Well problem with UKF is they started the faction as crossover between USF and OKW and then they wrecked the whole commander rosters with loads of nerfs. Like USF, UKF should be able plug faction design holes via commanders.
For example: If you go Airborne or Recon commander with USF you can tweak your side teching(cause you can airdrop team weapons that are locked behind side teching)
UKF had this, but with the commander nerfs we had to stick to the vanilla unit rosters. Now they nerfed that too so you gonna be need to really picky about your commanders and tactics now.
I stopped using vickers for example because unless you go Royal Arty or Enplacement commander you are stuck trying to micro and protect vickers fire zone. What i found useful is trying to play UKF like USF or OKW. I always start with aggressive 3 tommies push and after seeing how enemy reacts bring up either vickers or UC(prefer UC more but sometimes it is hard to hold on to muni points in team games).
If you push back and cap enemy points this way either wave of infantry spam or light vehichle supported infantry assault will commence. Again depending on your choice of commander you can deal with those. Enplacement commander works wonders with Bofors(against infantry spams) though you gonna need to save up muni and have at least 1 bofors with 1 mortar pit(also i should remind you using mortar accuracy bulletin along with vicker accuracy and bofor armor will improve your odds so configure your load out carefully). Special Weapons regiment can deal with any infantry and light vehicle issue but as soon as enemy notices you went special wep reg he will bring up double mortars or ISG. Last but not least
Commando Reg can break enemy indirect but you gotta be careful and micro the commandos harder than ever. One wrong step and you will either catch some mg fire or worse lose commandos.
If you can survive up to this point with at least %50 map control you should be able to roll some armor(trick is though discarding side teching, I started to side tech if i really need to now thanks to bren nerf).
All the stuff i said above works for me most of the times in 2v2 team games. But we all know that games are heavily depended on your team mate's skill. One last tip i can throw here is; use snipers. Sniper unit is more crucial than ever now. Cause facing 3/4 grens and 4/5 volks(or 3/4 sturms) is lot easier, you can bleed MP and have some snarish ability for incoming armor combat.
As LoopDloop stated above i'm only going hammer tactics now, those arty shells combined with churchill are life savers, SBP gave large benefits to Axis for using team weapons, airburst shells can do some good against those team weapons.
I can upload one of my games for an example.
https://www.coh2.org/replay/73470/2v2-ukf-soviets-vs-double-ostheer/page/1#post_id677707