But thinking about the faction concept, the UKF doesn't need to have the absolute best mainline infantry, because it has pretty fucking good everything else. It is the only allied team with krupp stahl equivalent non-doc armour (which is also on the whole better than Ostheer armour). It is the only faction with viable emplacements. Where do these major bonuses factor into your decision to make IS the equal of Grenadiers?
You are absolutely right. On the other hand it the only faction with 3 separate infantry upgrades, 1 of which affects Tommies exclusively.
I barely ever play 1v1. However, from what I have seen:
- Nobody ever buys early infantry upgrades. AEC rush/Cromwell rush are more cost-effective
- Even if somebody does buy infantry upgrades, up-kitting double Brens is a very cost-inefficient use of your resources (though it is a nice option to have if you picked an ability-free commander)
In teamgames, Tommies are already a liability due to their lack of utility (except for medics). Thus, if you ever want to see Tommies built in teamgames they need to have something that they are good at.
You have never disclosed which gamemodes you play, nor which brackets you are in. Thus, pick whichever of the above applies to your case.
If you disagree with this assertion, feel free to post a replay where:
- You upgrade all UKF infantry upgrades
- Restrict yourself to only buying 1 Bren gun, maximum
- Diverting your resources to the upgrades actually had a net positive impact for you
And I think it's a bit much to say received accuracy is a garbage stat for long range infantry. Just because they are optimised for long range, doesn't mean that every battle actually goes like this. Opponent squads close distance and received accuracy is anything but garbage then. You correctly identified the close quarters flamers as OP for long range penals, but you can't see how received accuracy benefits a likewise long range squad.
1) When it comes to infantry fights, you need to compare the DPS curves between the two squads. Then you pick the distance that benefits you the most.
Accuracy and received accuracy bonuses do not alter the shape of the DPS curves. Thus, if you would trade cost-efficiently only between ranges 20 and 35, trading accuracy for received accuracy will not change your effective range at all.
Thus, if the enemy gets a jump on you, your received accuracy will not help you trade. The only thing you -can- do is hit retreat.
2) For a long-range unit, trading useful accuracy for useless received accuracy only prolongs the fight.
This allows your opponent to relocate and choose the range where they want to engage you (which is going to be THEIR optimal range).
For Tommies, prolonging the fight means that they will have to reload their Bren guns multiple times. Since Tommy-version Bren guns take insanely long to reload, they will experience long periods where their DPS drops abruptly.
Thus, given a mobile opponent, investing your bonuses in received accuracy does skew the DPS curves; but only ever against you.
3) Retreating
Received accuracy is useful, though, if the enemy outflanks you and you have to retreat through them. This is the only occasion where trading received accuracy for accuracy nets something positive.
However, this doesn't help if you want to bleed an advancing opponent and then retreat. Once again, if you had higher accuracy, you would inflict more losses on the enemy as they advance (when you have an advantage), to make their advance more costly.
4) Trenches/Garrisons
All of this talk about DPS curves and whatnot assumes equal cover opportunities, or the ability for a flanking squad to be able to stop somewhere, where cover becomes equalized.
When Tommies are behind sandbags, the enemy can "simply" close the distance. Due to the point-blank mechanic, if the enemy closes the distance to the sandbag, sandbag cover is negated, thus both sides are equal.
Point blank mechanic doesn't work vs garrisons, though. This means that no matter how much you close the distance, Tommies will never be negated of their cover. Thus, you need to find nearby cover somewhere to besiege the garrison.
Such cover is not always available. Tommies also have trenches, and a careful player can choose exactly where they want to dig a trench, so that Tommies will always have the advantage when fighting nearby enemy.
When holding a garrison, prolonging the fight means that you have the opportunity to bring a reinforcement squad to replace the garrison and keep it warm.
Thus, Company of Garrisons is the best reason why Tommies are viable in 1v1 (with or without weapon upgrades).