Osttruppen looking out over a bridge
|Men per Squad||6|
|Upkeep per Minute||-9|
Mobile Defense Doctrine|
Festung Support Doctrine
German Infantry Doctrine
Lightning War Doctrine
|Cost to Reinforce||16|
|Health per Man||80|
|Basic Weapon||6x Kar98k|
|Open Weapon Slots||2|
|Max. Speed||2.8 m/s|
Osttruppen are doctrinal German 6-man squads, available from the Osttruppen doctrine. These troops were brought in from the Axis-occupied countries like Italy and Romania. Their combat ability is roughly equivalent to Soviet Conscripts.
Their relative weakness in combat compared to other infantry is offset by their cheap cost. Armed with basic Kar98k rifles and Panzerfausts, they still put up a viable fight. This is achieved by a great bonus to a Osttruppen squads accuracy while in cover, almost tripling their accuracy. This means that keeping Osttruppen in cover is essential.
An entrenched Osttruppen squad surpasses the performance of Conscripts and Grenadiers at long range and giving them overall good combat utility.
MG Emplacements are generally placed on the map covering points, lanes of attack or other important areas. Healing Stations station three medics that heal friendly infantry in its vicinity. These are most commonly placed at your HQ or retreat point to heal infantry that is reinforcing. Reinforcement Points can reinforce nearby infantry and are a good way to keep pressure on your opponent by circumventing the need to retreat to your HQ.
- Requires the Osttruppen Doctrine
- Requires friendly and connected territory
- Building Time: 20 seconds
The Trench is much like the Bunker, as it provides Heavy Cover in a rough slit in the ground. The Trench has no upgrades, it can only be used as cover for infantry inside it. Often placed at important points or areas where heavy fighting can be expected.
The Trench requires no resources to build.
Fire Panzerfaust Edit
- Cooldown: 15 seconds
Osttruppen can fire a short-range Panzerfaust anti-tank warhead at at enemy vehicles. If it brings the target vehicle below 75% HP, it will cause engine damage. This is an extremely useful ability because engine damage brings the enemy vehicle to a crawl. Unable to move at normal speed, the vehicle exposes itself to your anti-tank weapons or tanks. It can give you time to bring in your anti-tank forces or if that is already the case the vehicle is unable to move out of harms way.
Light vehicles that roam the battlefield in the early game will instantly receive engine damage because of their low overal health. Bigger vehicles like tanks can survive a Panzerfaust with no engine damage, so make sure you damage the vehicle beforehand or bring in another squad that can fire another Panzerfaust. Behemoths like the ISU-152 or the IS-2 with their thick frontal armor may even need three or more Panzerfausts before they can be stopped.
Panzerfausts can also be targeted on buildings or munitions/fuel caches, although this does not do very much damage.
Remember that acces to the panzerfaust is unlocked when you build the Infanterie Kompanie. When your strategy is to start with Osttruppen and no Grenadiers, keep in mind that you don't have acces to the panzerfaust when you don't build the Infantry Kompanie.
Field First Aid Edit
German infantry almost all have acces to the Field First Aid kit. This ability unlocks itself after reaching Veterancy 1. Using this ability allows the player to heal both the squad with the unlocked ability as well as other friendly squads. Using this ability requires units to stay still for 5 seconds before they begin being healed.
When you heal another squad, they have to be next to each other and it takes 5 seconds to complete the ability. After that healing takes place over a short period of time. Be careful when you use this ability, as it takes both squads out of combat!
|Level 1 Veterancy:
|Level 2 Veterancy:
|Level 3 Veterancy: