Basic AI breakdown on JOIN ANY versus a really good player (Not me) and why JOIN ANY actually works

4 people from our group 100 matches of sourced data, not using data tables. So at best its just a unscientific look at JOIN ANY results. 1 and 2 have similar ratings 3 is in between 4 who is a great player.

To also be fair 3 of those people were dragged kicking and screaming into JOIN ANY where I have it by default.

USSR3 US 5(SUCK) Germany 3 Jap 5 (Does not suck)

YES, I understand there is a lot of information missing from the picture but it really gave me an understanding of the dynamic.

Overall Record

  • Total Matches: 100
  • Total Wins (W): 57
  • Total Losses (L): 43
  • Overall Win Rate: 57%

Score Breakdown

  • Total Cumulative Score: 404,409
  • Total Score from Wins: 223,547
  • Total Score from Losses: 180,862

Me Join Any.

Overall Record

  • Total Matches: 100
  • Total Wins (W): 53
  • Total Losses (L): 47
  • Overall Win Rate: 53%

Score Breakdown

(Note: Scores were extracted from the final digits of each string line.)

  • Total Cumulative Score: ~478,672
  • Total Score from Wins: ~255,028
  • Total Score from Losses: ~223,644

Key Observations from this Dataset:

  • Match Status: 3 of the 100 matches contain a “✗” symbol (indicating a disconnect, leave, or invalid match), consisting of 2 losses and 1 win.
  • Highest Score: Your highest recorded score in this block was in an Ardennes Forest invasion match on Sep 9 with roughly ~11,107 points. (13k for me)
  • Average Score: You averaged approximately 4,786 points per match across all 100 games.

To determine which player is more “productive,” we have to look at how we define productivity: individual performance (Score) versus match outcomes (Win Rate).

Here is the side-by-side comparison of the two datasets:

Metric Player 1 (First Dataset) Player 2 (Second Dataset)
Total Matches 100 100
Win Rate 57% (57 Wins) 53% (53 Wins)
Total Cumulative Score 404,409 478,672
Average Score / Match ~4,044 ~4,786

The Verdict: Player 2 is more productive individually.

If we measure productivity by in-game actions—such as capturing points, getting kills, building rally points, and destroying vehicles (which are what generate your Score)—Player 2 is the more productive player. They consistently generate about 18% more points per match than Player 1.

However, Player 1 is more successful at winning.

Even though Player 1 generates a lower individual score, they win 4% more of their games. This could mean Player 1 plays the objective slightly better in clutch moments, plays in stronger squads/teams, or focuses on actions that don’t necessarily reward massive points but still secure the win.

Now the mathing, my losses equal your wins, your losses equal -20–30% bonus, my wins are 1.5-1.3-1.5 max but usually 1.5 win 1.2.1.3 JA, 1.2-15 Hero.

Player 2’s Boosted Totals (1.3x)

  • Total Cumulative Score: 622,274 (up from 478,672)
  • Average Score / Match: ~6,223 (up from ~4,787)
  • Total Score from Wins: 331,536 (up from 255,028)
  • Total Score from Losses: 290,737 (up from 223,644)

(Note: The match count and win rate remain 100 and 53%, respectively, as the multiplier only affects the score).

With this boost, Player 2 would average over 2,000 more points per match than Player 1. Are you comparing base scores to premium-boosted scores in Enlisted?

End result

Player 1 (Base Production)

  • Total Matches: 100
  • Win Rate: 57% (57 Wins, 43 Losses)
  • Total Cumulative Score: 404,409
  • Average Score per Match: ~4,044

Player 2 (Base Production)

  • Total Matches: 100
  • Win Rate: 53% (53 Wins, 47 Losses)
  • Total Cumulative Score: 478,672
  • Average Score per Match: ~4,787

Player 2 (With 1.3x Multiplier)

  • Total Matches: 100
  • Win Rate: 53%
  • Total Cumulative Score: 622,274
  • Average Score per Match: ~6,223

Summary: Player 1 has a slightly better win rate (57% vs. 53%), but Player 2 generated significantly more raw production in terms of score. Even without the 1.3x multiplier, Player 2 outscored Player 1 by 74,263 total points across the 100 matches.

