Both of my defeats so far in ranked have been against 101st.
The first I was the 17th on Caumont L'Evente. I had the side with more forest, but because the other side has access to the larger forest, it's easy for the engineers to take and hold. The smaller forests are similarly vulnverable with a bit of smoke assist, and are on my side. The 17th really lack mobile counterplay, and while I was able to contest some ground with rocket arty, off-map and plane trains took their toll.
The second I was the 352nd on Carpiquet. I discovered my deck was a bit crap, but still, I think it's hard for the 352nd to hold any sort of presence in the town. The open area I should have done better in, but given the lack of cover it's pretty hard to stop planes from picking away at anything I place there. Maybe I could have held a line really far back from the start and given him a "free" +1 (then +2 as I fall back). That would have kept my K-D reasonable and got me into C in a good shape. That may have worked.
There's a few things that make them good in 1v1:
1) Engineers. Obviously the best unit <100m.
2) AB rifles, similarly to Fallschrimjager, are strong all-rounders.
3) 800m range MG (and in A). I know the Germans also get this, but the allies tend to have much better anti-infantry counters in A. Stuarts, Cromwell/Churchill support tanks, AVREs, Scotts. Good german counters are halftacks and autocannons: there's not much else. Decks without these are going to struggle. I guess other MGs are an option, but it's not really a counter as counters tend to be stronger than the unit you're countering. IGs also work, but they're bad stealth, need to exploit their range advantage to be effective, and can be avoided/bombed. In other words: many german decks don't have a good counter to several 800m range MG teams attack moving across a field. Almost all allied decks do.
4) Germans don't tend to get tanks in A. Cheap AP 8 AT guns in A are just fine to counter most German decks, and you always have the AP 11 gun should a Pz 3 or French tank be an issue. B can get a bit dodgy.
5) Planes are plentiful, fast, have bombs, and come early. Troublesome hardpoints can be bombed. Counter-attacks can be bombed. Germans often have weak AA in A, often lack planes in A.
6) Very good A income.
7) Off map arty in B and C to smash any sort of concentrated counter-attack.
Basically, they strike at the weaknesses that many German decks have early on: poor HE support, poor A phase armour, poor A phase air. German strengths tend to kick in a bit later. I think I'll be ditching the German divisions without autocannons for now as I think that's the main problem. Inability do deal ranged HE is a killer and mortars just aren't enough DPS.