I'm just gonna slowly work on this when I'm bored or in class or something. Don't feel like doing this by any particular order.
Order: HEL
I could've made a foreword about the survive combat mechanic with Poland but honestly the problem basically explains itself in a single word: Removal. Many such the case unfortunately. This card is a perfect example of being wholly unnecessary and trying to fit a bunch of a nation's gimmicks into one card (By a bunch, I mean 2-3 in this case). Legions and intel go hand in hand so that's fine, but the problem is that survive combat is pretty damn hard to capitalize on. Legions can already get a whole host of +1+1s since that's their whole thing, so this card becomes completely unnecessary. I think this card should actually solve some of Legions' problems, one of which is board clears. HEL is a reference to the Hel Fortified Area, which has a bunch of bunkers and fortified positions, so I thought it'd be an interesting idea if it allowed your Legions to get Heavy Armor and stay in their place. Prevents things like Leopold or AVRE from ruining your day, among other retreats or send to hand effects. To also be fair, I brought the cost up a bit.
Old: 1k Intel 1 Your LEGIONS units get: "Gets +1+1 when it survives combat."
New:
1k -> 2k
Effect -> Your LEGIONS units get +1 Heavy Armor and get: "Cannot be Retreated or sent to Hand."