Observations:
1) Be very careful what you build starting out, Conscripts will often bleed manpower and take up too much fuel for their upgrades and delay your early tanks. You don't want to spend too much in the early game or upkeep and reinforcement will be a problem later
2) You have loads of munitions and little very obvious to spend them on (there isn't any need to spam repair stations like I see people do). Mines and Demo charges will be very helpful
3) As noted above you may wish to delay activating it
4) Like with all medium tanks you need to be careful with the first few until you get critical mass
5) M5s will help deal with Shrek blobs
6) If any of your teammates have mark target that will be very useful
The rest is theory-crafting because I haven't tried this in game yet but:
7) Should synergise well with heavy US play in Team Games (ie More than 1 of them) because then you have to win quick
8) It's tempting to think that the idea is to push out tanks as fast as possible and not care too much about losing them.
I'm coming to the conclusion that that is a bad idea because you won't have the MP to replace them easily and that you have fantastic repair abilities for a reason
9) If you concentrate on running a "normal" economy you will have a bunch of fuel you cannot use; this is liberating because you can have respectable income without controlling much territory. All that matters then is playing aggressively and only caring about the VPs and the enemy's cut-off, at which point your tanks VET 1 ability actually becomes handy.
Effectively you are like a reverse OKW - they have plentiful MP but limited FUEL, you tend to have the opposite. So in both cases denying territory to the enemy is often more useful than taking it for yourself
