War on Wheels 2.0 - Rider II squad and vehicle framework suggestion

War on Wheels 2.0

Adding Rider II squads with light utility vehicles

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Introduction

Greetings and salutations, friends!

This is not a new idea, not by a long shot, and adding new vehicles other than those MG-equipped motorcycles have been an ongoing conversation for many years now. Even the idea of making a new upgraded squad type that comes after Rider I, the Rider II, isn’t a new one.

What I will try to do here is consolidate as many of these ideas as possible into a single, coherent suggestion, whilst providing a practical framework and vehicle classification system for Rider II squads. Previous suggestions have often focused solely on the vehicles, solely the squad itself, didn’t think long or broadly enough, or simply didn’t consider how the concept could and should be expanded in future. I intend to cover all these concerns.

So, without further ado, let’s get into it.


The three Rider vehicle categories - defining both old and new

For the sake of clarity - and to keep myself focused - I like to begin suggestions like these by defining exactly what I’m proposing.

Overall, what is a Rider vehicle?

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They are armed utility vehicles capable of rapidly transporting a small squad and additional ammunition wherever it is needed. This is the most basic and most useful definition I can come up with, and one that fits both current motorcycles and new intended vehicles under this suggestion.

I am not trying to reinvent the wheel, I am trying to expand on the concept already in the game into the next natural extension, and beyond.

From the above definition, I will provide three additional definitions for the types of Rider vehicles I think should exist.

  1. Motorcycles

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There are already in game, they are universally BR I, made up of three-man squads, armed with MGs and carry extra ammunition for allied squads.

There isn’t much to elaborate on - they are already in the game.

  1. Light utility vehicles

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I’m literally just going to rip the Wikipedia definition for them:

“[…] light utility vehicle (LUV ), is a term used for the lightest weight class category. These are generally Jeep-like four-wheel drive vehicles for military use that are by definition not armoured fighting vehicles, lighter than other military trucks and vehicles, inherently compact and usually with light or no vehicle armour and/or weapons, with short body overhangs for nimble all-terrain mobility, and frequently around four-to-nine passenger capacity.”

Naturally, Enlisted’s versions would all be armed - usually with one or two MGs or HMGs - but otherwise the definition fits rather well. They’ll allow a squad size of up to five, and would only exist for Rider II squads. These vehicles are larger than motorcycles, but otherwise follow the same philosophy: small squads trading combat power for exceptional mobility and flexibility.

BRs are open to suggestion, they could start out BR II and up, leaving motorcycles for higher BR I.

An example of an LUV would be a American Willys MB, armed with one or two M1919 MG, or one M2 HMG.

  1. Armoured Utility Vehicles

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These are going to be the biggest departure from the current Rider mold, due to the addition of light armour (universally still open-topped). Other than that, the definition is the same as for the LUV.

BR III feels like the natural starting point - not because of balance (BR I AT rifles should have little trouble dealing with most of them), but because it gives the other Rider vehicles clear purposes and the BRs with a sense of progression. Motorcycles in BR I, LUVs in BR II, Armoured Utility Vehicles (AUVs) in BR III.

Naturally, any armoured vehicle not armed enough to be a tank and not large enough to be considered an APC, fits this category of vehicle.

An example of an AUV would be a Universal Carrier, with many plausible weapon layout alternatives.


What would the Rider II squad structure look like?

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A fairly simple structure, really. Rider II squads would universally consist of five soldiers: one Rider soldier, and four specialist soldiers chosen from the usual tech tree specialist options.

Why four specialists, when most squads only receive two or three? Because Rider II squads are intended to be a generalist squad - the generalist squad on wheels.

Unlike other specialist soldiers, Rider soldiers do not provide a unique battlefield capability of their own. Their primary purpose is enabling the Rider squad type itself, they aren’t even needed to drive the vehicle itself. Meanwhile, every other specialist exists because they provide something unique: engineers build structures, anti-tank soldiers destroy armour at a distance, radiomen call in support, snipers provide long-range precision firepower, machine gunners bring sustained or weighted fire, and assaulters excel in mid-to-close combat.

