I honestly wasn't sure I could even hold on to the houses that long, so the mortars were a panic buy. That's why I had to resort to that crazy house-jumping micro while getting my mortar set up.
Of course, hindsight it also 20-20.
I have watched your replay.
To me your first fighting position is too early and doesn't cover the right thing. You should have build it close to your cutoff so RE can shoot nade into the house.
Then I'm maybe a weird player, dunno, but vs OKW I never rush fuel points when they are so explosed in the middle. Instead there are 4 neutral points around your base and capping them give you around the same amount of fuel than a fuel point. And they also give you munition. Once I have capped them I see how is presenting the situation and decide for one or the other fuel point to push.
Then your opponent is a blobby one, and not particularly good, he could have wipe your AAHT when you run it into his blob. Dual HMG.50 was indeed a good choice vs him. Since he was playing a lot infantry, you should have equip dual BARs sooner and skip grenade since you had one mortar and then two, grenades weren't really necessary to counter him. And when he decided to pick Luftwaffe doctrine, the dual BAR was more than needed to keep his falls at bay and bleed him as much as you could.
Your second fighting position wasn't necessary and the moment you see that he has a raketen, you know your position life time is going to drop very fast, he can flank your position with its camo ability and reduce it to ashes in a blink of eyes.
Not seeing a early HT or Luch should have warn you, he was kind enough to not build a Pz4 and decimate your infantry sooner. He probably thought you would insta-call a M10 and he was right
. but with his two raketen, you could have done nothing with a M10.
Which make me come to my last point. You should unload the armor commander from your loadout. This commander is toxic. Learning to play without it is a good for improving your USF play.
You could have tech T3 and build a sherman before he get his panther. You had manpower also to build a cache next to your base to speed it up. A sherman well supported by infantry is a bleeder and when the Panther is out you just switch to at amo. A sherman always moving is not an easy target for a panther that need to stop to fire. I play a lot with sherman and once you get two, OKW is getting trouble to stop you.
Or you could have tech T2 much sooner and have at least a Atgun ready and when you see the panther, insta build a second one.
So my recommandation to break the glass ceiling: remove the Armor Commander from your loadout so you are not tempted to rely on it as a panic commander when you see a tank and aren't prepared. You must be prepared, you must have your own tank fighting and wiping around before him, sherman are great for that.