Both options are consistent (no RNG), it's not reliable.
I'll say it again, the only reason this is brought now is because IL2 rocket strafe is too cheap and too reliable.
It's probably a mix of both; neither being consistent or reliable.
As pointed out by 'SweetrollNearTheDoor', what the ram actually does is somewhat RNG-based; ram still has a 5% chance of heavy engine damage and 3% chance of immobilization. Furthermore, once the ram is actually triggered, consistency
is also pretty bad, since snaring the T34 doesn't actually snare it (this would be a good option for counter-play).
That said, specifically regarding "you can block or out run the ram", you are correct - they are consistent, just unreliable (and hard to actually do, in game).
The problem in how you bring "counter play" into discussion is by the delimitation you put up. Snare can't be dodge up. Single strafe can't be destroyed realistically before they delivered their payload. A single squad of infantry can't deal with a sniper kitting constantly back, etc.
This part I'll disagree with.
Firstly, snare can be countered. Once the animation starts (i.e. once 'clicked'), if the model doing the animation is killed, the snare is
"countered" (it doesn't fire, wastes the ammo, and puts it on cooldown). While this does technically open up the comparison of "just destroy the T34 before the ram hits", destroying a single infantry model is much
Secondly, single-strafe can also be countered. Once the ability is clicked, there's the red smoke, as well as the actual plane entering the map. Both of these give the receiving player the option to do something after
the ability is used.
Snipers, I will admit, fall into a "grey" area between good and bad game design. On the one hand, "basic attacks" are usually ignored when discussing counter-play; no one complains that there's no way to dodge small arms, for example. On the other hand, the "basic attack" for snipers is very powerful, to the point where it's hard to compare it to other infantry. Then we must also consider sight ranges, HP, and supporting units; in a vacuum, where it's only
a sniper and an infantry squad, the sniper can't
consistently kit the infantry squad, since it must stay still to aim, and it needs to turn 180 degrees to fire at the approaching squad. Additionally, there's a very, very long history of threads complaining about "sniper wars" and the lack of counter-play available.
The perspective and tools when talking of counter play between a MOBA and an RTS is different. Counter-play in an RTS doesn't start when the action takes place in the screen.
This, too, I'll disagree with. If you take a close look at all of the 'balanced' units and abilities in CoH2, they all follow the "Ability -> Counter-play Opportunity -> Effect" pattern. Yes, part of countering a unit does occur before the use of its abilities, but the counter-play surrounding an ability is consistently there.
Mortar Barrage? Click -> Sound/Travel time -> Effect
Rockets/Arty? Click -> Sound/Travel time -> Effect
Off map? Smoke -> Delay/Plane Travel time -> Effect
Non-smoke off map? Click -> Noticeable sound/Very long delay -> Effect
Sturmtiger/AVRE? Click -> Long animation wind-up -> Effect
Infantry Grenades? Click -> Animation/Travel time/Timer -> Effect
There simply aren't any balanced abilities
in the game that don't follow this pattern. In fact, when abilities are found that don't
follow this pattern, they are almost always quickly patched to offer (or increase) a counter-play opportunity (OST Clusters, for example).
Furthermore, it's important to note the size
of the counter-play opportunity is proportionate to the abilities strength. Weaker abilities generally offer a very short counter-play opportunity, in terms of reaction time window, whereas very powerful abilities almost invariably have very large windows to react in. A good example of this would be the difference between the Brummbar's "Bunker Buster Barrage" ability, and the Stuka Dive Bomb.