"Floating" 14 second of manpower has not real bearing in the tactic especially any unit produced wouldn't even have been produced. Firesturm is good vs UKF because it can be used to counter emplacements.
The tactic allows call in troops to enter the fight earlier. UKF player can have numerical superiority regardless of what the okw did there.
CP 0 call in infatry start on CD just to avoid this problem but the transportation reduces the time they need to enter combat and that reduces the effects of the CD.
Those are examples of how infatry drop work even vs SP. The UC-rore has already forced a VG to retreat (causing 2 casualties) and they are loaded so they the can do the next drop on SP and force them to retreat also.
We can debate if the player are good or not but the real question is there anything they could had done better to counter the concentration of UKF units that early in the game.
cooldown infantry universally got nerfed for one and only one reason: assault grenadiers, which would let you get 3 squads absurdly fast
firestorm is good even when you aren't fighting UKF, but thats off topic
in the context of this strat, recovery engineers do not swarm the battlefield and just let UKF rush a point somewhat faster
Now as it has been said a million times before, pfus and grens will counter this. But since you are CONVINCED that this op UKF hack unit has 3 hours before a snare is achieved, all you have to do is to cap your points on your side of the map and let UKF hold the fuel point, regroup with a blob of units, and then counterattack and continue the game as normal
UKF doesn't get no magical unit production, wehrmacht can get out a gren and MG-42 at the same time as this strat can get out two units