I want to create a well-balanced 9-man Infantry Regiment in Enlisted, which includes adding other specified classes to the Squad. In fact, here’s my version for a lineup that I want for the 20th Infantry Regiment — A highly decorated and practical infantry unit, especially in the Pacific Theater:
Rifleman (x2) — Core infantry with versatile weapons for general combat and flexibility. Having two increases firepower and adaptability.
Machine Gunner — Provides sustained suppressive fire to control enemy movement and support the squad.
AT Gunner — Essential for dealing with armored threats like tanks and vehicles.
Medic — Keeps the squad alive by healing and reviving teammates during combat.
Engineer — Handles fortifications, repairs, and can deploy proper equipment like mines or explosives.
Radio operator — Enables calling in artillery strikes or reinforcements, adding strategic support.
Sniper — Offers long-range precision to pick off high-value targets and provide reconnaissance.
Assaulter — Adds aggressive close-quarters combat capability, helpful in pushing objectives and clearing buildings.
As you can see, or haven’t figured it out by now, this composition strikes a balance between firepower, support, anti-armor capabilities, and tactical versatility, making this version of the 20th Infantry Regiment effective in a wide range of combat scenarios.
So, what do you all think of this Idea to be added to Enlisted
I just want my 9-man rifleman squad capable of bringing 1 MG gunner, Assaulter and Engineer (Engineer just for gameplay nessesity) to fully recreate historical German and British squads.
This is just too much…
I think Rifleman squads could get a way with a fourth specialist slot though, because regular Riflemen are not that useful in all BRs except BR V. I really do think the Rifle squad should be the main generalist squadtype of the game, rather than the current cycling of Assaulters.
Yeah, radios were not used on the squad level during WW2 by any nation, except by armoured formations. AT weaponry isn’t even that common either.
There are some cases of specialist units, like UK paras or commandos, that might have a sniper and AT soldier inside the same squad as everything else, but they’re specialists.
Really? With actual Assaulters, not medics?
Well, I still want that to be the standard, I haven’t noticed that as being an option on the Rifleman squads I regularly use.
Also, I don’t have any Commonweath Rifleman squads to play with either, but that’s another issue entierly!
A seperate specialist column choice between either a Medic or a Assaulter? I’d be down for that.
Currently only recall the Japanese, where you have to choose either a MG gunner or a Assaulter, and don’t remember having much luck with Germany (maybe it was a choice between having a Assaulter or a Engineer for them, wich of course I’ll take the Engineer given that choice, I want historical loadout capability but I don’t to automaticly loose the game over it. Engineers are just that important.)
Yeah, I’ve thought about that too. He drops the ammo crates, don’t ask why they don’t look like ammo cans though.
Doesn’t work as well for Commonwealth forces, because every member of the infantry section carries extra ammo, rather than a dedicated ammo bearer. But that’s where the “I need ammo” command comes in, which I think is a great feature to represent this common UK (and I assume US, with their BARs) practice.
I never want to take away anyones abilities to customize as they want to. I don’t normally run “historical setups”, but I like doing it from time to time.
I just want to have the choice to not to do weird funky stuff, it’s all I ask.
I’m so specific on my squads for Japan that I’ll see when the unit saw service and based on that I’ll either give the the Early or Late version of their guns
@OggeKing has been exposed! Just kidding. My number one rule is that I never use prototypes, even when doing the A-Historical loadouts. I tend to stick to BR III and below anyway, so it’s not too hard.
Even I wasn’t that dedicated when doing HA loadouts. I just chose whichever version felt easier for me to use and I went with that instead.
I’m still waiting for germany and the soviets to get an non double barrel shot gun, the Browning shot gun for germany and the 1912 Winchester for soviets if we’re doing the lazy route.
The Soviets didn’t actually use the Winchester, they instead used the Browing Auto, so it would be good if they got it. Surprisingly, it was left over from the White Army of all things.
Germany had their own Walther shotgun (forgot the model) that was similar to the Browning. That way, pretty much every faction has a semi auto shotgun and a manual action (break or pump).