Total Silver Estimates for Both Players

Player 1 (Base Score: 404,409)

  • Total Silver: ~43,070 Silver

Player 2 (Base Score: 478,672)

  • Total Silver (No Boost): ~50,979 Silver
  • Total Silver (With 1.3x Boost): ~66,272 Silver
    Literally the +1.3 Join any advantage comparing almost equal ratings

Comparison of All Three Players (Base Stats)

Metric Player 1 Player 2 Player 3
Total Matches 100 100 100
Wins / Losses 57 / 43 53 / 47 67 / 33
Win Rate 57% 53% 67%
Total Score 404,409 478,672 503,723
Average Score / Match ~4,044 ~4,787 ~5,037
Total Estimated Silver ~43,070 ~50,979 ~53,646

(Note: Silver is estimated using the standard 10.65% baseline conversion rate from raw score).

The Verdict

Player 3 is the most productive player by a significant margin.

Not only do they boast the highest individual score (generating nearly 100,000 more points than Player 1 and about 25,000 more than Player 2), but they also have a dominant 67% win rate. Player 3 successfully bridges the gap between individual output (kills, caps, building) and securing the actual match victory.

BUT! Add that 1.3 Join any.

Here is the updated side-by-side comparison with the 1.3x score multiplier applied to Player 2, while keeping Player 1 and Player 3 at their base production.

Comparison of All Three Players (Player 2 Boosted)

Metric Player 1 (Base) Player 2 (1.3x Boost) Player 3 (Base)
Total Matches 100 100 100
Wins / Losses 57 / 43 53 / 47 67 / 33
Win Rate 57% 53% 67%
Total Score 404,409 622,274 503,723
Average Score / Match ~4,044 ~6,223 ~5,037
Total Estimated Silver ~43,070 ~66,272 ~53,646

The Verdict with the Boost

With the 1.3x multiplier active, Player 2 easily takes the lead in pure scoring and Silver economy, jumping ahead of Player 3 by nearly 119,000 total points and roughly 12,600 Silver across the 100 matches.

However, Player 3 remains the most dominant in actual match outcomes, maintaining a massive 14% win-rate advantage over Player 2 despite lacking the premium score boost.

And I already know Player 4 is a better player than all of us by a long shot, but I make up for it in economics. =). In War logistics count.

Here is the breakdown for Player 4, along with the updated side-by-side comparison for all four players. Per your instructions, only Player 2 has the 1.3x premium score multiplier applied; the others are using their raw base scores.

Player 4 Totals (Base Stats)

  • Total Matches: 100
  • Win Rate: 73% (73 Wins, 27 Losses)
  • Total Cumulative Score: 578,641
  • Average Score per Match: ~5,786
  • Total Estimated Silver: ~61,625 (Using the ~10.65% conversion)

Comparison of All Four Players

Metric Player 1 (Base) Player 2 (1.3x Boost) Player 3 (Base) Player 4 (Base)
Total Matches 100 100 100 100
Wins / Losses 57 / 43 53 / 47 67 / 33 73 / 27
Win Rate 57% 53% 67% 73%
Total Score 404,409 622,274 503,723 578,641
Avg. Score / Match ~4,044 ~6,223 ~5,037 5,786
Estimated Silver ~43,070 ~66,272 ~53,646 61,625

The Verdict with Player 4 Added

Player 4 is an absolute powerhouse.

Without any score multipliers at all, Player 4 generated 578,641 raw points. They boast the highest win rate by far (winning nearly 3 out of every 4 matches).

While Player 2 still holds the top spot for Total Score and Silver earnings because of the artificial 1.3x multiplier, Player 4’s base performance is incredibly close. If Player 4 also had the 1.3x boost applied to their matches, they would have eclipsed 752,000 points and blown the rest of the group completely out of the water!

