There is something called Vickers and often on 4v4s there is someone to hold the flank of your Vickers'.
Exactly. That is why I said OKW in 4v4 mode. Maps like Red Ball where two MGs lock down a whole side. If the enemy is remotely competent, OKW will get pushed off the map.
The 3v3 mode and larger 4v4 maps like Steppes provide more flanking and less MGs. So OKW can do fine in these situations.
OKW is meant to be strong early. Losing that first engagement and retreating puts them behind for a long while. Because they cant get back to the front until they tech.
Go Medic truck and hope your ISGs out perform the enemy mortars. Or use ISG smoke to push MGs. Takes a long time but gives the advantage of having that close retreat point later which is key to OKW pressure.
Go Medic truck and Halftrack. Then you need a rak to support it. Still get that late game medic truck pressure. A little fragile and you lose an early game inf squad to the rak.
Go Mechanized and make either Luchs or Stuka. Stuka pays off all game long with little micro. Luchs has shock value but requires micro and is easily countered. You lose the medic truck late game inf pressure.
By the time you get your panthers and tigers, the whole area is covered by MGs, AT guns, and mines.
If I am way off base on any of these ideas, please explain. That is why we are here. To discuss and learn. Let us delve deeper into the MG Inception Principle