Giving Rider II squads an additional specialist slot is therefore not simply a privilege, it is part of the squad’s intended design and also compensates for the lone Rider soldier in the squad being a vehicle-focused soldier-type, rather than a combat or support specialist in his own right. The Rider II squad itself trades the focused abilities of dedicated specialist squads for flexibility, allowing players to adapt to whatever their prefered playstyle demands.

Additionally, I don’t plan on Rider IIs being the only ones to get this privelage, I intend to write another suggestion for Riflemen squads to get a 4th specialist slot as well. Where the Rider II will be the smaller mobility-minded generalist squad on wheels, the Rifleman squad will be the larger assault-minded generalist squad on foot. Both would coexist within the same battlefield ecosystem, without rendering any of the dedicated specialist squads without their tactical niches.


Rider II - The “new” soldier class

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In addition to the new squad, the introduction of an upgraded Rider class soldier would naturally come with it.

Rider II would function identically to the current Rider I, but with a slightly increased maximum perk point potential.


Poll

Do you support the addition of Rider II squads to the game?
  • Aye
  • I am neutral
  • No
0 voters

Why Rider II Squads should be added

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  • A long-requested evolution of the Rider class

The idea of expanding the Rider class has been suggested by the community in one form or another for years. Rider II squads with new types of vehicles would build upon an existing concept rather than introducing an entirely new class, giving the tech tree a sense of natural progression while finally delivering on an idea that has consistently generated interest.

  • The Rider class needs a proper future

Let’s be honest - Riders are long overdue for an upgrade. At present, Rider I squads are arguably one of the worst and most underutilised squad types in Enlisted. Their three-man squads and armed motorcycles rarely justify a place in most people’s line-ups, despite even being available through the tech tree. Rider II squads, as described here, would give the class a clear purpose again, making it a viable tactical choice rather than a novelty.

  • More variety, and plenty of room to grow

Restricting the Rider class to motorcycles limits both gameplay and future additions - motorcycles shouldn’t be the end of the road. Expanding the concept to Light Utility Vehicles (LUVs) and Armoured Utility Vehicles (AUVs) as both the trech tree additions and event/premium additions creates room for a wide variety of historical vehicles across every nation, making the class far more interesting while also future-proofing it for years to come.

  • A natural home for iconic vehicles

Many famous wartime vehicles simply do not fit neatly into Enlisted’s existing vehicle categories. The Universal Carrier is a perfect example of this dilema: too lightly armed and protected to be a tank, yet not particularly well suited to the APC role either. As Rider II vehicles, however, they make perfect sense: transporting a smaller squad, supporting the advance with ammunition, and acting as fast, flexible battlefield utility vehicles rather than acting like clown cars - as the UC currently does.

Some vehicles deserve better than being awkward APCs.

  • A unique tactical role

A fully upgraded five-man Rider II squad would be large enough to make aggressive manoeuvres worthwhile, whilst remaining noticeably smaller than a standard infantry squad - they won’t act like “free objective” buttons, most infantry squads will have more men and carry more manpower, but the Rider II can be where they are needed much quicker than almost anything else.

Rather than replacing existing squads, Rider II would notably excel at exploiting breakthroughs - quickly assaulting newly opened objectives, establishing forward/flanking rally points, or delivering specialist soldiers such as engineers or anti-tank troops exactly where they are needed. It builds upon everything Rider I already does, but in a way that is more flexible, more useful, and ultimately more rewarding to play.


Conclusion

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Thank you all for reading, this has been my take on a Rider II squad suggestion. Until next time, dear readers, and remember: the shortest route to victory is usually the one taken at full throttle.

Signed,
Lt. Ogge King, 3rd Experimental Tea Infusion and Small Arms Appreciation Company, Home Guard (Reserve)
God save the King.


