nice strat. I am still trying to find a way to use the m10 wolverine and his commander, do you have one with him ?
I don't have a real strat that I have been using for the armor commander, but the way most people use it is to go LT + CPT -> callins. That being said, I don't really like relying on bulldozers and m10s late game.
For your early game, I would go:
rifle
ass engie
rifle
rifle
LT
Major
Regular armor
Late game, I would rely on jacksons and regular shermans/scotts because they seem to be a lot better at their respective roles. I would maybe build 1 sherman bulldozer to act as a meat shield, but don't rely o them for AI.
Assault engies are the main reason to use this doctrine. They give USF a flamethrower, which is amazingly useful on maps like semoisky to burn enemies out of buildings, and give USF a supplemental force of CQC DPS. The main strength of ass engies is their ability to plant demos, which are a must vs. OKW super blobs. Place them near points an on roads to maximize their killing potential. Ass engies also come with USF light AT mines. Place them in clusters of 4 to have a good chance of immobolizing enemy armor. This way, you have your flank covered from panther rushes, and don't have to build an M20 for mining. Ass engies don't scale very well late game, but have the vet 1 "repair critical" bility that USF vehicle crews have, so you can use them to help your crews with repairs in battle. Ass engies at vet 3 repair much faster than vehicle crews, and I am pretty sure they don't take as much damage as usual at vet 3 when attacked while repairing.
Vehicle crew Thompsons is one of the worst upgrades in the game, but they can be useful if you havea spare vehicle crew that you saved from dieing in their vehicle and you happen to be floating munitions. The thompsons make vehicle crews have as much DPS as paras with thompsons, they just aren't as survivable. Use them to flank enemies and ambush hostiles coming around corners.
The bulldozer is a good support unit, but it should not be the bulk of your armor. The base M4A3 sherman is more versatile, and seems to be better in the anti infantry role. The main advantage of the bulldozer is its greater armor, so use it to soak damage for your jacksons/ scotts/ shermans. It also has an interesting ability to create tank-trap like green cover on the battlefield. In theory, it would be good for setting up a defense and forcing enemy armor into mines, but I have not used them myself so I cannot comment on their usefulness.
The M10 is not a very good AT unit. It is good in groups of two vs. ostheer tier 3 (p4s, stugs, flackpanzer), but almost useless vs. anything heavier. If you have the micro, take advantage of its speed to crush enemy infantry, which it is amazing at.
The 220mm Artillery is great for RNG squad wipes when you attack an OKW built in position with it. If you are lucky, it could wipe a blob. If you are unlucky, you just blew all those munitions. Use it on clustered enemy positions like the basic OKW build in strategy on semoisky for best effect. Still better than major arty.