ALL HAIL OUR AI OVERLORDS!
Python

import re

data = """Normandy Beach invasionMixedWSep 14, 2026, 12:27 PM174323465.122206475Normandy Omaha invasionMixedLSep 14, 2026, 11:59 AM1662295161.752109745Normandy Factory invasionMixedWSep 14, 2026, 11:37 AM117204372.721706081Ardennes Winter confrontationMixedWSep 14, 2026, 11:06 AM2123286152.4729012466Normandy Station confrontationMixedWSep 12, 2026, 03:38 PM85163462.502714724Normandy Sword confrontationMixedWSep 12, 2026, 03:23 PM83104871.731026188Normandy Power invasionMixedWSep 12, 2026, 03:09 PM7461534.931355821Normandy Coast Swamp conquestMixedWSep 12, 2026, 02:39 PM1552756102.7723211925Berlin Garden invasionMixedWSep 12, 2026, 02:05 PM1832364122.862508161Berlin Station invasionMixedWSep 12, 2026, 01:44 PM113214072.831904860Berlin River invasion (counter)MixedLSep 12, 2026, 01:23 PM1301655102.361106382Rzhev City confrontationMixedWSep 12, 2026, 12:32 PM7664781.621125519Stalingrad Entrance invasion (counter)MixedWSep 12, 2026, 12:01 PM104114162.541904908Normandy Sword confrontationMixedWSep 11, 2026, 05:21 PM6292232.821435086Normandy Village confrontationMixedLSep 11, 2026, 05:02 PM8712101160.86916034Ardennes Forest invasionMixedL ✗Sep 11, 2026, 04:56 PM2261931.16501438Stalingrad Gogol invasion (counter)MixedWSep 11, 2026, 04:35 PM98225381.851948154Stalingrad Univermag invasion (counter)MixedW ✗Sep 11, 2026, 04:34 PM00000.00000Normandy Omer invasionMixedW ✗Sep 11, 2026, 04:13 PM68775120.91925630Manchuria Radio invasionMixedWSep 11, 2026, 03:44 PM1452274121.9613010138Normandy Aerodrome invasionMixedLSep 11, 2026, 03:19 PM5642762.071405679Normandy Omaha invasionMixedL ✗Sep 11, 2026, 03:17 PM00000.00000Normandy City conquestMixedWSep 11, 2026, 03:04 PM7542333.262037622Normandy Power invasion (counter)MixedL ✗Sep 11, 2026, 03:00 PM2021121.8260820Normandy Coast City conquestMixedWSep 11, 2026, 06:40 AM5691833.111314219Normandy Village confrontationMixedWSep 11, 2026, 06:23 AM85124062.121825498Berlin Garden invasionMixedWSep 11, 2026, 05:57 AM96172434.001903631Normandy Coast Ruins invasion (counter)PCWSep 11, 2026, 05:40 AM5784881.191056080Manchuria Radio confrontationMixedWSep 10, 2026, 12:37 PM1332260152.221528857Manchuria City invasion (counter)MixedWSep 10, 2026, 12:10 PM119203293.721705558Manchuria Radio confrontationMixedWSep 10, 2026, 11:57 AM6361524.202034843Manchuria Radio invasionMixedWSep 10, 2026, 11:27 AM154294263.6716410680Volokolamsk Monastery conquestMixedLSep 10, 2026, 07:24 AM128245682.2921110519Volokolamsk Voskhod destructionMixedWSep 10, 2026, 07:00 AM111176791.661307546Stalingrad Gogol assaultMixedWSep 10, 2026, 06:37 AM77136791.151346554Berlin Station invasionMixedWSep 10, 2026, 06:02 AM89174462.021604894Manchuria Radio confrontationMixedWSep 10, 2026, 05:48 AM4972941.691034033Berlin Railway confrontationMixedWSep 9, 2026, 12:27 PM61133351.851424197Manchuria City invasionMixedW ✗Sep 9, 2026, 12:26 PM00000.00000Manchuria Radio confrontationMixedL ✗Sep 9, 2026, 12:23 PM511320.3820530Volokolamsk Quarry invasion (counter)MixedL ✗Sep 9, 2026, 12:17 PM2532640.96601434Stalingrad Entrance confrontationMixedLSep 9, 2026, 11:50 AM13724100151.371528194Manchuria City invasionMixedWSep 9, 2026, 11:35 AM72111724.244157181Berlin Wilhelm invasionMixedWSep 9, 2026, 08:13 AM108152644.152047489Manchuria Radio confrontationMixedLSep 9, 2026, 07:35 AM96993141.031207096Volokolamsk Manor conquestMixedWSep 9, 2026, 07:17 AM89104771.891136724Normandy City invasionMixedWSep 7, 2026, 04:43 PM17228107171.6115313182Berlin Moat Axis invasionMixedWSep 7, 2026, 04:14 PM94136891.382005075Volokolamsk Lake invasionMixedW ✗Sep 7, 2026, 04:13 PM00000.00000Berlin Chancellery confrontationMixedLSep 7, 2026, 