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Basically this.
For example: no matter the build UKF will suffer from Ostheer, be it Ostheer MGs, snipers or Osttruppen.
Also, surely there is an average style between maps, with one map design type being most common, eliminating the map factor and matchup comparison implies players being the same competent skill level.
OKW for example as you said has no great MG counters early on. But they do have very strong aggressive early infantry that can take garrisons and push hard, while a very mobile capping unit can do the rest.
UKF has no mobile mortar to balance out their stationary potential. Against snipers they got the UC or can decide to go mobile with the AEC. Their infantry is expensive, but strong and gets upgrades. They suffer to Osttruppen only in cost efficiency with bad positioning.
Anyways. It is fair to say that there are specific units, which are harder to deal with as some faction, because of built in drawbacks. Likewise the built in benefits can be hard to deal with by others. Does that doom the whole matchup? No.
Its called adapting to the battlefield. UKF can go offensive build against Ostheer, that'll give them a challenge.
I really don't agree with your, favor this or that logic. I see it as all situation and adaptability of the player. If you stick to one build and not change it, you're going to get steamed rolled.
You can read this here for some more insight:
https://www.coh2.org/news/55039/coh2chart-and-its-worth
Besides, coh2chart isn't that bad, they have actual winrate data from Relic and that is what they are showing: wins and losses per faction. Jumping to conclusions about faction's strenghts based on that would be a poor choice, but it does show if faction is winning a lot or a little and you can interpret that based on your own experience to see why it might be the case.
Which would be all nice and fine if it wasn't for the matchmaking mechanism and the lack of community (hence sample) size.
The article shows it pretty well where the major flaws with it are and how the ELO system blurs the winrates.
By the time your sniper comes out you are on the back foot, a decent sniper player will know to fire and relocate, and with that shot lowering your squad of 4 men now down to 3 you can't win against his grens.
Not to mention by the time your sniper is out, the 222 is getting built and then its a whole other story with the 222 spam.
Constantly on the back foot, its an uphill battle all the way.
As if restricting the sniper to staying savely behind grens and forcing those grens to stick to that sniper with only getting one unit is not a considerable counter.
This is exactly what I am saying:
Some factions have only indirect ways to counter certain things. Like OKW that has to use aggressive early inf to prevent strong garrisons being used against them or UKF getting a UC to prevent free sniper play.