I've done a match right now (going to sleep), tried to follow the advice of doing 4 grenadiers and 1 mg for conscript (even though he later uses guard), and in it I think I was doing very well but suddenly I really got nearly on losing.
I believe that my late game is really weak, for sometimes I take things for granted, or I really get desperated and don't know how to handle stronger things (especially considering I'm awful with paks).
But Thanks God for all those advices, I think I followed 4 gren + 1 mg (mg before) and improved early this game, but, on the other hand, as it was lacking in the other replay, the late game however was hard, and I believe the soviet player dropped too early.
you gotta get tricky, especially with the shrek nerf. 2-3 pupchens, (especially with their cloak can be really handy) 3-5 shrekd volks and a panther are pretty much going to be your core. from there, you're going to need to really be thinking outside the box to deal with the inevitable supporting maxims and ZiS, Falls can be good, and if you're rolling hot dice the LeIG, may also really come in handy.
It pays to play "strategically compact", being able to lure weapons teams and that lumbering mass of doom into areas where they'll have narrow zones of fire, and then spreading your troops out, enveloping and focusing your firepower at the last possible moment. it's generally a good sign if their units are turning to face you/rotating.
and i agree with the comment on guard motor. the 34/85's and MT basically negates anything that isn't a panther, if you get to that point, presuming an 120mill hasn't pounded you into the stone age; their great mobility and siege potential basically negate that strategy, and you need to employ more of a cell style, tactical system.
aesthetically i'll add that i really like the design of the portraits, i think the faded picture motif is really cool and i wish they did more with it.
I'm seeing it now, 4 conscript start followed by 2 engineers or something... what can go wrong? (ha)
an engineer and 4 cons, supplement molo's/ATnades as necessary into a maxim and t70 is one of favourite build orders. the engineers provide a lot of utility with flame throwers, demos and mines especially. they're so cheap, with 2 engineers you can drop them like bird dirt, on anything and everything; very frustrating and often deadly for your opponent.