There's absolutely nothing wrong with it in a team game! It will work against bad players and maybe even against good players. Go back and read my first post - I was just trying to explain why you're not going to get a lot of serious discussion about team game arty spam strats on these forums.
Sorry but i have to completely disagree with you as far as arty is useless in 1v1. I will give you The 120mm is to much for 1v1 but arty can be effective in 1v1 by beating the enemy down by attrition. I usually run a similar strat in 1v1.
maxim x3-4, 120mm mortar x3, maybe secondary engineer, AT x1-2,Guards 2-3x SU85 x1-2, maybe a katyusha or 2, then late game i switch to t34 meds.
This is a 3 phase tactic that switches mid/end game, The trick to this strat is proper mg placement early on, don't let any units die, and let your enemy think hes got you. And when i say dont let any units die, i mean you cant afford to loose any units, keeping your hand on the retreat key is key
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Phase 1(attrition):
I start by always taking a flank VP(near gas), set up MGs, i might put one mid map just to slow movement. MINES!!! you probably aren't using much munitions in this strat so i mine the shit out of choke points to secure the flanks of your units from early flame halftracks and later panzers. then 120 mortars, if i get a halftrack rush ill retreat all, let the point cap, then push the either flank VP depending on how the game is going. By then i usually have AT gun, the mortars make quick work of any infantry in buildings. Set up shop and beat the enemy down by attrition. They will think they are winning and just bleed my VP down. After a su85 ill usually run a guard unit or two just to harass/scout the back lines or something. Also building a fuel point early game is important. After the VP is secure ill have my engineers mine the shit out of any choke points leading to my main in case of panzer rush, keeping a infantry unit of some kind to scout is important.
Phase 2(Push):
timing is important, you want to make sure you've bleed off some of the enemy panzers or push when they are in retreat. After i have a su85 or some katyusha ill start to push mid map, set my mgs between their main and mid map(i want them to die for the pop), then maybe kill off a mortar or two. I should have enough fuel because of all the infantry now and hopefully i bleed the enemy fuel down if they pushed panzers on me. Then comes the t34 mediums, the katyusha will decimate any grenadier AT, the su85 with the t34 can easily take a panther + any AT i have left.
Phase 3(Assault) -
After i push mid map i set up a light defense, more mines. My tanks will re secure my previous VP, i usually keep a mg or two back to lock down infantry. katyusha +120mm will destroy any infantry. Here is a key part, if they push the VP with my tanks, i only use enough katyusha to scare them off, no need for them to know everything i got, i usually try to hide my t34 if possible. I want them to push mid VP. When they do i rush main with the tanks, screen with the katyusha and incendiary barrage, any left over mortars, mgs, AT push from mid map. If they destroy any of my tanks, i usually have a ton of fuel for more.
Pros -
120mm Mortars easily counter enemy mortar
easy to keep a VP locked down
semi-cons -
Must micro manage MG placement
Must identify choke points for mines
Cons -
Early mortars before your 120mm can be a problem.
Halftrack mortar can be tricky to take out, guards help with that.
A panzer rush on the other side of the map can be a threat, good to keep scouts or something over there, trip wires can work well.
a tiger can be problematic, usually i do a slight rush, ram with a t34 then secure and repair. Mines, mines, mines