Special thanks to @Valkay for lending me the name for this suggestion’s title, as this is a spiritual successor to his old suggestion, though admitedly this time only focusing on Rider squads.

15 Likes

Template for introduction (my advice for implementation, not part of the suggestion itself)

WARNING; the following is a long chapter, and not proof-read. It only serves as a proof of concept, showing that there are unique alternatives for every faction and subfaction. Read at your own peril.

Vehicles, tech tree and event/premium, for all factions and subfactions!

LUVs

United States

  • Willys MB / Ford GPW - the Jeep

These jeeps could come in a number of different weapon configurations, using weapons like M1919A4s and M1917 MGs, the M2 HMG, M1918A2 BARs, M18 and M20 Recoilless Rifles, and M9 Bazookas. Here are but a few such compositions:

One M1919A4 - Tech Tree, with squad - BR II
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Two M1919A4s - Event, no squad - BR II
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One M2 Browning .50 - Tech Tree, no squad - BR II
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One M2 Browning .50 and one M1918A2 BAR - Event, with or without squad - BR II

One M20 Recoilless Rifle, or One M20 and one M1919A4 - Premium/Event - BR II
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It is safe to say that the devs could drip-feed us American Jeeps for years, using ever more unique (or stranger) weapon combinations.

  • Ford GPA - the aquatic Jeep

One M2 Browning .50, or one M2 Browning .50 and one M1919A4 - Event/Premium, amphibious - BR II

  • M29 Weasle - the tracked utility vehicle, where no wheel has gone before

One M2 Browning .50 - Event/Premium, extra traction - BR II

Commonwealth

  • Bantman BRC-40 - the Jeep’s predecessor

Overall slightly worse than a Willy’s MB in performance, and produced in much lesser numbers for a shorter period of time - I think its home would be better suited as early lend-lease for the Commonwealth.

One Vickers Mk I MG - Tech Tree, with squad - BR II
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God Save the King.

  • Willys MB / Ford GPW - the Jeep in Commonwealth service

Similar to the Americans, the British Rider II tech tree squad would have access to a whole slew of differently configurated Jeeps, using everything from Bren Mk I or II LMGs, Vickers Mk I MMGs, Vickers G.O No. 2 Mk Is, Lewis Mk I* LMGs, and Boys ATRs. Indeed, to sell the inter-allied cooperation bit, I think most of the US tech tree and event versions should be available for the British squad squad too. Anyway, here are again but a few plausible variants.

One Bren Mk I or II and one Bren Mk I 100 (no picure)- Tech Tree, without squad - BR II

One Vickers Mk I and one Bren Mk I or II (no picture) - Event, without squad - BR II

One Vickers Mk I and one Lewis Mk I* (no picture) - Event, without squad - BR II

One Vickers G.O. No. 2 Mk I - Event, without squad - BR II
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One single and one twin Vickers G.O No. 2 Mk I - Event, with SAS squad - BR II

One M2 Browning .50 and one twin Vickers G.O No. 2 Mk I (no picture) - Event/Premium, with LRDG squad - BR II

Germany

  • Volkswagen Type 82 ‘Kübelwagen’

Should serve as the German equivelant to the Jeep. Most photos I’ve seen of an armed Kübelwagen depicts it (and its ambibious sibling) with a single MG 34 mounted at the front for the passenger seat - however a rear-seat pintlemounted MG could also exist. Plausible weapons for the Kübelwagen include single or double MG 34s or MG 42s, or a single ‘Zwillingslafette 36’ AA mount with dual MG 34s or 42s.

One MG 34/42, rear or forward - Tech Tree, with squad - BR II
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Two MG 34/42s (no picture) - Event, no squad - BR II

One Zwillingslafette 36, MG 34/42s - Event/Premium - BR II


  • Volkswagen Type 166 ‘Schwimmwagen’

Virtually identical as the Kübelwagen, except it had amphibious capabilities. I will assume that this variant would not be capable of accepting a Zwillingslafette and still be able to cross bodies of water - hence why I will not include such options here.

