A guide about CoHO faction doctrine abilities.
Wehremacht Blitzkreig.
Flares (new ability that isnt in vCOH) - detects camouflaged units and reveals a small portion of the map when thrown, very effective when used in combination with rocket barrage - you can reveal enemy positions (like on-map howitzer location or enemy HQ location) and then drop rocket barrage. When upgraded you can make ALL units in the flare radius suffer defensive bonuses, but they also affect your teammate and your own units.
Rocket barrage - similiar to firestorm, very inacurrate, but it's still effective, especially if the enemy manages to start retreating his forces after the smoke drops (the barrage is so inacurrate that it tends to hit retreating troops which have reasonable distance from the smoke). Can be upgraded with aftershock upgrades, that drop barrage at the same location automatically after 60 and/or 120 seconds, free of charge, which is good againist enemy bases.
Assault Reinforcements - so far the worst ability in the whole game. Deploys random units when activated, when un-upgraded you will get volksgrenadiers & motorcycles ... late game ... can be upgraded to call in better units, but it's still useless.
Stormtroopers - this should be one of the first abilities you need to get as blitzkreig. Very effective anti-tank infantry squad that can camouflage when upgraded. Upgrades include removing movement penalties when camouflaged and such. Upgrades also include lowering cost for panzershreck & SMG upgrades.
Heavy Armor Support - not very useful, but you can call in Tiger using this ability, sadly you will not only get Tiger, but also Ostwind or StuG. Can also be upgraded to call in StuH. To call in Tiger you also need to invest some improvement points. Tiger also doesn't benefit from bought Axis veterancy, but Ostwind / StuG that comes with it benefits from it. Tiger is a powerful tank, that pretty much explains it. StuH is a close-ranged artillery tank, extremly weak when unprotected and can easily get taken out by ranger squad with 2 bazookas, does almost no damage to medium/heavy tanks.
Infantry Pillage (new ability that isn't in vCOH) - when activated, your infantry will collect resources from enemy units (when they kill the enemy unit or soldier or something) based on the enemy unit build cost.
Manpower Blitz - gives 1000 manpower, but reduces income of all resources for some time, can be upgraded to lower penalties and also give fuel when activated.
Inspired Assault - incerases rate of fire of affected units, but incerases the damage dealt to them, can be upgraded to remove supression.
Wehremacht Terror.
V1 - devastating rocket that takes ages to drop, can take Allies tank depot from 100% HP to around 10%. When upgraded can neutralize enemy sectors & prevent re-capture for a few minutes. It also has munitions cost lowering abilities, which lower V1's cost all the way to 200 munitions, making it cheaper than Blitzkreig Rocket Barrage which comes at 210 munitions.
King Tiger - not very effective tank when it comes to rushing it alone, you always need to support this monster, because you can't re-buy it unless you've appropriate upgrades. When fully upgraded, you can re-buy it with +25% added to the standart cost of 1000 manpower.
Terror Officer (new ability) - A better version of the Axis officer, can camouflage nearby units and drop firestorm, can also camouflage himself and execute enemy soldiers with a single shot.
Blackout (new ability) - This has got to be the most annoying ability in the history of CoH. When upgraded it tilts the minimap for enemy (whatever that means) and disrupts enemy sound. This also affects teammates and you can't use ANY abilities for its duration. It's good idea to send in V1 and then use Blackout, this combination will hide the loud V1 plane sound.
Propaganda - AoE ability that reduces enemy unit accuracy & movement speed.
Forced Retreat - good ability to use againist blobs of enemy infantry, it can be upgraded to retreat every single squad in specific radius.
Inspired Zeal - squads that are not at full capacity gain some kind of bonuses for every squad member lost, can be upgraded for additional bonuses.
Firestorm - good old firestorm, can be upgraded to cause incedienary wake on the ground which hurts any soldier that walks into it.
Wehremacht Defensive.
Contracted Reinforcements (new ability!) - calls in contracted pioneers which can build already upgraded bunkers for only 150 manpower, can also build the almighty Flak 88 which costs a fortune, but can take out M8 in single shot.
Reactive Artillery - a few weeks ago, this was the best defensive artillery ... of all time ... but then it was nerfed so badly that it didn't even fire at units sometimes. There's a new update which probably buffs it a bit now, but don't rely on it. Automatically fires on any detected enemy units in the radius of the ability, can be upgraded to fire at vehicles too.
Entrench Position (new ability) - incerases the cover of targeted units, can also incerase accuracy of targeted troops, don't use this againist engineers with flamethrowers, because they only do more damage to units in cover and this ability incerases the cover.
Area Heal (new ability) - heals all units in the targeted area, can be upgraded to repair vehicles too. Very good ability that you should use instead of the medical kit ability. Area Heal costs 50 munitions and can heal multiple units, medical kit costs 35 munitions and heals only 1 unit and reduces movement speed.
Aggressive Defense (new ability) - incerases speed of your infantry in friendly territory. Upgrades can also incerase vehicle speed & infantry accuracy.
Fatherland Ambush (new ability) - all infantry in friendly territory get camouflaged, upgrades allow tanks, armored cars & motorcycles to camouflage, but with decrased movement speed.
