So I was wondering going into a 2v2 as axis what is the optimum method for shutting down allied rocket artillery particularly the nasty calliope/at gun + land mattress/comet combo?
Let's say we know it's coming and we have the luxury of picking factions and doctrines.
P.S. I can't seem to figure out how to search the forums, if this has already been discussed please refer me to the post.
Against this kind of combination I recommend to play mixed Axis (OKW/OH). While the OH player chooses Jaeger Armour Doctrine for scopes, reconnaissance flights and Elephant the OKW player should take Special Operations Doctrine for radio silence, flares and Command Panther.
The strategic rationale behind those choices are that scopes/both kinds of reconnaissance will give you a proper overview over the battlefield to be able to foresee and to react to hostile movements. Scopes will grant your Elephant permanent enhanced vision to target those nasty Comets and provide sight for deadly Panzerwerfer barrages. Speaking of Panzerwerfers you should tech to T4 to field rocket artillery for countering AT guns and to produce at least one Panther as support for your Elephant. The OKW player should tech to Mechanised Regiment to produce at least one Stuka for early access to indirect fire (it might take a while until Panzerwerfers hit the field...). Afterwards he can go for healing but should then directly head for Command Panther call in. By calling in this tank your team is not only acquiring a late game carrier but also possesses a powerful tool to destruct any armour within 2 shots: mark target. If Command Panther and Elephant have the desired armoured target in range use mark target. If both of your tanks' shots connect the marked hostile piece of armour will be a wreck for sure. If you advance into hostile land do not forget to activate radio silence.
Some early game survival tips:
Do not be too aggressive when engaging Allied forces in early game. Unless you have total domination over both fuel points and fast light vehicle counters on the field I advise to be rather defensive securing at least 1 VP, 1 muni and 1 fuel point within a connected territory. If you overextend your frontlines Allied light vehicle rush will cause an immediate breakdown in case you haven't any counters on field. Therefore I suggest to secure a solid portion of the map to persevere until late game when Axis' true strength is revealed.
General tips when handling Calliopes and co.:
Most important rule: Never ever blob! NEVER! If you aggregate more than 1 squad in a narrow position (and there are many narrow positions in 2v2 maps...) then Calliopes and co. will reach their highest efficiency thus fully paying out for Allied players. You mustn't let their investment pay out for them though!
To make Allied players further regret purchasing those artillery pieces you should - once Panthers have entered the battlefield - engage your foe with armored might primarily, not with infantry forces. Force them to show their AT guns/Comets then barrage with Pwerfer and Stukas/shoot with Elephant. Your infantry should stay a bit behind the frontlines to repel pushes rather than pushing themselves. By playing your cards this way you force to play your opponent by your rules on the one hand and on the other hand you achieved that their investment is rendered as disadvantageous as possible.