2mg > pg shrek > fast ostwind
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and they skip all the tech to get the fast ostwind and i can't find the punishment about skip tech.
Are the OST players skipping T1
and 2 buildings or just T2? This changes a fair bit.
If they're skipping T1, there's a ton of choices, if they're not, then the 200mp/20f shouldn't really be changing all that much.
what should i suppose to do as all ally faction?
So there's two variations of the T2 skip - one skips T1
and T2, and one skips
only T2.
For the early game:
Skipping T1 is very, very risky, and relies heavily on call-ins; usually AGrens, since they are available right away. While strong up close, they have basically zero range power and are quite fragile; just stay at range and you'll be fine.
Not skipping T1 basically results in a normal game, but with a weaker early-mid game, since the OST player will have no vehicles (until T3) and no PAK. Against this build, really just play normally.
Once they actually get to the 'skipping T2' part, the counter is pretty simple: stay at range. PGrens with schrecks are very powerful, but they're also infantry based AT; they're slow, vulnerable and can be suppressed (which makes them basically useless). Like Sander93 said, AAHTs are incredibly powerful here if micro'd well, since they suppress/pin and have a ton of range. Other viable choices are just more MGs, or long-range AI infantry, like M1919 rifles, double-bren Infantry Sections, or Penals/Guards (especially with DP-28s).
It's also important to note all the things the OST player loses by skipping T2:
No 222: that means no chasing low HP LVs, snipers, retreating squads, etc.
No 251: that means no forward reinforcing and no flame-HT to counter garrisoned MGs
No PAK: that means no long-range AT, which means AA-HTs are incredibly effective
Use those weaknesses to your advantage.
I think it's a good idea to lock them behind T2, mostly because T2's priced around having a monopoly on AT.
That 200 MP 20 FU is a big deal. It was different when you had to build it, but now you don't and that really hurts the viability of the T2 units.
I have to disagree with this. Moving PGrens to BP2/T0 was done for two reasons: firstly, to make them available earlier (by 200mp/20f), but ALSO to untie OSTs early game AT from T2. If PGrens required T2 for shrecks, then T2 no longer becomes optional, since OST would have zero counters to LVs without it. That would in turn mean that the move of PGrens to BP2/T0 was basically pointless, since you're only making one or two PGrens available about 40 seconds earlier than before, as the OST player would need to get T2 down anyway.
Or simply delay early powerful infatry and pace the game around stock mainline infatry and their tech...
While I agree, that would mean changing almost every infantry unit in the game. It would be nice, though.