There is no 'easy' german division for beginners, only bad and worse choices.
On allied side 15th Scotts are really nice due to cheap (infinite) infantry and a lot of good AT guns and HMG vehicles. 2nd Infantry is one of the best decks overall, though with low-HP Rangers Squads the infantry-gameplay bar is set up higher. Then there is 4th Armored that's just without single hole or drawback, if you have DLC that should be go-to division. The moment you get the very basics of the gameplay (start game openers, vehicle stunning/ proper targets) all the other divisions open.
As axis? ..
Try 12 SS if you must - at least you will learn fast how to keep your singular tanks alive for the very begging; it will come handy later on. It's the best out of bad, nothing particular spectacular (beside that phase A firefly and cromwell cs combo and maybe phase B Wittman if you want to count that) but otherwise deck has its ground covered on standard level.
21st (Rommel) is not bad as well, though it will give you important yet painful lesson = Axis always get to mid-point last. On the other hand you at least have some pretty good fire support options, so you will learn how mortars/mlrs work and how they save Axis ass. There's also King Tiger in C so 'yayy Krupp Stahl folded over 1000 times' factor.
With the one above comes DLC 2nd Panzer. Pretty pretty decent (and unlike 4th AD and some other decks you can cheer yourself up that you're using actually balanced deck where you have to make some tough choices and not just put in everything from across the whole board, with points to spare) with some unicorns sprinkled over the various phases [ PzIV in A (even if that should be somewhere from very start..), Bogward, manageable infantry (also with STGs in B), 2vet Panthers in C yay ] but.. as 21st taught you that mortar/mlrs is life, here you don't even have mortar or basically any fire support but off-map PzII ( = NO SMOKE) in A phase, and later only tube artillery. Versus good players it will kill you in phase A, painfully.
Don't touch the rest for the beginning. They either have:
- overpriced infantry that stat-wise is still bolo-stomped by any of Allied commando divisions in any reasonable combat scenario for infantry [ = CITY], and if not in such then its basically instant-shredded by 0.50cals that are but everywhere (and you can't reinforce unlike in RD). [ Hi, 3rd!]
- normally priced infantry that is basically a trash, possibly demoralized one, and thus require a lot of input (skill, micro - call it whatever you like) with support units to make anything off them
- combination of above, with neither having enough of any of above nor the support.
- price-ish gimmicky 'specialized' infantry that has literally no battle endurance in SD, and unless you micromanage smoke and stunning mechanics it will evaporate the moment you use it for anything (cuz you can't reinforce and I DARE you to kill enemy 12 man squad with 5 man squad with no losses and then be ready (supplied) to duke it further with other enemy squads)
- terrible AT options while everyone and their mother on Allied side have Stuarts and Shermans in numbers since A
- pricey, theoretically good vehicles yet ones that come at no vet.. thus they get instantly stunned, panicked and then picked off for no gain and without much hassle from Allied player.
- reliance on field guns / weapons squads. That get simply arty-ied to death at sight.