My personal army decks usually follow this pattern:
Logistic:
- unarmoured command, just there for numbers.
- armoured command, what gets sent out first and does not die to roving rocket-pod equipped scout helicopters or artillery.
- the biggest supply helo, because when I order a helo in the first place is because I need lots of supply fast. So this fits the bill better. Especially the Soviet one with 5000L of supply...
- the most cost-efficient truck, because when I order supply trucks, time isn't really an issue. More concerned about cost vs amount of supply + speed.
Recon:
- Scout heli with a gun to hunt anyone dumb enough to send out unarmoured recon or command vehicles early game without an escort. Soviets get one with an autocannon that's perfect for this job whereas NATO relies on a rocket pod. So for NATO I would send out two other helis to help the hunting.
- Scout heli for actual scouting. Must have exceptional optics.
- Unarmed ground recon with exceptional optics.
- Armed and armoured ground recon to keep pace with offensive operations. Preferably with an autocannon to stun enemy tanks and shoot down helis.
Tank:
- Spammable tank for emergencies. E.g: Leopard 1s & T-55. Also used to defend my flanks and stall sneaky players.
- Super heavy tank for mobile turret duty. E.g: MBT-70 & T-80. Nothing gets through without sacrificing 200 resources worth of crap to kill it. I once saw a single MBT-70 singlehandedly kill 4 Hinds by itself and lived. A ground tank. Killed 4 flying tank killers.
- Super accurate medium tank for everything else. E.g: AMX-308 & T-62. Mostly to support the super heavy.
-I also use the Soviet flamethrower tanks since they have a kilometer long range and are perfect for clearing out forests. NATO don't have these sadly.
Infantry:
- Heliborne SAM scout troops. Generally speaking, I have enough ground based recon so this is geared more for behind-enemy-lines type operations. They fly in with the other heliborne troops.
- Heliborne riflemen. Soviets have an advantage here as theirs are leagues better. Soviets generally have better infantry for some reason. Again, these are for behind-enemy-lines operations. With these and the SAM scouts, that's a super secure strongpoint camping the enemy's resupply lines or reinforcement point. I like to send these out early in the game somewhere far away and forget about them until the time comes.
- Cheapest ATGM infantry. Dealing with tanks seems to be really luck based and I am generally more interested in my defensive line stalling an advance than actually killing them. So numbers is more useful than quality here. They're there to piss people off long enough for my response to come and clean house.
- Best AA infantry. They're basically SAMs. My response to helis is the exact opposite of tanks. I prefer to obliterate them instantly and without the enemy having any chance to react or retreat.
- Cheap regular infantry. Soviets get the BMP-1s with their infantry which is freaking amazing for the price of 20 total. Considering BMPs all come with TOW missiles and main cannons... it's a bit ridiculous. NATO troops tend to be faster.
Support:
- Long ranged flak tank that fires big rounds. I learned that the ones that fire a lot of small rounds tend to be quite useless when the helis attack since it takes them forever to kill anything.
- Self-propelled arty. Cheap, good, strong, armoured, have machineguns to defend against helis, can aim their cannons at tanks in a pinch, etc. etc. Dunno why anyone would use anything else.
- SAM with the longest range. I figure that's the most important quality of a SAM anyway and I can always buy experienced units to make up for the lack of accuracy. Soviets get one with nearly 5km range.
- Mortars for NATO. Great units. Amazing for almost everything. Very accurate, very devastating, doesn't run out of supplies in 30 seconds.
- Cheap rocket arty for Soviets. To clear out entrenched enemies hiding in forests / towns. Drive them to about 2km range and unleash hell. Kills everything.
Vehicle:
- Honestly, the only thing I think worth getting here are the ATGMs. Even then I just get the cheapest, smallest ones and buy them in game at max veterancy so they never miss.
Helicopters:
- Spammable, all-purpose helicopters. E.g: Cobras, Gazelles & Hinds. I use the East German variant of Hinds simply because they are cheaper and better for some reason. These things can do everything and respond to every situation. I also don't cry when they die since they're so cheap.
- Super helicopters. E.g: Apaches & Havocs. Just there if ever I have way too much money and nothing to get.
- Flying MLRS. E.g: Mi-8 & Hog. For forest / town clearing purposes. Also tend to be extremely cheap so I can throw them away if needed. A useful trait if you know an enemy is hiding his command vehicle in a certain forest. The Heavy Hog has a grenade launcher that's basically a perma-stun.
Very, very useful against tank rushes.