OSTHEER DOCTRINE CONCEPT Hello, this is my Ostheer conept. There are some mistakes when identifying the "ability types" Please give me some constructive criticism. Mechanized Warfare DoctrineLeft side: Armored Logistics Repairs! (1 cp) Pioneers are now able to construct repair bunkers. (building permit)Sturmpioneers (3 cp) 3 man squad of sturmpioneers equipped with mp40’s and advanced repair enter the field. They also can salvage supplies from wrecked vehicles. (call-in)Experienced Tank Crews (4 cp) All tank crews are now experienced, having greater range and visibility while stationary, faster rate of fire, and better accuracy. (passive-unit)Right tree: Tank SupportArmor recon (1 cp) Vehicles) have further visibility while’s their stationary. (active– unit)Improved Armor ( 2 cp) All vehicles now have slightly increased armor (active-unit)The Predator (5 cp) You may now call in the rare, extremely powerful but slow, Jagdtiger. [900 Mp] (call-in)Siege Tactics DoctrineLeft Side: Artillery supportFar shot (2 cp) All mortars, artillery equipment can now shoot further, but at the cost of accuracy. (Active-unit)Explosive Ordinance (2 cp) All artillery shell’s and mortars have slightly increased damage(active-unit)Hummel’s or sturmtiger[2 at a time] ( 3 cp) Call in a hummel artillery unit. (call-in) [only 3 at a time.]Right side: Front line defenseToo the front! (1 cp) All units have a slightly decreased production time for a short duration. (passive-player)Stuka Strikes (3 cp) Stuka’s will strife targeted area. (Passive-player)Experienced Artillery crew’s ( 4 cp) All mortar crews, and artillery vehicle crew’s are experienced. Reload time is shorter, greater accuracy, and mobility. (Passive-unit)Infantry Assault tacticsLeft side: Infantry tacticsInfantry Defenses (1 cp) All units may build basic defenses [Sand bangs, Barbed wire, ‘Dragon’s teeth’] And also, pioneers may now build trenches. (Active-unit)Veteran infantry (3 cp) If veterancy is earned. All veteran infantry are now faster on foot, more accurate and are better at survival. [. i.e. better at avoiding being crushed on tanks, blown up by minds, and less suppressible, if at all.] (Passive-unit)SturmKommando’s (4 or 5 cp) call in grizzled veteran, elite assault infantry. Equipped with mp44’s and a panzershrek upgrade and body armor for taking more damage, and smoke screen. These units may also sprint. (Call-in)Right side: Infantry ArmoryArmor Piercing rounds (2 cp) All infantry’s weapon’s (excluding explosives) are apc rounds, more effective against infantry, infantry in buildings, and light vehicles. (passive-unit)Supply Surge (2 cp) For a short amount of time, all cool downs of abilities involving weapons or explosives, are reduced. At the slight cost of munitions income.Men vs. machine (4 cp) All regular infantry are now equipped with anti-vehicle /anti-building. They now have incendiary or frag grenades, anti-tank grenades, and panzerfausts.