**DISCLAIMER**
I do not claim to have came up with all these suggestions as I found a few in here that seemed like a really good idea to me, which may or may not be agreed with. This is just my opinion and I thank everyone who I took the suggestions from. 
Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some
Built from HQ Building Eastern Front Sappers - 3x Units 3x Kar98k 250MP
-Similar Panzer Elite Grenadiers.
-Decent armor and attack power.
-Builds Base buildings.
Upgrades (2 slots)
- G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
- STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
- Body Armor- 25 Munitions
- Increases armor 2x
Combat Engineers - 4x Units 4x Kar98k 250MP
- Same health and armor as Pioneers
- Builds Defenses
- Needs Eastern Garrison or Grossdeutschland Division
Built from Eastern Garrison Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
- Strong Elite Infantry
- Backbone of the Ostheer Infantry
Upgrades (4 slots)
-STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
-G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
-Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
Abilities - Hand Grenade with Fragmentation Sleeve - 25 Munitions
- AT Grenade - 35 Munitions
Light Machine Gun Squad - 3x Units 3x MG34 300MP
- Strong Mobile firepower
- Same Armor as PE troops
Upgrades (3 Slots)
- MG42 - 50 Munitions - (Takes up one slot)
Abilities - Suppressive Fire - 35munitions
- Pins at a faster rate
- Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
- Makes a light sandbag position that can be garrisoned by infantry for heavy cover
- Can be destroyed at the rate of sandbag walls
- Neutral when no units are inside
Sniper - 1x Unit 1x Scoped Kar98k 340MP
- Similar to the Wehrmacht and American Snipers but can not cloak on roads
Abilities - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
- There is a 50% chance that if the Sniper is shot at by another sniper that
the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
Scout - 2x Unit 1x Dog 2x Kar98k 175MP
- Has extreme Sniper detection range because of the dog.
Abilities - Rush Sniper
- The dog Rushes the sniper and forces him to stop firing for a short time while
the handlers can get in close to force a retreat or kill the sniper
- Dog Attack - 25 munitions
- Dog attacks one person in a squad or a revealed sniper and kills the target
- Sniper Ambush
- The squad waits in cover and camouflaged until a Sniper walks in the detection radius
then the Dog attacks causing the Sniper to get suppressed while the men attack.
Built from Grossdeutschland Division
Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
-Slower then the Pak38 but is more resilient.
Abilities - Ambush
- Requires not moving and not on roads
- ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds
Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
- Slower then the other factions mortars, fires slower, has a larger minimum radius
and but has very high damage almost equal to 105 American Howitzer but can not fire
freely.
Abilities - Barrage
- Smoke Barrage
- Incendiary Barrage (3 Incendiary Shells) - 100 Munitions
Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
Upgrades - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
- Provides a Healing Aurora
- Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
- Sdkfz 251/17 2cm Flak Cannon - 75 Munitions
Built from Mechanisierten Division Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
Abilities - ACPR Rounds - 50 Munitions
- Triples armor penetration for 45 seconds
- Lock Down
- Increases Accuracy and Fire Rate
Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
Upgrades - 50mm KwK 38 L/42 - 75 Munitions
-Increases Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
- ACPR Rounds with 50mm KwK 38 - 50 Munitions
- Triples armor penetration for 30 seconds
2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
Upgrades (4 Slots)
- STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
- Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
- Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
Abilities - Bundle Grenade - 50 Munitions
- Satchel Charge - 50 Munitions
- Magnetic Grenade - 35 Munitions
StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
Upgrades - L/48 - 60 Munitions - Increased Armor Penetration
- Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Built from 1st SS Panzer Division Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
Upgrades - Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
Abilities - Ambush
- Requires not moving and not on roads
- ACPR Rounds - 75 Munitions
- Triples armor penetration for 45 seconds
Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
Upgrades - Armor Skirts - 50 Munitions
- MG42 - 75 Munitions
- Pzkpfw IV Ausf. F2 - 125 Munitions
- Increased Armor and Firepower against Tanks
Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
- Has same range as Pak38 but longer reload time and small sight radius.
