Hanswurst:
Yeah it would be more helptful if doctrines werent overlapping but basically the meta still revolves around the ones that have Guards+PPSH, Shocks+PPSH and I guess initially the new doctrine. This kind of narrows it down to 3-4 viable options from Soviets, and if you play badly against them, the game is over long before the heaviest of the tank behemoths hit the field (ISU152, IS2 are the ones I think you're referring to).
JHeartless:
True, but AT-strafe is incredibly underwhelming at the moment. If opponent rushes for SU85's maybe a PAK43 emplacement with proper support is a better answer than to counter an dedicated Anti-Tank unit with tanks (Panthers, PIV, STUG - two of them can even chew up a Tiger easily) or with a highly unreliable strafe. Shrecks at 120 munis are something you get to keep all game (assuming you haven't upset the RNG gods) and do consistent damage to medium tanks and SU85's.
I of course always upset the RNG gods and find that my Shrecks get sniped by the AT-gun reliably so I don't know....
FestiveLongJohns
Not trying to argue but I still want to answer your post.
1. Strafe requires macro-skill. So does chosing when to get 150 munis over throwing away 50 fuel. And to me that is an important part of the game. Zeal/FTFL in vCoh are more "no skill" abilities - Zeal is passive and FTFL costs so little that it's cost had little meta-impact. 50 Fuel on the other hand is a heavy investment that can further push your tech back a good 2-5 minutes which in the COH2 timeline is like I dunno CENTURIES.
2. Haven't thought about it this way, and it is a very good point. I always de-select the blizzard maps because I hate the gameplay and hearing my troops whining about the cold. I do understand it's impact though.
3. YESSSSS.
What makes it hard is that you really won't know if you can use this doctrine viably until its too late in the game. Pick it too early and you really screw yourself over - pick it too late and you have failed to draw advantage of any of its perks - which are pretty strong in the early game around the time the T2 pops. Fully upgrated grens, shrecks, flames, mines, all kinds of heavy munition usage that soviets have learned not to expect.
Many of the other docs have such distinct advantages early on (Shocks-Guards) or have all its punch a little later toward the heavy tanks - this CAS doctrine really fails in that. The CP-timing is a little off too imo but I have nothing more than that hunch to go on.
I do on the other hand think it lends itself to a different playstyle and that makes it interesting to me in regardless if it is 1v1 or bigger team games. Russians load up on massive AT with AT-Guns and SU85 because they expect the Panther in the meta. By forgoing the an armor (by trading fuel for munis) in your mid game build you also reduce the efficiency of your opponents units. Instead of a Panther/Tiger you might hit his Shock/Guard army with more AI (MG, Mortar, Flames, LMG42, G43, Grenades, Strafes etc). You can even go for a Panzerwaffle rocket truck or whatever its called to deal a lot of damage to his soft tisse units that are expensive to re-inforce and maybe force his hand to rush his SU85 into your AT-Guns and Shrecked PGrens.
But this is in an ideal game. Most likely the Soviets are just going to WTFpwn you before 10 minutes so why even try