My idea is that you choose a doctrine first and after that you can choose between 3 unique subdoctrines* at your HQ unlocking special features**.
Veterancy system
-gained through fighting like pe/us
-3 vet levels can be gained, for every level you have 3 choices depending on the unit type:
infantry:
-marksmanship (improves accuracy and range of fire)
-fieldcraft (improves movement and capturing speed)
-endurance (more HP)
light vehicles:
-driver (improves speed)
-gunner (improves accuracy)
-commander (improves line of sight)
tanks:
-driver (improves movement and turning speed)
-gunner (improves accuracy and rate of fire)
-commander (improves line of sight and firing range)
Basic
HQ
- Pioniere (2xk98, builder unit, 2 population, 120mp)
- Aufklärer (2xk98, scouting unit, 2 population, 140mp)
- 3 subdoctrine choices*
Infanteriebaracke (220mp, 15fuel)
- Infanterietrupp (4xk98, grenades, upgrade: mp40 or g43, 4 population, 275mp)
- Waffentrupp (4xk98, grenades, upgrades: 2xlmg38 or 2xpanzerfaust, 4 population, 300mp)
- subdoctrine doctrine specials**
Waffenkammer (220mp, 40fuel)
- Flak 30 (2 men crew + 1xk98, 3 population, 300mp)
- Hanomag (12 spots, 2 MGs, 4 population, 220mp, 20fuel)
- Pak 37mm (2 men crew + 1xk98, "Schnellfeuer ability" pak fires 2 shots very fast but then needs to cool down, 3 population, 270mp)
- subdoctrine doctrine specials**
- upgrade: pak 37mm to pak 50mm (30fuel)
Panzerdepot (260mp, 65fuel)
- Pz II (2xMG, upgrade to 20mm gun, 4 population, 300 mp, 35fuel)
- Pz III (50mm, 6 population, 350mp, 40fuel)
- StuG III (50mm, upgrade to 75mm, 4 population, 300mp, 40fuel)
- PzWerfer 42 (barrage ability, 6 population, 360mp, 30fuel)
- subdoctrine doctrine specials**
- upgrade: Panzerschürzen (armored skirts for PzIII) [25 fuel]
Schweres Panzerdepot (280mp, 85fuel)
- Pz IV (8 population, 320mp, 80fuel)
- JagdPz IV (8 population, 400mp, 75fuel)
- subdoctrine doctrine specials**
- upgrade: Pz IV and Jgdpz IV/70 with long barrel guns for more range and damage [40fuel]
- upgrade: Panzerschürzen (armored skirts for PzVI and JgdPz IV) [40 fuel]
Heeresstab (200mp, 30fuel, requires 2 other buildings)
- subdoctrine doctrine specials**
- Mobilmachung (50fuel, decreased production time for all units)
Defenses
- sandbags
- barbed wire
- tanktraps
- mines
- Pak40-Emplacement (280mp, 30fuel, doctrine bound)
- sandbag bunker (100mp, 6 spots, less HP than wehrmacht bunker)
Doctrines
Heeresgruppe Nord
right side: Artillery Support
- lower cost for PzWerfer 42
- call a single sFH 18 shot
- Wespe call-in (3 max, "AT-shot" ability: can target an enemy vehicle with a single shot for 50 mun, 10 population, 500mp)
left side: Sturmangriff
- more damage against buildings
- less suppression
- all infantry can sprint now
Subdoctrine choices
1) 18th Army
- Barracks: Sturmpioniere (2xmp40, 2xflamers, grenades, 4 population, 270mp)
- Waffenkammer: Mörserteam (2 men crew and 2xk98, 4 population, 280mp)
- Heeresstab: Kommandotrupp (4xPPSh, geballte ladung 3kg=satchel pack, 4 population, 450mp), call a shot from heavy siege mortar "Karl" (200 mun)
2) 16th Army
- Waffenkammer: Artillery spotters (2xk98, call artillery strike, 2 population, 250mp)
- Heeresstab: research Pak40-emplacement (buildable by pioniers, 50fuel), Elefant call in (1500mp, 120fuel, only once)
3) 4th Panzergruppe, IV. Finish Corps
