To Cruzz:
MG42 in mid-late game is not insta suppressing at all. Theres a lot of light cover made by arty/mortars, squads are vetted and so on.
It only takes 2 bursts to suppress conscripts in GREEN cover, yellow means nothing. Against a HMG42 heavy start your conscripts will certainly will not be vetted past maybe vet1 from all the fire they've taken, because they will not have killed a damn thing.
MG42 can by countered by sniper and clown car (even with cons in it) and from T2 by mortar and ZIS barrage (60 muni and comes late, I know).
The soviet mortar is in every way worse than the axis one, comes out very slow and is extremely easy to dodge anyway. The ZIS barrage is fairly inaccurate for any given shot, so as long as the opponent unpacks after the first shot lands he'll most likely not lose a single member in the MG squad (mind you, the ZIS actually makes a firing noise without firing a shot before the barrage starts so you actually know in advance that the barrage is coming even if you can't see the gun). Going T2 also means no clown cars, which screws you up against everything else.
Conscripts do next to no damage from clown cars, their DPS per man is freaking awful and only 2 or so guys tend to be firing out of a clown car at any given time.
Sniper is kind of a counter except against buildings (they only hit with like one in every third shot against buildings), but I sure can't handle microing snipers in multiple parts of the map at once so it's effectively impossible for me to gain back map control with them. They also come out extremely slow, are expensive and force you to move your units in one group to counter attempts at killing them so. Plus if the game drags on they kinda become a liability with their habit of dying to any number of artillery abilities (especially the mortar halftrack incendiary, and opel strafe) in one hit.
Investing heavy in MG42 means you lack grens (and also fausts) or your tech is delayd so fast T70 will help you a lot.
1. Why on earth would your tech be delayed? There literally is no reason for this
2. You'll float a lot of munitions early on when not bothering to upgrade grenadiers with lmg42 and not going for a flameht so you can afford several mines or 2 shrek squads, both of which tend to deal with T70s nicely. Though let's be honest here, most games you tend to gain complete map control before the opponent even has enough fuel for their first T70.
Axis on the other hand can punish Maxim spammer only with Flame HT cuz sniper and mortar is useless against 6 men (+ merge ability to keep it on the field).
Nevermind the fact that on most maps you can lock down someone going for maxims in their base before they get a single one out thanks to the huge build time on the structure. Nevermind that even grenadiers can just walk up to a maxim while it's shooting at them and grenade it to hell. Nevermind you can actually reliably flank it because it has a cone less than half the size of the MG42 and will take a very long time to suppress anything. Also mortars really aren't that much less effective against 6 men squads compared to 4.
@Cruzz: If you build 3xHMGs, they become a burden when vehicles hit the field.
You'll never see a T70 before you've already won the game with your MG42 map control, so the only vehicle you'll ever actually face is Clown Cars. If you can force your opponent to invest heavily in clown cars then this is a very good thing for you, because they scale like shit past T1 (much like conscripts without the smg commander).
It's fairly obvious to me that I simply don't have the microing ability to manage to win with soviets against anyone who isn't playing stupid. Playing as axis makes me feel no such inability to compete, and most of the time when I lose as axis it feels like I was the one who did a huge screwup rather than my opponent actually managing to do anything (the other option being just huge amounts of bad luck like a flamer destroying a squad in a single burst and so on)