Place a lone unit in a save place (don't let it die) on your map. Put AIgroup = group this
into its init-line.
Now you've got an AI group called AIgroup.
(You only use this group for spawning the leader of a new group you want to spawn, the rest of the new group will be spawned directly into the new group.)
You need a position where to spawn the new group, for example just place a tent in the editor and name it "tent".
Now you can spawn the leader:
"OfficerE" createUnit [(getpos tent), AIgroup,""];
The leader is the 2nd unit in the AIgroup. We take him and move him to his own group that will be created by OpF automaticly:
_member = (units AIgroup) select 1
[_member] join grpNull;
_newteam = group _member
Now _newteam is your new group that you can spawn the other soldiers into:
#spawn_rest
"SoldierEB" createUnit [(getPos tent), _newteam,""]
?(count units _newteam == 12):goto "teamfull"
goto "spawn_rest"
#teamfull
This will spawn 11 more normal Soldiers to your leader.
Btw: you'll notice a little lag when spawning the group the 1st time. That's because OpF needs to load 3dmodels, textures and whatever for a russian Officer and a russian Soldier. OpF can't know what units you want to spawn with a script, so these resources are loaded at the very moment they'll spawn, creating annoying lags. If you want to get rid of this, you'll have to place an Officer and a Soldier anywhere else on your map. You could place them over the ocean, it's not neccessary they live - they are just there to let OpF load the resources at missionstart.