Aha, danh. So you created this awesome map but face the difficulty that some players give you a hard time to win your own map? tz tz tz tzzzz
A bit difficult for me to give my ideas from an attacking point of view right now, because I don't have access to the map and don't remember all capzones by hard. So this will be purely out of my memory (and I am old and married, so don't expect too much, lol).
First capzone is purely to slow down the German advance. A good russian team will place there sniper on their right (German's left) side, supported by an MG, because the defenders have the advantage of higher ground combined with a huge field of fire. Russian rifleman are usually on the German's right flank.
In my eyes, Germans should simply throw all bodies they have into the first capzone to cap it quickly. If charged fast enough and the russian team unable to set up a good defense, the first capzone is falling quickly.
Usually, the russians have 2-3 men on the German's left flank on a ridge with a broken tank (close to the German spawn then). I have seen 30 Germans running uphill without noticing that there are still Russians in that area. That's not good, bullets also kill when you are hit in the back
The village is a bit tougher to cap because a competent russian team will have at least 2-3 semi's/auto's in the first building at the border of the capzone. If the Germans have captured that building, the closest way into the capzone is clear.
In General Winterwald is a great map to show the advantages of the attackers and the advantages of the defenders. If the defenders have their assault troops inside the first capzones, they can effectively "hug" the enemy, blocking the Germans pretty effectively and slowing down their attack. Supported by MGs, Riflemen and their sniper, the German squads will be slow as they have to fight off the closer threat (PPSHs behind the fence/inside buildings), while they are a pretty easy target for MGs and Riflemen in the back (remember, a slowly moving target is easier to pick out over distance).
The Germans however face a huge advantage once they started capping a zone. Reason is: Because the Russians charge into the capzone from a higher ground, they are actually presenting themselves to the Germans that are inside the capzone and their support troops in the back. I have seen Russian charges ending up with 75% losses when trying to rush the village and stop the capping. (once the Russians are forced to leave their good defensive positions, they are very vulnerable).
Anyways, back to strategy: After the village is taken, the fight for the hills and woods is determined by flanking, flanking, flanking. Spawning on Squad Leaders is very helpful. A frontal German attack usually ends up in disaster because the Russians can set up MGs and rifleman and create a "wall of bullets" since they have a huge field of fire. Sneaking into the sides with your SLs leading is the tactic of choice. Think of the German sickle attack tactics of WW 2. Throw your forces either from one side or both side, flanking the enemy's strong points. As strong as the defensive lines are when attacked frontal, they are very vulnerable when attacked from the sides or even better, from behind. Because the Russians are suddenly again forced to attack the capzones in order to defend it. See how I did that? It ain't rocket science
Most difficult on this map (for me at least) are the AA guns. The fighting can become very chaotic because the capzones are smaller and there are plenty of positions to defend from. However, also the attackers can use the terrain very well to set up positions for covering fire. Usually the last 2-3 capzones are a bit like WW I, meaning: 2 sides in a stalemate and the attackers with the disadvantage that they have to charge. And again, it ain't rocket science: USE SMOKE. I don't know why so many players do not understand how to use smoke. For beginners: You want to block the opponing teams view, not your own. It's actually easy, well it should be easy, to understand that "the closer the smoke is towards the defenders, the more you block their field of view, while you keep you increase your own teams field of view.
A last hint for the Russians when it comes to the AA guns: Use smoke! No joke, use smoke defensively. Throw it close to the German choke points. You'll be surprised how often the attackers are mistaking Russian smoke to be their own smoke. If you have a well-placed machinegun, coordinate a SL to throw smoke TOWARDS the Germans. You'll be surprised how many Germans will run straight through the smoke as they think it's helpful for them. What then actually happens is that the machinegunner sees the movement in the smoke before the enemy inside the smoke sees the machinegunner. Result: ratatatatata
Hope that makes sense to some at least.