That's what I would suggest for an Eastern Front German Faction,
the above seems too unbalanced tbh. And Volks don't fit in the
Eastern Front, since they were recruited due to a big lack of new
soldiers, especially on the Western front.
Some weeks ago I bought a book named "Wehrmacht - Eine Bilanz",
which gives some stats and facts about "Operation Barbarossa".
At the start, the German troops covered about 3000 km frontlines,
about 3 million soldiers fought against the russian.
The German army had 2000 planes, 3300 tanks + LOAD's of PaK's etc.
That's why I decided to make support-troops at least 4 men and normal squads 6,
several prototypes and units were only available to the Eastern Front,
so I decided to make them call-ins, like Sturmtigers.
German troops earn
veterancy by fighting and are pretty expensive, but damn_tough guys. Buying vet wouldn't fit in the system
since vetted troops in CoH are called from the Eastern Front like said in the Kampfkraft-centre.
Their units have a wide range of abilities, which all have a pretty high cooldown (but still lower than PE's, about 30-45 seconds), which can only be reduced by using Munitionspanzers and doctrine-specific abilities like 'Assault'.
The Germans should have 3 tiers:Tier [1] = basic starting-tier, Wehrmachtquarters
(220 mp, 15 fuel),
builds Grenadiers
(400 mp), mg42-Squad
(350mp), Scharfschützen(Sharpshooter)
(400mp) and 81mm-mortarsquad
(350 mp) (after upgrade).
Tier [2] = Skirmish Escalation, Kampf-Kompanie
(200 mp, 25 fuel),
unlocks officer
(200 mp, 15 fuel), builds Panzer III (after Upgrade)
(400mp, 60 fuel), halftracks
(220 mp, 20 fuel) and the Pak 40
(300mp) aswell as some kind of Bergepanzer
(300mp, 50 fuel).
Tier [3] = Assault Escalation, Sturm-Kommand
(200 mp, 40 fuel),
requires officer, builds units like Panthers
(600mp, 100 fuel), Pumas
(260mp, 30 fuel) and Stormtroopers
(450mp).
Waffenkammer, buildable at tier [1], it's similar to the Kampfkraftcenter and provides global upgrades, for example enables mortar's, Panzer III's, and 2 upgrades which are only available if you choose a specific Operation:
Assault Operations: Enables an upgrade for Stormtroopers to be armed with Stg's44 instead of mp38 (1) and veteran-officers which improve Infantry's fighting-capacities (2) [reducing supression and lowering veterancy-requirements] .
Defensive Operations: Enables building Flak88s (1) [for a load of ressources] and allows to mount mortars in modified bunkers (2) [ better protection from enemy fire].
Tank Operations: Enables your Pak's to use their ability 'Treadbreaker' - immobilization with low range (1) [good to stop an enemy tank trying to rush your PaK] and the ability to upgrade Panzer III's with 'Skurzen' (and a heavier maingun)(2) [increases survivability against heavier tanks].
Units out of Headquarters:- Combat-Pioneers (4-man-squad)
(240mp), upgrades: Flamethrower, improved repairs, Minedetector,
builds buildings, tanktraps and mines etc.
- Officer (hardcap 1,200 mp, 15 fuel): adds, depending on picked doctrine,
specific abilities, improves nearby units stats.
- Kettenkrad, scout and similar to the bike.
Units:- Panzergrenadiers (6-man-squad), upgrades:
Panzerschreck, Lmg42 (or another weapon like mp 38)
can ONLY throw grenades when upgraded with mp's or panzerschreck!
- Heavy 81mm mortar-troop (1 mortar per troop, 4-man-squad)
(2 for the mortar, 2 defenders with mg38)
- MG42-squad (4 men, 1 heavy mg42)
- Sdkfz 251 Upgrades: Sdkfz 251/17:
2 cm Flak, Sdkfz 251/22 - 7.5cm PaK40 L/46, can carry PaK's (lowers their speed and let them take more damage, but also doubles PaK-speed)
- Panzer III- Panther- Puma, upgrade: 50mm main cannon
- 7,5 cm PaK-40- Stormtroopers (4 men), elite Infantry used for assaults,
can cloak and starts armed with mp-40's and panzerfausts.
Sniper, armed with a Kar98.
Doctrines:Assault-Operations:(Officers become armed with Stg44 and get an ability to focus artillery- and mortarfire on a certain point, regardless of eventual cooldown, increases damage-output for nearby grenadiers)
Right side: Artillery Support - Mortar-Training: higher range & rate of fire, mortar production-speed is raised by 100%, troops start as vet 1
(2 points)- Heavy Offmap-Artillery: Gustav artillery or 155mm offmap.
(2 points)- call-in of the Hummel-selfpropelled artillery(hardcap 2)
(4 points)left side: Urban Warfare - Assault-Grenadiers: Upgrades grenadiers to throw better grenades over longer range
(1 point)- Assault: Available for vetted troops, breaks supression, increases speed and
reduces grenade-cooldown by 75%), but assaulting troops take additional damage.
(2 points)- Call-in Sturmtiger(1 time). Modified Tiger I armed
with a massive Mortar which shreds buildings and enemy infantry. [Each shot takes munitions, if needed to balance it out].[
(4 points)Hold the Line-Operations(enables troops to retreat to the Officer like brits to the captain, adds life-regeneration to units and
gives defensive boni in own territory)
left side: Defensive-Operations- Hold the Line!: Ability that increases units' rate of fire, increases armour and reduces supression. Only usable on your territory.
(1point)- Scorched Earth: disable strat-point until its repaired, enables grenadiers to lay mines, wire, sandbags and tanktraps.
(2 points)- Reinforcements: 2 Panzer-III's + grenadiers arrive on the battlefield, alternative: 1 Panther + grenadiers.
(5 points)Right side: Zeal- Improved defenses: bunkers gain additional health, troops can reinforce at bunkers.
(2 points)- Zeal: adds 1 additional mg42 in mg42-troops, squads start as vet 1, troops fight better when loosing units.
(2 points)- call-in 2 Wespe medium Artillery(hardcap 4).
(2 points)Tank-Operations(enables officers to reveal parts of the map via binoculars and to call in Luftwaffe-Bombardments)
Left side: Logistics:- fast deployment: increase Productionspeed for tanks by 200% for 60 seconds (costs munitions).
(1 point)- Improved-AT-munitions: enables PaK's and tanks to fire improved shells which penetrate more often.
(2 points)- call-in Munitionspanzer III: decreases cooldown between shots for nearby tanks, Artillery and grenadiers.
Also able to lay mines and spawns Goliaths.
(2 points)Right Side: Blitzkrieg!- Crew-Training: tanks start with vet 1, mg-gunners are automatically added to the tanks.
(2 points)- call-in Ferdinand Tank Hunter.
(3 points).
- call-in Jagdtiger (1 time).
(4 points)