Soviet infantry list
- Engineer
- Engineer + Flammer
- Conscript
- Conscript + SMG upgrade
- Penal Battalion
- Penal Battalion + Flammer
- Guards Rifle
- Guards Rifle + LMG upgrade
- Shock Troops
Engineer: meant to engage ALL other troops at long range but they won't defeat anything else other than others Pio (at long/medium range). They are mostly supplementary DPS.
With flamer they can be great at anti garrison duties and have decent DPS but reminder that you need some other units with them to soak damage.
Conscript: meant to cap, build sandbags, be your snare platform (once upgraded) and meatshields. You can use merge to keep other elite or higher vet units on the front line.
You want them at closer range against long range units such as LMGs, Grens, Prostruppen, Volks, etc. They might not win against more expensive units but they will trade cost effectively.
YOu want them at longer range against good close range units such as PG, Pios, SturmPios, etc.
PPSH is good, as long as you get your Cons to vet 3 as they will be more resistant and lose less models on approach.
Conscripts heavy strats have fallen of popularity in favor of the recent buff Penals.
Penals: good at all ranges but mostly at close/medium range. Think about them as 6 man Rifleman focus on AI duties (as they have no snares). Their damage output is deceivable, due to both the flamer and their vet 1 ability "To the last man" (4% accuracy, -2% weapon cooldown, and -3% received accuracy per member lost). While they have good AI DPS and scale well, reminder that they are susceptible to any light vehicle rush. Either tech or combining them with Guards is a good call.
Guards: without their DP upgrade, they are still better at AI than conscripts. The PTRS is if i'm not mistaken, slightly better than their base mosins even against infantry. While the DPS improves their DPS, specially at longer range, you mostly want it for their utility. You want them behind cover and at long range.
Shocktroops: expensive but hard hitting if they manage to close the gap. I'll say you shouldn't get more than 2 since the mp drain would be real after that. Make use of both grenades, specially smoke to get closer.
Some examples (this is mostly vacuum scenarios at equal vet level):
-Shocktroops will defeat 2 PG upgraded with schrecks since it's basically fighting a single PG for the most part (besides lucky snipes through schrecks), specially if they can approach without getting shot at (smoke). Focus on putting each squad to 2 models, since the AT moves from hand to hand. Use nades and avoid their nuke nades.
-Penals do drop theirs own and the opponents models fast. So be cautious. If upgraded with flamers, i do think they will defeat anything at close range at equal vet and cover. At long range, they'll lose against upgraded LMG squads.
-Guards are elite long range unit. Make use of conscripts sandbags for increased performance.