The Panzer Kampf Kommand
The Best of German Steel is ready to steamroll the enemy forces. The Panzer Kampf Kommand is where you can call in your armoured support. All panzer reinforcements requested from the Kampf Kommand come from off-map; arriving at the edge of the battle.
This building uses two different pools, Panzer Assault(PA) and Panzer Support(PS). PA will let you build Panthers and StuGs while PS allows for Marder IIs and the Brummbar, each one oriented to fill the gap left by the previous pools choices or you can use it just because you like it ;).
The Panzer III Ausf. J is the main stay of the Ostheer forces, is the neutral unit for this building; always available and multi-roled (through upgrades).
Panzer III Ausf. J
Role: Medium Tank
Weapons: 5 cm KwK 39 L/60 Ausf. J + 2xMG34
Upgrades: Side Armour, 7.5cm L/24 KwK Ausf. N (Soft Targets)
Abilities: Panzergranate 40
Summary: The main battle tank for the Ostheer, capable of dealing with medium tanks, but helpless against modern ones. The Panzer III is able to combat both infantry and armour. Upgrades allow it to increase it's effectiveness vs either.
Can be upgraded with side armor (skirts) and it's has the ability to fire a Panzergranate projectile; devastating against man and machine alike. Anti-Infantry specialise comes by way of the 7.5cm "Stubby" cannon upgrade.
Panther Ausf. G
Role: Heavy Tank
Weapons: 7.5 cm KwK 42 + 2xMG34
Abilities: Panzergranate 40/42
Summary: The Ausf. G version of the Panther is ready to be deployed at the Eastern Front! This fearsome war machine can be loaded with Panzergranate 40/42 munition for limited time, increasing the damage to enemy tanks.
StuG III Ausf. G
Weapons: 7.5 cm StuK 40 L/48
Upgrades: Side Armour
Summary: With the arrival of the T-34 on the Eastern Front it was quickly noticed that Panzer IIIs were no match for them - T-34s being both technologically advanced and available in massive numbers - in response, Oberkommande sent forth the StuG III to the eastern front. Supplementing the Pz. III as a mobile Anti-Tank platform. The Stug III can be upgraded with Side Armor(skirts) to increase it's resilience to enemy fire.
Marder II (Sd.Kfz. 132)
Role: Tank Destroyer
Abilities: The Tracks!
Summary: The Panzer Support pool has available the Marder II for use as an effective tank destroyer to combat Soviet armour. Armed with the 7.5cm PaK 40 and armour piercing rounds the Marder II - while more vulnerable than the fully in-cased StuG III - is highly capable at silencing Soviet advances.
The Marder II is able to target enemy tracks; immobilising them - allowing for easy take down by localised tank fire or small infantry assault. Be aware the Marder is a fragile unit and should attack from maximum range, supported by Panzer IIIs.
Eastern Front's Marder II uses a soviet divisional gun F22 re-chambered to use german PaK 40 ammunition.
Role: Heavy Assault-Gun
Weapons: 15 cm StuH 43 L/12
Upgrades: Side Armour, Observer
Summary: The Sturmpanzer IV is the next step in anti-infantry support, boasting a powerful 15cm howitzer; infantry and structure alike are left helpless. Providing an excellent close combat support against infantry and light vehicles, It can be upgraded with armoured skirts and the vehicles line of sight can be increased with the Tank Commander opening the top hatch to survey the field.
Slow and large; the Brummbär should move with infantry support to avoid destruction by concentrated anti-tank weaponry.
Summary: Allows the production of Panthers and StuG IIIs. Disables the production of Marders and Brummbärs.
Summary: Allows the production of Marders IIs and Brummbärs. Disables the production of StuGs and Panthers.
These upgrades can be purchased at any time; resources willing.