Go Sniper -> Gren -> Gren -> HMG -> T2 -> PAK
OR
Sniper -> Gren -> Gren -> Gren -> HMG -> T2 -> PAK
(Just an extra Gren, but can delay your PAK vs. early HT)
I have found this works pretty well against early rifles. It's very micro intensive because of how vulnerable snipers are, but I've had 50+ kill snipers in a couple of games.
The US doesn't really have any counters for the Sniper until vehicles come out. Finally, a use for the German Sniper?
I can't recommend more than one MG42 against the US (and that's after you have several Gren squads up) because they're more of a liability at the moment.
Your key focus should be keeping your sniper alive. Seriously, that's it. Keep Grens in green cover around your Sniper and let the HMG cover your flank. You force the US player to make a choice between trying to kill the Sniper or engaging your troops, and set it up so that he loses with either decision he makes, i.e., he will take a lot of losses chasing the Sniper and will be forced to retreat, or he will engage your troops and will take attrition from the Sniper.
Of course, I don't like that success vs. the US without the Assault Grenadier Commander relies on such a high risk unit, but if you do it properly it can work. It can also be easier or harder depending on the map, which sucks, but that's just the way it goes.
Also, it's especially important you keep Grens near your Sniper if he goes Mechanized Commander (be ready to Faust) because he's going to make that Sniper a top target with a Dodge.
That being said, I'm still not particularly happy about the current Wehr/US matchup because certain things like double HT are borderline exploitative and still need fixing.
IMO blizzards add some nice touches with the severely decreased LoS and slower infantry speed, but where it annoys a lot of people is the freezing mechanic. Good luck trying to lead an infantry assault in a blizzard before your guys start freezing to death.
At the moment it just adds another thing to worry about during intense games, especially on big snow maps where you can literally lose squads from freezing to death on their retreat to base. That's not fun in any way. And the fires, too? It's just too gimmicky.
If they took away the freezing, it would be more enjoyable, and actually add some practical strategic depth to the game. Less realistic? Absolutely, but remember, it's about gameplay, not realism.
I think the issue with suppression tools right now is that MGs aren't very accountable.
Sometimes they don't fire at units that go into the arc, MG42s act screwy in buildings, Cons can run up and molotov an MG crew, etc. When you put down an MG crew, you should be able to expect that it will reliably suppress a squad or two that enters its arc, so as to protect your flank, or punish the blobbing as mentioned in this thread by suppressing it before the MG gets killed, and so forth.
Often the gunner will get killed, and the rest of the squad will follow before they manage to pack up the MG and retreat. The reason MG42s aren't nearly as widely used as before is simply because they don't do the job they are meant to do. They are a liability at the moment.
So, how do you fix it? Increase the weapon traverse, decrease the time to acquire target and probably decrease the suppression.
What does this mean? The MG will find the target, turn the gun and fire much sooner than before, but once firing, takes a little longer to suppress. It means it becomes a reasonable suppression tool that protects from minor flanks and big blobs, but can easily be overwhelmed because it doesn't have the suppression to protect against multiple squads in its arc, which prevents spamming.
Hadn't played US before, but won the Mechanized Company Commander a while back and wanted to show how abusive the Dodge really is. I felt bad doing this =( but did it anyway for replay/balance purposes. Needless to say, I dominated my opponent.
Also, to those who say that "He should have built a Raketenwerfer earlier!..." If I hadn't gone Mechanized and he had done just that, he would be preemptively screwed.
Notice that he did build one towards the end of the game but was easily killed, all I had to do was take my rifles out of the Dodge, send them in on a frontal assault, then flank with the Dodge, then it was dead. The flank was easy because he had no infantry to support it (other than an MG34, which was also terribly easily flanked.) And why did he have no infantry to support it? Because the Dodges killed them all. See the problem here? Just move it to 1CP or something. It's dumb in it's current state.
ALSO, no, he's not a super highly ranked player. That doesn't take away from the fact that this unit is outright broken.
You'd think that for a faction with reduced resource income, you'd want more generalists so that they can fulfill more roles and be the most cost effective. Maybe that's just me.
Not saying that this is a good idea/should be changed, but I am curious to how the OKW would play in the current patch with a normal (instead of reduced) resource income. The tech costs would have to be adjusted of course but I think that OKW as a whole is way too unforgiving, because not only is losing a vehicle much harder for OKW to recover from, but even choosing the wrong specialist can be detrimental to the game. Would be great to test out with mod tools.
On a side note, I think that the premise of "more vet" for "less resources" is currently flawed, in that most units don't gain vet fast enough for this to ever matter. There are very few units that can consistently get vet 5, namely Volks, Raketens, Fusiliers, maybe a few others. I've had Stukas with 40 kills that aren't even vet 2. It's a struggle to get a Panther to even vet 3, God forbid you get it to vet 5.
The only time I've ever had any vehicle above vet 3 was a 2v2 in which my vet 4 KT had 92 kills, with around 8 to 10 vehicle kills, and that's having been retreated and repaired around 5 times without somehow dying, meaning it was a "rare event." I think that this in itself makes the faction very hard to play effectively. TL;DR higher veterancy cap shouldn't be used as a justification for less resources when those higher vets can't be reasonably attained for most units in a normal game.