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Enlisted: Reinforced Tips & Tricks: Pro Strategies & Hidden Mechanics

Advanced Enlisted: Reinforced tips and tricks. Hidden mechanics, efficiency strategies, pro techniques, and the knowledge that separates good players from great ones.

Researched and editorially reviewed. Updated .
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Darkflow Software rebuilt Enlisted for its Steam launch, folding six separate campaigns into one army per nation and sorting every squad, weapon and vehicle into Battle Ratings I through V. It arrived on Steam as Enlisted: Reinforced on 16 July 2024, free to play, published by Gaijin Network. You command an AI squad rather than a lone soldier, so being shot drops you into the next man in the squad instead of ending the life.

These tips go beyond the basics. They're the strategies experienced players use to play more efficiently, the hidden mechanics most people miss, and the optimizations that compound over a full playthrough. If you're just starting, check our beginner's guide first.

Essential Tips

1. Your lineup Battle Rating is set by the single highest rated item you bring, so one BR V rifle sitting on a BR II soldier throws the whole squad into Tiger II and jet matches

Your lineup Battle Rating is set by the single highest rated item you bring, so one BR V rifle sitting on a BR II soldier throws the whole squad into Tiger II and jet matches. Audit each squad before queuing and strip out late war gear you did not mean to bring.

2. Spend the first engineer build pool on a rally point roughly 60 to 80 metres behind the objective and out of direct line of sight, then top it up with an ammo crate

Spend the first engineer build pool on a rally point roughly 60 to 80 metres behind the objective and out of direct line of sight, then top it up with an ammo crate. Sandbags come third because a forward spawn is worth more than cover.

3. Carry two engineer squads across the lineup

Carry two engineer squads across the lineup. Rally points die constantly and being the only player able to rebuild one means the team spawns 200 metres out every time yours is destroyed.

4. AI squadmates follow you into open ground by default

AI squadmates follow you into open ground by default. Order them to hold inside a building or trench before you push a street and they will cover an angle you physically cannot watch yourself.

5. You inherit the position of the soldier who just died, not a safe spawn

You inherit the position of the soldier who just died, not a safe spawn. Spread the squad across two pieces of cover so a single grenade does not take the whole unit out at once.

6. Attack tanks from the side or rear, aiming at the flat plate just above the tracks

Attack tanks from the side or rear, aiming at the flat plate just above the tracks. Frontal shots with a Panzerfaust or bazooka often only break the tracks, which leaves the turret free to kill you.

7. Aircraft earn far more per sortie strafing infantry clustered on a capture point than hunting armour

Aircraft earn far more per sortie strafing infantry clustered on a capture point than hunting armour. Tanks are small, moving and usually parked near their own anti air.

8. Squad level unlocks additional soldier slots, so three deeply levelled squads field more bodies than eight shallow ones

Squad level unlocks additional soldier slots, so three deeply levelled squads field more bodies than eight shallow ones. Concentrate research rather than spreading it thin.

9. Radio operator artillery takes several seconds to land

Radio operator artillery takes several seconds to land. Call it on ground the enemy has to hold, such as a capture zone or a choke point, rather than on a squad that is already moving.

10. Sitting in the grey zone behind your own spawn gets you a countdown and enemy artillery

Sitting in the grey zone behind your own spawn gets you a countdown and enemy artillery. Move up with the objective, because the game deliberately punishes players who camp the back line.

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Advanced Strategies

Role Optimization

The difference between an average build and an optimized one is massive. See our builds guide for full breakdowns.

For Rifleman (A-Tier):

  • Focus on Squad command with AI soldiers combinations for maximum output.
  • Core gear: M1 Garand
  • Stat priority: Offensive stats first

For Assaulter (A-Tier):

  • Versatile approach that handles any situation.
  • Core gear: PPSh-41
  • Stat priority: Balanced stats

Mechanic Interactions

Understanding how Enlisted: Reinforced's systems interact is where the real optimization lives. Our combat guide covers this in detail.

Squad command with AI soldiers + Battle Rating I to V matchmaking: You control one soldier while the rest of the squad follows your orders, and a death hands you the next man in line rather than sending you to the deploy screen. Combined with Battle Rating I to V matchmaking, every weapon, vehicle and squad carries a battle rating from i to v, and your highest rated item sets the bracket you queue into.

