@@HeyQuadroohhhh ok thank you! So your advice is to always go for vitality? What exactly does that do? More life? I’m about a week into playing. Thanks so much for responding!
So I've been playing this game for like 10 months now and never really took the flame trooper squad seriously. Started playing them in Normandy and have won so many games using them. What you describe with them creating confusion on the points and flaming doors to stop the defenders from coming in has been clutch in winning games. Pretty underrated squad I think.
absolutely. They can be a serious terror when people use them well. I think theyre in a really great spot right now. Exceedingly powerful and tanky, but quick to die since EVERYONE focuses you down.
@@HeyQuadro reminds me of how the ROKS-2 was designed to look like a backpack + rifle to help the flame trooper blend in with the other troops. They didn't bother to do that for the ROKS-3, giving the soldier a big-ass fuel can on his back.
I think Radioman gets S tier when on the attacking team. Using smoke to cut defense off from the objective is almost overpowered, even my derpy teams benefit from it.
@@anadaere6861 Yeah I'd made a 3x mortarmen + 2x engi squad and I've got like 100 mortar shots with that. With some luck and good maps to use them on can get many tens of kills
I don’t know why but the radio team feels completely useless to me. I’ve used it many times and only killed people with it like once. Even if I put it on the objective where the enemy is it like kills no one
@@Matevoz72 You really shouldn't be using Radio like a weapon, it's more of a utility tool. Use it to cut enemies off objective point, to make them decide whether they run through the arty and risk getting exploded or around, taking longer, less optimal route. Use it to bombard around places where enemy rally points are located, or other fortifications like the AA, can destroy the hardware and score a few kills like this. My personal favourite is the smoke barrage. It can really change the course of a battle when you drop smoke on defenders and let your team charge into the objective.
Playing as the mortar team is a bit contentious, If you have teammates (Engineers) who supply you with ammo, and teammates who religiously use the 'mark' button, the Mortar team is hard to beat and can change the course of a battle... *HOWEVER* very, very few players build ammo (or engineer structures) and very, very few players mark the enemy. so... mortars are largely worthless on a shifting, dynamic battlefield.
Recently started using mortar, and I feel it is awful stock, but probably one of the most heavily benefited teams by leveling them up. Just a second mortarman and an engineer have helped so much, and I don't even have the signalman yet. I also feel like map knowledge helps quite a bit if you know the most likely places for enemies. Knocked out rally points a few times with blindfire.blindside. I feel like there's certainly classes that will net more kills for similar practice, but it seems to complement the team well if used effectively. MGs on the other hand, as much as I want to like them I feel like either the mounting is bugged and I can't hardly shoot anything, or it is good but you get killed really fast if you don't leave the spot and remount again quickly. Best case seems to be using it prone, but even then survival seems limited, and recoil is too great for standing or crouching, not meant to be used that way. Maybe there is a trick to it but I just can't get it.
Riflemen, with their access to the grenade launcher and 9-men squad size, are really underrated imo. This holds especially true when you are in the Moscow campaign. Assuming you take the MG and Engineer upgrade, you get 7 ppl with AVS-36 AND Grenade Launcher. This is absolutely INSANE in clearing houses and just close-mid range combat in general.
Snipers for me have the highest survivability as they stay in long range while picking off opponents. Find a good vantage point, pop an ammo stash, and you'd rack up 20+ EKIA's in one life. Engineers, yeah, bread and butter for increasing the chance to win. Attached one to every squad that can, to pop a rally point somewhere 60-80 meters from the objective, also attached one in my sniper squad specifically to make a lasting sniper nest with the ammo stash. AT Troopers... depends, blowing heads off with an AT rifle is sure fun. But I learned the hard way some of their explosive counterparts do not double as anti-infantry. Tanks, nothing feels quite like finding a sweet spot to exploit and then go to town. Mortars and Radio squads seem rather luck-heavy just to land any EKIA's.
I love radio operator so much, especially with the perk that allows to call artillery every 30 sec. 30 sec is extremely short you can literally sit in the back find a good position to put artillery and get plenty of kills
I agree. I’d put the radio operator in the S tier. The frequent artillery call ins get me so many kills. Adding a radio operator to a squad is not nearly as useful as you can’t call in artillery nearly as frequently as with the artillery squad.
After you listed all the disadvantages of gunners, I thought A. But firing rifle cartridge full auto should be S, regardless of nerf. Respect for fighter pilots in D, I just love shooting down planes.
yup pretty much. Gunners can put in MAJOR work even post-nerf. And then considering many Axis factions and the Americans rely heavily on Gunners as their workhorses, they gotta be S tier.
