This makes holding territory considerably less important for OKW than other factions. That's why rushing straight for an enemy cutoff at the start of a game rather than back-capping is so effective.
That's where the big error is in my opinion. In a game that is almost entirely about capturing and holding territory, one faction doesn't actually need to capture and hold territory as badly as the others.
no offense but this is horribly wrong. the reason why rushing the cutoff works is because it almost negates the fuel and munition penalty that the OKW have, at least in the beginning of the game. the okw player vs allied player have equal resource gain since both sides have no territory, and if that continues the okw player will probably end up on top
in an even game however its pretty important for OKW to absolutely maintain control over ATLEAST one fuel and one munitions (not as important) for the entire game. losing fuel points or even multiple strategic points for an extended period of time is a HUGE blow to the timing of every OKW unit. not even just losing, but your fuel being harasses or cut off continuously can have just a bad an effect.
if you apply pressure early enough, you will delay the schwerer HQ, which in turn delays the luchs/obers, which in turn gives you more time to gain EVEN MORE map control before OKW elite units arrive. not only does it delay OKW units, but it speeds up your own teching as well. tanks might come a minute or two minutes earlier, and if the OKW player doesnt have sufficient AT, well then good game i guess.
having early munition control and maintaining it assures that the feared shrek blob will be delayed for quite awhile. 90 munitions is a pretty hefty investment. once again, not only is the OKW player losing a huge chunk of their economy, which is worse because of the penalties, but the allied player is gaining all those munitions themselves. Wether they save for BARS, molotovs, nades, etc or for late game offmaps, it still gives them an edge over an already weakened enemy.