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Author Topic: North Africa, German Faction  (Read 813 times)
Metternich
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« on: March 07, 2008, 03:25:04 AM »

This is the german counterpart to the British faction I posted yesterday.

BUILDINGS AND GENERAL UNITS

Tier 1:
Building: Forward Barracks (150mp, 15f)
Units: Italian Regulars (240mp), Spotter (100mp), Company Commander (250mp)
Vehicles: Volkswagen Type 82 Scout (150mp)
Upgrades: Geplänkel Kommand Add-On (200mp, 20f)

Tier 2:
Building: Light Combat Barracks (FB+SK add-on)
Units: Panzer Grenadiers (255mp), Pioneers (240mp), Regiment Commander (300mp, 10f)
Vehicles: PaK 38 (310mp), Panzer I    (230mp, 30f)
Upgrades: Kampfwagen Kommand Add-On (220mp, 30f)

Tier 3:
Building: Heavy Combat Barracks (LCB+KWK add-on)
Units: Brigade Commander (450mp, 20f), LMG Team (220mp)
Vehicles: Sd.Kfz 232 Armored Car (300mp, 30f), Panzer II (300mp, 40f)
Upgrades: Haupt Schlacht Kommand Add-On (240mp, 50f)

Tier 4:
Building: Main Battle Command (HCB+HSK add-on)
Units: Division Commander (600mp, 30f)
Vehicles: Panzer III (380mp, 60f), Panzer IV (410mp, 80f)
Upgrades: NONE

DOCTRINES

Scout Regiment:

Left Side: Resource Securing

Raid (1): Allow light vehicles to capture points.
Radio Equipment (1): 232 armored cars and Type 82 Scout Cars may secure a sector and thus increase the resources gained.
Observation Posts (3): Pioneers may build Observation Posts on any point.  Increases the sight radius and output of the point.  In addition to bonus given by the Radio Equipment.

Right Side: Rapid Deployment

Combat Preparedness (2): Type 82 Scout Car is upgraded with an MG 34 and the sight radius of all units is slightly increased.
Close Support (4): Infantry and vehicle build times reduced by 25%
Rapid Escalation (4): All light and medium vehicles and infantry have their man power and fuel cost reduced by 33%

Armor Regiment:

Left Side: Panzer Support

Infantry Training (2): Infantry move more quickly when near vehicles so as too keep up with an assault.
Light Combat Group (3): An off map group of 2 Panzer III’s may be called in (700mp).
Heavy Combat Group (6): An off map Tiger I may be called in (1200mp, limit one per game).

Right Side: Advanced Armor

Flamenpanzers (2): The Panzer I may be upgraded with a flamenwerfer in the stead of one of its MG’s (50a)
50mm L/60 Cannon (3): Panzer III’s are upgunned to the new longer 50mm gun giving it better range and penetration.
KwK 40 75mm L/43 (3): Panzer IV’s may be upgraded to the G model with the longer, more powerful main gun.

Support Regiment:

Left Side: Engineers

Light Pioneers (1): Call in light pioneers from off map (120mp).  Can repair vehicles, emplacements and buildings, as well as construct fortifications.
Advanced Pioneers (3): Light Pioneers can repair vehicles more quickly and may construct repair stations (150mp, 15f) and trenches.
Heavy Emplacements (3): All Pioneers can construct PaK 38 Gun Emplacements (400mp, 15f) and build tank emplacements to allow tanks to take shelter from enemy fire.

Right Side: Aid and Supply

Aid Stations (1): All pioneers can construct aid stations which heal near by infantry and can recover casualties from the field (150mp, 15f).
Flak 88 (2): All pioneers may deploy the Flak 88 AA/AT gun (400mp, 75f).
Heavy Equipment Depot (4): Heavy weapons (LMG 34 (100mp), Panzerbüchse 39 (80mp), and Satchel Charge Package (180mp)) may be produced for squads to pick up for a man power cost instead of ammo cost.  Built in command territory (220mp, 15f).