I think the mortar and radio operator fill their own niche. The radio operator can provide cover and bombard enemy positions in a fixed one time radius which is really effective. But the mortar can provide surgical, anti-infantry strikes on tight locations without alerting the whole team. As long as you have an engineer in your squad you can keep refilling up to a certain point and you can spread out and change the range without having to wait for a timer to expire. Each one has their uses.
To add into this comment for anyone else. The mortar squad can have a maximum of two engineers and two mortarman. This brings your total loadout to 20*2+10*6= 100 total Rds with a potential of 80 he and 20 smoke.
Engineer is amazing! I've been adding them to every single squad I have, even non-engineer. The ability to fortify and resupply is the greatest. Use the shovel to build a small low spawn point and fortify it, you can make anywhere a nightmare to attack. And don't sleep on the anti tank traps!
I’ve had surprising results using my 3-man bomber crew in Normandy as assault paratroopers. Got them equipped with leftover SMGs so when things get desperate on the ground I can bail and drop in as makeshift assaulters. Hard to aim where you’ll land, but I’ve managed to drop in behind enemy lines which is always chaotic fun. Certainly not their intended use but if bombing isn’t cutting it or your plane bursts I to flames, it’s a fun last resort tactic
Flamethrower Squads (especially the hard earned Tier 2) are significant battlefield assets, and i feel they are rarely used to their full potential. I often play with two flame thrower squads, they are equipped with smoke grenades... Smoke grenades, of course, let you get much, much closer to the objective, but the next trick is, once you leave the smoke and there is nothing between you, and the objective, just spew fire out in 1 second left - right bursts, then run forward a few steps, and repeat. the fire and smoke flare completely shrouds you and anyone behind you from sight, allowing you a vital method of closing the gap.
Until the sniper off to the side of the map picks you off (outside of smoke ofc). I just find that as AT, engineer, or sniper I often find myself off to the side to get good penetration on tanks anyway, or of course as a sniper the very situation you put forward. Still pretty devastating to the team though even by the point I get that shot, presuming I was able to get that position in the first place
Riflemen squads now are pretty damn powerful, take two primary weapons, one Auto-rifle and one Grenade launching rifle. If you can't get an Auto-rifle, take two grenade launcher rifles. Basically giving yourself 9 man assault squads with long range grenade yeeting ability.
One reason why I always keep a sniper class with me is if we’re getting over ran pretty bad and the battle is always moving and up pace, I’ll spawn kinda away from the battle try to set myself up in a high position over looking and just start using my scope to mark everything that has movement and just flood the area with marks so everyone can know where they are at and it’s really helped many times call in bombers or air support or just have an idea where the players need to position themselves to stop the advancement. And kill players as well
Honestly, I started out Enlisted by playing the russian sniper squad in Moscow (bc I like to cosplay Simo Haya) and like, in my second game ever I got 80 kills. I always pick sniper squad first in a match and pick off tight groupings of AI as they rush into objectives. It's a tremendous amount of fun.
I think flamethrower squad is the best squad in the game,but the biggest defect is that can be only used in close combat and the most of the maps are wide open.
Outflank, move cautiously, don't reveal your position, close in and burn them. I thought that flamethrowers are useless in Moscow, but my mind changed after the ROKS-3. Also, adding two assaulters make it almost as another assault squad.
You left out the motorcycle/Rider class squads. I’m guessing that’s just since everyone obviously already knows they are S tier. I mean, what other class can pop a 180 onto the roof of the enemy compound rippin filthy wheelies & grinds all through the other team’s turf, while mowing down hordes of enemies… As long as no one has spawn protection, or a gun that can like shoot. Bikers are targeted hella quick since people be hella jealous, and know they’ll get shown up if don’t stop biker poppin’ gnarly shreds and nailin wicked air all up on their turf.
