It is becoming more clear to me that I did not have enough units on the field to both harry my opponents resources as well as maintain a defensive front on my own resources. Your argument of "more because more" is simplistic on its face, the only clarification I request is the pragmatics of it, because I'm struggling to believe that maintaining 4 front line squads, 2 elite infantry squads and a smattering of support teams is sustainable.
If I may ask a favour, it's a quite an imposition, so I apologize and understand if you deny my request, but could you point to a replay where this is the case? I would love to see it in action, and don't have the time/motivation myself to try it at the moment.
Look to any high level player, specifically top tier ones and see that they will not float to the absolute best of their ability. Floating means that magical value in the bank is not gaining you any territory, harrassing his territory or forcing his retreats. Floating turns to being outnumbered and outgunned and eventual bleed and loss of the float. Also veterancy is not being obtained with floating.
So I guess what I'm trying to say is. I feel given the mistakes up to the point, I made the best decision, therefore we have to examine what I did wrong prior. Can that be attributed to:
Floating resources earlier to that point which led to:
-losing a cut off multiple times
-lacking offensive pressure
Yes. If you're not pushing you are defending which means that not only are his territories intact and safe, you're at risk of losing yours. So a decision must be made, you need to fortify defensive positions or find a way to harrass his resources.
if that is the case, how many units is enough, and at what time do I need these units? After all manpower income isn't tied to territory anymore. I can't quite remember when my float got out of hand, perhaps a few minutes after the 'script squad? And therefore, was this (and I presume a cut off) actually the crucial point in this game, was the game for all intents and purposes actually over already and the StuG's / my counterattack before hand just a coup de grâce and delaying the inevitable?
Personally I believe that with your first few mistakes, the m3 going down immediatly, argueably the conscript squad and then the floating of like 300 manpower or so led to the losing of your cutoff as this is about a 700 manpower gap between you and your opponet. I'm just rounding but regardless, it was this gap that led to your cutoff being pushed and eventually disconnected at times which furthermore strengthened the gap. Your counterattack came with 4-5 wipes and arguably evened or turned the game at that point. Stolen MG42s, double pio wipes, a gren, and the 2nd MG42 destroyed. Then you had to deal with the strongest form of ostheer meta which is where your utilization of resources was outmatched. I can purchase 2 kubels for 420 manpower or I could buy an Obersoldaten squad for 400 in the lategame. Although they both cost around 400 manpower, the obers squad is far superior and a stronger resource investment than the 2 kubels. Meaning my obers will most likely have a larger impact than the 2 kubels which inturn results in more resources for me, less for him and stronger capabilities. That in a nutshell is what "meta" is, just the strongest utilization of ones resources. If I personally was to play soviets and use a meta form of play I'd build T1, 3 penals -> guard motor -> double guards -> HM-120 ->t70 or su76 depending on game into t34/85 spam. Every single one of these units is incredibly powerful and in combination with each other form a very well rounded composition. Now depending on the game and map you can alter such things. For example if I knew StuG E spam was coming I'd go su76 for sure and possibly grab a zis gun or 2 because I know if I don't I'm going to get run over. No game is ever over till you run out of VPs, hit surrender, or your base is destroyed. Theres always time for your opponet to throw the game, however it can become increasingly difficult to level out the game when you don't utilize your advantages like your opponet did. In Coh2 no situation is ever like chess where you have static fixed movements which will determine your outcome 100%. One MG flank will never be like the last, but there can be an increasing and decreasing amount of similarities.
So in a quick response, your unit quantity is dependant on how much pressure you'd like to apply to your opponet. I'd say 2 guards minimum is a must for that unit, as it allows you to snare in 2x the locations as well as use strong AI in 2x the locations. Having some guards by the 5-6 minute mark is probably alright and having both by 11 at maximum. You should always have 2 just aim for those marks. Against ostheer you'll probably be facing the 222 which means you'll need that earlier guard squad at 5-6 for the PTRS, against OKW you're probably safer as mechanized is more difficult to play with due to the lack of medics.
Feel free to ask more questions, comments or concerns should they arise.