What I believe is that taking Axis just because "they win" is wrong. Every faction has its own play style.I play a faction a lot, in order to learn the units,abilities,different commanders and when I'm full of it, I choose to squize another faction. I also believe that new players in most of the times prefer Russians where losing a whole conscript unit is not as bad as losing an obersoldaten unit for example.
Anyway I think that for 2v2 games there is not so much material (e.g. guides) as for 1v1. That's a pity because playing with a friend is much more fun than playing alone.
A good idea for the srtategists is to create a series of 2v2 guides with several compositions of factions: UK & USF, UK & RU or OB & OB, OB & WER. It's worth it I guess.
It is difficult to help you without some replays to see your level of play.
But USF is viable on 2vs2 to a certain extend (no late game except the pershing). So you need to play really aggressively early game.
-I recommend you to build an early mortar, like after building 2 Riflemen, build a mortar and use the mortar barrage together with your riflemen when you push. This mean having already the mortar in range and barrage available when you are starting to push to a sector.
-Tech T1 first (lieutenant), as I say you need to be super aggressive early game, and going T2 first (Captain) doesn't give you any aggressiveness on the first ten minutes. With T1 tech, you must unlock Bazooka and BARs and dedicate some of your first munition (100) to equip a dual zook on your Rear Echelon squad or 1 riflemen squad. This squad isn't mean to be use to push on first line, but to stay between your mortar and your main force to prevent a light vehicle counter push.
you can build 2x HMG.50 and use them in concert with your infantry when you push, they have a really good dps and will suppress faster your opponent + they have a fast setup. Be careful, do not build 2 HMG if your opponent already have 2 mortars.
-Do not forget to cap victory points, they are your target, you must hold them to bleed your enemy victory points as much as bleeding them from manpower. In many maps there is at least one victory point on your side, build a fighting position upgraded to keep it from flanking. It sounds maybe crazy but a fighting position cost only 120 manpower + 60 munition and doesn't cost you any upkeep or popcap.
-In any cases, building a fighting position is never a bad decision if you know where to position it. I should write a post about it. Short version = build one to cover your flank but a bit behind your lines to not be in natural range of enemy mortar/ISG.
-A Half-track or a M20 is also not a bad decision, but you need to learn to use them and to not lose them too fast. they are both useful early game if well used. Here again, the more pressure you put early
-Tech Tier2, You can decide to tech tier2 after tier1, do not forget to build an ATgun in this case as you may be late in teching and facing Pz4/Panthers before being able to build your own tank. But having a HT + a Stuart helps a lot to keep pressuring your opponent, of course at this stage of the game you should be regularly cutting them from Fuel/Munition/Victory points to rentabilize your investment.
-In addition to T2 you must learn to use and position your Atguns. An Atgun can be utterly useless if you don't know how to position it or being a devastating counter if you know how to position it vs any type of tank. I have sometime my Atguns being the biggest damage dealers of my game, getting them vet3.
-Tier3, A sherman helps also to push further but depending on your Anti-tank capability available, a Jackson first can be more interesting.
Vs Ostheer, unlocking grenade first may help you a lot vs HMGs. If the map is a camping paradise, you may invest in 2 mortars.
Vs OKW, if you see many volks or Panzerfusillers, investing in 2 HMG.50 will help you a lot to control his blob.