People that say "just flank it" clearly have no idea either about how COH 1 USA worked, or how COH 2 USF is different from US in COH 2.
First of all, rifles were *significantly* more tough than in coh 1. Early, mid, and late game.
Timing your nades (that were actually hard to dodge and did ALOT of damage unlike coh 2 USF nades) with a flank was essential. In COH 2 rifleman grenades are complete dogshit, smoke grenades are good, but still, coh 1 nades > coh 2 nades.
BARs. 2 BARs on every rifle squad for 60 fuel gave you an *IMMENSE* firepower advantage. Here in COH 2 , BARs have significantly weaker scaling, while in COH 1 , vet 2-3 rifles were terminators and would in the long run, cost effectivelly smash axis infantry due to supply yard upgrades.
USF wasn't hopeless in coh 1 lategame. US had many powerful tools in the lategame, such as the howitzer, m10 and m18s could actually fight axis tanks cost effectivelly (something that almost no allied tank in coh 2 can do). Axis AT guns weren't extreme pinpoint accuracy with stun weapons of doom with 100% penetration on every single tank. VET 2 rifles could fight axis infantry. Vet 3 rifles would even beat vetted grens. Not to mention like i said supply yard upgrades making rifles vet up quickly and fast. Lets not forget the howitzer which was excellent at smashing up defensive emplacements and extremely powerful off maps (unlike the COH 2 priest which is pretty dogshit in 1v1 and more expensive than the howitzer, coh 2 USF offmaps are so ridiciluosly useless that they are almost always a complete waste of munitions aside from p-47 of course). Calliope and pershing are there too, but armor was a pretty rare pick in 1v1 so i will exlude that so that all the coh 1 pros dont jump on me. While the US at GUN with AP rounds had 100% penetration ON ALL axis heavy tanks. 1 AT gun posed even a significant treat to a king tiger. In COH 2 king tiger walks over 3 USF at guns like its no big deal
VET 3 airborne and rangers were just hilarious but that almost never happened so what ever
Snipers. If you failed to smash the axis defensive line, you could always opt for a sniper (which is why 90% percent of games devolved into sniper spam
)
Rifle capping speed. People forget that rifles capped 1.5x faster than any other squad in the game. This inherently let US get A CONSIDERABLE map control advantage in the early game meaning that they COULD easily set up a flank. Something coh 2 rifles lack. MGs on the other hand, could not cap while set up. WHICH further increased the US players map control and let them easily set up proper flanks.
Last but not least, FLAMER engineers. Yes, flamer engineers. US actually had some way of forcing MGs out of bunkers other than nades. In COH 2 you are forced to get a doctrine just to get flamers.
And of course, MINES. Mines mines mines. All factions in coh 1 had good mines. And they were much more dangerous than in coh 2. Sure, a squadwipe from a tm-35 or schu-mine is pretty good, but it doesn't happen that often. Much more worthwhile is suppresing the unit. It stopped blobbers dead.
In short, COH 1 US always had a plan B. If the flank with rifles failed, they could opt for a howitzer or a sniper, or a greyhoundd. They could also get a mortar (altho that wasn't too common because mortars werent that good)
In COH 2 USF it's just throwing waves and waves of riflemen hoping to get a lucky flank. Didin't get it? Well too bad, because rifles scale horribly and soon after your infantry is completely useless and your best bet is to spam shermans.
EDIT : Something i FORGOT once again. Suppresion in coh 1 ALSO worked differently. Suppresed units in coh 1 Actually still did a considerable amount of damage, a rifle BAR squad that gets suppresed but just manages to get out of the arc of fire of the MG-42 would still wipe it. In COH 2, suppresed units basically deal 0 damage.