Well, I think the enemy relied too much on his strong artillery (6 artillery units + british base artillery [-> can shoot from british base to my base, wtf]) and wanted to win with VP.
When they saw it will not work, they tried with more tanks, but it was too late.
Anyway, as axis you have to manage to come so far to have Elephant or Jagdtiger. Often the game is over soon, because you have no VP left, when Elephant arrives, or the enemy attacks it with masses of tanks.
Honestly, both teams were just playing to their advantages. The only OP thing in this game were the watchtowers that give free sight (to 3 TDs, 1 with the longest range in the game), and the narrow predictable paths to flanking the TDs. So it seems slamming the heavies with artillery is the only option for allies. Vic destroyed an Elefant with drunk Stug support, with 1 Cromwell, and that was only because the Elefant overextended and went where it didn't even need to go to win the game(income advantage was so big he bought another Ele instantly).
Both teams had a player floating 800+ muni, Mines everywhere wouldn't have been any easier, however it's the allies who have to make a play against the TDs or risk losing the game.
So basically, Allies run on a timer and face impending doom if they don't win as fast as possible. Axis have to hunker down, make a little push when heavies come in, then hunker down harder. It's kinda like when WFA first came out. But really, this situation only comes out now on the maps where the main armor advantage of most allied tanks(speed and flanking ability) are taken away from them.