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Author Topic: Battle for France, German Faction  (Read 618 times)
Metternich
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« on: March 08, 2008, 04:01:43 AM »

I tried using the whole blitzkrieg tactic for this faction.  I dont know how it will work out, and there may be some serious imbalances, so please, suggest changes.

BUILDINGS AND GENERAL UNITS:

HQ: Starting Structure
Units: Pioneers (120mp)
Vehicles: Sdkfz 2 Kettenkrad (180mp)
Upgrades:
Company Support (150mp, 15f) -> Defensive Operations (150mp, 15f)
Regiment Support (220mp, 25f) -> Blitzkrieg Tactics (200mp, 15f)
Brigade Support (340mp, 35f) -> Heavy AT Batteries [requires def ops] (150mp, 15f)
Division Support (360mp, 50f) -> Panzerjaeger Tactics (120mp, 20f)

MP 40 (120mp, 30f); Field Medics (200mp, 10f); Assault Training (220mp, 20f)

*note, all units not built at HQ are off-map call-ins

Tier 1:
Building: NONE, Requires Company Support
Units: Wehrmacht Regulars (290mp), MG 34 Crew [requires def ops] (300mp)
Vehicles: Motorbike (130mp)
Upgrades: Defensive Operations (150mp, 15f)

Tier 2:
Building: NONE, Requires Regiment Support
Units: Panzer Grenadiers [requires Blitzkrieg Tactics] (300mp)
Vehicles: Panzer I (280mp, 20f); Panzer II (300mp, 30f); PaK 36 (270mp)
Upgrades: Blitzkrieg Tactics (200mp, 15f)

Tier 3:
Building: NONE, Requires Brigade Support
Units: Stormtroopers (400mp)
Vehicles: PaK 38 [requires Heavy AT Batteries] (310mp); Panzer 38(t) (300mp, 35f)
Upgrades: Heavy AT Batteries (150mp, 15f)

Tier 4:
Building: NONE, Requires Division Support
Units: NONE
Vehicles: StuG III (360mp, 50f); Panzer III (400mp, 60f); Panzer IV (410mp, 70f); Panzerjaeger I [requires Panzerjaeger Tactics] (250mp, 20f)
Upgrades: Panzerjaeger Tactics (120mp, 20f)

DOCTRINES:

Luftwaffe:

Left Side: Fallschirmjaegers

Fallschirmjaegers (2): Elite infantry capable of parachuting in.  Initially, they can only drop where visible, but can later drop in anywhere but the enemy’s base territory (420mp).

Secure Positions (2): Increases capture rate of Fallschirmjaegers to 5 (volksgrenadiers have cap rate of 1, grenadiers have 1.5 and PG’s have rate of .75.  Yes, I know this is insanely fast).

Combat Ready Jumps (3): Allows Fallschirmjaegers to drop in anywhere on map outside of enemy base territory regardless of line of sight.

Right Side: Air Support

Strafeing Run (3):  Call in an Me. 109 fighter to strafe the enemy into submission (150a).

Close Air Support (3): Call in a bombing run from a Doriner Do. 17.  Relatively accurate and powerful (200a).

Stuka Divebomber (3): Call in a Ju. 88 Stuka Dive Bomber attack.  Along with delivering its payload, it pins all infantry in the area.  Highly accurate and devastating against all targets (250a).

Blitzkrieg

Left Side: Force Multipliers

Overwhelming Force (2): Reduces build and tech time for all units and upgrades.

Priority Front (3):
Reduces manpower cost of all units and upgrades by 20% and fuel cost of all units by 10%.

Resource Surge (3): Exchange 100a for 500mp.  Passively reduces build times even further and cuts fuel cost of all units by another 5%.

Right Side: Field Tactics

Blitzkrieg (2): Increases movement rate and capture rate of all infantry and vehicles.

Panzer Support (2): Allows all vehicles to capture points, although more slowly than infantry.

Advanced Logistics (4): All connected sectors generate more resources (as if there were an observation post on them) and sectors do not have to be linked to HQ to provide resources.

Panzertruppe:
[/u]

Left Side: Experience

Elite Mechanics (2): Pioneers repair tanks more quickly and can resurrect a destroyed vehicle for a resource cost (30% of the initial cost of the vehicle they are restoring.  They may restore enemy vehicles as well as friendly.  The vehicle is owned by the restorer, not the former owner).

