Are there any skill or tactic tips a new player should know?

I’ve been playing enlisted for about 2 months now off and on, mostly on, so I like to think of myself as somewhat experienced (even though my highest 2 campaigns are both lvl 12) and have learned many new tactics and little skills, the most important five I’ve learned though are:

  1. POSITIONING and how it’s very important (and despite all the Sweaty Assaulter Zerg (sorry I don’t exactly know what this term is but I have a general idea of it), throw bodies at the wall, mains say) is probably one of the most important and efficient ways to not die, get kills, and win a game.
    (Like, I mean . . . doing the throw bodies tactic only works if every squad has like 12 troops in it each hurling explosive packs like a monkey, otherwise you’ll get mowed down from the people holding any side flanks or main avenue regardless of high tier, low tier, auto, or bolt action weapons).

  2. SPAWN POINTS: Not gonna lie even the most basic, new to the game, third grader knows how important these are, they can affectively cut the time to travel to the point in HALF or even in TWO THIRDS!! They can also ensure your troops don’t have to run through open stretches (running the death gauntlet)
    just to get mowed by a Tank, MG nest squatters, or a dozen sniper boi’s ( as a somewhat experienced Tunisia and Normandy sniper I assure you this is what we LOVE to see, it gives us the most kills and keeps us safe from people trying to rush into our little nests. . . so don’t do it).

  3. ASSISTANCE: Assisting your team or being assisted by Mortar Men, Snipers, Radio Men, Tanks, (some times planes), and Anti-Tankers (basically the people who somewhat stick in the back) can help make or break a game almost as much as several active engineers (who I didn’t put in because lets be honest most engineers don’t even bother much with the AA guns or the big cannons, they do their Spawn Point chore and then rush in as an over glorified infantry squad). So all you Assaulters and point squatter and rushers should probably thank them because experienced ones make you’re load at least 2x easier. . . or don’t because most of you probably don’t even notice or even care.

4a.CLOSE COMBAT: ( I’m not gonna talk about any auto weapons because those have little strategy and you know it, it’s just bullet spray and albeit effective and I love using it it’s still just bullet spray.) What I’ve learned and experienced here is that hip-firing bolties is so effective and feels SO GOOD when you wipe a whole squad without dying, grenades are amazing when you have to deal with assaulters, and rushing some one with a bayonet or even just a knife ( if they are new and only if there isn’t like 7 of them in a room) is so effective and sends them into panic letting you probably survive the encounter.

4b. CLOSE COMBAT: Hiding behind cover and being witty by going through a back entrance to flank your enemy if your in a kind of western stand off where neither has grenades or is willing to rush through a door way towards each other is very effective and happens more often than you think, Martyrdom is a valid strategy, Grenades (which you should almost always cook except for in this case) aren’t just for squad wipes and can be used for area denial, and last but not least crawling towards cover when your down is actually really useful and can save your special troop but for close quarters it’s best to just press 5 and switch to save the rest of you squad from getting hunted like geese ( this can work really well because they will probably focus the down guy to get the kill as quick as possible for points and not having to deal with them in 4-10 seconds giving you at least a half second more time to save your squad).

  1. GEAR: I’ve learned it’s best to just forget about whatever statistics and actually try the gun and to trust that the gun later down the campaign will be better (because it almost always is in every way) Like how the Lee-Enfield in Tunisia that’s the very best bolt action, is incredibly accurate even without any upgrades and has some of the best sights I’ve ever seen in this game like you could take out even the most cautious peek only 3 millimeters window camper with these sights, and also even though I struggle ALOT with this one I have to accept that having a fully decked out squad that you don’t plan on using for a while is dumb and you should probably strip the loot so you don’t have 55 mediocre guns and instead have 25 really good ones after spending some time in that campaign.

Sorry, I’ve kind of rambled on about what could be interpreted as “bragging” but I’m actually putting this down to ask is there anything else that I should know or be aware of? Any little tips or tricks to greatly improve my strategy or skill at the game?

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Lets see, snipping is inefficient in most cases, hanging back away from the point is inefficient in most cases, and blindly zerg rushing the point is also inefficient in most cases. If you’re on offense, you shouldn’t really be sniping the vast majority of the time, and if your on defense you should be doing that sniping close enough to the point that you can get in there if the enemy reaches it. Offense especially is about balancing moving forwards with taking out potential threats. Focus too much on either and you lose.

KDA ratio is meaningless, absolute kills and absolute deaths are what matter, and deaths only when on offense. If you die constantly, but cap points, you’re still winning.

Mines are great, use them once you can. Filling a cap point or covering a few choke points with AP mines helps by you time and gives you a backup in case you get taken out by an advancing enemy. The trigger range is limited though, so make sure they are in high traffic areas.

You’ve already noticed how important rally points are. I hope you’re building them. (Sounds like you are though, so good job.)

