So, I got the Rifle Company commander a couple days ago, and have been playing around with him. I've noticed a few things about it that I'd be interested in hearing input on:
1) Vet rifle squads start with different amounts of experience. In the first replay below, my three squads deployed with barely vet1, about halfway to vet2, and barely vet2, in order. However, tested against an easy comp, I saw my first squad deploy about a third of the way to vet2, and my second deploy with about a quarter, i.e. less. I can't figure if there's a pattern; perhaps it's just uniform RNG between a minimum of vet1 and a maximum of vet2.
2) The cooldown on calling in veteran squads isn't a big deal. Your third squad can be deployed at about 2:40 (plus your reaction time). However, you have enough manpower income to build an ambulance between the first and second squad, giving you three rifle squads and an ambulance right at 2:40. In contrast, your third squad from the barracks comes out at 2:00, but the ambulance after that won't hit until 3:14.
3) Vet2 makes rifle squads a lot more durable. MP bleed is noticeably less with vet2 rifles in light of regular checkups at the ambo.
Here are a couple replays using Rifle Company. I'm rank 344 as of this writing, so the play isn't very high level, especially after the early game when both I and my opponent get distracted. ("HURRDURR STUART IS AN HERO! What are these 'easy' shermans fer? I htink ill just build normal shermies...")
![Honor icon](/images/replay/honor_icon.png)