Tbh it's not that hard to get your units away from the satchel charge at all. Provided that you play on a summer map.
In deep snow or a blizzard it's fricking impossible, it even happened that I lose some penal models while retreating because they are so damn slow in the deep snow.
@Peruci: I'm starting to become a fan aswell, in 1v1 I get 2 conscripts, scout car, penal + flamethrower, then get AT nades. After that guards/snipers/medics -> T4.
Always keep a conscript near the scout car to counter German scout cars. Use the scout car to counter MGs. Because of the penal in the scout car I rarely need molotovs anymore, which is great because I suddenly have a lot of extra munis to spend on mines and AT nades to counter the early scout car/halftrack.
This has been my recent build order as well. I was screwing around with it in 2v2, and at least it's a fun change of pace to fight the MG spam. I don't get the flamers on them though... one of the downsides of using the clown car is having to get up too close with flamers. I just leave them unupgraded and hit infantry from a range. With good micro, you can pick off units with their good DPS without having to close in (also prevents the manpower bleed of using expensive penals). When facing a unit in a building, I jump out and throw a satchel. It's at least fun when you knock the building down with a unit inside. But yeah, I also have a hard time getting everyone out of the way of the satchel. The throw range is too short.