.72 RA. Kind of an odd number, but not unwarranted either. Shocks get armor, and rangers/paras get insane DPS, so commandos get good base RA and camo.
If you don't mind, I'm curious about what you specifically like about them or what you like about their style. Is it the camo (sniper camo as opposed to falls/gren-upgrade stationary camo)? Gammon from camo? Ambush from camo (they don't get ambush bonuses until vet 2 IIRC)? Do you think them being 5 man now really helped in their role? What is it that you find satisfying about them, and whats the main thing that makes you want to use them.
Obviously having a strong, offensive, and mobile cqc unit as brits is amazing in and of itself, but all the things you listed about camo are great and act as serious force multipliers, especially in combination. The fact that they have sniper-type camo allows you to use them way more offensively than falls, stormtroopers, or paths and you can really come in from unexpected angles with it. Gammon from camo is some pretty cheesy bs that’s almost guaranteed to wipe support weapons and can easily wipe squads your opponent isn’t paying attention to (especially in 1v1s when most of the fighting is currently going on in other areas and you know he’s microing there). I think I played against Luciano once (who is much higher rank than me, blame matchmaking I guess) and got totally slaughtered, but I did manage to wipe a decent amount of grenadiers with sneaky gammons. I believe they still get accuracy bonuses at vet0 from camo but the speed boost requires vet2. Both are extremely useful and can allow your stens to wipe squads almost as fast as gammons and let you to win fights against far larger forces, even without other support sometimes. They can be really good in conjunction with other troops, too. Having a vickers suppress a giant blob (in teamgames usually) and then popping commandos out of camo with a gammon bomb usually results in an immediate retreat or massive casualties/wipes for them, and they do a great job of low-risk sneaky spotting for your vickers. They also work great as supporting elements in large attacks in the mid/late game and can really throw a wrench in the enemy’s defense by popping out behind their lines and wiping support weapons or retreating infantry. Being able to throw smoke is also very useful for escaping mgs and helping you attack as brits since smoke is really limited until you get tanks or a mortar pit (the latter of which usually isn’t a great idea IMO), and since they can heal out of combat and hardly lose models if used right, they are able to stay on the field for a lot longer than most infantry, especially if you have gliders to reinforce them (they usually get blown up since they’re so big though) and tend to inflict a lot more casualties than they receive.
Honestly, aside from their efficiency and power, one of the most appealing things to me is just the style and finesse they offer and how satisfying it is to pull off some crazy moves with them. I like pumas and the aec for the same reason. There’s my entire essay on commandos lol.
@Lago Having infiltration commandos be five men with demos is really nice though. I used to hesitate to use mobile assault because they just didn’t have the same killing power and durability as five men commandos, and demos are still great for quickly killing bunkers and okw bases and setting traps for buildings.