Rather than worrying about historical accuracy....
This commander could be turned into a good commander for city fighting.
Ability 1: Keep Flamethrowers
Ability 2: Riflemen assault package - Thompsons like Para's get, plus the OKW infiltration grenades
Ability 3: Either keep Riflemen flares or add a mutually exclusive observation package to riflemen which gives them a scoped rifle and acts like a G43 upgrade.
Ability 4: Replace White Phos with the Time on Target offmap from Infantry company
Ability 5: Keep Easy Eight
1. Specifically about the historical accuracy thing, I really only went off on that because that other guy was wrong about Thompsons being MORE historically accurate. If they’re better for gameplay that’s great, but in this case they were worse for gameplay and can’t be defended by his inaccurate historical accuracy claim.
That aside, your suggestion is pretty good, but I would say that it has a lot of overlap with Mechanized Company.
Rifle Company should have some sort of buff for Riflemen that is unique to it, but doesn’t fundamentally change the role of Riflemen as a medium range generalist. That’s why I suggested the Veteran Sergeant upgrade with the M1 Carbine. It would make Riflemen better at their intended role of frontline combatant, but not just be some flat DPS boost. Hence the 6th man with a carbine. Thompsons on Riflemen would be too much like Cavalry Riflemen and the Easy Eight is already quite similar to the 76mm Sherman, so it’s best to keep Mechanized Company similarities to a minimum.
In my mind, Rifle Company should offer things to USF that other factions get non-doctrinally, but not gift them with anything too OP. The real basic US companies were called Rifle Companies, so I think the generalist nature of this name sharing should be reflected by the doctrine being very much a general purpose doctrine that fills gaps in the USF roster, but doesn’t do anything better than the more specialized USF doctrines.
Flamethrowers on REs is good, it adds a flamethrower USF was missing to its engineer unit.
Riflemen field defenses is good, it adds basic general purpose mines that USF was missing plus sandbags they were missing too.
6 man Riflemen is good, it adds durability to Riflemen without adding too much firepower. All other factions now have a way to boost their basic infantry unit up one man via either a doctrinal ability (WM 5 man Grenadiers and OKW 6 man PanzerFussiliers) or via a non doctrinal tech (5 man Tommies and 7 man Conscripts). None of these “+1” squads are super OP, but all are good and add durability to basic squads.
The WP barrage is good, but I’m open to see it changed or tweaked.
The Riflemen flare and sprint abilities are weak and I’m very open to see them combined with another ability ( like my Veteran Sergeant proposal), simply combined together in order to add another ability (like rifleman field defenses) or removed and replaced altogether.
The Easy Eight fits this same theme of being a good generalist, but it’s an OP specialist either. It’s better in every way than the stock M4A3 Sherman, except it lacks the HE shells, which in a way makes it more like other factions stock mainline medium tanks.