Thought i'd post this up here as its a balanced Company, focusing on hard hitting aussualts, and more commando squads then your team mate can handel.
As its pretty much kitted out with commandos, ive gone for the top tier 4 which is pretty damn good for your commando squads
As for the rest, ive gone middle tier 1 and 2nd tier 2. Smoke screen doc, i have no use for really. Scouting vehicals and sabotage are really usefull for this company build aswell.
As for doc unlocks ive gone support weps, recon run, commando gliders and commando sniper. All of these are needed to build this coy, with the exception of recon run.
Advantages:
2 manpower advantages (+800 MP)
3 munitions advantages (450 Munis)
Core:
1st Call-in: 2 Commandos squads, With stens and paits, a Commando Officer, Commando Mortar, and a 6 pounder (this will make the call-in deploy from your spawn.)
2nd: Commando Officer
3rd: Sniper
4th:Jeep
5th: Tommie squad with a Casualty clearing station
Assualt:
6 Commando squads, all with stens, all as separate call-ins, 6+6 pop is 12 and that really limits your diversity which you will need.
Infantry: 4 Commando squads with piats, again all in separate call-ins.
(yes i know some people shun all this separete call in shite but i prefer it)
Tanks: 2 Fireflys, with Tank commanders and reps. A Cromwell Command Tank. also in there are my vet 3 and vet 2 tetrarchs, my pride and joy
Arty: Another 4 tetrarchs(separate call ins so you should basically have 6)
Now you should have
135 manpower left and 135 fuel, and also you should have 120 munis left. I spent them on my vet 3 tet and got a little john adapter and reps, and the vet 2 i got reps on aswell.
EIR:R is all about team work, so you may have to relay on some additional AT support. Other then that, hit hard hit fast then run like hell.