General Information
Register Time: 30 Aug 2017, 20:36 PM
Last Visit Time: 15 Jul 2022, 16:19 PM
Birthday: 1999-03-14
Residence: United States
Nationality: United States
Timezone: America/New_York
Rifle Company
We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice.
• ‘Fire Up!’ ability: exhaustion debuff removed
• Riflemen Flares have been merged with Flamethrower slot
• Riflemen Field Defenses added to the doctrine.
Rifle Company is awful, and these changes aren't really enough to make it useful. This is taken from a old commander suggestion I made:
Why not add something that'll actually be helpful, or even unique? Stuff that I'd like to see Rifle Company get would be (not all, although I do really like them all and they all actually help the unit the commander's named after):
• Veteran squad leader (for Riflemen)
• Riflemen Assault Package Upgrade
• Riflemen Smoke Grenades
Look up the actual TO&E of a US rifle squad. Thompsons are decidedly less realistic than an M1 Garand
Considering we're using the Lieutenant and/or Captain model, it is perfectly realistic for a Lieutenant or Captain to be carrying a M1A1 Thompson submachine gun (or M1 Carbine).
Slot 3: 2 CP — Veteran Squad Leaders (RIFLEMEN UNIT UPGRADE, 60 MUNITIONS, ONLY CAN BE UPGRADED ONCE PER SQUAD (I.E. NO 7 MAN RIFLEMEN SQUADS), ADDS 1 POP. CAP TO EACH SQUAD WHICH UPGRADES TO THIS UPGRADE)
Almost identical to the Veteran Squad Leader upgrade on the German Infantry Doctrine on the Wehrmacht faction. The boosts it gives should be slightly reduced compared to the Wehrmacht version. This should take up one single weapon slot space too (i.e. can still pickup one weapon). The squad leader should be the Lieutenant/Captain model, with a M1A1 Thompson or M1 Garand as a weapon (M1A1 Thompson preferably).
M1A1 Thompson submachine guns were issued (as were M1 Carbines) to non-commissioned and commissioned officers.
During the war the Thompson was a special-purpose weapon carried by officers and noncommissioned officers, armor crews, scouts, paratroopers, commandos and rangers, particularly
for patrols, ambushes, and fighting in built up areas. https://history.army.mil/html/museums/uniforms/survey_uwa.pdf
M1 Garands? Eh, not so much. I think there's just a bit of miscommunication. I meant they'd be using what a Lieutenant/Captain would actually use, not the proper squad leaders, as we're using those models.
I like the overall commander ideas, but I think being able to get 3 Thompsons on a 6 man rifle squad who also gets smoke and frags and a snare might be a bit much...
Slot 3: 2 CP — Veteran Squad Leaders (RIFLEMEN UNIT UPGRADE, 60 MUNITIONS, ONLY CAN BE UPGRADED ONCE PER SQUAD (I.E. NO 7 MAN RIFLEMEN SQUADS), ADDS 1 POP. CAP TO EACH SQUAD WHICH UPGRADES TO THIS UPGRADE)
Almost identical to the Veteran Squad Leader upgrade on the German Infantry Doctrine on the Wehrmacht faction. The boosts it gives should be slightly reduced compared to the Wehrmacht version. This should take up one single weapon slot space too (i.e. can still pickup one weapon). The squad leader should be the Lieutenant/Captain model, with a M1A1 Thompson or M1 Garand as a weapon (M1A1 Thompson preferably).
I'd only prefer the M1A1 Thompson just because it's more realistic, but the M1 Garand would be okay too.
Also I'd rather the e8 over the m10. I don't wanna see units disappear if we can help it and the e8 is actually a really great tank (seriously compare its stats to the t34/85 and youll see if anything the e8 is OP...) it's just the rest of the commander being kinda meh.
