per tier. When they are built you'd get a couple of basic units for that building, withethe rest restricted until you choose one of two tier upgrades.

So if there's 4 units per tier there 2 of them could be determined by the tier upgrade at T2 and just 1 at T3.