okay here goes. I'll review as I watch.
- your choice of doctrines is good and your tier 1 opening is fine as well.
- 4:00-5:00: your opening capping is really quite good and you make some good engagements. Don't be afraid to use the houses more though! Even if they only have one or two windows to fire out of, they still trade pretty good and also lets them stay in the fight longer so you can flank with other units.
- 6:00 on maps like crossing, you should try to get the opponents cut-off any time you have the chance. Also VPs are the lowest priority in the early game, so focus on getting fuel and other ressource points instead.
- 7:00 top level clearing of the mg in the house! For a first game you play really well and gives me the impression that you might have watched a few casts or twitch gamers before playing, because you are doing it by the book
- 8:00 quite risky staying in the scout car after getting the first faust. You were lucky that he didn't have enough munitions for the second one. if you can't get away just take your engineers out, because you risk loosing the entire squad if they are in the car when it explodes.
- 12:00 you blob your units too much. This is pretty common when you start out the game, but because of his mortar you suffer serious losses and it also makes your capping less efficient. try to work on this.
- 13:00 Amazing push and amazing steals. This game is probably sealed right there when you wipe a gren and steal the lmg42 plus kill and steal the Pak.
- 14:00 you are a bit to thirsty with your light vehicles which lost you the scout car and also gets your t-70 snared very close to the enemy base without you knowing what he might have comming out. generally you want to stay out of range from snares, especially if you are deep in enemy territory.
- 14:30 your mortar has stayed in your base for a long time at this point. Not that you need it because you a slaughtering your opponent, but remember to move it within usefull range. Also you haven't yet picked up the opponents dropped mortar, even though you had ample opportunity. The best possible way to punish an opponent is to kill their team weapons and take them for yourself. This is even better for soviets as they can man them with six men instead of four. If you can't or don't want a dropped team weapon, then try to destroy it instead so the opponent can't retake it.
- 16:00 against a better opponent you might want to not go as heavy into infantry and get your real tanks out sooner. at this time you push out a second guard, even though you already have one, two penals and two engineers as core combattants. Instead you could have built t4 and gotten a t34/85.
- also try to use some of your extensive amounts of munitions to buld mines on the roads and anywhere you might expect the opponent to come at you.
- 19:00 GG!
this was a pretty convincing win for you, so there is not too much to review. Generally you can get better feedback by either playing a more evenly matched opponent or posting a defeat, so your mistakes are more obvious
But to sum up your pros and cons:
The good:
- you have a very good core grasp of the strategy and game mechanics. Impressive even!
- you handle engagements resonably well and respond well to new threats.
The need-to-work-ons
- You should utilize buildings more and better.
- You should try to blob less
- Try to be better at prioritizing your ressources. if you already have 5-6 infantry units and 250 fuel, you will most likely want a tank rather than yet another squad
Hope this was somewhat helpfull and finally, in an act of shameless self promotion, I would also encourage you to read the guide I have made for beginners and people who want to improve
https://www.coh2.org/guides/70864/from-recruit-to-veteran