Two MG 34/42s - Premium, amphibious - BR II
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Italy

  • Fiat TL.37

Will probably be the largest of the LUVs in-game. Vehicle armaments will likely be speculative, because I have only seen one photo of it being armed with an MG, and two with it armed with artillery (light or heavy AA). I think it would be alright to make up some weapon combinations based on different MGs, for verieties sake. Tech tree version should come with one or two MGs, but there could be an event version carrying AA artillery as well.

One/two Breda 37/38s (please ignore the 20mm AA gun on the back) - Tech Tree, with squad - BR II

Japan

  • Kurogane Type 95B

While the Type 95A model is the more iconic version, and the one I have seen the most evidence for being armed, it is also only a three-seater. The Type 95B was larger, with four seats (I imagine a 5th guy can stand and hold on to a pintle-mounted MG), thus I believe that is the version best for in-game purposes. It could be armed with a veriety of MGs through the front-passenger window (such as Type 11s, 96s LMGs) , and I have also seen illustrations of rear-seat pintle-mounts as well, so it could possibly come with dual MGs (which we could even make a Type 93 HMG).

Soviet Union

  • GAZ-67

In my opinion, the best altenrative for a Soviet tech tree LUV. I have found no evidence that any were armed with MGs, but for the purposes of giving every faction a domestic alternative wherever possible, some fictitious/theorized versions with various MG and HMGs wouldn’t be out of line.

  • Lend-Lease Jeeps

Willys MBs or Bantmans could be either event or premium vehicles for the Soviets, using domestic weaponry instead of American ones.

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  • GAZ-64

My pick for a premium LUV. Less than 1000 were made, before production was discontinued due to an abundance of lend-lease Jeeps. Same weapon situation again as with the GAZ-67.

AUVs

United States

  • M3A1 Scout Car

One M2 Browning .50 - Tech Tree - BR III

One M2 Browning .50 and one M1919A4 - Event, without squad - BR III

  • S1 Scout Car - Australia builds armoured vehicles of the US!

One M2 Browning .50 and one/two M1917s - Premium - BR III

  • T-16 Cargo Carrier - The US builds slightly longer Universal Carriers, with the driver still on the right!

Two M1919A4s, or one M2 Browning .50 and one M1919A4 - Premium - BR III

Commonwealth

  • Universal Carrier - the most produced armoured vehicle in history

This thing could likely exist in as many weapon configurations as the British Jeeps. Again using everything from Bren Mk I or II LMGs, Vickers Mk I MMGs, Vickers G.O No. 2 Mk Is, Lewis Mk I* LMGs, and Boys ATRs (though the ATR version can be kept explusive to the current “APC” variant). I don’t see why we couldn’t add ones with American MGs, if we really wanted to. Here are but a few plausible variants.

Two Bren Mk I/II (no picture) - Tech Tree, with squad - BR III

One Vickers Mk I and one Bren Mk I/II - Event, without squad - BR III

One Vickers G.O No. 2 Mk I and one Bren Mk I/II - Event, without squad - BR III

One Bren Mk I 100 and one Bren Mk I/II (no picture) - Event, without squad - BR III

One Bren Mk I 100 and one captured MG 42 - Event/Premium, with Indian Army squad - BR III
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“Wasp”, one Flame-Thrower Transportable No. 2, one Bren Mk I 100 - Premium - BR III

  • India Pattern Carrier - The Imperial Jewel’s take on the UC

This could appear in multiple configurations, in both premium and event inclusions. For example:

Two Bren Mk I/II (no picture) - Event/Premium, Indian or British squad - BR III

One Bren Mk I 100 and one Bren Mk I/II (no picture) - Event/Premium, Indian or British squad - BR III

One Bren Mk I/II and Boys ATR - Event/Premium, Indian or British squad - BR III
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Germany

  • Sd.Kfz. 250 half-track

This will serve as the German counterpart to the M3A1 Scout Car, it is essentially a shorter 251 and its hull came in a few variants just like the 251. It could be available in a couple of variants.

