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Enlisted: Reinforced Walkthrough: Start to Endgame

Step-by-step Enlisted: Reinforced walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

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.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusRoleDuration
1. StartNormandySquad command with AI soldiers basicsAssaulter1-2 hours
2. EarlyBerlinBattle Rating I to V matchmaking masteryAssaulter3-5 hours
3. MidTunisiaEngineer rally points and fortifications + gearRifleman or Assaulter5-10 hours
4. LateStalingradBuild optimizationRifleman5-10 hours
5. EndgamePacificMin-maxRifleman or TankerOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Normandy)

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.

Level/Difficulty: Mostly BR III to IV Key Rewards: Sherman and Panther matchups, long range rifle practice, wide flanking routes

What to Do in Normandy

  1. Learn Squad command with AI soldiers. 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. Spend your first session getting comfortable with this.
  2. Pick Assaulter as your starting role. See our builds guide for why.
  3. 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.
  4. Acquire your first weapons upgrade: PPSh-41 or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Squad command with AI soldiers fundamentals
  • Assaulter selected and functional
  • Normandy main content cleared
  • Ready for Berlin

Phase 2: Early Game (Berlin)

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.

Level/Difficulty: Mostly BR IV to V Key Rewards: Late war German and Soviet gear, vertical building fights, heavy tank encounters

What to Do in Berlin

  1. Work on 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. This system becomes critical from here on.
  2. Farm for PPSh-41 if you haven't already. It's the key upgrade for this phase.
  3. 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.
  4. Complete all objectives before pushing to Tunisia.
  5. Consider whether Rifleman might suit your playstyle better than Assaulter.

Phase 2 Checklist

  • Battle Rating I to V matchmaking integrated into gameplay
  • PPSh-41 acquired
  • Berlin fully cleared
  • Ready for Tunisia

Phase 3: Mid Game (Tunisia)

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.

Level/Difficulty: Mostly BR II to III Key Rewards: Early to mid war Axis and Allied lineups, open ground armour duels

What to Do in Tunisia

  1. Master Engineer rally points and fortifications. Engineers spend a build point pool with a hammer on rally points, ammo crates, sandbags, Czech hedgehogs and barbed wire. This unlocks a new layer of gameplay.
  2. Start working toward M1 Garand. It's the best weapon and becomes accessible around now.
  3. 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. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in Combined arms tanks and aircraft for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Engineer rally points and fortifications mastered
  • M1 Garand acquired or in progress
  • Tunisia fully cleared
  • Ready for Stalingrad

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Phase 4: Late Game (Stalingrad)

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.

Level/Difficulty: Mostly BR II to III Key Rewards: Soviet SMG progression, indoor squad control practice, cheap tank kills at close range

What to Do in Stalingrad

  1. Finalize your build. You should be running Rifleman or Assaulter with optimized gear.
  2. M1 Garand should be your primary. If you don't have it yet, prioritize getting it.
  3. 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.
  4. Army lineup and squad slots optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Pacific.

Phase 4 Checklist

  • Build fully optimized
  • M1 Garand upgraded to max
  • Stalingrad fully cleared
  • Ready for Pacific

Phase 5: Endgame (Pacific)

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.

Level/Difficulty: Mostly BR II to IV Key Rewards: Japanese and US army progression, bunker clearing with flamethrowers, air support practice

What to Do in Pacific

  1. Pacific tests everything. Come prepared with your best build and gear.
  2. 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.
  3. The endgame loop: run Pacific, optimize gear, push harder content.
  4. Experiment with Tanker for a fresh take once you've mastered the standard builds.
  5. This is where Army lineup and squad slots mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Pacific fully cleared
  • Ready for challenge content

Common Progression Mistakes

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

Key Tips for Smooth Progression

  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. 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. Sandbags come third because a forward spawn is worth more than cover.
  3. 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. 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. Spread the squad across two pieces of cover so a single grenade does not take the whole unit out at once.

For more advanced strategies, see our tips & tricks guide.

More Enlisted: Reinforced Guides

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