Like I said, in this scenario, I don't have 1000 hours in game, I'm just some random dude with 3 friends and we just bought OKW because they look the coolest or something and we just straight jump into it.
The most important part in a 4v4 is understanding the map.
Games are often won or lost in the first five minutes if you can control the chokepoints/fuel. 4on4's are a little different in that with the volume of units on the field and the sheer destruction that's around every corner tech instead of the linear progression of Inf > Light Veh > Med Armor > Hvy Armor usually goes Inf > Lock down fuel > Hvy Armor slug fest.
I would suggest playing 2v2's against each other to get a feel for the game if possible. Then transition back into 4v4's and try to split into teams of 2, each trying to rush/hold a fuel point, or in some scenarios "Lienne Forrest" for instance, split 3 of you into the city, and one to sweep the forest. Lorch, same sort of situation, you may want to forgo the castle area all together and focus on the city, just try and harass the other VP's when possible.
I personally in solo queue veto
Montargis
Steppes (controversial, I find no one understands 2 islands, 2 center fuel)
Vielsam
and sometimes Hamburg
Each other 4on4 map is pretty straight forward. Rush your first squads to cover/garrisons near fuel points, entrench hold on for dear life, and bring up the best medium tank you can as quickly as you can.
So much for Relic's "strategy" game... Rather Real Time Spam fest.
and yeah... the map design means that 4on4's don't allow you the width to employ actual squad tactics and play like a 1on1, it's just sort of throwing units at each other. Another reason why taking and holding the chokepoints from the start means that you can control the match.