I watched your replay. Your team had a very large window to crush your opponent early. Unfortunately, this might be more of an issue with the rng of random teammates. I know, because I do random at too, and sometimes smart decisions just aren't made. That being said, I think there were 2 very large and obvious meta issues with your TEAM overall:
- Rifle company fighting out in the open with close range flamethrowers and no smoke grenades
- Double LT on an Urban map
Had your teamate brought his flamethrower rifles into the town, he could have done a lot of damage to all the garrisons that were holding you back. He also needed smoke grenades to do that effectively. Your opponents weren't the best with awareness, micro, or decisions. As a matter of fact
your team held the advantage up to about 16 minutes!
USF is kind of weak on urban areas because your indirect fire tools are locked behind greater paywalls than your opponents. You either need a pack howitzer or a scott. Both of you got scotts and
for some stupid reason, both of you decided to lead a charge with them!
Your teamate also bought 2 easy 8's. This is my personal opinion, but that tank is terrible. It's not much better than the standard Sherman, it costs 30 fuel more, and it's a lot of cp's. Unfortunately, your teamate wasted his tanks with his impulsive and aggressive attitude that increased with time. He lost the first one to what I remember being a pak and a pzIV, when he rushed it in solo.
You know what would have been better vehicle choices? M4A3 shermans from the both of you. You guys had the fuel advantage and both players were stuck only with infantry and little anti tank. When I find myself in that situation, I start pumping out Sherman, slap a .50 on them, set the main gun to high explosive, and then advance. You don't want to rush in too hard, you need to scout out positions of everything first. That first Sherman is a scout. It finds targets of opportunity and takes them out. ANY danger, you back off and wait for the second sherman. Once you know where the AT positions are, you
use your smoke launchers on the tank for 30mu to smoke yourself in and take out the AT guns with your 2 Shermans. After that you take out the mg garrisons so your infantry can move freely. Sherman high explosives are a nightmare for infantry and world buildings (at least on this patch). They can bring buildings down in just a few shots. They are way better than scotts with that. I honestly feel like you could have busted them, especially the okw in the town, if you both did Sherman. You had the fuel advantage.
From what you did do though, I would say you did it pretty good. You harassed well with the AAHT and kept it alive until your teammate began to break down and the ostheer player began to engage you. I feel like you could have done more probing on resource points in the south, which happened to be undefended and possibly could have helped you.
If you've read the beta notes, you know there are some things you suffered from that will not be an issue in the future. Most notably, volks grenades with tiny timers that have been giving them easy wins and squad wipes for a good while. Your teammate also lost his .50 to the retreat bug. There is likely more that could be said, but I feel comfortable saying that you had a chance to win this game between the 10 and 15 minute mark.
Another plus about the shermans, you can easily destroy the world buildings when facing an opponent who uses infiltration units. Then they can no longer spawn them behind you, which is what the okw did to destroy your first scott that was retreating.