Grittle's Italian Front German Army (Heeresgruppenkommando) Draft idea V1

#1
4 years ago
GrittleGrittle Posts: 993
DESCRIPTION
The fierceness, ruggedness, and mobility of the elite Heeresgruppenkommando 2, or Army Group C of the Italian front kept the superior allied army at bay in Italy from 1943-1945. Take use of their vast array of light vehicles to flank and attack allied positions, But beware: the HGK have limited infantry and medium/heavy tank resources. Mobility is the key to victory.

OVERVIEW
As the Description says, the HGK is extremely mobile and light vehicle attack force. While the OKW has light vehicles. They also had access to lots of infantry and heavy weaponry. The HGK is different: aside from weapon crews, the HGK's infantry department would be solely on 1 T0 engineers, 1 T3 Elite Infantry, and the eventual Doctrines. T1 are for the Weapon Crews. T2 and T3 will be chock full of fast and furious light tanks. And their T4 will consist of hard-hitting medium vehicles.

BASE LAYOUT
?The HGK's method of teching is rather odd. instead of building an acutal building or converting a supply truck into another. the HGK instead has its Engineers to build "Command Vehicles" which behave similarly to the Ostheer's Command Panzer. but not only does it allow buffs to allied units. But also can order units into battle like a building. The only trade off is less powerful weapons for themselves. Although they do have more health than their non-command brethren. but not much.

When not in use. you can have the Command tanks to "hunker down" to become a temporary building. acting as a resource cache for yourself, lowering the population cap, and dramatically increasing durability. and it still has access to its main cannon, passive bonuses in the sector its hunkered down in, and building units. It cannot re-mobilize if the pop cap can't allow it.

Base Sector Border Defense: Breda 37 Hmg Bunker.

T0: Sede Principale (They start with 1 Guastatori squad and a Sd.Kfz 7 Breda 61 Supply Halftrack)

HQ Upgrade: Panzerfausts [Requires T1 or T2, 140 Manpower, 30 Fuel]
All non-doctrinal infantry and combat motorcycles can fire panzerfausts.

HQ Upgrade: Fortified Breda 61 [Requires T3, 100 Manpower, 50 Fuel]
All Sd.Kfz 7 Breda 61 Supply Halftracks now have 15% more armor and health. and can now transport infantry.

HQ Upgrade: Fortified Command Vehicles [Requires T4, 300 Manpower, 25 Fuel]
All non-doctrinal units now have a 15% production boost. And All command vehicles now have 15% more Armor and Health.

Guastatori [240 Manpower]
?A 4 Man Italian engineer squad. All armed with repair tools, advance field defenses (Tank Traps, Barbed Wire, Land Mines, TNT, Trenches, Sandbags, ect.), explosives, and Carcano M1891 rifles. Has an optional upgrade for a PzB 35 Anti-Tank Rifle and Mine detecting Equipment, Modello 40 Flamethrower with Berreta 38s replacing the M1891 rifles, or a Breda 30 LMG. can also be retrofitted with Panzerfausts as an HQ upgrade, Requiring T1 or T2 to be unlocked. Guastatori also has the ability to build command vehicles that can allow access to higher tiers.

Moto Guzzi Alce Combat Motorcycle [160 Manpower, 5 Fuel]
The Backbone of the HGK early game army. Can capture sectors, mobile, and armed with a Breda 30 LMG. Can be healed by both Engineers and Medics. can also be retrofitted with Panzerfausts as an HQ upgrade, Requiring T1 or T2 to be unlocked.

Sd.Kfz. 7 Breda 61 Supply Halftrack [230 Manpower]
The HGK's version of a Fuel Cache, Builder, ect. . The Halftrack can be turned into a fuel outpost, munitions outpost, repair station, or ambulance station. Only one can be secured in 1 sector, and can't stack with the Wehrmacht fuel/munition's caches or vice versa. Can also be upgraded to transport infantry across the battlefield and a 15% increased armor and health as a HQ upgrade, Requiring T3 to be unlocked. Only 1 resource Outpost and 1 Support Outpost is allowed per normal sectors, and only 2 Support Outposts are allowed on victory points and fuel/Munition points.

