I think USF are in a great spot right now. I've been playing them more than any other faction lately, even in large team games. The riflemen vet buff, the Sherman penetration increase, and making the pack howitzer OP (lol) really help out a lot. I don't even feel a need for the Pershing. People really overstate USF's weaknesses. They are a very strong faction if you know how to play. There is one thing that really grinds my gears about USF, however: over-reliance on infantry company.
Too much useful stuff is locked behind this one commander. Without it, you can't build sandbags, can't build mines, can't even use a weapon rack that's sitting right there in your base, and you can't get any heavy artillery. Can't do all that without infantry company. I use infantry company like 90% of the time. I hate how much is locked behind it. Sandbags and the glorious new mine should be on rear echelon troops by default. I'd like to see Priests get put into the standard arsenal, though I'm not counting on that. The M1919 I could live with being doctrinal, though I hate that there's an inaccessible weapon rack in your base, mocking you for not selecting infantry company.
And here are some smaller grievances:
- They still need something else to build other than riflemen in the early game. I'd be happy with just a standard mortar. It would help a lot against MG spam, which USF have trouble with early. USF still struggle a lot against skilled kubel play.
- The Major is still a stupid unit that serves no purpose whatsoever besides a retreat point. Just get rid of him and let the ambulance serve as its own retreat point once the tech requirements are met.
- Riflemen got their vet buffed, but the lieutenant didn't. I find it weird that standard riflemen are now more effective than a more expensive unit that you're limited to one of.
- Many commander abilities are outright bad. Not that it matters, because infantry company exists.
Make major a good combat complement unit like sturm officer or artillery field officer... obviously don't make it OP. muni based accuracy/defense bonus, recon is already quiet useful and arty that does not fuckin suck. etc etc
this way, if you are using major as retreat point only, you are actually missing out a lot. right now, you still miss out but not too much.
retreat point v. combat supplement utility will create good choices that require thoughtful decisions imo.