Just played team game with double CAS. It got to be a slugfest with them having Panthers and one team had quad PG all with schreck. We couldn't ever finish off panthers because of CAS support plus PG/Pak backing. I even got a couple wipes on the PG blob and couldn't carry any more weapons over time due to picking up theirs. But because they didn't have to spend fuel on anything at that point they spammed fuel to munition transfer and hit us with constant recon, strafe and Stuka. Was able to dodge most the Stuka except one on major that wiped 3 infantry vet squads. This is entirely broken. I'm ok with very powerful air abilities in this commander since they have no call in units but the 50 fuel to 125 munition allows them to call in their strikes as soon as they come off cool down. It's so supremely frustrating because you can't finish games against it and you have to hold a semi static line with your AA units near the VP's and pray to RNG you can somewhat hold off their air strikes. My proposal is 50 fuel to 75 munition and increase cool down of ability or just remove. The conversion decrease wouldn't remove the abuse but it would tone it down and make it be something you use when there is an emergency and you need some munitions for upgrade, Faust, etc. not just LOL convert, convert and call non-stop air strikes.
Maybe you should re-watch the replay because your facts are kinda cloudy. Just by watching the first 20mins shows that the blame should be other then the all "Mythical CAS Commander". Your biggest mistake was thinking you would win by attrition!? There was no convincing push on your teams part!? That attempt of a push @30mins was a total fail. Never capped all your points till around 18mins or so the list goes on. You're lucky the rest of Force was not in there as you would have been dealing with four CAS's lol and that would have made you "tab" out earlier all in good fun man..