Fuel Outpost: Acts Exactly like a fuel Cache, has a 75 Munitions Upgrade for Camo
[Cost to build: 10 Munitions]

Munitions Outpost: Acts Exactly like a Munitions Cache, has a 45 Fuel Upgrade for Camo
[Cost to build: 10 Fuel]

Repair Outpost: Houses 4 Engineers for Repairing vehicles, Has a 50 Munitions upgrade for 50 extra vision range
[Cost to build: 20 Munitions]

Ambulance Outpost: Houses 4 Medics for Healing, can reinforce, has a 150 Manpower upgrade for Retreat Point.
[Cost to build: 70 Manpower]
(All Outposts provides warmth in winter maps)

Nashorn Heavy Tank Destroyer [640 Manpower, 225 Fuel]
With an 88mm Pak 43 Cannon, the Nashorn is the Pride and Joy of the HGK. able to attack armor at range, and have the mobility to strike fast and hard. It's all of what the HGK is all about in a Heavy Tank Destroyer. Be careful though, as it has rather weak armor for its type of armor and is non-turreted.
(Requires T1 or T2, T3 and T4 to be unlocked in order to build this Unit)

T1: Command L6/40 light Tank [Cost to Build: 170 Manpower, 40 Fuel]
This Command tank gives passive speed bonuses to allied infantry and weapon crews in the sector. also has the ability to call in a smoke bomb run.

Nebelwerfer 41 [320 Manpower]
Can Fire 6 150mm rockets, need I say more?

Gebirgsflak 38 [340 Manpower]
The HGK's method of Suppression, this Mobile Flak cannon can suppress blobs of infantry while being an annoyance to aircraft.

Pak 36 37mm Antitank Gun [210 Manpower]
The HGK's answer to enemy light armor, light, fast, and hard to spot, this is a HGK infantry staple. Also has the ability to fire stielgranate 41 rounds to fend off heavier armor.

T2: Command Panzer III [Cost to Build: 200 Manpower, 50 Fuel]
?This Command tank gives passive vision bonuses to allied units in the sector. also has the ability to call in a Recon Macchi C.202 plane.

138 Mardar III Ausf. M Tank Destroyer [300 Manpower, 65 Fuel]
A Panzer 38(t) Outfitted with a 75 mm Anti-Tank Gun

Grille Ausf. M 15cm Artillery Gun [260 Manpower, 75 Fuel]
A Panzer 38(t) outfitted with a 150mm Artillery Gun.

Fiat Carro Armato L6/40 Light Tank [200 Manpower, 50 Fuel]
Another HGK staple, Light, Mobile, and with a deadly 20mm fast firing cannon. This tank danced like a fly and stung like a mosquito…. a REALLY big Mosquito. Can also be upgraded into a L6 Lf Flame Tank for even more anti-infantry power.

T3: Command Panzer 4 [Cost to Build: 250 Manpower, 70 Fuel]
This Command tank gives passive reload speed bonuses to allied units in the sector. also has the ability to call in light artillery and fake flares.

Panzer III Ausf. N [240 Manpower, 80 Fuel]
The Main Battle Tank of the HGK, these Panzer IIIs were armed with a 75mm cannon and reasonably thick armor.

Bersaglieri [345 Manpower]
Truly the Cream of the Crop, Bersaglieri Marksmen are a 4 Man Squad armed with TZ-45s and an array of side arms. Can be upgraded with an extra squad member with either an Breda 30 LMG or Panzershreck. can also be retrofitted with Panzerfausts as an HQ upgrade, Requiring T1 or T2 to be unlocked.

Wirblewind [250 Manpower, 110 Fuel]
A Panzer 4 with 4 2cm flak 38 cannons, both an Infantry and Aircraft shredder.

T4: Command P26/40 Heavy Tank [Cost to Build: 280 Manpower, 90 Fuel]
This Command tank gives passive light suppression bonuses for the co-axle mg to allied vehicles in the sector. also has the ability to call in a Macchi C.202 20mm Loiter or a Macchi C.202 recon loiter, both having the same colored flare.

Panzer 4 Ausf. H [370 Manpower, 140 Fuel]
One of the most dangerous Panzer 4 Variants ever created. Can be upgraded with S-mine launchers and Zimmerit mine-reducing damage paint. Comes with Armor Skirts, Only downside compared to other Panzer 4 Variants is slower speed.

Bergepanzer 4 [300 Manpower, 100 Fuel]
A Panzer 4 that can quickly repair vehicles, salvage wrecks, can repair light and medium vehicle wrecks to operational use, or become a temporary repair station. Should be protected as it has no means to defend itself with. Gains Veterancy from repairing and other units fighting near the Bergepanzer.

