You're adding the 'at every range', and it's not how CoH 2 works.
Squads have variable damage with range. SMG troops do a fuckton close up but very little at range. LMGs do a fuckton at range but actually get worse close up.
Penals and Riflemen are generalists, so they beat long-range specialists (like Grens) at short and mid range, and lose at long range.
Similarly, squads do less damage (often 50% less damage) while moving, so already being in position at the start of the fight is often decisive. Conscripts can beat Sturmpioneers if they're in cover and the Sturmpioneers have to close because they'll drop a model before the Sturms start doing any damage.
CoH 2's infantry combat is about intricate positioning. It's not a simple damage comparison.
Did you not see THE DESIGN DOC that Viper gave. It clearly says.
Grenadiers vs Riflemen
disadvantaged at far
heavily disadvantaged at mid
heavily disadvantaged at near
If you did not understand what that mean at first It mean the devs want rifle men to win at every range.
So before commenting understand the context before trying to school someone.
And for your information,
Penals beat every starting infantry at every range. They beat 4 man sections(with cover it's 50/50) at long and also beat riflemen from short.
Riflemen, Penals, Ranges, Paras, AirBorn Gaurds and anything with g43's have more than 50% accuracy or shorter cooldowns while moving so they are still good at charging in even if they are out of position.
So before you comment know your information proper.