https://www.youtube.com/watch?v=hG7EpnII3Dk this is the perfect example but they countered it,but as you can tell they had micro their hand off.
1- Leave 1 squad just capping backflags. Getting into good position/garrison early on >> capping. Or kill first, then cap.
OH basically didn't fight for the first 3 mins of the game. He basically send the MG to fuel and park it on house doing nothing. Still he made his pio decap it.
OKW guy basically fend off 2v1 situation and won.
OH goes for a 3min bunker (Pio + Gren) and then proceed to go for mid. Pio goes into pocket strat point which on most cases is defended by base bunkers and forced to retreat. Gren gets focused fire without cover at point blank against IS + Rifles at range. He also goes for a double Pio early which is weird for this map, specially if he didn't get flamers (which the munition was prolly used for MG bunker).
2- Discuss with your partner and plan ahead what tech you are going.
OKW goes for a fast T1 with 3 units built and then proceed to play till 7mins with just 3 Volks and 1 Spio. He gets medics but then he also proceeds to tech for some reason mech. When pairing with OH, he can easily put a base bunker to get medics without spending a tier. If you don't rush T2 for P2 or late tech for Stuka, i think it's just better to get T3 for late game Obers and tanks.
3- Floating resources
I don't find floating munitions early on a good idea. After you get upgrades or you are in the late game where you have access to powerful offmap, that's another story. Get STG on Volks, plant mines or use more nades. Win more.
4- Don't idle your units. Idle means popcap which translates into passive bleed.
OKW: this is mostly going back prior to teching. IF you don't plan to put a semi forward medic truck for reinforce or you are not planning to rush a P2/FlakHT there's little point on fast teching. If you need fast healing, there's other more efficient ways (medkits/medic bunker). He could had lock down that game in the first 5 mins if he had any earlier support from OH. 4 Volks + Kubel/MG34 and they wouldn't had any chance of deploying any simcity. Building only 3 Volks and sitting back for teching 2 tiers is what allowed UKF to deploy simcity at all.
OH: early on the backbone of your army is MG42/mortar/sniper. He basically didn't make use of anything of it for the first 5 mins. MG was just parked in the house. He also used grens at the wrong range (remember that small arm fire ignores non garrison cover at >10 ranges).
MG42/Sniper/Mortar supporting Volks early on into a fast P2 => GG before Bofor/Mortar is even deployed at the 7 min mark. You need 110f (-10f from initial) to rush it. At 5:50 he would had enough fuel to start building it. At 6:30 he would had a P2. Sooner if he had gotten more units to fight/decap the other fuel point.
Nevertheless, after he made his decisions, the OKW took the right approach at first since he just went for the "late" game solution of going double ISG but the wrong execution. He started blobbing his 3 Volks/SP into basically MG fire + double mortar pit + Bofor barrage. Don't go into the meatgrinder unless you have the tools to kill the simcity*. Never cap on the middle circle of points, since those provide vision for the enemy (which means getting your units been shot automatically by indirect).
Don't start with the mortar pits. Kill either the forward assembly or the Bofors (which means your ISG are safe from mortar pit most of the time).
He still proceed to win later when he used the offmap barrage. After Bofor died, all the simcity crumbled easily.
*PD: you don't sit on base but you don't keep bashing your head into MG positions. Keep whatever you can from strat point in "safe" positions, don't get over your head the VP bleed if you have at least 1 and just wait it out. Buildings are not going to move from their positions.