well I didn't gave my units fancy names (like SS deathsquad [in german of course

]), its just a concept on how the Ostheer faction should work in my opinion. I didn't do any complete doctrines and such, just a few ideas. I wanted to retain the Germans massive buildings, and just modify in a way to be unique.
HQengineer >> builder (buildings, sandbag, wire, tanktraps, bunker [
the bunker can only be build over a point, this limits where can be builded but it is a lock down, too >> because of this its 250 MP 10 muni and 10 fuel, it can't be upgraded but infantry can be garrisoned inside]), can capture points, repair
upgrades:
Extended support (ES = 100 MP 20 fuel) >> Advanced support (AS = 150 MP 40 fuel) >> Advanced supply lines (ASL = 200 MP 60 fuel)
the idea is that every building can be builded at the beginning for 0 fuel, but most of the units will be available after a certain level of support upgradeInfantry barrack 150 MP
basic infantry (after infantry support gets 1,2x of base hp)
advanced infantry (after ES)
advanced AT inf (panczerschreck, after AS)
infantry support (upgrade after ASL - infantry can use now medikit for free, after that 40-50 sec cooldown
it gives infantry grenades too, can be used for 25 muni )
Support barrack 200 MP
HMG
AT gun (after ES)
scout infantry with high damage rifles and high speed (after ES)
mortar team (after ES)
Sniper (after AS)
Howitzer (after ASL - this is an upgrade, the enginers can build this after it is researched)
Armoured Division 250 MP
light scout vehicle
halftrack (can reinforce)
light tank (after ES)
medium anti infantry tank (after AS)
medium tank (after ASL)
trained crew (+ penetration to light and medium tanks, after ASL)
Communication station 200 MP
the idea is that you can "build" here certain German units but after its built it is appear as a call in power, and you call in the unit. after that there is a cooldown. the units are stronger than what you can build but you have to wait for them to call in and you cant build another right after its deployed >> you ask for help from germany and it is quite a time while the unit arrivesGrenadier (for 330 MP)
Field specialist (after ES - booby trap, can cut wire, demolition charges, repair - weak against everything)
SS infantry (after AS, incendiary grenades, AT grenades, strong against infantry)
Panther (after ASL)
well i dont have many ideas for doctrines just a few suggestion:
end tree power - Wehrmacht reinforcements for 800 (2 point): 2 pioneers (3 man, advanced repair) come in with 2 AT guns, the 2 pioneers rebuild any destroyed bunkers (after that its instantly upgraded to HMG bunker), the 2 AT guns placed a little farther to the back then cloacked and faced where the bunkers facing, after that the pioneers start repairing damaged buildings or vehicle, the units cant be controlled
field report (base idea from TheReaper): for 10 sec it works just like the tank awareness, but this shows every type of unit in the minimap
sorry for bad english ;P