Ive never said MG42 setup is too long!
Dunno. Maybe more mining to secure your flanks on your AT hardpoints?
The problem is when you have to move to help one.
In 1v1 terms this is what its like:
Imagine if you have 4 mg42 that cover most of the map (like maginot line) and they are facing 8 conscript squads.
Now if you have players that have 1v1 mind set up, they will individually try to attack single Mg42 each. Of course it will be hard because they can't flank it easily and MG42 is set up and can pin both squads with bit of micro.
If you have players that have team work mind set up, they will gang up on one MG42 with 4 cons, Mg42 can't pin all 4 Con squads, another Mg42 needs to try to come to aid. That means it has to walk there (we all know how Mg42 is effective relying on models small arms until its set up)
Meaning it can easily get intercepted and flanked by spare Con units, if it tries to fight it out, it will get molotov and end up finished off by Cons that flanked it. If it tries retreating it will lose few models and other MG42 is doomed. It cannot definitely come back and reclaim territory from cons, later on.
Other 2 MG42's are to far to walk all the way from other side of the map to help, and even if they did, all they did is open map for conscripts to exploit and/or get caught and flanked themself.
No 1v1 player will use mg42's exclusively to fight vs Conscript spam, sooner or later it will get cracked by flanks....
Replace Cons with German armor and MG42 with Soviet forces that need to be set up in position to be effective, and you can envisage the problem..
P.S. there is no other counters to cons but mg42. No scout car, no grens, no PG's.
Hope that makes sense to people who only play 1v1's