Semovente 75/34 [320 Manpower, 120 Fuel]
The Main Tank Destroyer of the HGK, this assault gun has an extremely powerful but slow firing 75 mm high-velocity cannon.

VETERANCY
The HGK's Veterancy works similar to the COH1 PE's form. able to choose more offensive or defensive bonuses. but only after vet 1.

INFANTRY

VET 1: Ability Unlocked: Sprint
..................................................
ATTACK VET 1: Increased Accuracy while moving

ATTACK VET 2: Passive Offensive Buffs to Nearby Units, Extra Squad Member, Captures Sectors at an 25% increased rate.

..................................................
DEFENSE VET 1: Increased Accuracy in friendly Territory

?DEFENSE VET 2: Passive Defensive Buffs to Nearby Units, Can Merge with Other Squads, Passive Healing when out of combat


WEAPON CREWS

VET 1: Ability Unlocked: Camouflage
..................................................
ATTACK VET 1: Faster Set-Up time

ATTACK VET 2: 2 Extra Squad Members, Captures Sectors at an 25% increased rate

..................................................
DEFENSE VET 1: Larger Sight and Attack Range when in friendly territory

DEFENSE VET 2: Can Retreat, Passive Healing When Out of Combat


VEHICLES ?(Bergepanzer 4 can Only choose the defense vets)

Vet 1: Ability Unlocked: Emergency Crew Repair
..................................................
ATTACK VET 1: Quicker Reloading Speeds and More Accuracy While Moving

ATTACK VET 2: Can Capture Sectors at 25% speed of infantry, More Acceleration and Damage

..................................................
DEFENSE VET 1: Larger Sight, Accuracy, and Attack Range when standing still in Friendly Territory (Bergepanzer: Armor Skirts and added Zimmerit Mine Deterrent Paint)

DEFENSE VET 2: Passive Repair when out of combat and Passive Buffs to Nearby Units (Bergepanzer: The Ability to detect landmines and faster repair and resurrect speeds)


DOCTRINES/COMMANDERS

As this faction is just a draft. I would be only doing the default 3 commanders this faction comes with and 3 "DLC" ones.

Italian Remnant Doctrine: (Default)

1CP: Alpini Brigade [Cost: 290 Manpower]
?(Calls in a 5 man-squad of Aplini Brigade Italian Mountain Troops, Armed with Carcano M1891TS Carbines and a Breda 30 LMG)

2CP: Weapon Crew Grenades [Cost: 25 Munitions]
?(Allows Weapon Crews to throw a model 22 grenade)

5CP: High Explosive Rounds [10 Munitions per shot, Toggle]
(Allows all tanks to fire High Explosives rounds, dealing extra damage versus infantry)

5CP: Fiat M14/41 Medium tank [Cost: 210 Manpower, 60 Fuel]
(Call in the Cheap Fiat M14/41, Cheaper and faster than the Panzer III, but only has a 47 mm cannon and thin armor)

8CP: Incendiary Mortar Strike [Cost: 85 Munitions]
(Off-map Mortaio da 81/14 Mortars fires Incendiary rounds at the targeted area)

Tank Destroyer Doctrine: (Default)

3CP: Topfmines [Cost: 40 Munitions]
(Allows HGK Infantry to Lay Anti-Tank Topfmines)

5CP: Panzerjaegers [Cost: 380 Manpower]
(A 3 man-squad of Panzerjagers, all armed with Carcano M1891 rifles, uses their array of powerful panzerfausts assaults and Panzershrecks to decimate the enemy's vehicles)

5CP: AP Rounds [10 Munitions per shot, Toggle]
?(Allows all tanks to fire Armor Piercing Rounds, dealing extra damage versus armor)

5CP: Spy Recon [Cost: 70 Munitions]
?(Pro-German Italian Partisans Scouts the selected Sector for a limited duration)

10CP: Semovente 105/25 [Cost: 380 Manpower, 160 Fuel]
?(Allows Access to the Italian Semovente 105/25, a Tank Destroyer with a 105 mm cannon)

Supply Defense Doctrine: (Default)

0CP: Protected Outposts [Passive]
(All Sd.Kfz. 7 Haltrack Outposts now have 33% extra healing, repair power, and structure health, and 15% extra fuel and munitions income from Outposts, and is now protected with a uncontrollable 3 man-squad of Alpini Brigade infantry with Carcano M1819TS Carbines)

2CP: Brixia Model 35 45mm light Mortar [Cost: 230 Manpower]
(Acquires a Brixia 35 Mortar, a 45mm rapid firing mortar that forces the enemy on the move. can also retreat without the use of vet)

