having played with and against infantry, it seems like a pretty viable commander now, its actually pretty fun to play it. might need some very very very slight tuning down, maybe remove one of the 10% bonuses that the veteran sergeant gives, probably the 10% recieved accuracy, or increase the a little bit.
stormtroopers are quite good, and extremely annoying to deal with.
nkvd seems a little underwhelming right now. only played against it, but i didnt really feel much of an impact from the doctrine.
elite armored is pretty strong, minus the sturmtiger. the vehicle crew repairs might need adjustment, either in cost or amount repaired. currently it repairs too much for too little. not really sure what the sturmtigers role is at the moment, if its supposed to be a powerful squad wiper its definitely not doing its job. making it mutually exclusive with KT was good (doesnt really mean much since both are pretty bad atm), but it would be nice to see an increase to cost, increase in combat effectiveness, and maybe an armor decrease.
mechanised seems like middle of the line i nterms of effectiveness. not really sure how i feel about the jeep, it seems really flimsy and it becomes combat effective around the time that its counters hit the field (raketen, faust). usf early game needs as many combat effective units as possible because of how strong sturms and mg42s are, so it kinda feels like a trap almost. wondering if making it come with a similar MG as a UC would be too much. the HVAP shermans are actually ok in terms of armor piercing, two actually pose a significant threat to most axis armor. they still have the range of a medium tank so theyre not true tank destroyers. does the hvap have a penalty against infantry? also, felt like that cavalry riflemen took forever to reinforce, might just be me tho.
Cavalry riflemen currently are really strong, their thompson upgrade comes very quickly, and lets them vet up quite quickly. having a combination of covering fire, AT satchel, and smoke seems a little too powerful imo. penals are balanced around the fact that they lose a lot of anti-infantry power when they get their at satchels, however cavalry riflemen are good at both anti-infantry, and offer a powerful AT deterrence, AND has smoke utility, AND can negate high value squads, such as obers, with covering fire.
german infantry doc seems in a weird spot right now, imo it doesnt actually offer anything that would make you want to choose infantry over any other meta commander at the moment.
halftrack - from the gameplay ive seen, it seems to be ok, offers a new strategic option in the early game.
5 man squads - this upgrade imo is actually a huge trap. the dps you lose out on from not going the lmg42 is huge, and lmg42 grens will actually beat 5 men grens at pretty much every range. the only real use for this is actually 5 men pios with flamers. you get a fairly beefy squad and at vet 2 having 5 men with fast repairs is actually pretty good.
stormtroopers - theyre ok, but not game changing like commandos are. their dps output seems good. would be interesting for them to have a faster cap rate or faster base movement speed, but might be a little out of place. also sucks they dont have faust.
tactical movement - fairly underrated imo, but at the same time its a mediocre ability.
frag bomb - the late game option in the doctrine is probably my favorite ostheer muni dump, counters weapon teams and howitzers.
so what it turns into is that 4/5 abilities are fairly mediocre, and not particularly gamechanging. for example, jaeger armor has several amazing abilities: spotting scopes, stuka dive bomb, recon, and elefant. assault support: opel blitz, cheap strafe loiter, frag bomb, tiger, etc etc
if completely switching out abilities is out of the question, some pretty significant changes need to happen to the current ones to make it viable.
5man - maybe have the upgrade give passive healing, increased veterancy gain, decreases reinforce cost, just straight up improves accuracy, caps faster, or gives them sort of ability. there just really isnt a reason to go 5 men grens over lmg grens at the moment, and more often than not is a bad choice becausue youre gonna be reinforcing more. the name of the doctrine is german infantry, and if the premiere ability sucks it would be a shame.
stormtroopers - no changes, maybe faust instead of booby trap.
tactical movement - would be nice to change this ability out for something more powerful in the lategame? not sure what though. lefh maybe, or maybe that incindieary mortar barrage the urban warfare wehr commander used to have, even the pin loiter would be good.
the defensive doctrine kinda suffers from the same problems imo. it doesnt particularly offer anything game changingly powerful to make it attractive over other doctrines. ostruppen offer a new strategic option, but the stugE from my experience seems fairly weak. the concrete bunkers arent particularly impressive imo. repair stations are welcome, but it seems the allied variants are better, soviets are cheaper, and the advanced emplacements repair station also offers reinforcing. sector artillery is actually pretty good now imo, depending on the map it can cover huge portions of the frontline, and its not limited in how many shells drop, like the royal artillery doctrines sector artillery is.