Using M3s well can indeed result in some spectacularly swift victories, but for me they are really the best out of a group of bad options.
It all comes down to the fact that Germans have a much stronger infantry composition than the Soviets. MP for MP, LMG Grenadiers will thrash conscripts (you don't even need LMG for this fight) and beat DP guards by a moderate margin. MG42 and Pak40 are miles and miles ahead of the Maxim and ZIS-3 gun. 251 Half Track is available early in the game, as battle goes on and squads lose men, damage exchange steadily favor the Germans as they can reinforce on the field.
In the Alienware cup, I have won all my German games with relative ease, even if they tend to last longer in length. On the other hand, I lost with my M3 build again DanielD, and it wasn't close. He could have beaten me if he had chosen the Germans in the ace game. It reminds me of Von Ivan who made the same mistake in the SNF semis.
There's a lesson here my friends: don't pick Soviets.
Sad but true. Even when you have the urge to troll and pick Soviets(Which unfortunately I did, learned my lesson very well after dat incident)#LimitTheTroll, Germans are usually your best bet(As long as you can keep your stuff alive, stay together, hold ground you know you can, and not go for the obvious mine spots/let RNG get to you). Though I will admit mines and m3s do need necessary changes, not nerfs, but changes that are reasonable.
Recommended by myself:
-Decrease Mine AOE so only 1-2 Gren models max get injured
-Make the m3 turret cause less dmg per shot(so that it's similar to the Jeep in VCoH but be a little bit more powerful than the Jeep was.)