Start seems fine, but can be a good idea to focus on getting control of buildings in strategic locations as fast as possible. In this game your opponent didnt focus on getting control of those buildings meaning you could have punished him for it.
Also when taking fights it can be a good idea to pull away from a fight before the enemy units have gotten up close to yours; drag out the fight rather than try and do as much damage before retreating. That way you dont lose as much map and can counter attack when the balance of power is in your favour.
If fact i notice you taking a lot of fights you are unlikely to win, inflicting as much damage to the other guy as possible and then retreating with just enough squad health for the squad to survive. That can be a smart play sometimes, like when you have a lot of manpower and they have little. However, as a rule its better to take fights you can win in one go. That way you gain map control and time from winning that fight, and presumably inflict more manpower damage on your opponent. In this situation because you are fighting penal's you will generally come out worse from those 'who has more DPS fights'.
I feel you picked the doctrine too early, and for little reason other than that you like it. Using which ever doctrine you feel comfortable with again isn't a bad thing but if you want to advance your game play you will have to learn to pick the doctrine that is best for the situation. This time that doctrine gave you practically nothing to use at the moment you picked it.
Five Volks is excessive, particularly when you have/are going for an MG and already have a luchs on the field. Given the number of buildings, somewhat static fight in the middle and your opponents choice of Dhsk MG's, an ISG would have made more sense. You have also kinda locked yourself of getting Obers (doctrinal advantage in picking them) simply though having to push so much of your available manpower into reinforcing all those volks.
Hmmm i didnt realise but you actually totally neglected building the Med HQ. Instead going to the Flak HQ. Now the doctrine you have chosen is powerful but not terribly well designed. The Command panther allows you to skip the Flak HQ and still get a powerful tank. However the STG on the obers can only be gotten with the Flak HQ. In Short if you go this doctrine you can afford to wait to get the Flak HQ up because you can rely on the Command panther, get healing up after the Luchs is out.
You need to make sure you arent just throwing your units at the same hard point again and again when there are flanking options available.
Also make sure to target infantry with your Stuka, it wont do much to tanks, and they can be repaired for free.
The KT is the most powerful unit in the game, if you used most of your forces for a large push in the centre with the KT you would have killed all this SU-76's and probably have won the game. At that point you have the advantage by a long way.
On the whole i dont think you didnt too badly, a little too focused on the centre of the map and a little too wayward with the units you build at times, but i think mostly what you need is more practice and to relax a little, let yourself think objectively about the situation and then react accordingly.
You are well on your way, good luck and happy hunting!
Thanks for the feedback and actually taking your time to sith through a pretty long game.
I think you are right in me struggeling to take initiative and doing full scale counter offensives. That is probably something I should work on getting right
One things I felt like I struggled with immensely in this map, was his high reliance on the DSHK (Something he himself actually called cancer in the post battle chat).
It seems quite incredible to me that this hmg can actally just cap point using attack move and still have time to set up AND supress an enemy squad emerging from the fog of war, before they are able to throw a grenade. If I was a salty person I might say that this seems to undermine what should be the main weakness of hmg teams, namely that they have to be pre-fixed in order to counter infantry.
But seeing that I'm a sunny side up kind of guy who prefers to adapt rather than complain, how would you recommend countering this, especially as OKW where both smoke and cloaked infantry is few and far between? I tried using the Luchs to flush them out, but that means taking it away from the front and out to the corners and I still needed to bring an infantry unit for capping.