Third Axis German Faction Idea: Heeresgruppen

#1
2 weeks ago

Heeresgruppen, or Army Groups in German (I think), will be the name of the third Axis faction in this idea. I will go over base buildings, units, and at least 5 commanders for the idea. I hope you enjoy and I would love to hear feedback.

The base buildings would be built the same way the Soviets and Wehrmacht build and are based off of these base designs: https://media.moddb.com/cache/images/games/1/1/293/thumb_620x2000/12.jpg

FIELD HEADQUARTERS
(This base building is similar to the top image in the link at the top)

--Pioniertruppen-- (Four person squad) Builder unit, weaker than normal infantry but can be upgraded with Flamethrowers making them a powerful anti-infantry and anti-emplacement unit. Can alternatively be upgraded with combo wirecutter/mine defusal package.
Production cost: 200 manpower
Population: 5
ABILITIES:
-Repair - free
-Cut wire - free, requires Hazard Removal Package upgrade
-Build Overwatch Trench - 150 manpower
-Build barbed wire - free
-Build tank traps - free
-Teller Mines - 50 munitions; triggered by vehicles only, doctrinal.
-S-mine Field - 60 munitions, doctrinal.
-Fuel Cache - 200 manpower; +3 fuel per minute
-Munitions Cache - 200 manpower; +5 munitions per minute
-Hull Down - free, doctrinal; immobilize armor units while granting improved accuracy and defense, and reducing reload time
-leFH 18 Artillery - 600 Manpower, Doctrinal
-Pak 43 Emplacement - 500 Manpower, Doctrinal.
UPGRADES:
-Flammenwerfer 41 flamethrower - 60 munitions, grants 1 Flammenwerfer 41 to the squad.
-Hazard Removal Package - 30 munitions; allows pioneer to detect and remove mines and to cut barbed wire

--Kübelwagen-- The Kübelwagen is a very light utility vehicle carrying a machine gun. The Kübelwagon fills a variety of roles as a light reconnaissance vehicle. The Kübelwagen can capture points.
Production cost: 210 Manpower
Population: 4

--Strafbataillon-- (Five person squad) Penal units created from prisoners made up of soldier and civilian criminals. Poorly armed, these infantry units are to conduct dangerous, possibly suicidal missions. (Armed with Kar98k bolt-action rifles)
Production cost: 240 manpower
Population: 5
ABILITIES:
-Throw Satchel Charge - 45 munitions; Can be used on vehicles to cause engine damage.
-Fire panzerfaust - 25 munitions
-Build Sandbags - Free, Doctrinal.
-Build Barbwire - Free, Doctrinal.
-Build Overwatch Trench - 150 Manpower, Doctrinal.
UPGRADES:
-Flammenwerfer 41 flamethrower - 60 munitions, grants 1 Flammenwerfer 41 to the squad.
OR
-Panzerbüchse 39 Anti-Tank Rifle - 60 munitions, grants 2 Panzerbüchse 39 AT rifles to the squad.

--Overwatch Trench-- Can only be built by the Pioniertruppen, the Overwatch Trench provides heavy cover in a rough slit in the ground. The Overwatch Trench is similar in design to the Trench but is smaller.
UPGRADES:
-MG42 Heavy Machine Gun Emplacement - 60 Munitions, A MG42 Heavy Machine Gun is placed into the Overwatch Trench with a single German soldier to man it. Note: Once upgraded, infantry can no longer occupy the Overwatch Trench. (The Heeresgruppen base area is protected by upgraded Overwatch Trenches)

INFANTRY CAMP
(This base structure has three tents like pictured http://4.bp.blogspot.com/_PoXAWsmO1Fo/TJtGGg0kUPI/AAAAAAAAEeU/PXfin8A4b8c/s1600/zelttrio.jpg surrounding a campfire)

--Gebirgstruppe-- (Five Person Squad) The Gebirgstruppe, or Mountain Troops are infantry armed with G43 rifles and are expertly trained in navigating rough terrain.
Production cost: 260 manpower
Population: 6
ABILITIES:
-Model 24 Stielgranate Grenade - 30 munitions
-Model 24 Stielgranate Smoke Grenade - 20 munitions, Doctrinal.
-Extreme Terrain Training (Passive) - Requires Veterancy One, This squad is slowed down by mud and deep snow only half as much.
-Build Sandbags - Free, Doctrinal.
-Build Barbwire - Free, Doctrinal.
-Build Overwatch Trench - 150 Manpower, Doctrinal.
UPGRADES:
-MG-34 light machine gun - Squad can be upgraded with a MG34 that can fire while moving.
OR
-Panzerschreck - 80 Munitions, Adds a panzerschreck to the squad making them effective against armor.

