So I just watched the game and I can give a few general pointers
- I find that a trap that a lot of allied players fall into is that they forget to back tech to get units that will help the situation in favor of pursuing their current teching choices. I think that as games go on, you can try to pre-empt the enemy's tech changes, in this case you had sufficient time to get a captain and some actual AT out in reserve for tanks. Though, if you had chosen to go airborne instead you could also have had it air dropped.
- the AT would also serve as a sort of limiter for the movements of the panzerII your opponent got out and it dents armor quite well. They can also attack ground the OKW trucks from beyond the flak cannons range. If you could protect the AT it can basically snipe out trucks
- Back teching would also have let you get the howitzer which I find is quite useful on small maps like this. The AoE isn't amazing but it can help with tightly packed blobs like what they had.
- Keep in mind that the shermans also have HE rounds that can help kill blobs efficiently. Prior to the actual Panther, the panzer 2 couldnt have hurt the sherman anyway so HE rounds would have been helpful to thin out the blobs.
- The priest was an alright decision but they require heavy support (like units to get LoS) to really do the damage.
- A jackson would have been good but keep in mind you really need to do rear armor hits to make it worth it.
- Also, there are times when your shermans weren't firing at the enemy because of no LoS due to foliage, attack ground would negate this
- You could also have used some of your floated manpower to consider getting an OP for fuel to help get more tanks out or get munis to use for artillery on the trucks.