‘Sd.Kfz. 250/1’, with two MG 34s (one forward one rear) - Tech Tree, with squad - BR III
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‘Sd.Kfz. 250/1’, with two MG 42s (one forward one rear) - Tech Tree, without squad - BR III

‘Sd.Kfz. 250/4’, AA variant with three MG 34s (two forward one rear, prototyped and no picture) - Event, without squad - BR III

‘Sd.Kfz. 250/9’, low open-topped turet from a 222, one 2cm autocanon and one MG 34 - Premium - BR III

‘Sd.Kfz. 250/11’, one 2.8cm canon and one/two MG 34 - Event, with or without squad - BR III
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  • Sd.Kfz 247 Ausf. B

A wheeled alternative to the 250, slightly smaller.

One MG 34/42 - Tech Tree/Event/Premium - BR III

**One Chatellerault M24/29 - Event/Premium, with French-speaking squad - BR III (could be BR II, argued from it’s rarer status and the single 25-round mag MG)

  • Sd.Kfz. 221 and 222

Bordering on being a typical armoured car, which would perhaps better belong in a tank. It is still open-topped, so it could still work (driver hatches could be opened, or opened partially, for balance reasons). The 221 was equiped with a single MG (or modified to take a 2.8cm canon instead), the 222 was equiped with a 2cm autocanon and an MG.

**‘Sd.Kfz. 221’, one MG 34 - Tech Tree/Event/Premium - BR III (possibly II)

Sd.Kfz. 221 Modified’, one 2.8cm canon - Event/Premium - BR III (possibly II)

Sd.Kfz. 222’, one 2cm autocanon and one MG 34 - Tech Tree/Event/Premium - BR III (possibly II)
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  • Kfz. 13 - the first armoured car after WW1

One MG 13 - Premium - BR III (possibly II)
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Italy

  • SPA-Viberti AS.42

This is one of the most requested Rider vehicles of all time within the community. This could come in a couple of different variants, depending on the MG used (m. 37s or 38s), as well as what main armament is used (either a 20mm AA gun, or the 20mm S-18/1000 anti tank rifle).

Two Breda 37/38s and one S-18/1000 - Tech Tree, with squad - BR III

Two Breda 37/38s and one 20mm Breda 35 AA gun - Premium - BR III
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Japan

  • Type 98 ‘So-Da’

The Japanese domestic alternative to a Universal Carrier. This thing was used as a ammunition carrier, artillery observation vehicle, and for towing artillery. They were built/converted from Te-Ke tankettes, and could either have a flat top of be equiped with a armoured observation cupola. I have found no evidence that they were ever armed with anything other than the occasional 20mm AA gun, and even that was rare, but making some “field-modified” variants with MGs seems a fair deal to me in order for Japan to get something of their own.

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  • Type 4 ‘Chi-So’

This is the vehicle that the Na-To was created from, starting out its life as a armoured tracked carrier. Again, I have found no evidence of this thing being armed, but mounting a HMG wouldn’t feel out of place, thus making the Chi-So a Japanese alternative to the US M3A1 Scout Car.

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Soviet Union

The Soviets does not have any applicable AUVs that fit in with the other factions, unless we include lend-lease vehicles. So, that’s the explenation for why there are only lend-lease vehicles here.

  • Lend-Lease Universal Carrier

Could come with both in variants using either Soviet or Commonwealth weaponry. Variants could be tech tree, event, or premium.

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  • Lend-Lease M3A1/M3A1E1 Scout Car

Same as above, except coming in versions using either Soviet or US weapons.

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  • Lend-Lease T16

Some of these US made vehicles were supplied to the Soviet Union. Same weaponry configurations and inclusion methods as above.


I have spent too much time on this template… the suggestion itself has been ready for weeks now.

