I hate to tell you this, but a MG in a strategic building will shut down any faction for 3-4 minutes.
Let take a look at early gane garrison clearing tools of each faction, before 4 minutes mark.
OKW: have fame nade when fist truck come out (not event have to built any tech structure). Chep Volk allow get more squad, give more chance to flank, stum deal great dmg close in even vs garrison.
OST: Pio have longer sight range, allow prespot MG for easier flanking. Gwr 34 mortar in T1, which is the building you built right from the stat. Pio can upgrade flamer.
USF: T0 mortar.
Sov: T1 mortar. Side tech for molly, which is bad compare to flame nade, CE flamer + scout car(later than 4 minutes)
UKF: ??? (UC flamer is behind platoon CO and 75 muni, while cant stand long enough for 3 round of fire in front any axis MG)
Now coming to the MG of each faction.
OKW: Volk do the jobs, Mg34 after fist building, not so great but can suppress and have vẻ 1 magical round. Do the job for the price.
OST: T0 Mg42, best Mg in the game in term of suppression (Which is the most important jobs of an MG). Vet 1 magical round which shred upto AEC. Have Pio to spot with increase sight, can selfspot if recrew by pio.
Us: M2 locked behind Lieu, great Mg but come un much later.
Sov: T1 Maxim, lock out early penal. almost cant suppress anything.
UKF: T0 Vicker, trong MG in many player's opinion but still wost than 42 in suppress
Among all factions, UKF struggle the most Vs early MG spam from ost, while OKW have best tool to break early game MG Garrison from Alies, ost come in second.