I've got some ideas for the Eastern Wehr army after playing against soviets.
So the incoming axis faction will be as follows:
STARTING UNITS
- can't build shit for 1 minute
- 10 volks / 4 engis at start (they were prepared for war)
- maybe add double production time from minutes 2-5 to recompense the starting conditions more and made it more historical accurate
T1 units
volks (8men squad/100mp/10amu) - already upgraded with mp40
schwimwagen (75mp/5fuel) that can hop off the hedgerows, got the normal mg42 on it, and if upgraded for 10munis it got a trailer so it can carry a 2 sqads of volks in it (they can't be burned/sniped while inside and can hop with the schwim - the german engineering was advanced
Klaus - (officer can't be sniped because of his luck) an officer that can drop a free firestorm every time a volks get killed.
Sniper band - (10men squad/200mp) a sniper who's cloacked runing with no speed penantlies and 9 polish/russian/jews that serve as a targets so he can just countersnipe (when the "team" get suppresed he don't, when you target the uncloacked sniper you shoot at one of the prisoners "somehow", can reinforce priosners near every neutral building on the map).
T2 (need an hq upgrade for 100 munis) plz notice that you can order the volks to secure the point so it generate 5 times more resources than normal while they're camping around it.
Eastern Grenadiers - (20men squad/300mp) can kill volks to get veterancy,
vet 1 - 8 free weapon slots are available so you can choose what you like (shrek, lmg, sniper rifle?! mp44) also got some health buff
vet 2 - both defensive/offensive bonuses like received accuracy/dmg, lower cooldown etc.
vet 3 - as they pass a special training they can now dodge the artillery, calliopes barrages, strafes, they also got a camo ability with no speed penantlies and more def/off bonuses just in case.
The Crack Track - a mobile track with cocaine can bust all infantry so whatever they're doing they're doing it 5 times faster, though they can't retreat while stoned and they're exhausted and have to sleep after but the ability least for 20 minutes and the truck could be upgraded with weed (for 50 munis global upgrade) to eliminate the side effects.
Gr88 8cm mortar team - (6 men squad/200mp) actually there are 3 mortars that can lock down position and shoot at all visible targets at once, while locked down it can't move but there is no setting up/down time, the lock down ability don't have the cooldown either.
Eastern PAK - (4 men squad/175mp) invisible with no speed penalties, additionally while stationary the camo can be improved by volks so it can't be detected at all (like hellcat is now) and it can shoot 10 times before decloak, it auto fire 9 times and turn the fire off so you can choose if you want to shoot again and gain the bonuses or just set it up again to stay invisible.
T3 (need a forward hq that can be build in any choosen sector, the hq will secure the resources to generate 10 times more normal rate)
Steyr ADGZ - kind of a roo vehicle that can carry up to 3 infantry squads, 8 men fires it weapons according to conditions like if there is an armour nearby or infantry but it also provide a 360 mg fire that suppress everything within it's range.
Brummbär - eastern improved version of gwagon, it just got more armour, health and what's more important turning speed so you can't circle strafe it, even with the tetrarch.
NebelHT - self-explanatory name, it just have 16 rocket slots and can lock down in position to have the whole map range, for 100munis global upgrade you can choose the firemodes 1. precise strike (eof up to 5 meters) 2. rapid (fires twice many missiles but less accurate) 3. manual - you can mark where the rockets should fall).
T4 - need upgrade for 1000 fuel wow that's huge, for another 1000 munis you can get the global upgrade called mass production so all production times got reduced by 4 times and you always get 4 times more that you intended to produce (for example 4 grenadiers instead of 1) the only units that has popcap are the prisoners from snipers band and they all count as 1 (fully reinforcered) so it won't be a problem.
All units gets vet3, fog of war are no longer needed.
Gestapo - (5 men squad/310mp/5 munis/5fuel) they got so many abilities that it's the first unit that has the scroll buttons so you can slide between all of them, couple of them are, beside of standard all types of granades, smoke, camo, call in arty, prop war, etc. got couple of special like
1. while near any neutral building can force the prisoners hop on the tank so it got modifiers against allies troops (brits - received accuracy 0.009, us - received accuracy 0.3, soviets - received accuracy 1.1)
2. if a loud speaker is bought for 50munis it can "inspire" all troops at the battlefield.
3. can kill one of the snipers band prisoners so they don't waste pop cap.
4. got the phone with the "Hitler calls" ability so all troops within 100 meters can't be suppresed and got massive defensive modifiers like received accuracy 0.1 / received dmg 0.2 all troops within its range got temporarily elite armor (if haven't already)
5. If they use the crack track they can call in unlimited troops from any buildings - 40 men squads, can reinforce on the battlefield if cracked going to autohealth as well, they've got melee weapons for a start but have the permanent heroic charge and pick every weapon from the infantry they kill even if they haven't actually dropped anything so you can get thomsons, bazookas from rangers, they can hide in any neutral buildings so the enemy can't notice them if such building is garrisoned by enemy troops you can instantly kill them thought that might look suspicious)
KT2 - improved kt, so it's not a slow cow anymore, basically it's a kt with the movement speed of a panther, costs some fuel, if upgrade for 300 munis is purchased you can call them in for free.
Ostwind2 - the new version of ostwind it's kind of a wiber with flaks... well they expect more planes (also negates all enemy air activity)
Lets give them one doctrine to choose from and call it ultimate... so you can choose "instant ultimate", "delayed ultimate" and "not sure we'll see". The drowback is that you have to choose it at start.
1. Instant ultimate
- 0cp ability (v1 storm) - hit v1 in every enemy unit.
2. Delayed ultimate
Right side
1 cp - Gimme 100 - Adding 100 cps.
15 cp - Simcity - all map sectors are now base sectors so you can build anything anywhere, for the game to not be boring as hell you can now build hotels, houses, churchs, etc, along with all available emplacements (if the gestapo capture the enemy buildings units, like capture of sappers allow you to build all british buildings)
15 cp - Luftwafe FTW!
There is a massive air cumulation in the sector so the henschels are going to hit everything for 5 minutes even the infantry, there is one henschel for one enemy unit.
Left side
0cp - BALANCE - I don't want to bother just unlock all abilities and make them available
30cp - Jagdtiger it got only 200hp but can't be penetrated by any allied at, the german engineering was once again a step ahead, it's damn slow but it's kind of a transformers so it can transform and fly! Since those are beta versions they could broke up from time to time meaning you have to detonate them like v1 hit, you can do this in purpose if desired, anyway you can call 3 of them in a once and they're unlimited so feel free to test this things out.
40cp - atom bomb - retreat from map and kill all enemy units (instant win)
Remember it looks like you have to earn much experience before you can use all those abilities.
3. Not sure we'll see
Allows you to choose later.