I want to create a Well-Balanced Squad for Military Units that already exist in Enlisted, historically of course

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 RegimentA 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 GunnerProvides sustained suppressive fire to control enemy movement and support the squad.
  • AT GunnerEssential for dealing with armored threats like tanks and vehicles.
  • MedicKeeps the squad alive by healing and reviving teammates during combat.
  • EngineerHandles fortifications, repairs, and can deploy proper equipment like mines or explosives.
  • Radio operatorEnables calling in artillery strikes or reinforcements, adding strategic support.
  • SniperOffers long-range precision to pick off high-value targets and provide reconnaissance.
  • AssaulterAdds 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

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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.

Four specialist slots, not 7, my final offer.

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Historically? May I see the documents? Because last time I checked, a 9 man rifleman squad did not have this many different types of soldiers!

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you can do that. Take for example the Stalingrad infantry squads.

Edit: nvm you can only take MG gunner and medic together, not actual assaulter.

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That’s my historically accurate squad rn

Engineer can represent the ammo carrier for the Machine Gunner

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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!

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They should give us the option to pick an Assaulter along side the Medic, so I can replace the medic in my squad!

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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.)

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there should be a squad like that… but I cannot remember now. I will check when I get home.

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Exactly

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Yeah, I’ve thought about that too. He drops the ammo crates, don’t ask why they don’t look like ammo cans though. :smile:

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.

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Just no one take notice of my engineer squad…

Spoiler

Shotguns are way too fun


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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. :smiling_face:

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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

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@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.

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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.

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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).

This is what the Walther looked like:

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Really? Guess Germany suffers against Browning auto no matter where XD

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Not unless they get the Walther Automatic Shotgun that I suggested above (and yes that is it’s actual name).

Walther


Browning Auto 5

It shouldn’t be that hard for the Devs to add. It’s technically a reskinned Browning Auto 5.

#BrowningAutoNewOfenrohr

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