1. The Riflemans are OK. Their problem is vet. I still can’t understand why can’t give them an AT grenade after opening T1 or T2. And put on the first vet an improvement in combat performance.
Rifle vet is among the strongest in the game, in terms of scaling.
Vet1: AT Rifle grenade
Vet2: -23% received accuracy, -20% weapon cooldown
Vet3: -15% received accuracy, +30% accuracy, -50% recharge time of the all abilities, +25% Mk. II throwing distance, +25% Anti tank rifle grenade range.
As for replacing Vet1, there is a decent argument for making AT rifle grenades free with tech, but absolutely no case for replacing it with combat bonuses, when Vet 2 and 3 give what they already do.
OKW has raketen in t0, or panzerfusillers against the against british universal or M3. The USF has nothing against the kubel; it can calmly drive you out of hiding.
There is only one troll, and it is you. Say what the USF has against the kubel, before the opening of the T1 and T2. I hope you won’t tell me to choose a mechanized doctrine with the WC51, just to play against the kubel.
The Kubel has 240 HP and 3/1.9 armor. It takes damage from everything, has very little HP, and it also does very little damage (7 dps at far, 11 at close). Compared to the UC (240hp, 7/4.1 armor, 16dps at far with vickers) or M3 (200hp, 5.4/4.2, garrisoned squad can fire out), its basically not a threat.