
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?

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.
- Motorcycles

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.
- Light utility vehicles

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.
- Armoured Utility Vehicles

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?

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

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
- Aye
- I am neutral
- No
Why Rider II Squads should be added

- 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

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.















