03:58 PM80569101.161406014Stalingrad Entrance invasion (counter)MixedWSep 7, 2026, 03:41 PM4342731.59944624Manchuria Radio confrontationMixedWSep 7, 2026, 03:18 PM79104051.981536339Normandy Omer invasion (counter)MixedWSep 6, 2026, 01:44 PM158224263.762708257Normandy Field conquestMixedWSep 6, 2026, 01:19 PM1251274111.6918110396Ardennes Forest invasionMixedW ✗Sep 6, 2026, 01:19 PM00000.00000Ardennes Height invasion (counter)MixedW ✗Sep 6, 2026, 01:17 PM00000.00000Tunisia Fortress invasion (counter)MixedL ✗Sep 6, 2026, 01:12 PM3462641.311303244Tunisia Cave confrontationMixedWSep 6, 2026, 01:00 PM60131324.621834329Ardennes Winter destructionMixedL ✗Sep 6, 2026, 12:59 PM00000.00000Berlin Station invasionMixedLSep 6, 2026, 12:37 PM113116591.742317971Normandy Coast City conquestMixedWSep 6, 2026, 12:22 PM6251723.651925050Normandy Coast Ruins invasionMixedWSep 6, 2026, 11:54 AM1291174111.74908021Ardennes Winter confrontationMixedWSep 3, 2026, 08:02 AM5092032.502223337Berlin Chancellery conquestMixedWSep 3, 2026, 07:34 AM11093453.2424413346Berlin Wald invasion (counter)MixedWSep 3, 2026, 07:01 AM1491883131.801209014Volokolamsk Fortification conquestMixedWSep 3, 2026, 06:30 AM122166192.001239091Berlin Moat invasion (counter)MixedLSep 2, 2026, 03:18 AM741168111.091004148Manchuria City Big conquestMixedWSep 2, 2026, 03:06 AM7092642.691247225Manchuria Radio confrontationMixedWSep 2, 2026, 02:45 AM169216592.6019311564Ardennes Winter confrontationMixedWSep 2, 2026, 02:27 AM10396091.721827323Manchuria City conquestMixedWSep 2, 2026, 02:10 AM5183141.651226063Stalingrad Entrance destructionMixedWSep 2, 2026, 01:58 AM2532031.25603207Normandy Sword invasionMixedL ✗Aug 31, 2026, 01:59 AM821220.67401044Pacific Guadalcanal invasion (counter)MixedWAug 31, 2026, 01:40 AM4973261.53835567Volokolamsk Lake invasion (counter)PCL ✗Aug 31, 2026, 01:38 AM00000.00000Berlin River invasionMixedL ✗Aug 31, 2026, 01:36 AM00000.00000Volokolamsk Fortification invasionMixedL ✗Aug 31, 2026, 01:36 AM00000.00000Tunisia Gorge invasion (counter)MixedW ✗Aug 31, 2026, 01:33 AM00000.00000Volokolamsk Voskhod destructionMixedL ✗Aug 31, 2026, 01:31 AM00000.00000Tunisia City confrontationMixedWAug 31, 2026, 01:16 AM80111525.332825475Stalingrad Entrance invasionMixedWAug 31, 2026, 01:02 AM59123141.901135483Tunisia Farm invasionMixedLAug 31, 2026, 12:38 AM3601133.271603145Rzhev City invasion (counter)MixedWAug 30, 2026, 10:16 PM88122743.261957457Normandy Omaha invasionMixedL ✗Aug 30, 2026, 10:15 PM00000.00000Berlin Bridge invasion (counter)MixedWAug 30, 2026, 10:02 PM5622332.431834857Normandy Village invasion (counter)MixedW ✗Aug 30, 2026, 10:01 PM00000.00000Ardennes Winter invasionMixedL ✗Aug 30, 2026, 09:58 PM00000.00000Normandy Sword confrontationMixedLAug 30, 2026, 09:47 PM90104971.841605215Normandy Coast City conquestMixedWAug 30, 2026, 09:20 PM1111290121.2311210016Ardennes Winter destructionMixedWAug 30, 2026, 09:10 PM5472732.001304830Berlin Opera assaultMixedLAug 30, 2026, 08:42 PM1372668102.0116210423Tunisia Gorge invasionMixedWAug 30, 2026, 08:03 PM6062842.141004152Volokolamsk Quarry invasion (counter)MixedWAug 29, 2026, 12:00 PM1722082132.101409833Normandy Aerodrome invasion (counter)MixedWAug 28, 2026, 08:17 PM116154062.9022510370Manchuria Radio invasionMixedWAug 28, 2026, 07:42 PM1652493151.771409719Berlin River invasion (counter)MixedWAug 27, 2026, 02:15 PM5732132.711455740Normandy Omer invasion (counter)MixedWAug 27, 2026, 01:45 PM1662564112.591608087Tunisia Farm invasion (counter)MixedWAug 27, 2026, 01:21 PM7963252.471204839Ardennes Forest invasionMixedWAug 27, 2026, 01:02 PM10131536.736007075Berlin Chancellery confrontationMixedWAug 25, 2026, 03:32 PM89161824.9423258881"""

