Mechanic Assault Doctrine ...does not work well against UKF
Here's where my experience with MAC vs UKF runs totally contrary to yours. It's arguably the best COH2 1v1 doctrine of the lot against UKF, but not if you play Ostheer like most COH1 Wehr players play Wehr. I'm an COH1 ex-PE player, and for those who play a mobile aggressive defense and offense, it's a stunning doctrine in opening against Brits which will allow Ostheer to dominate immediately to frequently win in the first 15~20 minutes. If not, Ostheer have sufficient other toys and balance to win in their own right.
As I posted elsewhere, 5 man AG's just rape UKF opening 4 man infantry, and you can get plenty of them on the field fast. Push with AGs followed up by MGs mutually supporting one another. Interdict and kill or force retreat of any individual squads or MGs he might be sending to obvious points or buildings whilst they are en-route and vulnerable. Three AG killing (#1 priority) and capping = dead Brit inf models + territorial/tactical/resource domination. Bren Gun Carrier is negated by dual MGs and
multiple AGs firing from green cover. Triangulated presenting multiple targets with some flanking and or rear fire is best. It is fragile and will soon retreat or die. You don't need 'fausts. If he doesn't retreat fast he'll lose whole squads and the carrier. Good. This will force him to seek a hard counter or blob. Anticipate which. If you permit him to set up a Bofors and /or mortar pit mutually supporting in a critical tactical position, you deserve what you get. MAC requires aggressive offensive patrolling policy of territorial denial. If you execute this right, all but better UKF players will be overwhelmed and load shedding big time by now. You'll have their original plan in tatters.
Do this and not only with you have a healthy resource income and have him denied by dominating the field, but if he's lost enough units, will have sufficient CP for Mech PzG call in
if req. Their value lies in their overrun ability to get behind MGs, deal with fragile flammenBGC from behind or circle strafing and Engineers' Stens or Commandos up close
whilst mounted. Mounted they deal a lot of damage with their StGs and don't take much. Don't underestimate their power within their availability window, expensive as they might seem. They can inflict a lot more MP pain than they cost, and used prudently in a timely manner are as damaging and impactful as AGs.
The Ausf E StuG should be as hard hitting as OKW's le IG or USF's PACK howitzer, but like the SOV T-34/76, the game's Ausf E 75mm IG is a relative piece of junk. It's actually the same short 75mm gun as the Pzkpfw IV early Ausf command tank IRL, yet as is evident, the two guns perform like night and day, chalk and cheese in game. The Ausf E's entry window really needs to be brought back to lower CP call in as it previously was, and its IG buffed bigtime IMV. Even so, all the advantage and killing by those AGs and MechPzG will make CP for it available pretty fast. Importantly, whilst not ideal, when you haven't tiered up to T3 or haven't the fuel and/or time to do so
and get an Ausf G, it is a decent enough goto call in which can deal with early vehicles like the AEC, T-70 and even Su-76 (obviously not stupidly HtH) or call-ins like SOV HT mounted Guards, the USF's AA HT or SOV Quad and even force a Stuart back to restrict its otherwise undeterred rampage. Like its SOV sibling the T-34/76, the poor old StuG III Ausf E really needs some love from Relic. Importantly, it is more mobile than a PAK and can operate with more independence as it doesn't need the same level of infantry support or shepherding. A PAK for those early vehicles is overkill in terms of punch, very vulnerable to overrun from them or infantry during a time when infantry availability is limited, where if not better serving elsewhere is possibly at base during forced reinforcement retreat leaving them unsupported. OTOH, Ausf E first, is very powerful
in conjunction with a subsequent accompanying PAK, because you know your opponent is going for a dominating counter to the former the moment it presents.
Then there's light inf barrage. It may seem underwhelming, but used opportunistically and targeted cleverly, it can be a game turner. And lastly of course, who doesn't love a Tiger?
If MAC isnt working for you against UKF, ask yourself why? It is my goto doctrine of choice against UKF in 1v1 on most maps because it nullifies their otherwise strong and numerous opening infantry firepower and instant call on numerical advantages which impacts hard psychologically. Very powerful doctrine against Brits especially which is why so many choose it. But it's
a doctrine for aggressive mobile players. If that isn't how you're using it or that goes against your base nature's temperament, which if you are a COH1 Wehr player it's probable it does, then I can understand why it's not working for you.
Those early 5 man AG squads survive the forced retreats and can remain in the field or recrew weps where 4 man Grens don't, and reduced can't recrew without whole model trade. Don't underestimate the ability to put more and effective inf on the field
early and
faster for superior relative firepower, numerical advantage and shock when it counts to establish dominance because you can skip building T1 until later once established advantage permits.
Try it. You might like it. If it doesn't play to your strengths, then Ostheer have something else which will.