I designed these factions before OF came out and more or less out of boredom. Note that I don´t suggest that you "copy" this concept into your mod, it´s just for inspiration and disscussion.
Red ArmyMy russians have a new veterancy system. They don´t gain veterancy by fighting or teching, you declare single units "hero of the soviet union". You can only have one infantry-hero, one tank-hero etc. The hero-unit is more effective in combat and gives nearby units of the same type combat boni.
now the buildings and doctrines:
HQPioneer-Squad3 guys
3 Mosin Nagant
pretty normal pioneers.
BarracksStrelkovy-squad6 guys
6 Mosin Nagant
This is the soviet standard-infantry. They are not quite as effeicient as other starting units, but they can play alot of roles on the battlefield by upgrading:
Kommisar-Upgrade: This adds a Kommisar as seventh squad-member, armed with a Tokarev-pistol. while not adding much fire-power, he passively increases the ability to hit targets and withstand surpression. He can be bought additionaly to the other upgrades.
DP1928-Upgrade: Adds a light MG. The Squad can now be deployed to guard a certain area. I then acts similar to a heavy MG of other factions and can suppress enemy squads very fast.
PTRS-Upgrade:Adds an AT-Rifle that can severely damage light vehicles and immobilise heavy tanks.
There can only be a lmg OR a AT-Rifle in the squad.
GAZ67Classic jeep. I can´t think of some cool special ability, perhaps somebody here has an idea Wink
120mm-Mortara really fat mortar... deals out a lot of damage, but takes a long time to be deployed or transported.
SniperWell, a sniper. could be female for a change.
Assault-Building(requires barracks)
BA64light scout car. can increase its line of sight massively, but drives slower in that case.
Tank-Rider-Squad4 guys
4 PPsh41
fast attack group, can ride on tanks.
Abilities:
Molotov-Cocktails: burns infantry, especially in buildings.
T70light, cheap tank, can be deployed in huge numbers.
Support-Bulding(requires barracks)
you may have noticed that after building the barracks you have the choice of building the attack-building AND the support-building, or just one of the two to fast tech to the tank-building. This makes teching quite flexible if somewhat risky.
ZIS3-AT-Gunheavy AT-gun with superior firepower but low mobility.
GAZ-TruckTroop-Transport, can tow the heavy mortar and the AT-Gun to counter their low mobility.
Upgrades:
First-Aid-Truck: Mobile sani-unit
AA: gets an aa-gun, which makes it strong against infantry.
The truck loses its tow-ability through both upgrades.
SU 76Light assaul gun. good against enemy emplacement, but the armor is rather light. It has an indirect fire ability similar to mortars.
Tank-Building(Requires Support- or Attack-Bulding)
T34Medium tank with strong frontal armor and mediocre gun.
After development of the "85mm-gun" global upgrade in the tank building it is upgraded to T34\85. After the upgrade it is comparable to the panther.
KV1heavy tank with mediocre gun. Is also affected by the "85mm-Gun" Upgrade, after which it turns into the KV85 heavy tank, almost on Tiger-Niveau.
KatjushaArtillery-unit with a calliopesque attack, but very vulnerable.
Doctrines:"No-Step-Back-Order"this doctrine enhances the early-game capabilities and the propaganda aspect of the soviet army.
left:
1CP:
Armed KomissarsKomissars get their pistol replaced with a PPS43-smg, greatly enhancing the close-quarter-abilities of the sqads their attached to.
2CP:
crack snipersnipers have a bigger line of sight and are a lot harder to detect.
2CP:
Red WaveEvery infantry-Squad gets +1 sqad member. (a little bit like the PE-Upgrade)
right:
1CP:
PropagandaKommissar Boni are upgraded.
2CP:
HeroismHeroes of the Soviet Union are now better in battle and give better boni.
2CP:
Artillery-SupportHeroes of the soviet union and squads with Kommisar can now call in offmap artillery-strikes.
Storm-of-steel-OrderThis doctrine is designed to greatly enhance the firepower of the soviet army. While giving new special abilities in early game, it grants great offmap-units in late game.
left:
1CP:
AT-GrenadesStrelkovy-squads and tankrider can use AT-Grenades to destroy the tracks of heavy tanks.
3CP:
FlametanksT34 and KV1 can be upgraded with flamesthrowers now, turning them into OT34 and KV8.
4CP:
IS2Tank with great at-capabilities but a somewhat slow reloading speed. Armor comparable to Panther. Hard-capped at 2.
right:
2CP:
Red Guard4 Guys
4 PPs43
Ablities: Molotovcocktail.
Heavy assault-squad, hard to suppress.
4CP:
God of warHeaviest offmap artillery strike of the game, annihilates anything, but expensive and with hight recharge time.
2CP:
ISU 152Heavy assault gun, excells in battle with enemy emplacements, but can stun enemy tank-crews for a short time with a special ability by using HEAT-Ammo.
Partisan-OrderThis doctrine gives you the possibilty to conduct sneaky harassment-actions in enemy territory while keeping a superior economy through allied lend and lease. Arguably one of the more "spacy" doctrines, but I think it could work
left:
1 CP:
Partisan-Squad5 guys
5 Kar98k
weak in battle, but they have 4 weapon-slots to "collect" enemy heavy weapons. can be reinforced from neutral buildings.