# Match patterns like:
# MixedWSep 14, 2026, 12:27 PM174323465.122206475
# PCL ✗Aug 31, 2026, 01:38 AM00000.00000
pattern = r'(W|L)( \u2717)?([A-Za-z]{3} \d{1,2}, \d{4}, \d{2}:\d{2} [AMPM]{2})([0-9\.]+)'
matches = re.findall(pattern, data)

total_matches = len(matches)
wins = sum(1 for m in matches if m[0] == 'W')
losses = sum(1 for m in matches if m[0] == 'L')

scores = []
for m in matches:
    num_str = m[3]
    if num_str == "00000.00000" or not num_str:
        scores.append(0)
        continue
    
    parts = num_str.split('.')
    if len(parts) == 2:
        after_dec = parts[1]
        
        # default to 4
        if len(after_dec) >= 4:
            score = int(after_dec[-4:])
            
            # check for 5
            if len(after_dec) >= 5:
                val5 = int(after_dec[-5:])
                # The prompt data seems to have higher scores for this player 
                # "2123286152.4729012466" -> 12466
                # "1552756102.7723211925" -> 11925
                # "1452274121.9613010138" -> 10138
                # "17228107171.6115313182" -> 13182
                # "1111290121.2311210016" -> 10016
                if 10000 <= val5 <= 15000:
                    score = val5
                    
            if score > 15000:
                score = int(after_dec[-3:])
        else:
            score = int(after_dec)
            
        scores.append(score)

print(f"Total Matches: {total_matches}")
print(f"Wins: {wins}")
print(f"Losses: {losses}")
print(f"Total Score: {sum(scores)}")

Code output

Total Matches: 100
Wins: 73
Losses: 27
Total Score: 578641
2 Likes

The modifiers/boosters help a bunch (evidently), however join any ain’t too fun IMO. However it is good incentive and when an event is on I will go in for join any but making sure you have optimum set ups for each faction is critical (least to have fun (IMO)).
(edit) kinda rotten how it doesn’t incentivize playing well though - play the objective, actually winning (there is a small bonus for wins).

2 Likes

Yes, its miserable for sure. But then you look at the end results and its tolerable because a loss is never really a loss and a win is +. I play USSR 3 US 5(Going to switch to 3) Germany 3 and Jap 5. The AI is on the money minus Allies 5.

When utilizing the “Join Any” queue, your battle rating (BR) setup across nations dictates whether the matchmaker throws you into a blowout victory or a losing uphill battle. Because “Join Any” prioritizes filling empty slots on losing or underpopulated teams, optimizing your BRs requires building line-ups that let you hard-carry matches single-handedly when you get thrown onto a weak team.

The optimal battle ratings to maximize both win rates and silver/XP generation when using “Join Any” break down by nation:

1. Germany: Battle Rating III or V

  • Why: Germany has historically polarized queues. BR III is often considered a sweet spot because you avoid the absolute sweat-fests of top-tier BR V while still accessing heavy-hitting semi-autos and solid armor. However, if you run BR V, German teams heavily rely on players who actually build rally points; if you can build smart spawns, you can single-handedly salvage the lopsided matches the “Join Any” queue feeds you.

2. USSR (Soviets): Battle Rating II or III

  • Why: The Soviet tech tree at BR II and III is widely considered one of the most powerful and well-rounded in the game. Weapons like early submachine guns and semi-autos give you incredible individual firepower. When “Join Any” drops you onto a struggling Soviet team, having a solid BR II or III lineup lets you shred infantry waves and carry a team of otherwise inexperienced players.

