This is my first forum post, but I am honestly baffled at the state of the game right now. It is unplayable, and I've switched to MOWAS as a result. The Axis are just too damn powerful in all aspects of a team game (Specifically 2v2). I have tried all sorts of strategies, none of them work.
I've have tried a defensive focus. This is the worst strategy against Axis. You can establish a foothold early, and easily last into the mid-game, but the Axis tanks are much too powerful in the late-game. Axis players say, "Plant mines and get AT, and you'll be fine." It sounds good, but rarely works in practice. Any good Axis player will keep constant pressure on you, so planting mines on choke points is quite difficult. Furthermore, the Allies have no reliable AT that is capable of dealing with heavy tanks.
The Americans have 57mm AT guns and bazookas, which are basically like pellet guns. Plus they are easily killed when the tanks are supported with infantry. The Jackson dies very easily, and is always focused at the start of a battle, rendering it almost useless (On top of the fact that the penetration is extremely unreliable. I have bounced the side armor of a Panzer IV before, and even with side armor skirts, that is unacceptable). The Pershing can barely go toe to toe with a Panther, so when a King Tiger comes out, it is basically pointless. Sure you can flank the Tiger, but when the tank is supported by other Pz IVs as well as Shreck spam, you can't survive long.
The best answer the British have is the Firefly. It has a good cannon, but suffers from the long reload and the lack of survivability. The 17 Pounder is a nice weapon, but it will quickly be destroyed by LEIGs and Stukas before the assault commences, and is a waste of 75 fuel.
The Russians are completely screwed. The standard AT Gun is pointless, the T 34s stand no chance, and SU 85s are hardly a good counter against the heaviest German tanks. The heavy Soviet tanks that come from commanders are easily outclassed by their counterparts. Tiger beats IS 2, Elefant beats ISU 152, you get the idea.
I have tried being extremely aggressive throughout the entire game, utilizing heavy mobility and attempting to gain control of multiple strategic points in quick succession to starve the Germans of resources early. The main flaw is that this is only feasible on certain maps where units can reposition quickly. However, when the map does fit, there are still problems. The Germans get an MG at the start of the game and can completely lock down a sector. Grenades can sometimes deal with that if RNGesus is with you, but it is not reliable. Plus, getting grenades as Allies severely affects your mid-game because you have to spend 25 fuel (as Americans) to get them. On top of that, you have to spend another 15 fuel if you want to unlock BARs so that your infantry actually have a slight advantage. Meanwhile, the Germans have these advantages built in, only costing munitions. This fuel set back screws your mid-game as if you want to get a quick Sherman, you either have to bypass your Lieutenant or Captain, both of which have necessary units. The .50 Cal is necessary for being able to lock down points from infantry and light vehicles, and the AT gun is necessary for the Panzer IV. However, choose to get both and the best you will be able to field when the first Pz IV arrives is a Stuart, which will obviously lose. You can beat at Pz with a Stuart with great micro, but if the German is smart and supports the Pz, you have no chance. At this point, the lack of a real counter to the Pz is where it all ends for the Allies. You could say to build fuel caches, but the 200 MP price tag is highly unrealistic as the Americans are already at a big enough disadvantage at the start thanks to MG 42s and the built in infantry upgrades of the Germans. Spending any amount of manpower that is not for units is a death sentence.
I have tried a mix of the two strategies. My partner and I will rush a point, and lock it down. Meanwhile, we will creep out, to the next VP, while having flanking units to cut off supply lines and attack the rear. It sort of works at the beginning because the double team will quickly help you take a point, but the Germans get a lot of map control at the start. You can push out effectively if you use your units right, but there is one problem to this. German mortars. The mortars, which are always protected by MGs, will ravage your back line as you push, and because you are already spread fairly thin, you are easily defeated. When you backline falls, you are quickly encircled and have to retreat or die. You could say to build your own mortars, but this never works because you need the mortars to support your assault. This means that you have to be moving them with your front line, so they can never reliably return fire to the enemy mortars. Plus, due to the inaccuracy of mortars, it is completely based on luck if your units will survive the bombing before the enemy mortar is taken out. By this point, heavy casualties are sustained, and Grenadiers with MGs and Panzergrens easily wipe you out.
This game is in a bad state right now. The recent December patch had some nice nerfs for the Germans, but the game is still unbalanced to high hell. Especially with some of the nerfs the allies received (taking smoke grenades from riflemen, really Relic, that is the one slight chance we had against the mg spam). The Allies are beat in every stage of the game, and its not close. Feel free to disagree with me, but please none of the standard BS that you get from most Axis players (Ex. The Allies are easy, just get AT and MG, Allied infantry OP, etc.) If you want to argue my points, please at least put a little bit of thought and effort into it because as you can tell I put some effort into this post. Furthermore, if anybody has any tips on how to beat the Axis, I'm all ears.