Veteran Commanders (3): All tanks move more quickly and receive increased penetration.

Tank Priority (2): The manpower cost of all tanks is reduced by 100 manpower, however all other units cost 30 extra manpower for the duration of the ability (80a)

Right Side: Off Map Support

Medium Panzer (2): Call in a Panzer 38(t) from off map (320mp).

Scout Group (3): Call in a random combination of 3 vehicles.  They may be a Panzer I, Panzer II, Panzer 35(t) or SdKfz 251 HT (900mp).

Heavy Battlegroup (4): Call in a Panzer III and Panzer IV + a random selection of 2 other vehicles.  They may be a Panzer III, Panzer IV, or StuG III (1200mp).

UNITS:

Pioneers: 2 man unit capable of repairing vehicles and building as well as constructing barbed wire, sand bags and aid stations.
Upgrades: Demolitions (75a)

SdKfz. 2 Kettenkrad: Light, unarmed scout vehicle capable of capturing points and detecting snipers.
Upgrades: Repair Equipment (70a)

Wehrmacht Regulars: Basic infantry unit of 4 men armed with the K98k rifle.
Upgrades: LMG 34 (75a), Granatenwerfer 36 (50a)

HMG 34 Crew: Heavy Machine gun team.  Capable of providing both accurate and high-volume fire on an attacking enemy.
Upgrades: NONE

Motorbike: Light, unarmed recon vehicle that is very hard to hit.
Upgrades: MG 34 (50a)

Panzer Grenadiers: 3 man heavy infantry squads trained to operate with tanks in blitzkrieg assaults.  Armed with K98k rifles, but can be upgraded with MP 40 Sub machine guns once researched.
Upgrades: MP 40 (35a)

Panzer I: Light, mobile tank.  Armed only with twin MG 34 machine guns it is ineffective against vehicles, but can be devastating against infantry.
Upgrades: NONE

Panzer II: Light, mobile tank.  Armed with an MG 34 and a 20mm autocannon.  Effective against infantry and light vehicles, but highly inadequate for dealing with armor.
Upgrades: NONE

PaK 36: 37mm AT gun.  Mobile, but ineffective against heavier armor and infantry.  Best used in a supporting or flanking role.
Upgrades: NONE

Storm Troopers: Elite assault infantry capable of engaging any enemy infantry.  Armed with K98k rifles, they can be upgraded once MP 40 has been researched with the submachine guns.  Can camouflage and execute grenade assaults (50a).
Upgrades: MP 40 (50a)

PaK 38: Heavy AT gun capable of engaging enemy armor at range. 
Upgrades: NONE

Panzer 38(t): Fairly light tank armed with a number of machine guns and a 37mm main gun.  While inadequate for engaging heavy armor, it can take on heavy vehicles and light tanks, as well as provide a strong supporting role.
Upgrades: NONE

StuG III: Powerful gun carriage.  While it has relatively weak armor, it has a low profile and a powerful gun.  Excellent against armor, infantry and buildings, its main weakness is its lack of turret.  It is, however, cheap.
Upgrades: NONE

Panzer III: Medium anti-armor tank.  Ineffective against infantry, the Panzer III is excellent at fighting enemy tanks, but will suffer if left alone to face superior numbers.  Armed with a 50mm main gun.
Upgrades: NONE

Panzer IV: Medium anti-infantry tank.  It’s short barreled 75mm main gun is excellent at killing infantry and destroying buildings and light vehicles, but is inadequate for engaging enemy armor.  Best used in conjunction with the Panzer III.
Upgrades: NONE

Panzerjaeger I: Light tank destroyer.  Cheap and fast moving, it is vulnerable to even light arms fire and has a gun that is too light to inflict much damage on heavier armor.  Best used to flank and to ambush while enemy armor is otherwise engaged by heavier tanks.
Upgrades: NONE

Fallschirmjaegers: Elite heavy infantry trained to perform raids behind enemy lines.  Armed with the MP 40 submachine gun, they are ineffective at range, but deadly up close.  Capable of being enhanced through command tree options, they are powerful raiders.
Upgrades: Panzerbuechese 39 (75a)

Panzer 35(t): Light anti-armor tank armed with a 37mm long gun.  Not particularly dangerous to heavy armor, it is best used in a supporting and scouting role.
Upgrades: NONE

UPGRADES

Company Support: Allows the call in of ‘company level’ units as well as enabling the Defensive Operations upgrade.

