This strategy has really only been tested on all maps in lower to intermediate level 1v1 play so far. I was bored and thought it would be interesting to try and develop something new. After a few games I ironed it out, continued to test it, and I think I've found something that works. It is for the Ostheer, so do not try replicating this with the Soviets.
As usual, take your starting Pioneer unit and construct the Infanterie Kompanie before proceeding off to cap. However, the important bit is when initially acquiring territory, head directly for the fuel on that map. It is essential that we harass it as much as possible, if not take it for ourselves and secure it.
Then, that's right, build a Sniper. He will be used to play mind-games with the enemy as well as follow your Pioneer squad around. It can also win you the infamous stand-off between Soviet Combat Engineers and Ostheer Pioneers that tends to take place in the beginning of the match, so long as there are no Conscripts nearby.
Before we go further, I'd like to quickly discuss what Conscripts means for your Sniper at this stage. Any good Soviet opponent will use the "Oorah!" ability and charge your Sniper when they spot it. The best you can do is keep it at max range, and the moment he shoots soft-retreat him into the fog of war. Even better, into an area where he can cloak, then "Hold Fire". On top of this, do not engage Conscripts without your Pioneers being there, who can attempt to form a screen for your Sniper.
If it comes down to it, do not lose your sniper! I cannot stress that enough. Instead, retreat him back to base. This scenario will be more of a problem now than at any other point in the battle, as you just don't have the units to form a proper safety net and screen for your Sniper to conduct operations. Regardless, be patient. As I mentioned earlier, the Sniper's survival is of utmost importance. You lose him early on and you might as well throw in the towel.
Now with that out of the way, we need to get some more boots on the ground. Two Grenadiers and MG-42s will do the trick, in any order really. I usually get Grenadiers > MG-42 > Grenadiers > MG-42, but that is just personal preference. You can start with two MG-42s then get two Grenadier squads, however you must have good MG-42 micro. This is because the closest thing you have to an infantry squad is the Pioneers, so if it gets flanked it will more than likely be forced to retreat.
Another thing to keep in mind is that this strategy is very versatile and mobile. That's due to it being primarily built around the Sniper. So your machine-gun teams will have to be moving around a lot, covering flanks and so forth. Grenadiers are naturally more mobile than an MG is, which is why I start with it. However, you can also argue that starting with a machine-gun is a good way to lock down the fuel and create a safety net for your Sniper, whereas a Grenadier squad can only form a screen, which is not as effective. It is up to you, don't be afraid to try different things. Figure out what works, or even just switch it up from time to time simply because you can.
Early Game: Closing Thoughts
Okay, so before we delve into the build order and other things in regards to the mid-game, I'd like to get some things wrapped up. By showing your hand extremely early with the Sniper, you've more than likely been playing mind-games with your opponent, maybe without even realizing it. For example, he may have been planning on a different strategy until he encountered your Sniper practically out of the gate, so he changed his own plans to get a counter-sniper and / or Scout Car.
This is exactly what we want. For him to more or less play on our own terms. And this is also part of the reason why I like to go Grenadiers > MG-42 > Grenadiers > MG-42, because that first Grenadier squad can panzerfaust the almost guaranteed Soviet Scout Car or bait a counter-sniper, allowing your own Sniper to counter-snipe. Inception? Yes. Mind-games? Yes. Also, if you can properly harass if not take the fuel, you have continued to mess with his plans, especially if it involved tanks.
Lastly, since we are talking about resources, this is a heavy Tier 1 start. That means your Tier 2 is going to be delayed, thus proper AT is going to come late. The better you can harass, or again even take the fuel, the more you delay their tech, making up for the heavy Tier 1. If you are still a little afraid, feel free to lay down Teller Mines as you should also have a fair bit of munitions.
Now you want to start teching up. Get a second Pioneer squad and construct the Leichte Mechanized Kompanie. Then send them off to do any back-capping, harassment, join the main force, etc. But now you have some options.
Note: Above is not a build order.
