Ok, I watched this a few times now, and have taken some time to gather my thoughts on this for you. Hopefully you don't take offense or overlook my efforts.
In summary this one came down some fundamentals as wehrmacht.
That is:
1.) Unit preservation. Lost pios early, and I actually lost count of how many entire volks squads you lost so carelessly, and they were all "left out to dry". They were moved into very unwinnable situations by ignoring range and cover, as well as overextending desperately undermanned and wounded squads deep into hostile territory, alone, with no recon. The results of those endeavors speak for themselves.
2.) Micro and understanding of cover, damage and range... (i.e. the volks in flamethrower range from garrisoned engies (x2), out of cover, low health squads alone and not retreated, capping underfire with no cover, etc, etc.
3.) Mines. You need to plant them. Moreover, you took some serious casualties to them, the first mine should've alerted you to make a mine detector, if not before, because the higher the levels, the more mines you should expect to see regardless, especially on maps like semois with endless choke points and claustrophobic streets and town centre.
The very early game is where this took a bad turn. You managed to annihilate a engy squad and cap the close side, but in doing so you left your cutoff exposed, the middle unscouted, let alone defended, and pushed volks early to areas behind "enemy lines" so to speak, and got surrounded and engaged at close range against far superior forces...thus forced to retreat, or completely annihilated. This while sending your MG42 alone to the far side munitions where a pio squad was ignored and died capping a point, bad unit preservation and mg deployment, imho. Also would have waited on the medbunk a bit longer, as it was too little too late, as you had already vanished much of your men, and if you had preserved your squads better, the MP and muni would have been better spent on that sniper getting out earlier, replenishing volks squads, and getting a mine detector.
Quick tips;
*You want your volks to be more defensive in firefights, preferably standing with cover at a longer distance to rifles, and not generally exploring alone in terrain and situations very unfavourable to their survival.
*Retreat weak and undermanned squad to refit for action. This is especially key for volks as opposed to say, riflemen.
*Don't be afraid to use medpacks in lieu of waiting for vet 1. Though it can hamper medbunk or mine production, it can also prevent you from giving up ground and loosing entire squads, which are much more important.
*Typically it's best to not send mg42s scouting ahead alone, as well as to garrison them, for it makes it even easier to flank and annihilate. Usually better to use cover at an angle, on terrain which limits flanks, or much more preferably still, using them in tandem with some sort of scout, or infantry ahead of them. Bikes are great in this regard, for not only the significant added visual range, but also to prevent flanks by physical pushing. It's usually a good idea to redeploy your mg after every engagement it faces to prevent easy flanks, as well as actively bring them into the fight with supporting infantry, and not left to hold ground by itself.
*Never cap underfire. It's just a rule of thumb. You lose at least 20% of your firepower with volks, and are more susceptible to incoming fire by typically not being in cover while capping.
*Mines. Mines. Mines. Plant them, detect them.
Not going to necessarily
suggest build orders or "strats" so much, but I will share with you how I often go about it. Understand until the fundamentals are mastered, it doesn't matter what build or strat you do, you're going to come out on the loosing end more times than not, imho.
I typically only want or need 1 mg, using two becomes very difficult to employ and micro to their full potential, and often is a waste of MP in such a case. Some volks are fine, but you can't lose them! I often go bike first to scout for the first rifle so the MG coming next can get an early retreat. By that time volks are out to support the MG and cap ahead (per german doktrine
), not the other way around. I will often then get 2 snipers after 2 volks to deal heavy drain on rifle heavy users (see: everyone) This will typically trade some map control, for attritional play, which can later allow me to get to cutoffs with a better chance of sustaining the push because of us retreating and reinforcing. I personally often ignore map control (to an extent!) on several maps as wehr, because I choose to focus to one side or the other, and prefer to deal high damage and cut off supplies to dictate the tempo of the game to my liking. Wehr is forgiving in this regard, and some map combos make this more advantageous than not...see: "wehrtrain"
I hope this helps some.