8 Likes

Amazing suggestion.
Screenshot_20251211_203116_Instagram

1 Like

My only worry is the differentiation between APCs and AUVs gets dilluted, but I do think the Rider deserves light infantry support vehicles that fully utilizes speed when nothing else can.


Critique/Question On Generalist Concept:

The generalist concept is pretty cool tho ICL…but the reason why the game prioritizes getting in 3 specialists is because it composes of the critical three; that being the engineer, anti-tank gunner, and the radio operator. Would the fourth be either a machinegunner, sniper, medic or assaulter that simply adds the combat capability off-wheels, similar to the premium APCs?


Critique/Question On Choice of Vehicles:

I just don’t really think the UC is a great canidate for that, since this suggestion is basically, “what if we gave the game a slightly better rider, and gave the game lighter vehicles for players to use,” but it doesn’t solve what you’re kind of trying to advocate for. Why wouldn’t armoured cars be better suited for BR2-3? I also think Riders should gain more utility and a purpose in battle through speed and breakthroughs, but I just don’t think a lot of the suggestions support that too exceptionally, especially when other options could do it better, APCs themselves for instance.

Think of it through game design, the game currently only rewards players minimal exp for destroying motorcycles, would this score change to levels that rival APCs despite not being as critical of a target? For Riders, its clear the game designers made it so the motorcycles support the infantry riding it, not the infantry using the motorcycle as their method of breakthrough.

I think having Rider 1s stuck in BR1 suck, since Rider 2s will make them obsolete in every preceding BR. I think the LUVs could be given to the Rider 1s, and Rider 2s with armoured cars.


I think its great too, don’t get me wrong, I just think it could be formatted better to serve the role of Riders far better through other vehicles. I just think it should be impossible for people to use UCs as a Rider 2, since you cannot larp as a APC due to the dillution of roles. More variety is always great.

3 Likes

First off, thank you for the feedback.

Sorry for the longwinded response, btw. But your words deserve to be addressed in full.


My hope is that the options would be as broad as possible, allowing for greater player customization of their squad. Yes, all specialists would ideally be available - not including guerrillas, flamethrower troops, and other vehicle crews naturally - in at least once instance, since you can only choose one out of three normally with every squad upgrade.

If you want a close-to-mid combat focus, bring an assaulter or two, and a MG gunner or two. If you want to play support (since you are carrying ammo in the vehicle), bring an Engineer, an AT guy, a Radioman, and maybe a Sniper. Player choice was my intention when writing this suggestion, the game is built around squad management and I want the Rider II to exemplify that aspect of the game.

Personally, I would like the game to just do away with the specialist restrictions, and only use flexible “specialist” slots instead for the player to fill as they prefer, but that is perhaps a topic for another day…

I did not specify exact upgrade paths and so on, because that would probably have been too much information, and I don’t really care as long as the “flexibility” aspect is kept in mind when the devs do design the squad structure.


I think it does, and I think the UC is the prime-example of the concept - since it is the most widely produced vehicle of all time of its sort.

As laid out in my framework, there should exist three tiers of rider vehicles; motorcycles (BR I), Light Utility Vehicles (BR II), and Armoured Utility Vehicles (BR III). Each tier above the first one is a slight upgrade upon the preceding one. LUVs gets a larger squad and more varied mounted weaponry compared to motorcycles, and then AUVs get added protection from small-arms fire. This alone expands upon the Rider squad type massively, and suddenly the class does have a function outside its current ultra-niche. If you disagree, or don’t see it, please elaborate on what you mean by “it doesn’t solve what you’re kind of trying to advocate for”.

