In my experience, the strategy is less North African versus other type strategies, and more what the realities are on the ground.
For instance,
The strategy on Alam Halfa and El Alamein have similarities and differences; while Sidi is something else entirely.
Usually,
There's a game of Ro sham bo going on; something kills something very well but is weak against something else and vulnerable against another thing.
Remember the 20mm AA gun in Saving Private Ryan that caused riot against Millers Troops? Or conversely, what happened when their machine guns went silent? First in the belltower and then in the house covering the West flank?
Something like that.
You have assets you need to use to effectively keep the enemy off his stroke, and he has weapons that prevent your strongest troops from being brought to bear.
Artillery, airpower and in closer skirmishes smoke tend to be great decider of battles and removes the enemies immediate threat.
That's the key thing, removing the immediate threat first and quickly.
Once you realize your side is being bogged down by an AT gun, decide if you can flank it with infantry and take it out (Preferably using rifle grenades and anti tank bombs to ensure it stays down) or if it's in range of artillery that flatten it.
I present these options as these are the ideal.
On public server, like with real war, things are anything BUT ideal.
You may have a no-show on your artillery or the enemy may be focusing his airforce on your guns.
Trying to fix those guns (Take Gazala for instance) may be a trap, as your entire focus is on step 0 instead of step 1; getting across that open area and capping that critical flag.
So you need an alternative approach.
Tanks in North African maps are generally your spearhead, so once the immediate threat to them have been removed, get as many of them across with infantry in tow.
A spawn tank, though frowned upon by some can be a great strategy to get more men in than can be safely carried on.
But watch out for enemy tanks in hull down positions as these can wreck havoc on your tanks and blunt your offensive -- And getting pubbies to coordinate tank actions is hard enough without having to do it more than a few times.
To deal with thos entrenched enemy tanks, like with AT guns could be anything from a 'commando unit' sneaking in, artillery scaring them off or airstrike depending on other factors like air cover, if you can find a flank to sneak in.
The key thing is speed. You need to keep the enemy on the defensive and off his stroke. Once you gain an advantage, push into them as far and as fast as you can until you start to feel the resistance mount, then the new situation, identify immediate threats and focus on taling those out; rinse, repeat.
And yes, sometimes, the enemy has entrenched so well and his stone, paper and scissors are so well in sync that any attempt to take out one would cost you unacceptable casualties -- This is especially true if he beat you to the strategic point; for instance the opn flag at the blockhouse on Sidi Rezegh.
In that case, you may need to rely on flanking at the margins of the map, or get in a solid squad with a smart squad leader that knows how to survive long enough to matter. And even then the rules still apply. Take out the key threats, such as the 88, PAK guns or any marauding tanks, so even if the attack fails, a speedy second attack can exploit the weakened defenses.
But like all maps, NEVER, and I mean never try to attack an enemy in a predictable way. Don't focus on individual skill or you're playing a game of loser's luck. Don't send tanks against AT defended based without air or artillery, don't attack entrenched tanks with other tanks, and don't try to cap a base that is defended by at least one full squad with a squad of your own carrying just rifles.
You may succeed, but if you don't you lose critical time bleeding, and hand over the intiative to the enemy.