I personally find the M10 to be overall more useful. The ability to crush infantry entities, a good 76mm (which can kind of penetrate the front of a Pzkpfw. V Panther) and it's way cheaper and less pop. cap. to field. I was also afraid the M4A3E8 would make the commander a bit too good too (because yeah, the M4A3E8 is still a technically better vehicle than the M10).
Rifle Company barely actually helps the thing it's named after, Riflemen.
You get the M4A3E8 "Easy Eight" Sherman, that's pretty good I guess but isn't really related to Riflemen. You get M2 Flamethrowers for Rear Echelon squads(?), again, not Riflemen. Wow, Riflemen do get a discount sprint ability and flares. Of which, flares are the only somewhat useful thing for Riflemen (sprint itself would be too, but with the exhaustion debuff, it isn't really worthwhile). Oh yeah, and a random Wehrmacht commander even gets a better sprint ability for all infantry, and the ability to upgrade Grenadiers with better weapons.
Now let's get back to Rifle Company. You get an artillery barrage, which granted is actually pretty good (but cannot kill models, only injure to instant kill levels of HP). Honestly, there's so many better things can could go here to make it more Riflemen focused.
Rifle Company is currently a pretty awful commander. I think it should be adjusted to something along these lines (taken from my commander submission — just ignore the commander name and picture):
USF — Riflemen Support Company
Theme:
Riflemen upgradability (unique and new upgrades)
Theme:
Riflemen upgradability (unique and new upgrades)
Unit and Ability Roster
Slot 1: 0 CP — Riflemen Smoke Grenades (RIFLEMEN UNIT ABILITY, 15 MUNITIONS PER USE)
Identical to the M23 smoke grenades currently on the Cavalry Riflemen
Slot 2: 0 CP — M10 "Wolverine" Tank Destroyer (AVAILABLE VIA THE BATTALION COMMAND POST, 300 MP, 80 FUEL, 10 POP. CAP)
Identical to the M10 "Wolverine tank destroyer from Armor Company (NO veteran vehicle crew though).
Slot 3: 2 CP — Veteran Squad Leaders (RIFLEMEN UNIT UPGRADE, 60 MUNITIONS, ONLY CAN BE UPGRADED ONCE PER SQUAD (I.E. NO 7 MAN RIFLEMEN SQUADS), ADDS 1 POP. CAP TO EACH SQUAD WHICH UPGRADES TO THIS UPGRADE) Almost identical to the Veteran Squad Leader upgrade on the German Infantry Doctrine on the Wehrmacht faction. The boosts it gives should be slightly reduced compared to the Wehrmacht version. This should take up one single weapon slot space too (i.e. can still pickup one weapon). The squad leader should be the Lieutenant/Captain model, with a M1A1 Thompson or M1 Garand as a weapon (M1A1 Thompson preferably).
Slot 4: 3 CP — Riflemen Assault Package Upgrade (RIFLEMEN UNIT UPGRADE, 70 MUNITIONS)
Identical to Cavalry Riflemen's M1A1 Thompson upgrade, except now it's for basic Riflemen at three command points. This upgrade will give Riflemen the ability to replace two M1 Garands for two M1A1 Thompson submachine guns for increased close range firepower. This upgrade should only cost one weapon slot.
Slot 5: 10 CP — M4 Sherman Calliope (CALL-IN UNIT, 380 MP, 140 FUEL, 15 POP. CAP)
Identical to Tactical Support Company's M4 Sherman Calliope
Strategies and Rational
It probably wouldn't be a meta defining commander, but it would give US forces new abilities to play around with. Cavalry Riflemen will likely still be stronger at close range than basic Riflemen, but basic Riflemen will be better at longer ranges.
Additional Context
Riflemen were, in real life and in-game, the backbone of the US military during WWII. Infantry doctrine (as opposed to German doctrine) was focused around riflemen, rather than machine guns. The United States also used artillery (and airstrikes) very frequently, more so than other nations of the time. So the Calliope emphasizes America's frequent and effective artillery, while all the Riflemen upgrades put emphasis on Riflemen (and adds new routes for upgrades rather than the stale, many years old, M1918/M1919/M9 Bazooka upgrades).