As for the UC specifically; I have a long history of ragging on the “clown car APC” in game.
Testing the "Hidden Threat" update - #179 by OggeKing
Rider II Class - #23 by OggeKing
You get to change 3 things in Enlisted! - #34 by OggeKing
British Squad id like to see added to the game - #2 by OggeKing
Stripper clip reload for SVT-38 - #95 by OggeKing
Vickers K on universal carriers - #2 by OggeKing

M3 Halftrack for Allies - #7 by OggeKing

To sumemrize as best I can my views on the UCs suitability as a Rider vehicle:

The most important aspect of actual APCs is the transport of actual battle-ready squads. An APCs role is to transport such squads safely into battle, deploy said troops, and possibly stick around after to provide supporting fire. On a real level, UCs transported select people, like messengers, specialists, officers, or wounded, in, out, and around a battlefield, but not mechanised infantry.

When people talk about APCs, that size factor does come into play. After all, no one would call a Humvee an “APC”, even though they do carry infantry, and are (or can be) armoured.

It’s much more correct to call it an armoured utility vehicle, than an APC. Current motorcycles ferry ammunition, not people, exactly how the UC was used IRL, it’s a perfect match and a logical evolution of the class.

I just want the UC to be treated properly, that only means making it available in roles where it makes sense. I am not arguing for the removal of current UCs in game, the captured copy-pastes can stay, and the domestic event clown car with its Boys ATR can stay as an event curiosity. Having multiple UCs in your line-up, doing different things, would also be a good thing - further representing how un-godly common they were.


It’s a question I would rather not get in to here in this suggestion.

For one, I think the idea would be unpopular with many. Second, I am personally unsure of I am even for it. Three, it did not naturally fit into the current framework of how motorcycles operate in game, it is quite the radical departure. Four, armoured cars are often not open-topped, which is a balance issue.

And five, suddenly a lot more focus is being placed on the combat value of the vehicle itself, rather than how useful the squad is - this I believe is the wrong avenue to go down in the design of the Rider squad, because it should primarily be viewed as a small and flexible infantry unit that happens to be mounted, rather than a vehicle-crew first and foremost.

You actually expressed a similar opinion right after this:

I am not against it being discussed or considered in the future, but for now it is not part of the vision I presented here. I would be interested in revisiting the topic at a later date, should this framework get adopted, but for now I would ask for your understanding in why I ultimately decided to cut armoured cars from the squad concept.


First off, I am not against adjusting the score values from destroyed Rider II vehicles, but that’s a seperate topic (and I have already written too much).

What you should be aware of is that there is a battle-wide limit of how many APCs that can be active at a given time for each team - that being three. An APC in-game has the primary role of setting up a silent and mobile rally point, preferably hidden on the flanks or somewhere where the enemy won’t look for it.

Reinforcing assaulting is the task of the APC squad, the task as intended of the Rider squad is rapid repositioning flexible battlefield support. A Rider squad is smaller but can get to the objective faster, a APC squad would be usually larger and provides a forward spawn for friendlies at the cost of usually riding in a larger and slower vehicle.

Their tactical roles are distinct, and the fact that one could carry a Engineer with them whilst the other one can’t is just another layer to seperate them. Indeed, there could be an argument for Engineers within Rider II squads to have access to weapon emplacements, because these vehicles often towed guns or simply allowed storage of extra weapons and equipment.


Everything starts becoming obsolete outside of its intended BR, that’s a universal attribute of having a BR system. Bolt-action rifles aren’t really that great in BR IV and V, let alone III.

It’s planned obsolescence, motorcycles have their place in BR I, Jeeps and other LUVs start out in BR II, and armoured UVs get on the scene in BR III. I believe this is the best approach for vehicle balance, each type has their own spot within the current META.

2 Likes

I’m for riderII, but I wonder, shouldn’t armoured transports be reserved for DRIVERII?

the Driver class is unlocked, and leveled…

… only once… for a … single… soldier in the entire lineup of every factions… for the TT transport.

I reckon the Driver class could use those vehicles.

[…]

Either way, be it a rider or a driver (honestly they do the same thing), I do want more light vehicles in game.

1 Like

interesting concept, I like it, it can work with my concept too

1 Like

…just gonna leave this here…

https://dragoons.ca/dragoons-history/second-world-war-wwii/

1 Like