Ladder is not updated for a week or so, enough time for me to lose my top 1 4v4 okw, then get it back, yet ladder still shows my standing prior to that. So far I have +23 winning streak in player card and +20 on ladder.
as to simulating the 'counterattack' feel, b4's dice roll/lottery jackpot does not simulate counterattack for me.
Counterattack doctrines always relied on heavy bombardments via planes or artillery right before counterattack, thus b-4 in this concept actually make sense.
On topic: b-4 broken, but okw blobs of death probably broken far more, so it is fine as long "counter broken with broken" concept goes. Other static play/blob counters may be not perfectly fine, but fine.
You can't play defensively against Axis, thats why rushing actual tanks always better than building at guns, which unable to finish German armor anyway due to terrible rate of fire against blitz and smoke. Thats doesn't mean sov t2 player shouldn't get at gun after 4th maxim, i just answered you why mediocre players who not planning ahead and can't predict what they should counter next do such mistakes.
Also, i love destroying nasty OKW blobs with katty. Such satisfying feeling to barrage their imbalanced forward hq which gives OKW enormous advantage from the beginning of the game on full retreat and watch blob die. Getting vet 2 luchs from one trip to base against no mines snipers+shocks builds is another great feel.
I can imagine Relic pre WFA development planing dialog:
1: Hey, guys, i have a great idea — lets give Axis, which already have huge advantage in late game with their superior tanks and weapon upgraded infantry another faction, which mitigates Axis weakness in early game, allows to play aggressively instead of defensively, and make Axis late game even more broken with free repair stations, fhqs and panther range flak emplacements able to kill medium tanks as well as infantry without any problem.
2: I have even better idea — lets give Allies, which suffer in late game from armor quality disadvantage and from inability to hold line from middle to late due to superiority of Axis infantry another ultra-aggressive faction, which even weaker in late game and unable to play defensively at all.
3: Yeah, sure, what can possibly go wrong?
And thats how balance in team games was ruined forever.
How to fix it? Give USF and SU powerful late game commanders, nerf obers, nerf half of the okw vet (hey, bulletproof terminators vet 5 volks with shrecks, i am looking at you), nerf their flak hq.
3 shreck volks 2 obers for ai 2 raketens, scout with volks and attack when raketens in position to protect volks from any armor rush, slowly push your opponent, obers will shred any infantry while raketnes and volks will make short work of tanks. Never commit too chase tanks too much, since even forcing allied infantry to retreat is huge blow, and time working on you as axis anyway.
Also, use mines to protect your medic track form any tanks chasing retreating infantry.
In 1 USF player situations that USF player should almost never build Shermans. Sherman is highly restricted if there one puma on battlefield, and p4, which even more threatening to Sherman comes into play rarely more than 1 minute later than Sherman in 50/50 situations. Also to reliably kill panther without putting himself into danger of losing tanks USF player needs 2 Jacksons, and building Shermans delays them a lot.
3 rifles=>Lieutenant=>into situational m20/aa-halftrack/caches/ambulance=>Major=>paratroopers and Jacksons is probably best build in 1usf+2or3 Sov composition. Vetted rifles/paras blob supported by Sov player stuff destroys everything on their way, while jacksons kill every tank which can threaten blob advance from superior range. Not to mention Jacksons soooo good at killing flak hqs and best tank to finish off panthers, thus making panther rushes into ISU'S and other things pay very hight price.
p.s. 1 ISU with mark target (replace with t34-85 with mark target on urban maps like Ettelbruck to get 120mm mortars) 1 IS2 1 B4 if there no direct counter (luftwaffe/close air support) 1 paratroopers doc is Allied dream team composition which can counter everything. Regarding tiers: 2t2 for maxim spam + 1t1 for m3 kubel counter and some engie flaming, snipers and cons with at nades for light at + 1 typical USF.
You are confused between what bolsheviks did in Russian civil war and what Soviets did in ww2. Soviets actions in Poland and civilian bombings, performed by all sides of conflict is also whole other story.
My point still stands — Germans have far more dirt on their hands than any other nation involved in ww2.