--MG42 Heavy Machine Gun Team-- Weapon team that lays down suppressive fire over a long range, good for defending positions and chokepoints against enemy infantry.
Production cost: 260 manpower
Population: 6
ABILITIES:
Hold Fire - Free
Fire Incendiary Armor Piercing Rounds - 15 munitions, unlocked at vet 1
UPGRADE:
-Camouflage - 35 Munitions, Doctrinal.

--PaK40 75mm Anti-Tank Gun-- One of the most effective weapons of its kind, a high rate of fire, accuracy, and excellent penetration.
Production cost: 320 manpower
Population: 9
ABILITIES:
-Hold Fire - Free.
UPGRADES:
-Camouflage - 45 Munitions, Doctrinal.

--7.5cm le.IG 18 Infantry Support Gun-- A fairly cheap and mobile howitzer that can provide indirect fire support.
ABILITIES:
-HE Barrage - Free, fires four rounds at the targeted area.
-Smoke Barrage - Free, fires four smoke rounds at the targeted area.
-Incendiary Barrage - 30 Munitions, Fires four incendiary rounds at the targeted area.

COMMUNICATIONS CAMP
(The base will resemble something similar to the middle image in the link at the top)

--Recon Sniper-- A single sniper who kills in one shot from long range with a scoped Kar98k. The Recon Sniper will camouflage while in cover and is useful for taking out weapon teams and supporting infantry.
Production cost: 360
Population: 9
ABILITIES:
-Hold Fire - Free
-Camouflage - Activates automatically while in cover.
-Flare - 30 Munitions, requires Veterancy One.
-Sprint - 10 Munitions, requires Veterancy One.

--SdKfz 251 Halftrack-- Light vehicle that can hold up to two squads. A robust and reliable MG-armed vehicle that offers good protection against small-arms fire and provides a stable firing platform for troops inside.
Production Cost: 200 Manpower, 30 Fuel
Population: 5
ABILITIES:
-Infantry Awareness - 10 Munitions, unlocks at vet 1; 20 seconds, reveals infantry on the minimap in a large radius.
-Smoke Screen - 15 Munitions
-Riegel 43 anti-tank mine - 50 Munitions, doctrinal.
UPGRADES:
-Flame projectors - 90 Munitions, Two flame projectors can be used to deadly effect against infantry in cover or in the open. Note: Infantry can no longer occupy vehicle when Flame Projectors upgrade is acquired.
OR
-Medical Equipment - 90 Munitions, The SdKfz 251 Halftrack is loaded with medical equipment and personnel. (It does not cost anything to activate after upgrade) When activated, the Halftrack is immobilized and three medics jump out of the Halftrack to heal nearby troops. While activated, the Halftrack can reinforce squads. To move the Halftrack again, the ability needs to be deactivated. Note: The machine guns do not go away when this upgrade is taken and only one squad can enter the vehicle instead of the normal two.

--Flakpanzer IV "Wirbelwind"-- A quad-barrelled self-propelled anti-aircraft gun with a Panzer IV chassis. The combination of armor and rapid fire from the four guns of the Wirbelwind made it very effective against lightly armored ground targets such as trucks and armored cars; infantry are particularly vulnerable.
Production Cost: 280 Manpower, 100 Fuel
Population: 10
ABILITIES:
Toggle Ability:
-Free Fire - Fires at all enemy targets/ Eyes in the Sky - Only fires at aircraft.

PANZER MAINTENANCE CAMP
(This building would look similar to the bottom image in the link at the top)

--StuG III Ausf. G Assault Gun-- This self-propelled gun is used to attack enemy fortifications and engage armor. Its relative low cost means that although it is an armored vehicle, its health and armor does not permit it to lead an assault or be used as a front line tank. The StuG performs at its best as part of an armored assault force or locking down an important part of the battlefield.
Production Cost: 280 Manpower, 90 Fuel.
Population: 10
ABILITIES:
-Hold Fire - Free
-Target Weak Point - 35 Munitions, Loads and fires a Gr. 39 high-explosive anti-tank round that immediately stuns the enemy vehicle crew. Requires Veterancy One.
-Prioritize Vehicles - Attacks vehicles freely, but holds fire against infantry and structures unless given an explicit order to fire. Toggle ability.
-Panzer Tactician - 30 Munitions, Conceals the tank in smoke, allowing it to avoid damage from enemy units. Doctrinal ability.
UPGRADES:
-Pintle-mounted MG 42 - 50 Munitions, Adds a gunner to the tank's turret-top MG 42 Heavy Machine Gun, making it operable and providing extra firepower against infantry and aircraft.
-Spotting Scopes - 30 Munitions, Adds spotting scopes to the vehicle, doubling sight radius when stationary. Doctrinal ability.

