Snip about how rts team games can't be balanced
As a player of Age of Empires 3, I must respectfully disagree.
Age of Empires 3 is similar to starcraft in mechanics. I wish to emphasise here what similar means, and how it does not mean 'the same'.
To simplify the counter system;
Skirmishers > Musketeers > Cavalry > Skirmishers
Cannon > Infantry > Cavalry > Cannons
In a 1v1 game;
Player A builds skirmishers only. Player B builds cavalry only. Therefore, player B wins
Clearly, this is a terrible idea for player A. So he needs to build a mix of units.
But which mix?
Player A: Cavalry and Skirmishers. Can you think of a combination that beats Cav + Skirms?
..
Cav + Cav
Yep. That's right. A single unit spam > combined arms!!!
What about Cav + Musketeers?
..
Musketeers + Musketeers!!! (Musketeer = Musketeer, Musketeer > cav, therefore Musk + Musk > Cav + Musk)
Mathematically, every 2 unit combination has a 1 unit counter.
What about 3 unit combinations (3v3 is the most popular game mode for aoe3...go play if you don't believe me)
Cav + Musk + Skirm (all 3 units)
No 1 unit combination can defeat this, but...
Cav + Cav + Skirm = Cav + Musk + Skirm
Yes, it's not a 'hard counter', but a combination of micro + soft counter means that every 3 unit combination (there is only one) is defeated/equalled by a 2 unit combination
From player A's perspective; (2 advantages, 1 neutral)
Cav = Cav
Cav > Skirm
Skirm > Musk
From player B's perspective (2 advantages, 1 negative)
Cav > Skirm
Musk > Cav
Skirm < Cav
Micro is much more of an issue here, as well as naturally the number of cav, musk, skirm that a player has. But at least in theory, it is possible for a 3 unit combination to be defeated by a 2 unit combination.
Also important is the type of cav, musk, skirm. For example, if player B (cav+musk+skirm) has really good skirms but crappy musk, he will be even more at a disadvantage because his best unit is being hard countered, and only his worst unit is hard-countering something of the enemy.
The point here is that more players do not 'negate' weaknesses. Even if you could play 5000 vs 5000 battles, as I have just explained above, it is 'impossible' to find any combination of units that cannot be countered.
There is also a 4th variable, Artillery.
Musk + Artillery > Infantry Only
Musk + Artillery > Cav + Infantry (Musk > cav, artillery > infantry)
This is not dissimilar to coh2 where b4, pathfinders, etc can call in arty and completely screw the counter system.
Does a starcraft-esque counter system translate to COH2? It is harder to say. Infantry is split into AI infantry and AT infantry, Tanks are AI and AT tanks, mortars can counter all infantry or none at all. But at least hypothetically speaking,
MG > Rifles > Mortars > MG (rifles = any standard stock infantry)
AI Infantry > AT infantry > tanks > AI infantry (AI infantry includes mortars, HMG)
AT Tanks > AI Tanks > AI Infantry > AT Infantry > AT Tanks
AT Infantry = AI tanks (Sherman, ISU152, King Tiger and Scott are all "AI tanks", but quite different in exactly HOW they counter AI. Shreks, zooks, ptrs (lol), AT nades, are all quite different in how exactly they counter tanks.
Everything else > AT guns > Tanks <-- this one is similar to aoe3 artillery, where it counteres all infantry
Surely with an even more complex and fluid counter system in Coh2, it is even harder to create some mythical perfect army combination that invalidates the counter system in team games?
tl;dr
RTS team games DO NOT negate the counter system. AOE3 is a prime example
The same logic may not necessarily apply to COH2, but the more complex coh2 counter system should be harder to negate than the 'triangle system' in AOE3, which is already impossible to negate.