I relaise this thread is a few days old, but I wanted to address a couple of things no-one else seems to have. Before some of the trolls start up, this advice is tailored for a beginner. I'm not going to tell him to go double-snipe, 666, or utilise Hans's Ostruppen strat, because he isn't Hans, and shouldn't try anything that advanced/risky yet.
1) If you feel you had fuel dominance, but are facing 2 tanks to your one, the likelihood is that the enemy are building caches. Unless you are dominant enough to keep pushing them back into base, so you can clear their caches, often the only sensible counter to this is to build caches of your own. At 250MP, the secret is preservation, and bleeding your enemy.
2) On the issue of preservation vs bleed, expensive squads (like PanzerGrenadiers) are more expensive to reinforce, and so should not be relied upon as main-line units. Your Grenadier squads are decent, all-round line infantry, especially when supported.
3) As to support, Ostheer are a faction that specialise in combined arms. Everything must work in conjunction with everything else. A really good early game army comp for low/mid level play is as follows, and should be reflected on the map, i.e. with Grens at the front line.
Grenadier Grenadier Grenadier
MG42
Engi
Pak40 Mortar Pak40
222 & 251/Reinforce bunker
The above doesn't take into account what cover you may have, etc, but it designed simply to show you a really effective way to use Ost, particularly in 2v2, where you will generally have less of the map to hold than 1v1.
With the above build, you use your Engis to build sandbags for the Grenadiers, if they need it, and otherwise to lay mines on your flanks, and repair your light vehicles.
The MG is positioned just far enough forward to suppress units which charge down your Grens. This discourages the enemy from doing that, allowing your grens to fight at long range, from green cover, where they excel. It also provides cover for you to soft-retreat back through to the halftrack/reinforce bunker, to re-man off of.
Make sure the Paks are set to prioritise vehicles. Set them up so they cover the mines on your flanks and/or the grens in front. The Mortar can be left to just auto-fire until you see a position that you want to rain a barrage down on.
The 251halftrack/reinforce bunker is important in 2v2 because you don't want to hard-retreat all the way to base, when you can just walk them back a little way and reman on the front line. The 222 is a reactionary unit, swinging from flank to flank and across your front line, to provide extra firepower where needed.
Your typical job with this build is to hold the fuel/cutoff. An OKW teammate is better placed to fight mid/harass opponent's fuel. Once you have the above build, you should wait for Armour. In the meantime, you should be able to preserve your MP nicely, and this can be used to build caches and bunkers. I would honestly not buy PanzerGrenadiers at all, until you have mastered using the above as a defensive tactic, and are ready to start experimenting with Ostheer's offensive strategies.
As for Armour choices, double Stug-G is nice, but prob a bit overkill with double Pak. I would prefer to use Command Panzer (from the appropriate Commanders), into Tier 4 for Panther, Brumbar and Panzerwerfer.
Using the above, you should be able to defeat allied pushes with infantry and/or vehicles. You are weakest to indirect fire tactics, but that is always true of Ostheer as a faction anyway. Early game answers are to buy a second mortar, mid-game doctrinal LeFH Artillery is good, and late-game the Panzerwerfer punishes both blobs and emplaced units.
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