I play a lot of 2s on my stream with all factions and I am going to have a weekly event where this kind of replay can be sent in to be analysed and critiqued so stay tuned for that (just working out things like artwork).
I don't have much time to answer in too much depth but here's a few routes you could take. I am assuming double Soviets here:
Player 1: T1, Sniper, Cons, M3, Cons, Cons, AT nades with the M3 being garrisoned by a flame thrower engineer which allows you the mobility to chase down squads and have a good sense of mobility. The 3x Conscripts into AT nades provides a decent mid-game screen against 222 and the likes. Don't neglect mines. Add a second sniper as needed to allow you to compete with the German's superior infantry with support from Player 2 for your flanks.
Player 2: T2, Maxim, Maxim, Cons, Cons or the reverse with Cons first. Add a mortar as desired, ZiS gun around the 7-8 minute mark is never a bad idea.
You now have a choice, depending on doctrines and the map to commit to T3 (T-70 / T34) pressure by player 2 and T4 (Katyusha, primarily) to complement if you decide to tech.
If you don't decide to tech, consider back teching to T2 for player 1 to allow both of you to field ZiS guns so you can stall but this will involve a lot of tight camping and flank prevention.
General Tips
- Always lay mines on the flanks (obvious but neglected at times).
- Pick complimenting doctrines (Shock Rifle Combined Arms & Guard Motor Coordination for example) to allow you to push at similar timings if you're going with this play style.
- Keep your Conscripts near your support units at ALL times to provide AT-grenade snaring. This will save your life on countless times if you do it right. Mines & AT-grenades are the foundation of a T1/T2 strategy to function and transition effectively when your armour starts rolling out, so it can be a bit daunting if things go to crap early game as a result of a few mistakes but I assure you, it's very strong.
Doctrines
These are potent in 2v2s (even if I think some are blatantly OP):
- Mechanized Support (ISU-152) & Counterattack Tactics
- Mechanized Support & Guard Motor coordination
- Guard Motor coordination & Shock Rifle Frontline
USF Tips
- Rifle, Rifle, Rifle, Lieutenant --> M20 OR AA HT --> Major IF not choosing Rifle Company. If you're going Rifle company, I advise both a Lieutenant & Captain (if you need tech from both) and holding out till Easy 8s.
- Rifle, Rifle, Rifle, Rifle, Lieutenant (same as above) OR Captain with Stuart / AT gun support.
- Rifle, Rifle, Rifle, Lieutenant (same as above) INTO 2/3 x Fuel Cache --> Major, M8 Scotts / Jacksons as needed. Airborne works really well with this for the filler Paratroopers & P-47s for pushes.
I hope this has helped a little with Soviet build orders. (Sorry I didn't have time to look at the replay so I didn't know what factions you were asking for help with).