Those are reference values, they aren't very good for actual in-game combat. How does that prove anything? There is cover, abilities, vet. All in the real game. The reference dps values are an average from one set of calculations, they aren't guaranteed.
The only thing this proves is a higher POTENTIAL for rifles to do well at close range. We all already knew that, but even then there are still other variables that will mess with these reference values. We don't just teleport to close range. Someone has to close in. Whoever closes in is going to suffer a dps drop, completely invalidating the reference values. Then there will be model losses, most likely by the closer. These lab values just don't work when we are discussing real gameplay, unless you adjust the formula for a wide variety of real gameplay scenarios. The best you can do with these reference values is calculate a long range battle, which of course is in the grenadiers favor, followed by volks.
You aren't going to arrive at close range on a volks or grenadier squad with just 60 munitions worth of expense. At best, you would need 15 munitions more to use smoke so models aren't dropped in the approach and your opponent has to be stupid enough to sit there waiting in the smoke to get hit by that 40+ close range dps potential.
That's first quality bullshit.
The advantages of covers/positioning etc applies to both units in equal conditions in the same way, increasing RA, not dps, because we aren't talking about brits...and RA of rifles is the highest here.
They also have the highest number of models and outdps volks always and grens at anything but extreme long range, where they would trade definetly well due to the number of men in squads
"You aren't going to arrive at close range on a volks or grenadier squad with just 60 munitions worth of expense. At best, you would need 15 munitions more to use smoke so models aren't dropped in the approach and your opponent has to be stupid enough to sit there waiting in the smoke to get hit by that 40+ close range dps potential."
1) mortar gives free smoke
2) closing in against volks is a noob move (expected tho) rifles outdps volks at any range EVER and have less RA at any stage of the game, why would you ever close in ?
3) The only situation in which you MAY WANT to close in is against grens, which costs more anyway and lose any potential up to mid range. They also can't shoot mg, which is a lot of dps lost, on the move, and any mortar/artillery would force them to move, you also got several smoke sources or even flanking to nullify cover advantage.
FFS there are litterally 1000000 alternative ways to head on assaulting green covered enemy...it's called RTS for a reason.
"The only thing this proves is a higher POTENTIAL for rifles"
Here, equally invested muni will result in allies victory if the usf player knows how to use their infantry.
I know potential isn't enough for you and you wanted a "i win every infantry engagement with 0 micro" button..i'm sorry.
Data says 1 bar makes the squad extremely competitive in any situation that isn't floating on red cover or charging to a green covered squad.
The fact that you consider competitive a squad only if it can ignore any cover advantage and straight up charge to the enemy explain why you feel unable to achieve victory without second bar.
I'm indeed shocked that grens and volks CAN win in a defensive situation for which rifles have a specific tool.
It's indeed not competitive right now with only one bar as it requires you to not be afk to not lose an engagement.