You only have to force them into combat, then there is no heal.
If you drop the ability in your base, where you can heal, then you will lose a lot of the combat bonus.
All over, it is an ability I don't need. Better build a Sdkfz.251 for refresh and heal and use the Mun for soem upgrades or other abilities.
Just because you don't always get the full effect doesn't mean that it's not incredibly valuable regardless. The healing is incredibly cheap and effective for what it is which is strong enough on it's own because healing is incredibly important for the sake of map presence and unit preservation, and if you do end up in combat, you also obliterate whatever you fight while the combat bonus is active allowing even more field presence and territory control.
The ability is absurdly good when taken to full effect, and it's only really good if you get bits and pieces of it. Like said, it's shackled behind a bad commander that doesn't improve the core weaknesses of the faction that other doctrines do better.