Abilities -Lock Down
- Increases Accuracy and Fire Rate
Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
- Only two Tigers at a time.
Built By Eastern Front Sappers Eastern Garrison - 250MP 10 Fuel
Grossdeutschland Division - 300MP 25 Fuel
Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
Sandbags Barbed Wire
Built By Combat Engineers Pillbox - 250 MP
-Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
Upgrades (Two Slots)
- MG42 - 50 Munitions (Takes up one slot)
- Both MGs can not fire from the same position
- PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)
Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
- Not as strong as Wehrmact Bunker, made of reinforced sandbags
Upgrades - MG 42 - 75 Munitions
- Allows for the occupying units to man the mounted MG42 for increased defense against infantry.
Tank Bunker (With Army Group Center) - 300MP
- Builds a concrete bunker around a Tank. Tank becomes immoblized, gains a defensive bonus and looses rear
armor hit, is reduced to half Population cost and can not be de-bunkered. Call on tanks and non-turreted tanks can not be bunkered.
2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
- More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
- Can not be sniped
7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
- Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
- Can not be sniped or burnt out.
- Very well armored.
8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
- Placed inside a sand bag bunker and can not be sniped
- 75% of Range of 105mm Howitzer
- Incendiary Barrage (4 Incendiary Shells) - 150 Munitions
Guard Tower - 100 MP
- Weak wooden structure with 1 unit slot and 5 man capacity
- Large sight radius.
- Neutral when no units are inside like a trench.
Sandbags
Barbed Wire
Tank Traps
Mines
Outposts
Light DFPsDoctrines Army Group North - Mechanized Infantry and Defensive Support
Defensive Half - 2 CP - Defensive Operations
- Allows for the building of Flak Cannon Pit
- Increases HP on Pillbox and HDFP
- 2 CP - Fortified Outposts
- Increases HP on outposts and adds a MG34 for Light Infantry Defense
- Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
- 3 CP - Increased Fortifications
- Allows for the building of the 7.5cm Fixed AT Position
- Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
Assault Half - 2 CP - Assault Squads
- Gives access to a group of Gebirgsjager Infantry - 550MP
- Highly skilled marksmen and mountain men that can traverse ground quickly.
- Allows access to Assault Grenades for 50 Munitions
- 2 CP - Assault Halftrack - 400MP
- A halftrack with a dedicated MG42 gunner, Increased armor and HP with the Ability to
carry 3 Unit Types and a max of 15 Troops and a Flank Speed option for 25 Munitions
- 4 CP - Panzerwerfer 42 - 450MP
- A 15cm 8 rocket barrage max call in of 3.
- High damage, long cool down.
Army Group Center - Anti Tank and Tank Assault
Defensive Half - 2 CP - Hold the Line!
- Allows Access to Tank Bunker
- Gives a Defensive Bonus to Infantry near HQ, Tank Bunkers and Pillboxes
- 1 CP - Advanced Warning
- Just like for the Defensive Doctrine
- 5 CP - Ferdinand - 500MP
- Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
Assault Half - 3 CP - Surprise Attack - 150 Munitions
- Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
- Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
- 1 CP - Light Artillery Strike - 75 Munitions
- Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
- 4 CP - Tiger Battalion
- Allows Access to Tiger Production at the 1st SS Panzer Division.
Army Group South - Urban Conflict
Artillery Command - 1 CP - Booby Trap Building
- Just like Panzer Elite
- 3 CP - Flak 88 Fixed Artillery Position
- Allows Access to the 88 Fixed Artillery Position
- 3 CP - Wespe Self Propelled Artillery - 350MP
- Max Call in 2
- Range of upgraded Priests
- High Damage, long cool down.
Street Fighting - 2 CP - Advanced Street Fighting
- Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
- 3 CP - Firebomb - 150 Munitions
- Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
- Can not be used in Command Sector
- 4 CP - Railway Artillery Shell - 200 Munitions
- A single railway shell is launched at the target of your choice causing extremely high damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.