Countersniping is possible, but it is hard and requires your opponent to make mistakes. In green cover the German sniper should be able to re-cloak after his first shot before the Soviet sniper can get off a shot due to the high aim time of the Soviet snipers. The vet 1 explosive rounds can 1-shot a Soviet sniper team, but don't rely on that to deal with enemy snipers.
Bum-rushing an early sniper with a lot of grens actually can work pretty well, unless you get led over a mine or into a maxim (not an issue in 1v1 ).
The M3 dies horribly to upgunned ACs. Unless there are Guards in it.
Against flamer engis + M3, I like the ol' faust + rifle nade combo. Most players will back up their M3 when they see the faust animation start, then jump out the engineers to fix the engine. Fire a rifle grenade at them and *poof* problem solved. If you're lucky you'll kill the engi squad and the M3. Need to have T2 teched to use rifle nades, so there's another reason to go for a quick (after, say, 4 units) T2.
Re: "fire up". It's not like vCOH Fire Up. Oorah gives a movement speed bonus. That's all. It doesn't break suppression or give any other offensive/defensive bonuses. Granted, a conscript can usually use Oorah to throw a molotov on an MG before getting pinned if they use Oorah to close the distance.
thx for the info for reduced cloak time on german sniper. Also vet1 explosive rounds require the sniper to be vet1 in the first place which takes around 20 kills to achieve. bum rushing is well its gona work vs a medium player who doesnt micro much but it really isnt the solution vs a decent guy. same for m3. the counter requires time feul and upgrades.
so what i understood is play very defensively until you can feild t2. I hope that the "BIKE" DLC will come soon.