4CP: Mortaio da 81/14 Mortar/Breda 37 HMG Combo Emplacement [Cost: 180 Manpower, 20 Fuel]
(Allows HGK infantry to build 81mm Mortaio da 81/14 Mortar/Breda 37 HMG Combo Emplacements, Good against Infantry both Short and Long range)

5CP: Butterfly Bomb Strike [Cost: 100 Munitions]
(The Luftwaffe drops 11 SD2 Butterfly Bombs Landmines in the targeted Area. each on holding 2kg of fragmentation explosives)

10CP: Cannone da 90/53 Flak/Anti-Tank Emplacement [Cost: 550 Manpower]
(Allows Guastatori to build 90mm flak emplacements. Good against armor and aircraft. has to toggle between anti-air and anti-ground modes.)

Weapon Crew Doctrine: (Rare)

1CP: Breda 37 HMG [Cost: 210 Manpower]
(Command releases a Breda 37 HMG into combat for a cheap way of suppressing infantry. can also retreat without the use of vet)

2CP: Brixia Model 35 45mm light Mortar [Cost: 230 Manpower]
(Acquires a Brixia 35 Mortar, a 45mm rapid firing mortar that forces the enemy on the move. can also retreat without the use of vet)

2CP: Weapon Crew Grenades [Cost: 25 Munitions]
?(Allows Weapon Crews to throw a model 22 grenade)

5CP: Butterfly Bomb Strike [Cost: 100 Munitions]
(The Luftwaffe drops 11 SD2 Butterfly Bombs Landmines in the targeted Area. each on holding 2kg of fragmentation explosives)

5CP: Spy Recon [Cost: 70 Munitions]
?(Pro-German Italian Partisans Scouts the selected Sector for a limited duration)

German Support Doctrine: (Rare)

0CP: Advance Training [Passive]
(Germany lends some of their training officers to make your troops fight harder and gain veterancy faster. but 15% of Munitions and Manpower is diverted to help Germany's fight in the other fronts)

3CP: Topfmines [Cost: 40 Munitions]
(Allows HGK Infantry to Lay Anti-Tank Topfmines)

3CP: German Supply Drop [Cost: 130 Munitions]
(The Luftwaffe Drops 2 Panzershrecks and 2 Breda 30 LMGs in the targeted location to support allied infantry fortifications)

6CP: Tactical Blitzkrieg [Cost: 70 Fuel]
?(Allows all Vehicles on the map to move rapidly for 15 Seconds, but temporarily get damaged engines afterwards)

9CP: Panther Ausf. D [Cost: 450 Manpower, 160 Fuel]
(High Command allows use of an early variant of the Panther, with less reliable armor but still equipped with the dangerous 75mm cannon)

Heavy Italian Armor Doctrine: (Rare)

5CP: High Explosive Rounds [10 Munitions per shot, Toggle]
(Allows all tanks to fire High Explosives rounds, dealing extra damage versus infantry)

5CP: Fiat M14/41 Medium tank [Cost: 210 Manpower, 60 Fuel]
(Call in the Cheap Fiat M14/41, Cheaper and faster than the Panzer III, but only has a 47 mm cannon and thin armor)

5CP: AP Rounds [10 Munitions per shot, Toggle]
?(Allows all tanks to fire Armor Piercing Rounds, dealing extra damage versus armor)

6CP: Tactical Blitzkrieg [Cost: 70 Fuel]
?(Allows all Vehicles on the map to move rapidly for 15 Seconds, but temporarily get damaged engines afterwards)

9CP: Carro Armato P26/40 Heavy Tank [Cost: 400 Manpower, 150 Fuel]
?(Unleashes one of the few available heavy tanks at the HGK's disposal: the P26/40 Heavy tank, which can take many hits but only armed with a rather small 75mm cannon)

Grittle's Italian Front German Army (Heeresgruppenkommando) Draft idea V1 36 votes

Could See This Faction Working....
97%
Scar™ValkyrieDudeMarcus2389AutophobieDoomykinsThe_HauptmannDrKrukenbergCarnage1895edithegodfatherKoufromMizuchiOrionHunter88thedarkarmadilloBann0wnedGrittlepinguino132GrenadierIT19EastBelfastlad_Aqua_FrozenGamer 35 votes
Ehhh, nice try, but no cigar pal.
2%
eliw00d 1 vote
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