I can't insist that it would work in 2 vs 2. But it definitely works in 3 vs 3 and 4 vs 4 from mid till late game (and very late game lol).
You should use it double Scott vs OKW (and first jackson if opponent Wehrmacht)
Scott cannot be caught by anything on foot including double Raketten or even double PAK (with PAK if u didn't miss the moment they fire first time)
Sherman WILL instantly die to Faust and raketen or at gun combo. The reason why is like that - Scott has attack range 60 and should never go in AT range and has greater range than Raketten and same as PAK40 (60) and IF you got inside that range u have vet 1 Smoke ability.
Scott is VERY mobile and maneuverable. I should say one more time Scott can't be destroyed by anything on foot even if its blob of PGs SHreck blob like 3 or 4 squads even if they use "RUN" ability.
Scott should just accompany of you Rifle fist and always stay behind them and that fist cannot be stopped by anything on foot without bleeding hard especially if you use .50 cal as well to support your attack. Any single or even double HMG insta smoked (for free) and go thru.
Even if Wehrmacht player is trying to protect his territory with bunkers and PAKs . Sherman's and Jacksons can't remove this. Scott with ease because its barrage range greater than 60 to destroy whether bunker or AT gun OR just smoke bunker to allow infantry to burst in and deal chaose and pain.
In my opinion Scott is CORE USF support unit from mid to late game and NIGHTMARE for anything on foot including any AT guns except PAK 43.
OKW blob of any size will be panish much greater (constantly in time) than using Calliope or Priest and much cheaper. At the same time you have smoke platform for free anywhere on the map within few seconds.
Also Scott doesn't afraid of any light vehicles including Pz2 except Puma. More over Scott able to kill any of them except Puma that means Scott can kill 222, FlameHT, FlakHT and Pz2. Well for USF its very good if opponent spend fuel on something that no Pz4, Panther or KT or Jagd because it gives USF time.
Even Jpz4 is poor counter of Scott because it may approach only up front an infantry may easily snare it.
Summarizing
Scott is a Heavy Infantry Destroyer that apply enormous pressure power versus attepts to hold the territory by the Axis without using vehicals in the midgame.
Scott is the thing that let USF wins late game by supporting any of ur attack or covering retreat of your vehicles.Scott is the thing that allows to hold 2/3 of the map if axis trying to stall till heaviest.
ps Going Priest is wise descision on some specific maps and to counter LEFH and FRP
ps2 Shermans role is to counter Heavy Tank Destroyers by means of popping out of Scotts smoke and blocking them. If there is some additional support of AT weapons 2 shermans would not be able to kill Jagd that fast they need support in way of P47s or arty drop or anything else.
Jacksons role is to counter Pz4, Panther, Tigers, KT and snared Jpz4 from flank.
1 AT gun role is to counter Jpz4 and support early attack on Shwerer.
Major role is in providing recon, accompany rifles and drop artillery strike on stationary targets such as single MG or PAK43 or LEFH (for 60 ammo only) always rebuild your Major for 160 mp only and have him at least vet 2 wich gives 9 arty shells (vs 6 in vet 0)
PS3 How to be proficient on using Major recon?
One Plane (on vet 0 its always one) goes from you base sector to the point where you drop the recon flare. So there is the line from you base sector to you flare point. Thats it. The Major Recon pass is cheaper than same in some Doctrines. The Major recon pass reveales any concealed unit such as Snipers, Raketten or hidden Jpz4 for 50 ammo. SO you can smoke them if you plan to kill Ele or Jagd.
PS4 When your Jacksons or SHermans have no their specific job to do they should be decrewed. Scotts never, always on duty.
Do you have any replays, I'd be interested to see.
Usually I only use M10s when I know the other side is going Ele or KT and we have sufficient fuel and my team mates are going heavies too. This way when the KT is committed to an attack I usually flank them and surround it with my M10 pack. I find it a more reliable way to finishing it off than using Jackson to snipe. Especially when the KT is busy dealing with my team mates' heavies. But the tactic requires more open terrain maps and also team mates who understand what you are trying to do and can compliment.