I personally believe that the current best USF build order against DAK is one that skips both T1 and T3 entirely. Instead, you build T2 first, and use battlegroup doctrinal infantry to fill your roster instead.
Why? Because riflemen get absolutely dunked on by DAK panzergrens. They're like obers on steroids. Why waste manpower on a unit that will become obsoleted nigh instantly anyways?
So, if you aren't building riflemen, it's unnecessary to build T1. Mortar is rubbish against bunkers anyways, and jeep gets curbstomped by 250, so also a waste of manpower.
T3 is also unnecessary, because you basically spend 50 fuel to get pegged by 8 Rads and Wespes. AT gun is useful, but my build order gives you the AT gun without tech, so there is no need to build it.
And what does T2 have? Literally everything else you could ever want until T4; an MG to hold your points, bazooka squad to protect against 250s, a sniper to help bleed the enemy, and finally, the only worthwhile US LVs in 4v4; the half track and both its conversions.
For right now, I'm still trying to test my build order against competent opponents so I can figure out how to make it better, so consider it a work in progress, but here's the general idea:
1.) Choose Airborne battlegroup, unlocking Pathfinders and smoke drop. Reinforce first scout squad, which has now become a Pathfinder squad.
2.) Pathfinder
3.) Bazooka squad -- Best to have a counter to 250s on the field asap.
4.) Sniper -- Paired with the pathfinders to sight, and the bazooka squad to keep 250s away, the sniper seems to me like a good choice for bleeding the enemy.
5.) MG -- To lock down points, etc.
Now, my timing isn't exact here. There might have to be another squad built before this... not sure. Anyways, the idea is that you tech mechanized support ASAP so you can gain access to the M18 AA halftrack.
6.) Mechanized support
7.) AA halftrack -- The AA halftrack is able to deal serious damage to any 250s still harassing you on the field, plus they can deal actual damage to DAKzergrens in tandem with your sniper.
8.) Either AT halftrack OR Ambulancetrack -- The 8 Rad rape car fast approaches your buttocks, so you must field a defense as soon as possible. The AT halftrack has the added bonus of getting a vet zero HE barrage, so I think that it's worthwhile. Now, if you have a brit teammate doing god's work with his AT rifle blob, it would be very kind of you to eschew the AT halftrack and instead build a healing halftrack in order to support their infantry (and your own, or couse).
After this point, the idea is that you hold on for dear life and stay alive until your first sherman hits the field. Between step 8 and 9, I think that dropping a paratrooper squad or two is in order, or perhaps another MG to consolidate your points. 
9.) 2 x Sherman
10.) 76mm upgrade
11.) Armor upgrade
76mm Sherman is god. All hail the Sherman 76mm.
Please let me know what you think.
Profile of donofsandiego
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