2CP:
Weapon cachePartisans can build hidden encampments even in enemy terrirory. The emplacements are tarned and can spawn more partisan squads and additional heavy weapons like MG42s or Panzerschrecks.
1CP:
Sabotage!Partisan-Sqads can destroy enemy control points for a short amount of time.
right:
2CP:
Allied helpressource caches are dropped, but they land in a big area what makes acquiring them somewhat tricky if you´re unlucky.
2CP:
Allied airsupportan american bomber flies an air attack, but coordination-difficulties makes this a quite unprecise affair, so be careful.
1CP:
Lend-and-Leaseworks similar to "American War machine", but your destroyed tanks are replaced by allied model of slightly inferior quality:
T70 -> Valentine
T34 -> Matilda
KV1 -> Churchill
Ostfront-germansThis faction has some sort of "bunker-system" for building and teching. They start with a normal HQ where they can build there standard-infantry and their building-unit, the "maultier"- pioneer-vehicle. The rest of their buildings are emplacements. they can be built on any friendly territory but only one per sector. So you have to decide to build an infantry-bunker or an observation-bunker in a territory and you can be cut off from important parts of your army if you´re not careful.
the buildings:
HQ-BunkerMaultier-pioneer-vehiclebuilds all german buildings.
no attack.
Can be upgraded to Panzerwerfer artillery vehicle (requires Panzer-Bunker)
Infanterie-Trupp5 guys
1 MP40, 4 Kar98k
Start unit, can cap. Basis-infantry-unit.
abilities: Panzerfaust
KübelwagenMG 34
scout unit
"Scout"-Upgrade... mG is removed for bigger detection radius, no cost.
MG-Bunkera defensive position, counts as building, so only one per territory.
Observation-Bunkerenlarges the ressource-income from the territory it is build in.
Support-BunkerMG42well a normal mG42.
Scharfschütze1 guy Kar98k-ZF, classic sniper
Mortarclassic mortar
SdKfz 251 APCAPC
Upgrades: Pak40-carrier, upgrades the apc to a basic at-vehicle
Flak30-carrier, upgrades the apc to a basic aa\ai vehicle (think of ostwind)
Heavy-Support-Bunker(requires Support-Bunker)
Festungstrupp4 guys
4 Kar98k
defensive infantery-squad, slow, but extremely hard to kill.
Upgrades: MG42 or Panzerschreck
Hornissethink of marder, but slow rate of fire and almost no line of sight, needs support by scouting units. great against tanks.
Sturmpanzer IIINInfanterie-close-support. can lay a smoke screen to protect advancing infantry.
Panzer-Bunker(requires heavy-support-bunker)
repairs tanks.
Sturmpioniertrupp4 guys
4 MP40
offensive infantery-squad, fast and hard hitting.
Upgrades: Flammenwerfer or StG44
Panzer IVJmain battle tank
Grillemobile artillery, not quite as hard hitting as the hummel but powerful enough for effective support.
Doctrines:
Panzergrenadier-Kampfgruppeleft:
APC-Support
1CP
APC-HQSdKfz 251 APCs can be locked down to act as forward hqs and healing stations.
2CP
Command-apccalls in a command-apc that gives offensive bonus to nearby infantry and other apcs.
1CP
Field workshopsUpgrades for apc are cheaper and they can repair other vehicles.
right:
Panzergrenadier-Support
2CP
Panzergrenadiers4 guys, 3Kar 98k 1 MG42
can shoot out of apcs.
2CP
Artillery-commandIs "casted" on a unit. every target that is attacked by this unit is subjected to off map artillery fire. lasts like 60 seconds.
2CP
Flammpanzer I "Flammingo"lightly armored and fast flamethrower.
Tiger-Kampfgruppeleft:
Defensive-Support
1CP
Panzer Defensivetanks get an armour-bonus when in friendly territory.
2CP
Improvisationtanks can repair themselves when out of combat.
5CP
ElefantHuge, slow. almost indestructible tank destroyer.
There can only be one Elefant OR Tiger on the map.
rechts:
Offensive-Support
1CP
tuned enginestanks get the "mad drive" - ability. They are a lot faster until the ability is switched off again, but when active, the possibility to get a damaged engine greatly increses, and continues to as the "mad-drive" ability is still active.
3CP
Panzer-AcesEvery tank is vet1 from the start.
4CP
TigerThere can only be one Elefant OR Tiger on the map.
City-Kampfgruppelinks:
Sturm
2CP
close quarter traininginfantry is more effective against enemies in buildings.
1CP
Artillery-ambusha precise but short offmap-artillery-strike without warning.
2CP
BrummbärHeavy assault gun.
rechts:
Graben
1CP
MinesInfantry-Trupps can lay down mines and build fortifications.
2CP
Festungneutral buildings can be upgraded to fortresses. These act as forward HQs but are heavily fortified with better protection for squads inside.
4CP
Pak43 88mm Bunkerenables a heavy at-bunker.
well that´s about it, tell me what you think. Note that I haven´t thought about prices or the veterancy-system for the germans yet.