Yeah you know what I talked about but honestly not the best game by me as you'll see what I mean. Could've handled it better if Riflemen smoke remained as removed makes it hard to deal with HMG spam and volksgrenadiers everywhere made it difficult to use my HMGs.
(I swear this is a smurf for prodi since he got banned, it's some polish man)
Yeah after a game is over I cool down quick. I also look over the replay and see what went wrong and while Su 76 might need some adjustments, I didn't execute assaults as well as I should've like with USF.
Given you can't duel equip LMG anymore I'd recommend just going Rifle Company as flamers allow you to clear out buildings and deny cover. You can also equip them with a BAR which adds upon the close range fire power of the RE squads. RE accuracy is so poor that one LMG isn't going to do too much and generally isn't worth it compared to duel BARs or flamer + BAR combo. RE spam isn't as worthwhile outside of perhaps two REs as RE lack combat power compared to Riflemen. Why? RE have horrible accuracy outside of close range, worse on the move accuracy, no grenades, less received accuracy, and only get five men at vet 3. Not saying they need a buff as they are meant to be a engineer unit.
Going Scout car into pak is often the best way I find. The AA half track will shred through a scout car if it stays still but the Scout car can harass it and even take it down if the pak gets a shot in. You can also keep the scout car make range and while taking some micro to use effectively basically back up to allow the scout car to reload and allow the AA half track to switch to different targets and then push back to get more shots in.
Defense doctrine can also work as Puma hard counters it while still be useful against any USF armor outside of Pershing.