- Waffenkammer: Finnische Jäger (Elite Infantry, 4xMosin Nagant m/91, grenades, "deploy marksman" ability, upgrades: 2xLahti-Saloranta lmg/2xSuomi smg)
- Heeresstab: call-in a Finish StuH (4 population, 600mp)
- Tiger call-in (12 population, limit 1 at a time, 900mp, 80fuel)
Heeresgruppe Mitte
right side: Support
- Flares (reveal area, 25mun)
- Mechanized infantry (infantry gains bonus when fighting nearby vehicles)
- Stuka run (150 mun)
left side: Panzertruppe
- German engineering (faster tank production)
- Panzerkommandanten (increase LOS, accuracy)
- Panzervorstoß (tanks can capture sectors)
Subdoctrine choices
1) 2nd and 3rd Panzergruppe
- Panzerdepot: research Panzerkampf (groupzeal for tanks), Zimerit anti-magnatic paste (60fuel, decreases damage of sticky bombs and AT-grenades)
- Marder II (8 population, 70fuel, light tank hunter, "focused fire" like PE AT-Halftruck)
- Heeresstab: Tiger2 Henschel call-in (only once, 14 population, 1500mp, 150fuel, "Instandsetzung" tank repairs itself, but is immobile and doesn't fire for that time)
2) 9th Army
- Barracks: Panzergrenadiere (3xG43, 1xMP44, grenades, upgrades: 2x lmg42 or 2xPzschreck, 4 population, 375mp), Repair-Upgrade for Panzergrenadiere (20fuel)
- Panzerdepot: Nashorn (10 population, self-proppeled AT-gun, 450mp, 80fuel)
- Heeresstab: research "Overdrive" (for all tanks, 50fuel)
3) 4th Army
- Waffenkammer: Fallschirmjäger Infanterie (4xk98, grenades, upgrades: FG42, 4 population, 420mp)
- Stummel 75mm (6 population, 250mp, 25fuel)
- Schweres Panzerdepot: Panther G (12 population, 650mp, 120fuel)
- Heeresstab: research "Overdrive" (for all tanks, 50fuel), research "Cover the advance" (off-map smoke barrage or like sector arty but targeting friendly units with smoke grenades, costs munitions)
Heeresgruppe Süd
right side: Urban Combat
- Incindiary grenades for all infantery units
- Fortified buildings (gain more HP and better protection for garrisoned troops)
- Häuserkampf (Infantry can build roadblocks, S-mines, sandbags and barbed wires)
left side: Combined Arms
- Haftladung (magnatic AT-grenade)
- call an artillery barrage (150 mun)
- Luftversorgung (infantry units can upgrade and reenforce nearby these crates)
Subdoctrine choices
1) 6th Army
- Waffenkammer: Flamethrower suqad (2xflamers, 1xmp40, 3 population, 250mp), Leutnant (mp40, command aura, 300mp, can call single howitzer shots for 75mun each)
- Panzerdepot: StuIG 33 (6 population, 300mp, 45fuel)
2) 8th Army
- Waffenkammer: Gebirgsjäger (elite infantry, 4xG43, grenades, upgrades: 4xMP44 or 2x scoped G43), Scharfschütze (4 population, scoped K98, „camo“ and „counter-snipe“ abilities), Panzerjäger Infanterie (2xK98, 2xPanzerschreck, Haftladung)
3) 3rd Panzercorps
- Panzerdepot: Pz II Flammenpanzer (6 population, 300mp, 70fuel)
- Schweres Panzerdepot: Sturmpanzer IV (8 population, 350mp, 80fuel), HE-Grenades upgrade for Sturmpanzer IV (can fire HE-Grenades for 30mun each shot, 40fuel)
Reward units:
replace PzII with Panzer 38 (t) [37,2mm gun, better armor, better AT-capability but weaker vs. infantry, same costs]
replace Hanomag with Sd. Kfz. 10 [unarmed but can be upgraded to a medical truck that can pay 30 munition (like the british med building) to heal nearby infantry or the same with vehilces as a repair truck]
replace the Elefant with a Sturer Emil [weaker armor, 128mm gun, more damage/range, like the Elefant it can only be called once]