This is exactly why I prefer CoH and DoW over Starcraft. I played Starcraft and the combat was shallow as a puddle. It's all about how many units you produce over your enemy. Doesn't matter where they stand or which unit they prioritize or even if you keep them alive. The fact that Starcraft style "build and throw away" strategies can be effective in this game does it a huge disservice.
Those strategies fall flat in higher skilled games where enemy knows how to implement werfer/stuka into builds. Only faction that is vulnerable to blobs without the doctrinal options is the USF, especially on larger maps where CQC is less pronounced. Obers, grens, volks, pgrens, falls, are all exceptionally good in long range. And obers/grens are stock. Rifles are close range mainline with some decency in medium range.
Build and throw away is not really viable in COH2 due to the manpower bleed and the fact that the MP income is tied to current pop. Sure Axis has a bit of an advantage in the MP bleed war due to the smaller and more efficient squads. OKW in particular can shift from infantry to tanks and spios for lategame. All in all, both axis and allies can't really "build and throw away" in the non-newbie ranked games. Blobbing in particular is more pronounced in larger game modes due to the fact that the enemy ally can help out the guy you're trying to destroy and thus turn the tide completely. Hence, you need to kill as quickly as possible. Hence you need a lot of units firing at one target. Blobbing in 1v1 is a sure way to lose, especially since the enemy can play around the blob without the risk of running into another enemy. USF is probably the best in this regard due to the weapon racks. You can equip rear echelons and a major and send them to cap marginal points with the ability to defend themselves from the tanks/vehicles the enemy sends to defend the said points (since infantry is far too slow)