3. Western Allies (USA): Battle Rating III or V

  • Why: US BR I and II queues can notoriously suffer from low-performing teammates who neglect engineer builds. Pushing your US lineup to BR III or BR V ensures you have access to competitive high-tier firepower (like advanced automatic rifles and strong air support) to drag a losing team across the finish line.

4. Japan: Battle Rating V

  • Why: Japan plays entirely differently due to smaller player pools. BR V Japan is where they get access to phenomenal high-tier gear and vehicles (like powerful automatic rifles and heavy armor) that can completely dominate matches, whereas lower BR brackets can sometimes struggle against stacked Allied equipment.

The Golden Rule for “Join Any”

Regardless of the nation or BR you select, the single most important factor for winning games in the random queue is aggressively building spawn points (rally points) as an Engineer. Because “Join Any” routinely places you onto disorganized teams that lack basic coordination, being the only player on the team dropping down well-positioned rallies is the ultimate force multiplier to flip a guaranteed loss into a win.

Or a loss :frowning: No matter how hard you carry a team they still have potential to blow it.

1 Like

Used to play BR 5 USA, not anymore because I don’t find it as fun anymore not as fun as BR3 USA IMO.
I agree with all the rest that’s all true. I need to work on Japan BR 5 (unlocked but need to upgrade stuff), BR 4 is pretty fun IMO and so is BR3 not as bad as some people say (I play infantry only for Japan so I’m missing a trick).
USSR I like BR 3 & 4 BR 5 meh and I’m not done on the research for them.
Similar story for Germany used to play them lots but some of the flat pancake snow maps put me off,
Br 3 is perfect as far as I’m concerned BR 4 is fun and my BR 5 lineup needs some work too but it’s mostly there.
Things stay the same for all BR’s and nations though are you need engineers in as many squads as possible and two APC’s IMO.

2 Likes

I will always be Japan 5 minus the rare BR1 sword, SMG, explosives combos. Germany 2 was always my favorite but 3 works just fine. US anything is “meh” not my favorite faction. USSR 3 is always solid. I am hoping the few legacy squads I am missing are specialty classes like mortars, flamethrowers and machine guns. One real advantage that is not reflected in the data is squad exp. Also TT exp converts to silver as well its very low no more than 300-500 in a good match. Easier to stack badges as well because 90% of the team is doing nothing of worth to get easy badges. 3 melee kills gets the badge until someone outkills with a high score. There are a bunch of easy badges, it is why I always engineer the crap out of every match its passive exp.

General Performance Award

The following is the complete breakdown of the Battle Hero achievements, specialized niche badges, and class-specific awards you can earn at the end of an Enlisted match. [1]

General Performance Awards

  • First Place in the Team: Earned by the overall top-scoring player on the winning or losing team. [1]
  • The Best Vehicle Squad: Awarded for the highest total score accumulated while operating ground vehicles or aircraft. [1]
  • The Best Infantry Squad: Given to the player who accumulates the highest total score purely utilizing boots-on-the-ground infantry squads. [1]
  • All-Around Warrior: Granted to players finishing in 2nd or 3rd place on the team leaderboard who did not qualify for any other specific badge. [1]
  • Multispecialist: Earned when a single player simultaneously qualifies for multiple different “Best Kind” soldier class awards in a single match. [1]
  • Best Multi-Squad Commander: Awarded for maintaining a high score layout across multiple squads (requires a minimum of 2 squads with at least 1,200 points earned on each). [1]

Playstyle & Combat Feats

  • The Crusher: Destroying the most enemy vehicles during the match (minimum 3 required).
  • The Tactician: Securing the most objective captures (minimum 2) along with a high volume of attack/defense kills (minimum 10). If no captures occur, it defaults to the player with the highest engineering activity.
  • The Grenade Master: Accumulating the most explosive or grenade kills over the course of the match (minimum 7 required).
  • The Ranged Master: Securing the highest volume of designated long-range distance kills (minimum 5 required).
  • The Melee Master: Securing the most close-quarters melee kills during the match (minimum 3 required).
  • Contribution to Victory: Awarded based on overall performance metrics heavily tied to time survived and support actions. [1, 2]

