The facts about the Molotov in history and in Combat Mission have already been mentioned here. The use of the Molotov is two fold:
- Kill the vehicle
- Force the vehicle into a retreat or detour
The experience of the unit using the Molotov and that of the Leader will determine a Molotov KO. The psychological effect on the vehicle for a retreat/detour away is based on that crew failing a morale check when the Molotov hits or comes close. i.e. an Elite tankers will react differently than Green crews. But an Elite tank crew will react when a Molotov hit is made and/or mulitple Molotovs come close. The name of the game is hit or miss, the crew will take a morale check and they add up towards a crew possibly Abandoning the vehicle. Another benefit of the Molotov hit is that the crew Buttons Up and that is a good thing if Close Assault is in the cards or a friendly AT gun is following up.
Lastly, the Molotov hit or miss will cause any infantry riding or providing close up security to lose their Ready status and either go to ground or run like hell. Similar to a small flamethrower attack, eh.
The Molotov is not a "stand alone" type of weapon. It seems that is the root of differences in the talk here. The Molotov is only as good as the unit, Leader and player make of this asset.