Flak cannons and at cannons are both easily destroyed by 2-3 hits from an AT rifle, and said rifles are more reliable than grenades or explosive AT weapons for that role. Keep at least one guy with one around for that case.

Do not underestimate the importance of throwing human mass at a problem. Soldier count in your squads matters a lot, and having your meatshields nearby is more valuable than keeping them flagged back. If they die, that means someone wasn’t paying attention to you for a few moments, and if the whole squad is wiped, you can just use a rally and get back in there.

Don’t shoot tanks with flak, and don’t throw standard grenades at them. It may show a damage ping, but you aren’t doing anything to them. Instead, get an explosive pack stuck right in the treads or under the hull, that pretty much always works.

  1. A huge Tip is “momentum” and getting on objective. The opening spawn of the match is crucial. It sets the pace and often games are won or lost here. The defenders are in their most unorganised state at this moment and are clustered together, it is important to take advantage and rapidly assault the point.

-Mortar squads (this is their moment) quick dump all munitions on the point and bayonet charge

-flamer squads this is what they are made for

-any squad with engineers build a rally as close as possible and bayonet charge.

-machine guns wrap around and cut off reinforcements to the point, bleed out their activity on the point.

-sitting back to give “cover fire” only applies to MGs or snipers that have gone around to intercept reinforcements. Anything less than this is useless. killing people from a distance does nothing if there is no pressure on the point, they have endless reinforcements and will be back before you know it.

Defenders, really important to be on the point, but also launching counter attacks to remove rally’s and hinder momentum. Killing tanks before they can become a problem for your team is super important also.

2)Maintain Momentum. The moment you take a point, the defenders are usually way out of position. Forget getting engaged with the remnants, disengage and full throttle to the next objective (its better to leave the enemy alive and out of position than it is to clear them out). You can often get half a cap to a cap before anyone makes it back to position.

3)Read the Eb and flow. There are times when the enemy manage to take the legs off an assault. Meaning that your momentum here is stalled and to keep throwing bodies at it becomes a meat grind and taxing on your tickets. This is where you use the rest of the map (which are often vast and have huge areas players never visit) to find a weak spot and build a rally to change to the battle lines. If you see your team smashing their heads into a brick wall, the best thing you can do is open another flank with a rally point.

4)Radio smoke Artillery (attackers). The most underutilised ability in the game. This ability is MVP when used well. One clever radio squad with a sniper and engineer attached can dictate the entire flow of the battle. This squad setup is the closest to command Squad you can get.

Timidity has no place in enlisted, find the weak point, and drive straight into it.

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If you find a Rally point and you are alone, dont destroy it, place a personal mine and leave, when the enemy spawn you wipe the squad and destroy the rally.
Yes i am a devil.

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Yea I’m starting to pick up on the ebb and flow stuff for attacking but what’s the best things to do for defending like the very best things (even though you’ve stated some really good ones) and also the don’t be timid and rush, I felt that in Tunisia once when there were just to few gunshots or heads at the point and we had a tank right there so I rushed in at their time of most weakness getting 50% on the first point which I think spurred my team into action giving us the bull charge momentum to win the game. I’ve also learned that if the assaulters are coming to the point just to quickly then when it’s the most calm to an absouloute kamikazi bull charge to find their rally point and destroy it, this also won us a game. So any other good defense tips? also thx guys for the really good ones.

So you’re saying be willing to die on the point just to get even a little progress for your team and to max out my squads as full as they can go instead of just having like 6? should I max out every squad? because flank snipers or counter snipers do have to be pretty sneak.

“place a personal mine and leave, when the enemy spawn you wipe the squad and destroy the rally”

That’s a very nice method, thanks for sharing! :slight_smile:
In Stalingrad somehow I manage to find many enemy spawn points easier than in other campaigns. It works even better when my squad is down to one or two guys - it’s easier to flank the enemy unnoticed. The sniper scope is good for detecting rally points: look for buildings where suddenly whole squads appear from. I also mark them with multiple markers to point them to arty spotters.
These new Stalingrad maps are really good for some tactical gameplay.

Always max out the soldier count in your squads. If you really need to be sneaky, flag the troops down a bit behind you and set them to passive. More soldiers means more resilience to getting shot, higher odds of having someone survive an aoe, more grenades, more cap weight, and more potential threats to people who try to get in close. While its admittedly controversial, I find the 9 man trooper squads to actually be really valuable for just flooding a point and forcing the enemy to find all of your bodies before they can start capping again, even if they can’t equip the sexiest of automatic weapons.

And yes, pretty much any non zero amount of cap progress in Invasion is a win, especially since invasion games tend to go down to momentum, aka “Is the attacking team getting people in there faster than the defenders, yes or no?”. If you aren’t getting in the point, you need to be killing enemies long before they do, or you aren’t really helping, since all the winning team needs is one more person in the point than the other, making “Shooting the guys already in the point” not really a winning strategy.