Heroic Single-Life Badges

  • The One-Man Army: Eliminating the most enemy infantry units during a single soldier’s life (minimum 10 kills required).
  • The Armor Eater: Destroying the highest number of enemy vehicles within a single soldier’s life (minimum 3 required).
  • The Best Pilot After Parachuting: Accumulating the most enemy infantry kills in a single life after successfully bailing out and parachuting from an aircraft (minimum 5 required). [1, 2]

“Best Kind” Class Awards

These badges are given to the single player on the team who accumulates the highest aggregate score using that exact soldier class: [1]

  • Best Rifleman
  • Best Assault / Assaulter
  • Best Engineer
  • Best Machine Gunner
  • Best Sniper
  • Best AT Soldier (Anti-Tank)
  • Best Radioman
  • Best Mortarman
  • Best Flametrooper
  • Best Medic
  • Best Rider (Motorcycle/APC)
  • Best Paratrooper

ENLISTED BATTLE AWARDS EXPLAINED

The easiest and most reliable combination of badges to guarantee yourself a Battle Hero multiplier bonus (+20% to +50% XP) consists of stacking The Melee Master, Best Engineer, and The Tactician in a single match. [1]

This specific combination relies entirely on mechanics you control, rather than competing with your teammates for the highest raw kill count.

:crossed_swords: The Easiest Combo Setup

  • The Melee Master: Secure exactly 3 to 5 kills using a bayonet or knife. Because very few players intentionally run around stabbing enemies, hitting this incredibly low minimum threshold guarantees you the badge. [1, 2, 3]
  • Best Engineer: Build a Rally Point immediately at the start of the match and drop Ammo Boxes near the action. As long as your team uses them, you will generate passive engineering points that effortlessly outscore anyone else using an engineer squad. [1, 2]
  • The Tactician: Spend the match building sandbags/barbed wire inside the objective zone while accumulating at least 10 kills on the point. The passive engineering points combined with defending the zone secures this badge. [1, 2]

:hammer_and_wrench: Alternative Low-Effort Duos

If melee rushing isn’t your style, you can swap it for one of these underutilized roles:

  • The Mortar Operator + Best Mortarman: Hardly anyone plays Mortar squads. Simply staying near an ammo box and shelling a known enemy bottleneck will get you both badges with 0 competition. [1]
  • The Crusher + Best Tanker (or Pilot): Equip an explosive pack or pull out a tank. Destroying 3 enemy vehicles automatically triggers The Crusher and usually locks down the Best Vehicle Squad badge. [1, 2]
1 Like

Some more badges wouldn’t hurt like the “Team Carrier” or “Pistol Master/Gunslinger” or “Show not tell” (build rallies rather than spamming “build a rally” from your fave plane/tank) or “dig to china” we’re totally letting a whole lot of stuff go unrewarded :grin:. seriously though the badges are cool/helpful and some new ones wouldn’t hurt and some “booby prize” ones would be funny IMO. You don’t need to try too hard to get at least three if the team is sleeping. (edit) I’m not very good and often I get 1 badge and even if I stink like the Skink it is a little ego boost usually for building rally’s or point cap. I should mention I don’t hate people who use vehicles, but it is funny when they spam “build a rally” when/after there are three or more built (mine too), it’s helpful but tis annoying.

1 Like

I made a post ages ago suggesting that.

1 Like

Is it still live I’d vote!

1 Like

If they had a most times hit by a mortar badge I would be the Santa Clause of the Tube. Some maps and modes its going to be 15+ no matter what. Time to impact is super quick in certain matches.

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Should be a little prize +100 silver like currently, as a small mercy.
They could add two “left feet/clod hopper” for most times killed by AP mines.
(edit) Sunday driver for most times killed by AT mines.

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In your easiest to get category you forgot “best medic.” In 99% of games after BR1 (and even then) it goes to the 1 guy who brought a medic basically by default. It’s really difficult NOT to get best medic if you brought a medic squad and spawned it once.

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If you ever need the ego boost, play an empty custom game. Holy moly, you can get every reward without even trying. I often get 1-4 playing in BR1-3, but in custom games the list is as long as your arm, if you’re a guy with an exceptionally long arm.

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I actually get that one often from reviving people with just any rando soldier its an easy 70 points.
Why a win is money

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