Problem:
Grenades are too easy to avoid by microing a squad in and out of the building unless the building happens to have just one exit and you happen to attack from right direction to be able to toss the grenade in front of the exit. This can cause USF to struggle against early garrisons (in 4v4 early mortar isn't necessarily an option if you want to fight back the early rush).
Note that the reason why OKW got fire grenades instead of regular grenades was because they are too easy to avoid by simple micro.
Solution:
Flamethrower shouldn't be restricted to commander and should be accessible to rear echelon troops by default.
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Comments
Buy the mortar. Buildings don't move, so either they are maintaining early garrisons, or the enemy is making an early rush. You can't say they're doing both.
Rifles. No really two squads will beat most German infantry in a garrison. The issue is the MG42, which rifles are now totally impotent against with the Still Broken M1 Mortar. When it comes to Volks or Pioneers in garrison though people overthink that way too much. They're infantry in green cover yeah so just overpower them. If they've got flank protection or a whole town in garrison then you've probably done something wrong.
Grenades are fine too because with the upgrade rifles get them at the front instantly. Issue is that Rifles have no way to contain a mid game Gren or Volk blob without ceding 2/3 of the map.