UNITS

Italian Regulars: Light infantry with generally poor performance.  4 men armed with K98k Rifles.  Can build the forward barracks and are the starting infantry.
Upgrades: Satchel Charge Package (100a), Panzerbüchse 39 (70a)

Spotter: Un-armed officer with binoculars.  Can sight for infantry and vehicles increasing their accuracy.  Has a large sight radius and is adept at spotting camouflaged units.
Upgrades: Sniper Rifle (200mp, 50a)

Company Commander: Lightly armed officer who is required oversee the upgrade to the next level of command.  When near friendly units, he provides a boost to combat ability. (Max 5 per game)
Upgrades: NONE

Type 82 Scout Car: Fast recon vehicle.  Un-armed unless upgraded by the scout regiment.  Can transport officers without them loosing their command radius.
Upgrades: NONE

Panzer Grenadiers: Heavy infantry trained to operate with vehicles.  3 men armed with K98k’s.
Upgrades: LMG 34 (75a), Panzerbüchse 39 (70a), Satchel Charge Package (100a)

Pioneers: 3 engineers capable of repairing vehicles and structures as well as building bunkers (150mp), sand bags, barbed wire, and tank traps. 
Upgrades: Satchel Charge Package (100a)

Regiment Commander: Lightly armed officer.  Required to oversee the upgrade to the next level of command.  May call in an off map artillery barrage (150a).  Provides significant combat bonuses to all units within his radius of influence. (max 2 per game)
Upgrades: NONE

PaK 38: AT gun, same as wehrmacht gun in current game.
Upgrades: NONE

Brigade Commander: Lightly Armed officer, required to oversee the upgrade to the next level of command.  May call in an air strike of bombing or strafing runs from off map (200a).  Provides defensive and offensive bonuses to all units within his radius of influence. (max 1 per game)
Upgrades: NONE

LMG 34 Crew: Fast crew trained to operate the LMG 34.  Effective at pinning enemy infantry.
Upgrades: NONE

Sd.Kfz 232 Armored Car: Heavy scout car.  Effecive against infantry and light vehicles.  Armed with an MG and a 20mm autocannon.
Upgrades: NONE

Panzer I: Light tank armed only with twin MG 34’s.  Light armor, but effective as a heavy reconnaissance and anti-infantry vehicle.
Upgrades: Flamenpanzer I (50a)

Division Commander: Un-armed officer.  Provides great bonuses to all units within his radius.  May call in artillery (150a) or air support (200a) in on enemy units.  May call in a guard of elite Panzer Grenadiers who will not leave his side (300mp).
Upgrades: NONE

Panzer II: Light panzer effective at dealing with infantry or light vehicles.  Fast moving and armed with both a 20mm autocannon and an MG 34.
Upgrades: NONE

Panzer III: Medium panzer effective at dealing with enemy vehicles.  Initially armed only with a 37mm main gun and 2 MG 34’s.
Upgrades: 50mm L/42 Main Gun (85a, 10f), 50mm L/60 Main Gun (Armor Reg. only) (Free).

Panzer IV: Medium panzer effective at dealing both with enemy light armor and infantry.  Initially armed with the short 75mm L/24 KwK 37 and 2 MG 34’s.
Upgrades: 75mm KwK 40 L/43 (armor reg. only) (100a).

Tiger I: Super heavy tank that is very slow over sand.  Limit 1 per game.
Upgrades: NONE

Light Pioneers: 2 man squad armed with K98k rifles that are capable of deploying wire, sand bags, bunkers, and all the emplacements of the Support Regiment commander.
Upgrades: NONE

Flak 88 AA/AT: Heavy gun capable of engaging both enemy aircraft and armor.
Upgrades: NONE

UPGRADES

Geplänkel Kommand Add-On: Constructs an additional wing on the original forward barracks allowing second tier units to be built.  Requires supervision of the company commander.
Kampfwagen Kommand Add-On: Constructs another wing onto to the original forward barracks allowing third tier units to be built.  Requires supervision of the regiment commander.
Haupt Schlacht Kommand Add-On: Constructs a final wing onto the forward barracks allowing fourth tier units to be built.  Requires supervision of the brigade commander.
Satchel Charge Package: Allows the unit upgraded with the package to throw or place a satchel charge capable of destroying an enemy tank at close range or blowing up bridges or buildings (50a per satchel in addition to cost of package).
Panzerbüchse 39: Equips the squad with two AT rifles.  While in use, the squad is immobile.  The rifles are effective against light vehicles and light armor, but are inadequate to engage heavier tanks.
LMG 34: Equips one member of the squad with an LMG 34 machine gun.  Effective against infantry and very light vehicles.
Sniper Rifle: Upgrades the spotter to a sniper.  Once upgraded, the spotter no longer provides accuracy bonuses to nearby squads.
Flamenpanzer I: Field modification to the panzer I replaces one MG with a flamethrower.  Makes the panzer more effective against buildings and infantry in cover.
50mm L/42 Main Gun: Makes the panzer effective against heavier tanks and infantry.
50mm L/60 Main Gun: Makes the Panzer III even more effective against enemy armor and provides greater range.
75mm KwK 40 L/43 Main Gun: Makes the Panzer IV highly effective against enemy armor, though less effective against infantry.
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Nicht durch Reden und Majoritätsbeschlüsse werden die großen Fragen der Zeit entschieden — das ist der große Fehler von 1848 und 1849 gewesen — sondern durch Eisen und Blut.
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colep
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« Reply #1 on: March 10, 2008, 08:48:18 AM »

