I think if the opportunity presented itself the best possible rework for USF would include that.
Officers are not free
Officers have unique upgrades (LT thompsons CPT lmgs)
Outside of the rifles only t0 and officers are also rifles problem usf is in a very good spot though.
Above quote is reduced for clarity....
Below is copied from myself in an earlier thread about redoing USF officers. Redo the officers as below allows for more specific roles for officers and is also more historically correct roles too. In this case history and gameplay are not at odds and it really can be a win-win. However, theses specialty squads should still not be “free” as that does not relieve the problem of USF being forced into having too many infantry squads if they tech. USF tech should be more like British Tech where you unlock the tier and then unlock the Mechanized Platoon/Company separately. So you would need either a Mechanized Platoon or Company Command post unlocked or both regular Platoon and Company Command Posts unlocked before teching to Major, as is now. Change nothing about Major tech and reduce the cost of teching to the platoon and company level slightly to take into account that you no longer get a free squad, but not too much otherwise you’ll end up with very fast Shermans. Not sure on the exact numbers but thats up for discussion.
I’ve been doing a study on WWII infantry tables of organization and equipment for the US, British and German forces. Real US infantry platoons had one sniper rifle that was unallocated to a specific man and kept as part of the Platoon Headquarters section with the Lieutenant. Additionally, there were no Thompsons at the platoon level and the Lieutenant himself would’ve had an M1 carbine.
At the Company level, the Captain has access to six unallocated Thompsons, six unallocated BARs and five unallocated Bazookas. He would also have been armed with an M1 carbine as would several other members of the Company Headquarters element unlike the Platoon HQ which would’ve all had M1 Garand rifles. Additionally, support elements in the weapons platoon of the company had M1919A4 or M1919A6 Machineguns and would be dispatched at the discrediting of the company commander (the Captain).
Considering all of that, here is how I would rework the USF officers.
Lieutenant: 5 man squad with 3 M1 Garands on Riflemen models, 1 M1 paratrooper carbine on the Lieutenant himself and 1 M1C sniper rifle on a Rifleman model. The squad has better vision than a regular Riflemen squad and has access to regular grenades and smoke grenades when teched and starts with an AT rifle grenade shot at Vet 0. No upgrades are available but can still take up to two weapons from the weapon racks. No changes to abilities or veterancy. This unit functions like a superior rifleman squad that can snipe at long range like a pathfinder squad, but with only one sniper rifle. It would also have less overlap with dedicated SMG units like Rangers and Paratroopers.
Captain: 5 man squad with 2 Riflemen models with M1 Garands, 1 Captain model with a Paratrooper stat M1 Carbine and 2 Rear Echelon models with the weaker Rear Echelon M1 Carbines. Abilities stay the same but has two mutually exclusive upgrade options. An M1919A6 upgrade for 70 munitions where one of the Rear Echelon models gains the LMG making the squad a dedicated long range squad that is good at supporting against infantry and a double bazooka upgrade for 100 munitions that gives the two Riflemen the Bazookas making the squad a good bazooka support squad but has almost no anti infantry ability. Squad abilities and veterancy remains the same. The squad can still upgrade with weapons from the weapon racks and still gains smoke grenades from the grenade tech.