How to use cons effectively with out ppsh and with ppsh?
Cons get out scaled so hard.
You basically said it yourself - cons aren't effective atm. But you need them during the early-mid game at least for AT nades, capping and molotovs. A quick T-70 is the way to go, you need a couple of maxims too and an AT gun. Close quarter maps: shocks are godlike. Maps with long distance engagements I'd use guards with LMGs. A mortar won't hurt either. In the late game you usually need an IS-2 with AT gun and maxim support.
But what do OKW have against clowncar with flamer?
Even a lone sturmpio squad will do significant damage to it. It's so weak in terms of HP, it's not useful - you can engage only one squad with it, if he has another squad nearby you will just take too much damage and repairing it takes time. Within a few minutes he'll have schrecks around and it's useless. It's not worth the fuel cost let alone going for a T1 based strat for a flamer clown car.
Against ostheer, it's dead if you get fausted even once.
Why? It has less survivability than the M6a1. Any less armour and it would die almost instantly to small arms.
Compare it to Soviet scout car, UKF Bren. It's not that strong.
But it can cap on it's own and it's very fast. Also it turns quite fast so the pathing issues aren't so bad with it. The soviets need to tech to AT nades (not available before the first 5 mins generally) and USF needs vet 1 to have an AT nade - so it's not gonna die very easily unlike the allied paper cars due to faust being default on grens or early volks schrecks for example. The kubel can survive 2 infantry squads just by backing away.
Also it's capping ability adds a huge advantage for OKW in both 1v1 and larger games in the very first minutes.
It was the right choice to get multiple light vehicles against his playstyle. He had ONLY support weapons, which means no fausts to damage your vehicles - he was very vulnerable to any kind of light vehicle play. Even the LT tier(double AA halftrack for example) would have probably worked pretty well against this. Or pack howitzers to force his MGs out of the buildings + Stuart(s).
But man, he had practically no fuel and even though you lost your light vehicles, why did you quit? You could have easily won the game even though you lost those stuarts by getting a sherman for example. He was so much behind in resources, no reason to quit there at all. But you should have equipped one of your rear echelons with a sweeper and not be so aggressive with your other stuart - you sent it all the way to his cut-off with no support. But all in all, you had that game!
Yeah I agree on that too, no resource penalty and the relatively durable kubel for very fast capping during early game will make OKW way too strong. The kubel already allows OKW to rush key points on the map and back capping very efficiently, while later on the schwerer HQ can lock down at best one VP and one fuel point. Pretty bad design imo.
I think the first and the last of these have been requested a lot during the years but we have never got any response from the devs. All of these would be really nice additions to the game. I strongly agree on the unit stats too, they should be easily accessible for everyone instead of having to dig through the game files or whatnot.