My biggest prob:
Light Pioneers (1): Call in light pioneers from off map (120mp).  Can repair vehicles, emplacements and buildings, as well as construct fortifications.
LAME
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Metternich
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« Reply #2 on: March 10, 2008, 02:26:36 PM »

How?  They are cheap, non-combat pioneers which you can get out early.  This is opposed to T2, expensive light combat pioneers that you would get otherwise.  The support regiment isnt meant to be a heavy hitter on it's own, but is meant to be a beast in a team game.
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Nicht durch Reden und Majoritätsbeschlüsse werden die großen Fragen der Zeit entschieden — das ist der große Fehler von 1848 und 1849 gewesen — sondern durch Eisen und Blut.
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« Reply #3 on: March 11, 2008, 06:38:19 PM »

To me the afrika corps is reknown for their speed and resourcefulness, these doctrines don't do justice to the wit of Rommel. There should be a doctrine devoted to stretching out resources or utilizing wrecked allied vehicles.
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Metternich
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« Reply #4 on: March 11, 2008, 06:41:03 PM »

To me the afrika corps is reknown for their speed and resourcefulness, these doctrines don't do justice to the wit of Rommel. There should be a doctrine devoted to stretching out resources or utilizing wrecked allied vehicles.

Did you read the scout doctrine?  It is about rapid deployment and response as well as reduced costs and resource bonuses.  That sounds like it is exactly what you are looking for.
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Nicht durch Reden und Majoritätsbeschlüsse werden die großen Fragen der Zeit entschieden — das ist der große Fehler von 1848 und 1849 gewesen — sondern durch Eisen und Blut.
-Otto von Bismarck
colep
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« Reply #5 on: March 11, 2008, 06:44:39 PM »

Yeah i know, but this new faction should be mobile, like brits, and should be able to secure a point with a "command truck" or something
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Metternich
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« Reply #6 on: March 11, 2008, 06:47:26 PM »

They can secure it with the kuglwagen and 232 AC.  I didnt want it to be a duplicate of the Brits either.
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Nicht durch Reden und Majoritätsbeschlüsse werden die großen Fragen der Zeit entschieden — das ist der große Fehler von 1848 und 1849 gewesen — sondern durch Eisen und Blut.
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« Reply #7 on: March 13, 2008, 12:35:20 AM »

i know but this faction should be a mobile "ghost force", i mean the Afrika Corps was always hiding and never in one fixed position, i really think their building structures should be mobile, even if the Hq that units retreat to is stationary, that way you can surprize your enemy, imagine sneaking your tank builder truck behind their lines and wiping out their base in one swift co-ordinated blow!
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keiser88
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« Reply #8 on: April 11, 2008, 08:35:21 PM »

If I missed it I apologize, but I feel the flak in this particular expansion would be dealt an injustice if it were not "mobile". I've seen it said that it could be a part of a flak + crew + truck team. Imo the Afrika maps should need to be really huge in order to allow for the type of military action normally seen at that time. If thats the case then a truck could be used to tow all weapons teams thus adding a new dimension to game play. Naturally something would need to be done in order that this would not create one track minded strategies involving rushing weapons teams to the enemies base, but this could be easily done.
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ASAG
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« Reply #9 on: April 12, 2008, 07:00:01 AM »

Seems like a very interesting idea. I only have one central issue about this faction. CoH and its expansions are centred around 1944+ warfare. Aka: Normandy and the Netherlands. All the vehicles and tactics are supposed to represent this late game period, if you start adding in vehicles from 1942 - early 43 they would be obsolete in comparison with other doctrines medium and heavy armour.
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Metternich
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« Reply #10 on: April 12, 2008, 03:33:07 PM »

Yeah, if they do include other fronts, they will not be playable with the current factions.
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Nicht durch Reden und Majoritätsbeschlüsse werden die großen Fragen der Zeit entschieden — das ist der große Fehler von 1848 und 1849 gewesen — sondern durch Eisen und Blut.
-Otto von Bismarck
keiser88
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« Reply #11 on: April 12, 2008, 04:45:42 PM »

not much happened in the Afrika theatre during 1944, so of course it would have to be non playable with the existing coh games.
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ASAG
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