This should be a lot better than my first one. I don't really read Ostheer Suggestion topics so let me know if my idea is same or similar to another. Notes: the Ostheer will need manpower more than other factions.This concept may include more of what the Ostheer had in the beginning of Operation Barbarrosa, not the late. Here are buildings and its units:
Headquarters: Ost-Bauherren: Cost 200 manpower. 4 man squad. Not really good fighters, but have Karabiner 98ks.
Type 82 Vehicle: Cost 180 Manpower. Can capture territory.
Buildings and Units:
Ostheer Infantry Recruiting Area: Costs 250 Manpower and 20 Fuel.
Mobile MG Team: Cost 320 Manpower. 3 man squad. All have MG 34s. MG34 is a weapon easy for moving around, like a BAR, Bazooka, MG42, or Bren. Units can be easily surpressed by this unit but takes a little more time than Command HMGs, US or Wehr MG Team. They, unlike other MG operators, aim. This is for Conscript Spam.
Ostheer Grenadiers: Cost 300 Manpower. 6 man squad. All have Karabiner 98ks and can get MP40s for 80 Munitions. Why 80 instead of 50? Very few troops had MP40s.
50mm Mortar(not sure what the proper name is). Costs 250 manpower. Has 3 people for squad and the one not using it has a Karabiner 98k
Ostheer Support: Costs 450 Manpower and 25 fuel. Why only 25? Because it costs a lot of manpower.
Sniper: Costs 360 manpower. Has a Kar98k scope rifle.
Sdkfz 250. Costs 250 Manpower and 15 fuel. It already has mg42 on it, but can only transport troops.
Pak 40. Has a 75mm gun. Costs 330 manpower. Has 3 operators. The ones not using it have MP40s.
Panzerfaust team. Cost 100 manpower. 3 man squad. It can have a Panzerfaust for 150 Munitions. Why 150? Panzerfaust can be used and it is a one shot kill, like in history. It can use one again in 15 minutes. Why 15 minutes? It is a one shot kill to a tank. Everyone else has Kar 98ks.
Ostheer Armory. Costs 500 Manpower and 30 fuel.
Stug III. Costs 350 Manpower and 50 fuel. It is good against tanks, but not the best thing to use.
Panzer II. Costs 250 Manpower and 20 fuel. Has a 2 cm gun with mg. Don't use it against tanks, but use it to help out infantry or against Soft vehicles.
Tank Deployment Area: Costs 500 manpower and 45 fuel.
Panzer III: Costs 300 Manpower and 40 fuel. Has a 50mm gun, not so good against tanks, but can take out T70s and T90s.
Panzer IV: Costs 500 manpower and 70 fuel. Like Wehrmacht, but can take out T34s and KV 1 and 2s more better than other tanks in this structure.
Nashorn: Cost 450 manpower and 60 fuel. Has weak armor but a good gun and can attack at longer ranges than tanks or even ats in the game.
Ostheer Doctrines: Your army will be more influenced by these doctrines.
Mechanical Army. Has 2 Branches, Technology and Production.
Production:
1 CP for Fast Production: Units cost 50 less manpower and 5 less fuel for 100 seconds. Has a high recharge time.
3 CP: Panther. Panthers can now be produced through the Tank Deployment Area for 600 manpower and 110 fuel, like the Wehr one.
4 CP: Veterancy can be earned 75% faster. This is for the many enemy troops the red army has.
Technology:
1 CP for Ost-Bauherrens: Your Ost-Bauherren can have FLammenwerfers or MP40s.
3 CP: Blitzkrieg! Your units move faster and any killed units appear and will attempt to do what they were originally tasked before dying.
6 CP for Apex Development: We now have a Super Tank Deployment Area structure to construct. We can now produce Hetzers, Jagdpanzers, Marder I. Don't be all happy, they are very, very expensive!
Anti-Defense Army: Has 2 Branches, Offensive and Breakthrough.
Offensive:
2 CP for Fast Securing: Can secure a Barracks in a building faster and can capture sectors faster. This is not an activate.
3 CP for Sprint: For 40 seconds for all infantry, they can sprint and cannot get pinned by anything.
4CP for Tiger: Call in a Tiger I tank, like the wehrmacht one. It is a have one on the field at a time unit, like the wehrmacht one.
Breakthrough:
1 CP for Defense destroyers: Infantry can no longer build defenses but have the tools to destroy enemy defenses.
4 CP for Anti Tank Defense. Call in a Henschel. It is like the PE one, but will also target buildings if it can.
5 CP for Rocket. Call in a V1 Rocket, and does better effects there more units are around, like the WEhrmacht one.
Heavy Warfare Army: Has 2 Branches, Urban warfare and Armor warfare.
Urban Warfare:
1 CP for Building Ratters: Troops know their ways around towns and buildings more and can fight units in buildings more effectively.
3 CP for SS support: You can call now build a SS deployment structure and can produce SS panzer grenadiers and upgrade them with STG 44s, Panzerschrecks, and MG42s.
4 CP for OstLuftwaffe Squads. They can build an array of defenses and are better fighters than the PE ones.
Armor warfare:
1 Cp for Faster Tank Deployment: Tank production is 50% faster to counter t34 spam, su85 spam, and more.
2 CP for AT Capabilities: AT squad sizes are now bigger and panzerfausts the panzerfaust team can use timer will decrease.
5 CP for Elefant. One of Germany's best tanks have been completed, and can be used for ISU 152 and IS 2.
I know the doctrines aren't that creative but I hope this Ostheer Concept is better than my first one.