Engineer rally points and fortifications + Combined arms tanks and aircraft: Engineers spend a build point pool with a hammer on rally points, ammo crates, sandbags, Czech hedgehogs and barbed wire. When paired with Combined arms tanks and aircraft, tanker and pilot squads occupy the same lineup slots as infantry, and each team is capped on how many armour and air squads can be active at once.

Army lineup and squad slots scaling: You bring a fixed set of squads into battle and the game caps how many of one type you can stack, for example no more than two assaulter squads. A working lineup covers capture pressure, anti tank duty and engineering instead of filling every slot with submachine guns.

Weapons Efficiency

WeaponBest Use CaseWhy
M1 GarandUS rifleman squads at BR II to IV on open Normandy and Tunisia mapsThe American semi-automatic rifle gives riflemen eight fast follow up shots without the bolt cycle that slows Mosin and Kar98 users.
PPSh-41Assaulter squads clearing buildings in Berlin and StalingradThe Soviet submachine gun with the 71 round drum trades accuracy for a fire rate that wins every doorway argument.
StG 44German assaulters who want one gun for both room clearing and mid rangeThe German assault rifle sits between an SMG and a rifle, controllable in bursts out to 150 metres and still lethal indoors.
MG 42Holding a defended lane or a bridge approach against infantry pushesThe general purpose machine gun suppresses an entire street when deployed on a window sill or sandbag line.
Panzerfaust 100Killing tanks parked in cover shelling the objectiveA single shot disposable launcher that kills medium armour outright on a side or rear hit and reliably breaks tracks on a frontal one.

Location Efficiency

Normandy (Mostly BR III to IV): Hedgerow fields, stone villages and beach approaches with long firing lanes between bocage walls. Armour funnels down roads, which makes AT ambushes at corners unusually effective.

Berlin (Mostly BR IV to V): Rubble streets, shattered apartment blocks and the tightest interiors in the game. Sightlines collapse to under 40 metres, so submachine guns and flamethrowers dominate while snipers struggle.

Tunisia (Mostly BR II to III): Open North African terrain with low walls, palm groves and desert villages. Cover is sparse between compounds, which rewards squads that move together behind engineer built sandbags.

Stalingrad (Mostly BR II to III): Factory floors, grain elevators and ruined blocks where attackers and defenders often fight through the same wall. Rally points inside buildings survive far longer than exposed ones.

Pacific (Mostly BR II to IV): Island jungle, coral airstrips and bunker complexes where undergrowth hides both attackers and mines. Japanese squads lean on close range assault while US players get better semi-automatic rifles.

Mistakes Even Veterans Make

  1. Slotting a single late war weapon and dragging the entire lineup up two Battle Ratings into fights it cannot win.
  2. Running sniper squads on Berlin and Stalingrad, where most engagements happen under 40 metres.
  3. Bringing no engineer at all, then losing because the team has no forward spawn for the whole match.
  4. Sprinting onto the objective alone while the AI squad stands in the open behind you and gets mown down.
  5. Trading frontal shots with a tank instead of spending twenty seconds walking around to its flank.
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Pro Quick Tips

  • Your lineup Battle Rating is set by the single highest rated item you bring, so one BR V rifle sitting on a BR II soldier throws the whole squad into Tiger II and jet matches. Audit each squad before queuing and strip out late war gear you did not mean to bring.
  • Spend the first engineer build pool on a rally point roughly 60 to 80 metres behind the objective and out of direct line of sight, then top it up with an ammo crate. Sandbags come third because a forward spawn is worth more than cover.
  • Carry two engineer squads across the lineup. Rally points die constantly and being the only player able to rebuild one means the team spawns 200 metres out every time yours is destroyed.
  • Start with Assaulter, switch to Rifleman when ready
  • Invest in M1 Garand above everything else
  • Clear areas in order: Normandy → Berlin → Tunisia → Stalingrad → Pacific. See our maps guide
  • Squad command with AI soldiers + Battle Rating I to V matchmaking together are stronger than either alone

More Enlisted: Reinforced Guides

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