The usual: flank, push, conquer.
Keep in mind that basic CPs also yield fuel, and ammo. Having the north can be worth way more than just parts of the south with fuel.
And you got plenty of indirect fire: Howis, Scotts, MortarHT, Priests.
Sure, USF base size, especially on the left spawn, current USF design overall, size of the map, and deep snow placements, aren't too great.
You already mentioned the Kat / ML20 madness, so i guess i don't have to mention how the map design is even more annoying as double OKW.
Anyways, decent map, just needs improvements IMO.
Except that wouldn't work, since the map design makes it so hard to flank especially the fuel point, since it basically has 2 entry points, both with red cover roads. Putting two good microed mg's there with a single unit of some kind of infantry to cover the gaps, makes it impossible to storm it. And every try is = rifle bleed. Also smoke grenades are not this useful on this map, since once the enemy can see the large assaulting force coming from all sides he can quickly reposition his infantry to that area, stopping the assault. Bunkers also batter USF badly. Also the bottom fuel point, requires few units to defend, which allows Axis forces to allow quite a lot of forces to fight in the north or mid, and the narrow roads of the map, make it especially hard for paper USF armor, because of varioust AT units.
For USF artillery:
Mortar Half track is crap
Pack howie requires to be in the same range as Ostheer mortar to be effective, and it get hard countered by OKW stuka, and may be countered by ISG
Scott's range is too small, which makes it vulnerable to Paks/Pak43s/raketens/schrecks, also it comes after 120 fuel major and costs 75 fuel, by the time it rolls on to the battlefield Axis have some surprises of their own, considering they were holding on to the fuel point for a long time.
And finally priest which is just overpriced and is not that effective, for 480 mp and 115 fuel, it would mean sacrificing major and a lot of MP. That also would mean you would be relying on AT guns, which get hardcountered by Stuka.
As for OKW, if they place their med HQs near the fuel point, it makes all the assaults for the soviets pretty hard, meaning they can push off soviets pretty early, as well as the fact, that the size of this map allows stuka to safely counter Katyushas and ML-20s. And overall it's pretty fair game for Soviets vs OKW, and depends on what spawn they got, and how well OKW players turtle.