Watched your replay. Keep in mind that I am not a strategist, and I am definitely not a "high level" player, so take my advice with a grain of salt.
1st: capping. While winning engagements is always more important, remember you can use a wounded squad to cap! Generally it is advised to cap high fuel points (both!), not just cap enemy territory to in "territory denial". If you had captured both fuel points in the early game you could have easily snowballed the game. USF is stronger than OKW in mid-game.
2nd: build order/teching. You went for 3 Riflemen, then an M1 81mm Mortar (possibly because you couldn't afford to tech up). In this case I would build a fourth Rifleman squad, because it would help you win more engagments. The USF mortar is built as a counter to static play (generally Ostheer machine guns in garrisons), I would not recommend it on a map like Halbe.
Next was your tech choice of Lieutenant, which is perfectly fine, but you only used the M15A1 AAHT. Remember, M2HB HMGs are very powerful! You could have spent extra manpower on an M2HB or two and dominated the infantry war. Currently, OKW have problems dealing with suppression.
After rushing a light vehicle, you should have picked up an Ambulance to heal your squads. USF is heavily reliant on Riflemen winning engagments, so an Ambulance is crucial! (You didn't get one until about 15 min, when you already started to lose engagements). Generally I would build an Ambulance before researching weapon racks or grenades.
Normally I would suggest against building more than one indirect fire (or artillery) unit in a game. Artillery is used when your opponent is campy, static, and you need to break open his lines. They also require you to have a strong frontline, so the enemy cannot just dive at them and destroy them (like what happened for all your artillery units). As I said previously, I would have replaced that mortar with Rifleman squad, saved the resources for the M21 Mortar HT and I would have replaced the M8 Scott with an M4 Sherman. Both replacement units are frontline combatants. If you had built the M4 Sherman instead, you could have hard-countered his entire army (of course, you need to support it too!).
3rd: unit management. Often times a couple of your units would sit around doing nothing. They are a precious resource, use them! Your M15A1 should have been chasing OKW infantry all over the place (of course, supported by your infantry). Idle squads can be used for capping. Sometimes you would send two units in one direction, then forget about the second unit while the first one continues to fight.
4th: choice of weapon upgrades. Generally it is advised to put bazookas on RE, and give Riflemen exclusively anti-infantry weapons. This is because Riflemen are more durable (less received accuracy) and they have greater anti-infantry firepower stock. RE are also less expensive to reinforce, suitable for taking casualties when engaging tanks.
5th: engagements. I'll just pick that one engagement against the King Tiger to talk about. You had two AT guns. If you had moved your other AT gun to attack it and sent Riflemen to snare it with an AT grenade, you would have destroyed it. 720MP 280FU down the drain, and you only lost an M8 Scott. Have your units work together in engagements.
6th: commander choice. I do not know all of the commanders you have, but you picked Infantry Company. While it is an excellent indirect fire commander (especially the M7B1 Priest), it is not very suitable for 1v1 because you need to form a strong frontline to allow Artillery to to their work. In team games your team-mates can create the frontline while you smash their lines with artillery, but in 1v1 you'll need to create the frontline yourself; that's why commanders with frontline units such as Armor Company, Rifle Company, and Heavy Cavalry Company are favored in 1v1.
That's all I can think of right now, hope it helps!
Generally USF would like to avoid maps like Langreskaya, Crossing in the Woods, and Halbe. These maps are mainly composed of long-ranged engagements where Axis infantry (generally better at long range) can engage at preferential range. Also, MGs are quite powerful and more difficult to flank on these maps. Ostheer Sniper is also very powerful on these large open maps.
I've played on an i7 + 950M gaming laptop before, but CPU temps hover around the mid 60s and GPU high 50s when I have a laptop cooler running. Getting an external laptop cooler may solve your problem.
Great bug fixes as well--I hated it when AI soviet squads would snare my vehicle because they had Conscript models, and my Teller mines would fail to do anything to Churchills.
I like how some of the maps are being removed from automatch as well. In my opinion, Market Ruins, Bombarded Refinery, and Rüstungswerke Essen are pretty frustrating to play on.
Largest problems this game was infantry preservation and unit selection. You lost a lot of squads because you didn't retreat them and eventually that lead to you being outnumbered and outgunned. You did well protecting your flanks with mines and infantry with snares late game which was good. You did float some munitions late game which could be used for additional mines.
JT and stuka are big red flags in 1v1s. Stukas rarely pay off and don't warrant 100 fuel for OKW, a faction that already has difficulty with fuel. JT is only effective against tanks and structures as you know, and that really hurt its effectiveness as you saw when he stopped making tanks and just made infantry. A KT instead of a JT would have been more effective. Once a JT is flanked its useless, something that the brits especially are very capable of. With emergency war speed as well as tulip rockets, taking down JTs is just a matter of bringing mine sweepers and coordination.
You brought in the JT to deal with the mortar pit and tanks, ISGs counter mortar pits since they outrange them and tanks can be dealt with rakatens and other tanks. A JP4 would've been just as suitable instead of the JT. If you went KT instead of JT you could've picked up a JP4 or panther to support later.
Overall you played smart, you just lost a lot of units for no reason. Late retreats, JT died to 1 RE squad with PIATS because you either ignored them or didn't notice. Just try and focus on improving your micro by keeping units active and retreating if you don't think you can win the fight. Losing manpower in a nonwinnable fight isn't worth the time.
Thanks ShadowLink!
I will continue to work on my unit preservation. I brought in a Stuka to break his HMG-AT wall, which it did quite effectively. However it just didn't have the impact I would have liked it to have in blob-countering. I let the JT die because I knew he had no tanks left, and wanted to open up the allocation for a KT, although I guess it was too late by then.
So, your suggestion would have been to get T2 down, double leIG to counter his static play, and pick up a JP4 as the first unit instead of a P4?
I've just come back from a month-long vacation, and decided to play some OKW. I had a bad start, losing Volks and the Kubel early-on, so I decided to switch to Panzerfusiliers. I
Late-game I brought out a JT to counter the Mortar Emplacement and his armor (especially the firefly).
I began to stabilize, and then he switched to blobbing, and though I had a Walking Stuka, I simply couldn't stop him.
Any advice would be welcome!
Also, just watch the last 30-min. It's an hour-long meatgrinder.