--Panzer IV Medium Tank-- The Panzer IV G is the primary medium tank of the Wehrmacht. This versatile unit is effective against infantry and armor and is somewhat superior to some allied medium tanks.
Production Cost: 350 Manpower, 120 Fuel.
Population: 12
ABILITIES:
-Blitzkrieg Tactics - Free, The tank has increased acceleration, speed, and is harder to hit for a short period of time. Requires Veteran One.
-Prioritize Vehicles - Toggle ability - Attacks vehicles freely, but holds fire against infantry and structures unless given an explicit order to fire.
-Panzer Tactician - 30 Munitions, Conceals the tank in smoke, allowing it to avoid damage from enemy units. Doctrinal ability.
UPGRADES:
-Pintle-mounted MG 42 - 50 Munitions, Adds a gunner to the tank's turret-top MG 42 Heavy Machine Gun, making it operable and providing extra firepower against infantry and aircraft.
-Spotting Scopes - 30 Munitions, Adds spotting scopes to the vehicle, doubling sight radius when stationary. Doctrinal ability.

--Panther PzKpfw V Medium Tank-- A more powerful but more expensive medium tank for the Germans. A specialized tank killer that is weaker against infantry.
Production Cost: 490 Manpower, 185 Fuel.
Population: 18
ABILITIES:
-Blitzkrieg Tactics - Free, The tank has increased acceleration, speed, and is harder to hit for a short period of time. Requires Veteran One.
-Prioritize Vehicles - Toggle ability - Attacks vehicles freely, but holds fire against infantry and structures unless given an explicit order to fire.
-Panzer Tactician - 30 Munitions, Conceals the tank in smoke, allowing it to avoid damage from enemy units. Doctrinal ability.
UPGRADES:
-Pintle-mounted MG 42 - 50 Munitions, Adds a gunner to the tank's turret-top MG 42 Heavy Machine Gun, making it operable and providing extra firepower against infantry and aircraft.
-Spotting Scopes - 30 Munitions, Adds spotting scopes to the vehicle, doubling sight radius when stationary. Doctrinal ability.

COMMANDERS
The Heeresgruppen commander cards will have 'Unit' in the title instead of 'Doctrine' like in the other German factions' commander cards

--->Fortification Unit<--- This doctrine provides additional defensive options to the battlefield. With the help of the Pak43 and Stormtroopers, the enemy will have to fight through hell to break through.

--2CP-- Stormtroopers - (340 Manpower, 8 Population) Stormtroopers can be either be deployed from an ambient, unoccupied building, or come from the entry point on the edge of the map. They specialize in operations behind enemy lines and disrupting enemy movements.
ABILITIES:
-Bundled Model 24 Grenades - 45 Munitions, Throws a bundle of high-explosive grenades.
-Field First Aid - 20 Munitions - Heal target friendly squad. Requires Veterancy One
-Hold Fire - Free, Prevents the unit from acquiring targets automatically. It will only attack manually-selected targets.
-Camouflage - Free, Passive, The unit becomes invisible to all enemies when in cover.
-Sprint - 10 Munitions, Increases movement speed for a short period of time.

--2CP-- Defensive Fortifications - Allows infantry to build sandbags, barbed wire, and Overwatch Trenches while Pioniertruppen can build Teller Mines and S-Mine Fields.

--3CP-- Riegel 43 anti-tank mine - (50 Munitions) Allows the SdKfz 251 to lay the Riegel-43 anti-tank mine. When triggered the Riegel mine damages the drivetrain, immobilizing the vehicle.

--8CP-- Pak43 Emplacement - (500 Manpower, 10 Population) A powerful anti-tank emplacement with long range attack.

--8CP-- leFH 18 Artillery - (600 Manpower, 15 Population) This light 10.5cm Field Howitzer doesn't have the destructive power of some Soviet artillery, but it counters with a good rate of fire and reasonably long range.

--->Siege Unit<--- This unit will provide support in destroying enemy bunkers, clearing choke points, and breaking stalemates.

--0CP-- Assault Grenadiers - Assault Grenadiers are specially equipped with MP40s and model 24 grenades to clear enemy units out of defensive positions. Very effective at close range.
ABILITIES:
-Build Bunker - (150 Manpower)Defensive position providing heavy cover for infantry units. Can upgrade to MG Emplacement, Healing Station or Reinforcement Point for 60 Munitions.
-Model 24 Stielgranate Grenade Assault - (45 Munitions) Every member of the squad will throw grenades doing damage over a large area.
-Sprint- (10 Munitions) Increases movement speed for a short period of time.
-Field First Aid - (20 Munitions) Heal target friendly squad. Requires Veterancy 1

--2CP-– Panzer Tactician - All armored vehicles gain the ability to deploy a smoke screen blocking line of sight in an area.

