Huh. Infantry must get nowhere when you got two .50s and a m15 (for a grand total of 6 .50 cals lol). M15 does tend to shoot down planes almost instantly, which is very useful, and nets it vet real fast, especially if they forget and keep calling in planes. I've been wanting to go M15 + m20 but it's so manpower expensive. I think I gotta find a better doctrine to do that instead of heavy cav or airborne (one without elite inf). Any suggestions?
Note I pretty much only play 3v3. This is actually what I have been doing. My build order is Rear echelon, Mortar, Riflemen, Fighting position. Lieutenant does have a very long tech time, so my first MG is in fact a fighting position. The fighting position allows me make a stronger front line seeing only buy
ONLY ONE riflemen. (yes only one riflemen, crazy.) With this additional manpower not spending on 4 riflemen you can invest into MGS or you go Lieutenant or Pack Howies if you go Captain. Additionally I have been going with the doctrine: Infantry Company,
not the Calliope Company. (Again crazy)
Here is what my build order looks like for Infantry Company
Rear Echelon:
Really helps with early field presence in capping points especially for a brit ally.
Mortar:
Good at removing those early MG 42s and garrisons
Riflemen:
Can be swapped positions with the mortar
Fighting Postion
Lieutenant
M2B HMG
M15
Ambulance
Weapon Racks:
Give your Rear Echelon 2 bazookas first for AT. Give your Riflemen, LT, Capt one Bar one 1919 Lmg. These units can act like your elite infantry especially if you equip the Officer suppression bulletin
Evenally you will want these
Captain
2 Mortar Half tracks
A very powerful and very underrated unit.
2 M1 At guns
Priests
For builtins I use:
Officer Rally:
The Lieutenant, Captain, and Major reduce the suppression taken by nearby infantry units by 6%.
See The World, They Said!:
Rear Echelon Troops fire 1% more accurately and their rifles cool down 2% faster between shots.
Cheap Team Weapons:
The M1 57mm Anti-Tank Gun, M1 75mm Pack Howitzer, and M2HB .50 cal Heavy Machine Gun are 5% cheaper.
So it the end, ideally
No major, one riflemen, and no calliopes, Trust this strategy does actually works. By sinking your fuel into these early game assests you gain a substantial foot hold on the field, and the M1 At guns and Zooks can handle medium armor. By the time Heavy armor roles out, your teammates should have proper counters to them.
Airborne can also borrow this similar idea. Though you will want to get major tech for Jacksons for a late game fuel sink. Barfinders with an officer buffer can be quite strong. Just only build one pathfinder. They have a 37 reinforcement cost.
For my third slot I actually have Rifle Company. (Wait, still no Heavy Cav, or Calliope?! I must be insane.) Just give the Captain, and Riflemen the bazookas and Rear Echelon the Flame thrower and Bar.