Here is another part where the flexibility of this strategy comes into play. I'm not here to hold your hand through every part, as we all know how situational CoH2 can be. What I will say though is that because this strategy relies so much on being mobile, a Pak-40 is not your best option. I'd recommend getting Panzergrenadiers, the Sd.Kfz. 222 Scout Car, the Sd.Kfz. 251 Half-Track, or a combination thereof.
In the case that the enemy does fall for our plan and they do try to counter your sniper, the Scout Car would be a good option. It has the ability to take out the Soviet Scout Car and hunt down snipers as it's quite fast and mobile. The half-track might not be a bad idea either, as it can re-inforce your troops on the field, making up for your lack of field presence earlier. As well, you could decide to put your Sniper in the HT to protect him and / or transport him around in it.
Panzergrenadiers would be good to get too. While expensive, they're quite tough, and good in all combat situations including against armor if you upgrade them with Panzerschrecks. That'd make them
at least a good deterrent against enemy Scout Cars if they do not take them out. The choice is yours. Judge for yourself what your opponent is doing, has done, and will do, then based off that information make a decision. Your mid-game depends on it!
Mid-Game: Closing Thoughts
At this point in the game your sniper should have some veterancy and be even more effective. You have all the necessary units to counter numerous different threats. So, a good army composition. Hopefully you were successful in harassing their fuel, if not completely denying it, as well as securing your own. If so then you will have an advantage heading into late game.
Now is the time to tech up again and get two Panzer IVs. They are fast tanks efficient in killing both infantry and enemy armor, which should be minimal if you had fuel control. The reason for getting two is so that you can properly take out an SU-85, and also basically for overwhelming force. Your machine-guns will be there to suppress any infantry who try to get off an anti-tank grenade, or in the case that they do cover the PIV.
With this advantage though, now is the time to be aggressive and push, including the flanks which shouldn't be heavily guarded as your opponent should be very focused elsewhere. At this point the game should just snowball either into their surrender or an eventual, inevitable victory from VP control. In extreme cases you can launch raids on their base, although it's not a good idea as that can be a good way to throw the game.
Late Game: Closing Thoughts
At this point in the fight it is less about keeping our Sniper alive. Of course, we don't want to deliberately sacrifice him, intentionally be careless or anything like that, but the primary focus has shifted to trying to finish off our opponent. Win the game. This allows more of your micro to be freed up for other tasks that you could say are now more important than our Sniper's life. Of course, keep in mind nothing is more scary than a veterancy three sniper!
I hope you've read everything so far and gave it a fair chance. Please let me know your thoughts on this fragile strategy. By fragile, I of course refer to the fact that if the Sniper dies early on you've basically been nailed into a coffin. Obviously there is a lot more work to be done on this, and I'll also have to be sure to keep this updated as patches are released if needed.
Another thing to keep in mind is that this strategy was not made with the intention of giving you a lot of map control. That is fine, because your goal is to play mind-games. Make him play on your own terms. Harass the fuel, take it completely if you can. Much like the Volks>Volks>Sniper>MG strategy of ToV, this does not need a lot of early map control in order to succeed.
Please consider it though and give it a try. Currently it somewhat works, so with enough constructive criticism I think we could make this much more legitimate, to the extent in which it can be used realistically in competitive play. I think a big part about this strategy is also how unorthodox it is and unexpected. Rarely do you see your opponent make that his first unit, but when you do I think many of us have an instinct that says counter it. And here we are using that against them.
In the near future after playing some more games and further refining this I'll post a replay and perhaps even cast a game to showcase this in action.
Link:
http://www.coh2.org/replays/6520/mindblowing
Description: Nothing could go more wrong. In this game I am the one testing the strategy against a solid Soviet opponent, Jacob. Lose my first Pioneer squad minutes into the match. An hour long game but shows that you do not need to follow this strategy to the book as it is very flexible (I add a mortar onto my Tier 1, get a Pak-40 despite it not being recommended, among other things). Check it out.