Defensive Operations: Allows the call-in of MG teams and the construction by pioneers of bunkers (150mp) and Observation Posts (200mp).

Regiment Support: Allows the call-in of ‘regiment level’ units and enables the blitzkrieg tactics upgrade.

Blitzkrieg Tactics:  Allows Panzer Grenadiers to be called in and allows the motorbike to capture points.  All vehicles receive a slight increase to their movement speed.

Brigade Support: Allows the call in of ‘brigade level’ units as well as enabling the Heavy AT Batteries upgrade.

Heavy AT Batteries: Allows the PaK 38 to be called in.

Division Support: Allows ‘division level’ units to be called in and enables the Panzerjaeger Tactics upgrade.

Panzerjaeger Tactics: Allows the Panzerjaeger I to be built.

MP 40: Allows Stormtroopers and Panzer Grenadiers to be upgraded with the MP 40 sub machine gun.

Field Medics: Allows squads to use a med-pack for 35 ammo.

Assault Training: Reduces suppression and pin rates for all infantry and gives Wehrmacht Regulars, Panzer Grenadiers, Fallschirmjaegers, and Stormtroopers the ability to throw a grenade for 25a.

MP 40: Upgrades the entire squad with an MP 40 sub machine gun for superlative close-combat abilities.

Grenatenwerfer 36:
Equips the squad with a 50mm mortar.  The squad must be immobile to fire the mortar and two men are dedicated to the task.

MG 34: upgrade the squad with 1 MG 34 light machine gun.  Provides excellent mid to long range fire power for the squad.

Panzerbuechese 39:
Equips the squad with 2 AT rifles.  The squad must be immobile to fire the rifles and they do relatively little damage, but have a 5% chance of making a critical hit regardless of the vehicle’s health.


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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 #1 on: March 09, 2008, 03:11:12 PM »

The main problem i see with this doctrine is that the other team will focus on base arty because there isonly 1 building where units are being built. I think once an upgrade, like defensive operation, occurs the base gets an expansion (sorta like that Star wars RTS game in space), that way you can actually build two units at the same time, and there isnt a big huge target for enemy arty. And Fallshims should get the fallshemgaver( i know i misspelled this), and a shreck instead of an AP rifle, i mean really those blow. And the PIII was a light tank, so why is it the best AT tank this faction gets?
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Metternich
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« Reply #2 on: March 09, 2008, 03:35:24 PM »

Well, the Fallschirmjaeger Gewehr was made in 1942, the Panzerschreck was introduced in '44 (I believe, possibly '43) and the earlies panzerfausts were 41/42.  The tiger and panther were introduced in '42/'43.   The battle for france occurred in 1940 and with primarily second line units at that.  So, everything is scaled back.  This faction wouldnt mesh with the current factions at all because of that.  It would have to be played individually.

AT rifles were effective at taking out many tanks in that they were adept at getting a 'critical.'  Basically, they were less effective than a faust/schreck/zooka/etc. but they werent useless.  Their greatest draw back is that they required much more skill to use.
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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
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« Reply #3 on: March 09, 2008, 03:38:29 PM »

Since all units are call in, the only thing destroying the HQ would do is to prevent further research.  By the time the enemy could get enough arty on the field and have it shooting at your base long enough to do damage you should have reached T4.
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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
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« Reply #4 on: April 29, 2008, 05:37:13 PM »

a bit repetitive, especially luftwaffe, fallschirms, and the various plane supports. I dunno if the germans had any other infantry Perhaps the schirm capture ability should be munitions based and non-passive? Cuz otherwise spamming of elite fallshirms that can pop up anywhere, do antitank, do anti infantry and cloak is a bit too much.
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Metternich
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« Reply #5 on: April 29, 2008, 06:50:24 PM »

I think that the over all feel of the faction is still VERY different than anything the germans have now.

The fallschirmjaegers should probably be more expensive, but look at commandos now.  They wont be able to upgrade to PB 39 in enemy territory, and wont have the FG 42 that they do now (which is considerably more effectively at range than the MP 40).  They would be more like paratroopers on crack once all their upgrades are researched (besides, would you give up strafe, bomb, or stuka for cap rate?). 
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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
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