Squad shaping tips while progression

One problem i observe on player,s playstyle leaning in general is overspecialization of squads.

every squad needs at least one engineer, most players dont care or new ones dont know . when you dont know the terrain of campaigns, things got worse.

New players just wants to add smg or mg as much as possible.

Some new spaces in squads are filled with full of smg guys but they lack otherthings.

-Semi autos are overused. Semis can be useful but bolt actions are still better at mid- long range combat and also for meele combat bcs bayonets

-i generally prefer to give one handgun for quick switching and close range, bolt action for long range and meele.

-Giving same semi autos to standart rifleman but not all of them to add diversity to squad.

Like: 2 guys have semi auto, 3 guys have bolt act, 1 engineer have gun and bolt. With that combination if i lost my one semi auto or bolt guy i can use the other one in battle. Dispersing different weapons helps a lot

-i generally give handguns them to soldiers who have special ability (like engineers in infantry squad)

so with that an engineer can protect themselves while building, and can kill more enemies in rushes and close combats.

this is same as for radio operators, snipers, mortar man and anti tank guys

you dont have to give them to flametroops, smg carriers or mg carriers. They already have useable close range combat

But why not the standart rifleman but those guys ?

Well, when you select your squad you generally focus on special ones before they die. You use them as much as possible before they got downed. Standart riflemans are last resource after you lost every specials

-Mgs: 2 mg 1 engineer, mgs are useful in every terrain and campaign. Mgs can be used as long range when mounted and close range while carrying. So you dont need to give them handguns

-Snipers: in Stalingrad moscow and tunisia they are very useful but in normandy and berlin you dont need them too much so adding snipers are not going to bump up your kill ratio too much in those maps . but giving them guns is a must for close range fast combats

-anti tanks: they are the most effective in berlin, you can have panzerfaust in your first levels and berlin battles are close combat urban area, a nightmare for vehicles. If your squads have enough space add at least one anti tunk guy. they are also very effective against enemy soldier piles. in other campaigns anti tank weapons are not so powerfull till late levels so you dont have to add too much

-smg: they are most useful in normandy and berlin as a experienced but filling all squad with them is a big no no. Clearing dense enemy in small spaces is easier with them but you can do it with also your granades. i think they are overrated thanks to modern gaming

-Radio guys: one is enough in mortar squads(since you can bomb more frequently) if you order them to stay behind somewhere safe. They are most useful in moscow, normandy and tunisia . smoke Shell ability is underrated and can be very important also

  • Mortar man: one is enough. Adding one or two enigneers to create ammo for mortars is essential for efficiency. They are most useful in normandy tunisia and moscow.

  • flamtrooper: like mg they can be both close and long range, they carry bolt action for long range and close range for flamethrower. Adding 1 engineer and two flameguy is good for squad… they are effective in every terrain and campaign. They are shock troops essentially. Use them for sudden and short term attacks. They can be very useful as normal rifleman but their flamethrower backpack makes them easy and conspicuous targets.

-motorcyclist: think them as fast moveable mgs, they are special just for tunisia so i dont have much to say

  • medic: they are just smg guys with multiple healtpacks

About grenades: give at least one guy a smoke grenade. Smg and semi auto guys are optimal for using them.