Not necessarily. Personally, I like to turtle, and build up something really powerful, like a strike force of 3 or 4 elite squads. Then strike deep, and pull back when needed. It is also interesting to try and counter as efficiently as possible. You can't just spam MGs and AT guns everywhere, you need to find (or create) specific avenues of approach.
1. Certainly you can play them however you want but it doesn't change the fact that Soviets aren't designed to be played very defensively... 2. It is optimal to play them aggressively, the same as US. 3. The bolded portion is not opinion but fact. Many faction mechanics reflect the design that Soviets are aggressors and Wehr the defenders, as many games work out. That isn't to say that in each game there isn't defending and attacking by both sides but Wehr is happier when on the defense and Soviets have a lot of design features to make them need to be offensive. 4. Some examples; high upkeep, low reinforce, lots of SMGs, nades, artillery options, heavy mortars, satchel charges, weaker endgame than Axis etc.
The PE/USSR balance is not good and is a primary focus of our next patch. NI are actually being very slightly nerfed vs PE. Other changes are being made to help this balance. Against Wehr, the balance is extremely good. Soviets have a very strong endgame for an Allied faction but they still don't hold a candle to Wehr. Purchased vet is the main reason Wehr endgame is so strong because other factions will lose their vet units but Wehr can just make new ones. When I say Wehr endgame is stronger, it's not a huge difference but it only takes a small difference to change the battle completely against evenly matched people. If you don't like it, talk to Relic. As for Wehr being designed as an AI faction, I disagree. All the factions are designed to be played in any game mode, by and against human opponents. While Wehr CAN be aggressive, as all factions can in many aspects, they are more suited to defending with a heavy emphasis on reaching their endgame, bunkers, heavy weapon crews etc. Even their SMGs are defensively inclined as they have poor moving modifiers. Wehr also has defensively oriented arty, as evident by the short range of the Stuka or the suppressing power of the nebel. They are not as strong at destroying defenses compared to a 105mm. This dynamic of Wehr preferring to hold a defense is what lead to the interesting gameplay of Wehr vs US back when the game was released. It ensured that US players would have to be aggressive to win, therefore there would always be combat. Many balance changes since vCoH 1.0 have emphasised this more and more, like removing double Pershings from armour doctrine. Since there is the need to be aggressive by one side, there is always stuff going on and the game is fun to play rather than just sit and wait for something to happen. Ingenery reinforce is fine. Sturmovie reinforce should be set to 45mp or something like that. If it's not, it's a bug. What instrument do you play?
How many sandbags do you build? The comp as well as the AI seem to want to build only one unit of sandbags at a stretch. Is it possible the AI knows something we don't. Anybody know if a single sandbag 1x1 offers more or less cover than say 1x3 or 1x4 sandbags?
Building a 1x1 is often done in a rush to protect a Volk squad from a Riflesquad in a house when they can not find sufficient cover at range.