My Cavalry Riflemen always have at least two M1A1 Thompsons, and I sometimes give them M9 Bazookas. So, which bulletins are the best for them for: anti-armor (i.e. cooldown related ones or increased "grenade" range for AT satchels if that works?), anti-infantry (i.e. accuracy ones?)? I know some Riflemen bulletins affect Cavalry Riflemen, I'm just not sure all of them which do. Also, are M1918 Browning Automatic Rifles better at CQC than a Cavalry Rifleman's M3 Grease Gun?
I usually use Rear Echelon as my main line infantry, and I'm just curious what would be the best equipment to have for a main line infantry unit. M2 Flamethrower (Rifle Company) + M1918A2 BAR combo
or M1918A2 BAR + M1918A2 BAR combo
or M1919A6 LMG (Tactical Support Company/Infantry Company) + M1918A2 BAR combo
Which one is best for fighting infantry, in various scenarios?
Which Sherman is better, the Rifle Company's M4A3E8 "Easy Eight" or the Mechanized Company's M4A3 (76)?
Rifle Company M4A3E8 "Easy Eight"
Smoother suspension for better accuracy on the move, faster, and more heavily armed than the standard M4A3 Sherman.
380 manpower
140 fuel
14 population
Can engage all targets, fires effectively while moving.
Mechanized Company M4A3 (76)
More powerfully armed than the standard M4A3 Sherman, the 76mm gun provides additional anti-armor capabilities.
380 manpower
135 fuel
14 population
Can engage any target, weak to heavy tanks.
With the removal of duplicate bulletins, most of niche bulletins lost value. Which is fine cause some combinations where broken and forced you to "farm RNG bulletins drops" in order to get 3 of them. 33% increase vet gain, triple increase RoF on MGs (this increased suppression and damage), 3x barrage cd (i think you got something like 20s off from Stuka), etc.
So does Veteran Training: Infantry (Conscript and Grenadier rifles cooldown 2% faster between shots and reload 2% faster) and Oorah! (Conscript rifles cooldown 5% faster between shots) not make the cooldown 7% faster or is that just two identical intelligence bulletins (like having two Oorah! bulletins equipped for 14% faster cooldown)?
Which intelligence bulletins offer the greatest combat bonuses to:
Soviet Union
1. PTRS-41 Conscripts (three PTRS anti-tank rifles + three normal Mosin-Nagant rifles) for attacking armored targets
2. PPSh-41 Conscripts (three PPSh-41 submachine guns + three normal Mosin-Nagant rifles) for attacking infantry
3. Normal Conscripts (six normal Mosin-Nagant rifles) for attacking infantry
Bulletins:
a. Recruit Training: Infantry (Conscripts and Grenadiers have 3% increased accuracy)
b. Officer Training: Infantry (Conscripts and Grenadiers reload 3% faster)
c. Veteran Training: Infantry (Conscript and Grenadier rifles cooldown 2% faster between shots and reload 2% faster)
d. Oorah! (Conscript rifles cooldown 5% faster between shots)
United States
1. Riflemen with anti-infantry weapons (M1918 Browning Automatic Rifles and/or M1919 light machine guns) for attacking infantry
2. Riflemen with M9 Bazookas for attacking armored targets
Bulletins:
a. Recruit Training: Infantry (Riflemen and Volksgrenadiers have 3% increased accuracy)
b. Officer Training: Infantry (Riflemen and Volksgrenadiers reload 3% faster)
c. Veteran Training: Infantry (Riflemen and Volksgrenadiers rifles cooldown 2% faster between shots and reload 2% faster)
I'm just curious what the best ones are because I sometimes don't always use all infantry-based bulletins, so knowing the best ones would help give my infantry a better chance against Axis infantry.