--4CP-– Smoke Bombs - A plane drops huge smoke bombs into the designated area, blocking line of sight for a short period of time.

--6CP-- Assault and Hold - Infantry are given the order to launch a rapid assault. Units will capture territory more quickly and fire more accurately.

--9CP-- Sturmtiger - A heavily armored assault gun based on the Tiger I chassis, this assault gun fires 380kg rocket propelled rounds that can easily decimate infantry and vehicles alike. The crew can be killed while reloading its rocket, leaving the vehicle abandoned.

--->Air Support Unit<--- The Luftwaffe is available to aid ground units on the battlefield

--2CP-- Stuka Reconnaissance Pass - Available aircraft will make a reconnaissance pass over the targeted area to reveal enemy units.

--3CP-- Supply Drop Zone - Cargo planes will fly over a designated Fuel or Munitions point, dropping off resource crates that can be recovered by infantry.

--6CP-- Incendiary Bombing Run - A Stuka will drop incendiary bombs on the target location.

--10CP-- Stuka JU-87 Anti-Tank Strafe - A Stuka JU-87 will strafe the target location with its powerful 37mm cannons.

--12CP-- Fragmentation Bomb - High-explosive fragmentation bombs are dropped on the target location.

--->Special Weapons Unit<--- This unit will provide unique weapons onto the battlefield that the German military wants to see in action.

--0CP-- Flammpanzer 38 "Hetzer" - The Flammpanzer 38 is a Jagdpanzer 38 modified with a Keobe flamethrower in place of the main gun.

--1CP-- Incendiary Munitions - Le.IG 18s are given incendiary rounds to saturate target zones with fire.

--3CP-- Fear Propaganda Artillery - Airburst propaganda leaflets make targeted soldiers question the morality of their actions and may force a retreat back to their base.

--5CP-- Special Weapons Officer - (280 Manpower, 7 Population) The Special Weapons Officer wishes to see these weapons tested on a real battlefield for himself. He brings three Obersoldaten bodyguards with him. (The Officer is armed with a Mauser C96 Pistol while the bodyguards are armed with MP40s. The whole squad looks like this https://www.bing.com/th?id=OIP.T0hS5cDxeQJ-tedeMLA3nQHaI_&pid=Api&rs=1)
ABILITIES:
-Passive "Aura" - He can both makes the troops fight harder and weaken enemy units.
-Mustard Gas Artillery - (200 Munitions) The officer can call in a Mustard Gas artillery strike on a targeted area. (Infantry and infantry manning crew weapons will quickly take damage over time. The Special Weapons Officer and his bodyguards are immune to the Mustard Gas due to their gas masks. The Mustard Gas will linger for about 30 seconds in the area it hit)
-Flare - (40 Munitions) - One of the squad members fires a slow-falling parachute flare from a Leuchtpistole 42, revealing a target area.

--14-- Elefant Tank Destroyer - Allows the requisition of the Elefant Tank Destroyer to the battlefield.

--->Tactical Assault Unit<--- A combination of fast moving infantry and the legendary Tiger Ace, the battlefield is already yours to own.

--1CP-- Jaeger Light Infantry Recon Squad - A Jaeger Light Infantry Recon Squad can be deployed to the battlefield. This small squad is ideal for recon and scavenging resources.

--2CP-- Stuka Smoke Reconnaissance - Available aircraft will make a reconnaissance pass on the targeted location to reveal enemy forces and drop smoke at the targeted area.

--3CP-- Fallschirmjäger - (440 Manpower, 8 Population) Elite paratroopers that can deploy behind enemy lines. These units are very disciplined, combining excellent offense and defense but with a high cost. (Four person squad with 2 FG42s and 2 Kar98k bolt-action rifles)
ABILITIES:

  • Hold Fire - Free, toggle ability.
  • Bundled Model 24 Grenades - (35 Munitions) Throws a baled load of seven Model 24 Grenades at the target location.
  • Fire Panzerfaust - (25 Munitions) Fire a short-range Panzerfaust anti-tank weapon at the targeted enemy vehicle.
  • Blendkorper 2H Frangible Smoke Grenade - (30 Munitions) Creates a smoke screen and harms infantry through acute exposure. Obscures line of sight and disables vehicle weapons if they stay within it.

--5CP-- Hull Down - Pioniertruppen are able to set German armor in an immobile Hull Down position, increasing damage and defense.

--11CP-- Tiger Ace - High Command sends in a legendary Tiger Ace. Only one is available at a time. Available once the Panzer Maintenance Camp is built.

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