What's the community preference of squad composition and lineup?

Which classes do you choose ?

Is it a unspoken rule for you that all squads must have a engineer ?

All offensive based squad lineup or do you balance it out ? Ex: 2-3 offensive squads and 1-2 supporting squads

Share your opinions here, I’d love to know

Guide:

― Offensive: Any squad that is designed to kill the enemy and is set up that way (assaulters, flamethrower, machine gunner, etc…)

―Supportive: A squad that the main role is to support the team by aiding it in non-direct offensive ways and is set up like that (Engineers, Radio operators)

―Offensive and supportive: Naturally all ground squads depending on soldier class composition, honorable mentions to : Medics and biker squads

Usually I run an assaulter squad, an AT squad (packed with assaulters with AT mines) and an arty squad (with an engineer, assaulter and a sniper). Radioman and engineer ideally will have AP and AT mines for slowing advancing enemies on defense and I’m preparing the fallback position, sniper will be somewhere where he can get good lines of fire.

If I’m working on leveling a particular squad, I’ll drop the assaulter since it’s maxed. Flametroopers tend to be stuffed with assaulters too. Machinegunners get an engineer since ammo can run dry so quick, ideally (in the future) they’ll eventually have riflemen with grenade launchers. Snipers get an engineer and a radioman.

2 Likes

On Moscow, Normandy and Tunisia, I use 5 inf, 3 tanks and 2 planes.
On Berlin and Stalingrad, I use 6 inf, 2 tanks and 2 planes.

Typically I use the following set up for Squads (Stalingrad is a bit different - differences in progression options):
Asslt Sqd - 4 x Asslt, 1 Eng , 1 RO , 1 MG
Sniper Sqd - 1 Asslt , 3 x Sniper, 1 Eng
FT Sqd - 2 Asslt, 1 Eng , 2 Rif , 2 FT
AT Sqd - 1 Asslt, 3 AT, 2 Rif, 1 RO, 1 MG
MG Sqd - 1 AT, 2 MG, 1 Eng, 1 RO and 2 Rif
RO Sqd - 1 Asslt, 2 RO, 1 Eng, 1 MG
Mor Sqd - 1 Asslt, 2 Mor, 1 RO, 1 Eng, 1 Rif
Eng Sqd - 1 Asslt, 1 RO, 4 Eng
Rif Sqd - 6 Rif, 1 Eng, 1 RO, 1 MG

On Normandy and Berlin, where the AT is a bit more consistent, I’ll swap out the RO with an AT in my Asslt, Mor and Rifle squads.

I try to equip soldiers with the most historically accurate weapons and limit some of the specials or esoteric weapons to the squad leaders.

2 Likes

Im f2p so 3 squad and 1 veichle and i come with this

  1. assaulter
  • 4 assaulter
  • 1 gunner
  • 1 AT man
  • 1 Radioman
  1. Free slot
    Can be an mixed enginer squad or a event squad or another squad with some weapon i want use
    (for example in axis moscow/stalingrad this slot is for mkb sniper squad and in allaied berlin/tunisia is for the event squad, in allaied stalingrad is for the 5 medic squad wit pps42 in the rest is the mixed enginer squad)

  2. Machingunner

  • 3 gunner
  • 2 enginer
  • 1 AT man
  1. Tank/plane (depends in the day)

Engi in every squad is the way.

5 Likes

Yeah, Free Exp from rally points are great for that squad.

1 Like

Free XP, and it helps the team!

1 Like

Exactly, still people refuse to do it, i will never get them, i got Eng in all my squads, easily my favorite class.

2 Likes

Usually, I have this setup:

  • Only 2 automatic squads (exception Tunisia Axis for diversity reasons)
  • One or two rifle squads
  • One Engineer squad
  • One “Supportive” squad (Radio or Mortar, depending on which side has the historical aerial and artillery advantage)
  • One “Specialized” squad (AT or Flamer squad)
  • One Sniper squad or another “Specialized” squad
  • Three vehicle squads (including bikes. Exception Stalingrad Axis)

Their layouts depends on historical accuracy a bit and purpose.

  • Rifle squads usually have one engineer, one machine gun, and either a radio or bomber. I use them as an all-rounder defender/ attacker squad.
  • Automatic squads usually have one or two bombers, one machine gun, and depending on the bomber amount a radio too. I use them solely to attack points or clear choke points in CQC.
  • Engineer squads also have bombers and one assaulter.
  • Mortar squads usually get two engineers and a sniper.
  • Radio squads get an assaulter, the rest is whatever I liked at the moment.
  • Flamethrower squads get assaulter, radio, and maybe bomber. Pure defense-breaking squad.
  • AT squads get an engineer, assaulter, or machine gun and radio. Mostly use them in campaigns where it is a pain in the ass to kill tanks with infantry AT weapons.
  • Sniper squads are also pure randomness, but I usually just put four soldiers there to babysit the AI less.
  • Machine gunner squads usually get an engineer, a radio, and a bomber. Only use three in total across all campaigns (Berlin Axis cause it’s a para squad, Normandy Axis because I like the squad name, and Tunisia Axis because it’s Italian) for historical reasons. For me, machine guns are always supportive but deadly guns I place one time per squad.

Stalingrad and the “medic” messed my squad layout meta up a bit. Tunisia is also weird due to two nations.

  1. Engi on every squad
  2. Fill with troopers
  3. Get as many big digge launchers as possible
  4. Enjoy while making skillful shots and outplaying your opponents

1.riflemen 1 squad

2.riflemen 2 squad

  1. rifleman 3 squad

  2. Plane (suicides only)

1 Like

Engineers first in every regard.

1 Like

My Stalingrad lineup at max level right now is:

Rifle
Sniper
Assault
MG
Flame
AT
Engineering
Tanker
Fighter
Attacker

Most of my squads run with an engineer simply because being able to drop an SP is crucial, plus ammo box for the sniper and AT squads. Still leveling the MG and Engineering squads, so they’ve only added an additional of-type unit so far. I have ATs in the rifle and sniper squad. Radioman in Rifle, AT, and Flame. Medic in Assault and Flame (for the extra full auto weapon).

I am definitely thinking of dropping the AT from the sniper squad in favor of a radioman, just because I tend to be so far back from the current skirmish line that firing it is ineffectual. The only reason I haven’t yet, is because sometimes that squad sits close to the skirmish line and can get engaged by enemy armor, so having a counter that I don’t need to move their position is ideal. Radioman can do the job… as long as that tank sits there a long friggin time.

Order of battle tends to go like this. Start on Sniper (except Destruction Defender, start on Engineer). Find overwatch with good LOS on enemy sniper nests and park for counter-sniping as Invader, counter-sniping and herd thinning for Defender. On Destruction, Engineering squad does engineering stuff. Second spawn Invader priority is clearing group, either Assaulter or Flametroop. Defensive priority is Rifle or Assaulter, based on CP status. Secondary selection if enemy armor is on the field, either Attacker or Tanker (if spawn is favorable and) if available, AT or Rifle if not. Third selection priority is Fighter if available, automatic squad if not. Secondary selection is variable based on battlefield conditions. After that, it’s all variable based on battle assessment.