Recoup Losses (new ability) - while active, you re-gain resources from lost units.
For the Fatherland - not really sure what it does, but description says it allows soldiers to fight extra zeal, shrugging off damage, can be upgraded to also heal units, works only in friendly territory.
American Infantry.
Ranger Reinforcements - off-map all-round units with fire-up (incerases movement speed & removes supression, but also incerases damage taken) ability. Upgrades allow them to come on the field equiped with 2 M9 Bazookas. Can also buy extremly effective SMGs which are massive monsters when used close-ranged.
Engineer Riflemen - upgrades allow them to have incerased construction speed, grenades, stickybombs, 6 men squad and the ability to build almighty howitzer. The tree also includes possibility to lower munitions cost for barrages fired from the on-map howitzer and also upgrades to incerase range. Engineer riflemen can build all the structures that normal engineers can build.
Camouflage (new ability) - oh man, this has got to be the best ability around, it camouflages your units and when upgraded it HAS NO munitions cost. And the best thing is that camouflage doesn't break when capturing a point, even VP!
Artillery Strike - inaccurate, but very devastating off-map howitzer artillery barrage that is effective versus clusters of tanks, infantry and/or defenses. Axis like to dig-in, so this is the ability to dig them out.
Forward Barracks (new ability) - can turn any building in friendly zone into special forward barracks that when upgraded can heal nearby units, have incerased unit build speed in the barracks & acts like munitions point that gives you steady income of munitions.
Infantry Attrition (new ability) - recovers all infantry casualties received while the ability is active, will most likely get nerfed soon because of the massive spam from Axis in CoHO forums about how OP it is.
Off-map reinforcements - similiar to Assault Reinforcements, gives you random mix of units, but you also get riflemen, which are definately better than volks, so this isnt as bad as Assault Reinforcements. Not sure, but I think the off-map riflemen also have all upgrades that are researched in barracks. This ability costs only 500 manpower and you can upgrade it to get even more riflemen, so yeah - it's worth it.
Heroic Charge (new ability) - targeted squad gets temporary overpowered buffes, that incerase accuracy, speed, enemy fire evasion etc.
American Airborne.
Airborne Paratroopers - good old all-loved paratroopers. You can get various upgrades like the ability to drop in fog of war, get fire-up ability, satchel charge ability and lowered munitions cost for the recoilless rifles. Good in blobs, also has the upgrade to reinforce anywhere on the map.
Recon - reveals territory when used, bombing run & strafing run planes also reveal enemy territory, but recon is purely for this reason.
Strafing Run - many claim it's OP, maybe it is, but who cares.. this is like the best anti-infantry air support ability ever.. it suppresses all enemy infantry in radius and kills most of it, has NO friendly fire.
Bombing Run - very devastating versus enemy defenses & tanks. It's like strafing run, but it affects more territory and drops bombs instead of bullet rain. Can be upgraded to have 3 planes drop the bombs.
Supply Drop - drops special weapons (mortars, HMGs etc.) and munitions, enemy can also pick them up.
Air-Dropped Smoke - very effective when rushing enemy MG defences etc. as it slows down enemy units in the smoke and MGs wont fire at your units when the units are in smoke, similiar to mortar smoke barrage.
Decoy Paratroopers - not really useful at all, they just act as decoys and can be upgraded to explode on death.
Air-dropped AT gun - self-explanatory, can be upgraded to have two 2 men paratrooper squads equiped with recoilless rifles and stickybombs, those squads are very ineffective and can be easily killed, they drop the RRs they have, so you're literally giving enemy your stuff if you do this, but if you don't upgrade it, then you end up with expensive AT gun at your disposal.
American Armor.
Pershing Reinforcements - a powerful tank that looks awesome and is effective againist Axis Tigers & Panthers, can be upgraded to allow 2 Pershings on the field at the same time.
M4 Sherman Calliope Reinforcements - an artillery tank that can be upgraded with M4 Sherman cannon, another upgrade allows to have 2 calliopes on the field. The artillery barrage can also be used close-range versus tanks or infantry.
Allied War Machine - for the duration of the ability, you recover all lost armored vehicles, requires upgrades to be able to recover units like M4 Sherman, doesn't recover Pershing or Calliope.
Self Repair - repairs the targeted tank, unupgraded this ability is not very good, but when fully upgraded it removes majority of the penalties, gives large duration and massive repair rate, very useful if your Pershing is alone versus Panther or Tiger, especially Panther, because when vetted then Pershing can't really take on it effectively.
Armor Bounty (new ability) - gives you resources when any of your tanks destroy an unit or building or whatever while active.
Armor Combat Group (new ability) - off-map armored support, pretty useless when not upgraded to include Sherman & Tank Destroyer. Comes at 7 CP, so it's still useless because that 1 Sherman wont do much, plus you have chance for M8 to come late game, instead of TDs or Shermans.
HVAP Rounds (new ability) - incerases rate of fire & enemy armor penetration of the targeted armor unit.
Raid - allows armored vehicles to capture points, can be upgraded to even allow M10, Shermans & Pershings capture points, even VPs.
The guide was created by me and the descriptions are also made by me, not taken from anywhere.