I like the mortar squad as it doesn't given the enemy much warning before the rounds hit. Hard to know which I prefer over the radio operator squad at the moment
for defending a point in Tunisia Artillery squad, with engineer setting up a spot for a machine gunner that you spray mofos down (could work with sniper too, if theres not a good spot close enough for machine gunner), and rain arty every 30 secs. (Not as effective) Also works with engineer squad and building anti tank gun, if you build right they can’t get to you tanks and all, but you don’t have that arty spam, and people seem to hate this more and come after the AT gun
Before I watch this video, my list: S - Assaulter, Engineer, Gunner A - Flametrooper, Sniper, Tanker B - Radioman, Attacker Pilot C - Rifleman, Mortar D - Bomber, Fighter Ok just watched the video, quite similar to my views then haha. I'm biased against planes because I'm bad with them, but fighters feel utterly useless as it takes like 20o3913121232139sn13 shots to kiill some other plane, bomber squads are useless unless levelling them up as you said. Rifleman I agree are very average, no real benefit other than you get 9 and you might get a good weapon in the late campaign. Mortar men CAN be very good but only in certain situations, and and because of only CERTAIN situations it makes little sense to keep one occupying your 4 slots. Attacker pilot good especially if have rockets, bombs nerfed but still can be good if used correctly. Radioman very useful now especially with the ability to call air support. Must use them correctly though and in the right places which takes experience on maps. Flametroopers are OP af, if you burn choke points and use them right to eliminate so many enemies. Only really good at troop type 2 with the 2x range you get on the new weapons, and range is so important. Snipers CAN be very good if you are in the right place to pick off any enemies trying to flank points or running across open land or to protect points. However, I see too many people in game using them incorrectly, getting like 10 kills a match when I have 200, and being completely useless. Tankers as you say in the video are only good if you use them well and are good with positioning - very important. Assaulter, engineer and gunners you sum up perfectly in the video. UNLESS YOU ARE LEVELLING UP EACH INDIVIDUAL SQUADS, IMO YOU SHOULD HAVE: at least 1x assaulter squad, at least 1x gunner squad, at least 1x sniper squad, then the other squad could be engineers or flametroopers, depending on whether you have enough engineers in your other squads. Preferably I use flametroopers, so then 1x assaulter, 1x gunner, 1x flame, 1x sniper (and 1x tanker and 1x attacker pilot) covers all bases and you have enough of each to do whatever you need to do each respawn, as long as you select your next squad carefully. Obviously, this is just IMO, but I would not advise straying too far away from this...
yup thats pretty fair, absolutely. My biggest thing about snipers is that you dont get +Vitality, which severely weakens the class. But you can do some serious damage with snipers if played correctly
i think the list would change depending on campaign ngl, assaulters on axis berlin are dogshit compared to infantry and engineer (fg 42 2 unlocked speaking)
@@iamadrian-oo7bk for sure, definitely was a consideration (hence why I mentioned Tunisia Sniper are probably A or S tier). I tried to just group them based on their general effectiveness across the campaigns
Snipers are also pretty good on Ally team in Moscow. Also I love the your first response to mortar squad, it’s exactly the exact same thought I get, it’s like “wow, why do you exist?”
I do think that Engineers are S tier, but they shouldn't be used as frontline assaulters often. It takes just an Assault squad or Gunner squad to decimate the Engineers. You have undermined Engineers in what they can do. They are the only squad that can place defenses. They are the best squads for defense play. If used correctly with Hedgehogs and with a maze of barb wire they can slow down enemy infantry. If the AT cannons are placed near a hill undercover they can cause catastrophic damage. I once saw teammates of 4 players using engineers in a defense play, it can cause catastrophic damage to attacking forces. As for Attacking Bombers, they are useful with targeted coordination and with skilled players. When the game was released it didn't have a tutorial on how to use the planes. Those that used it often ended up dead and hated using the planes. But, with practice, the 20mm guns and rockets can shred tons of squads as bombing runs. The AT squad should be S tier. I have played Battlefield 3, Battlefield 4, Battlefield 1, and Battlefield 5. I have tons of hours in those games and know that cannons and rockets use arc angles. Transfer all of that experience to Enlisted with a good knowledge of the tank mechanics it's easily possible to destroy a Panzer from the sides or a good hit from the engine at mid to long-range. As for close range, it's doable but not as effective. As for CQC, the AT squad is good when the soldiers have the hi-caliber Browning pistol. As for the Motor squad, you don't know what you missing. 😉 They should be B tier. They do have free range as an attacking member for mid to long-range artillery shots. But, they are most effective when used defensively. The bait is always the capture point. All players with a motor unit have to do is aim one to two notches up and multi-kills are popping up like daisies. It is close to a defensive support class. Aiming higher than that and you would give attacking members sporadic damage and virtual PTSD. Furthermore, if the motor squad has at least 1-2 engineers the motor unit has an extended number of opportunities to blow up more attacking members. The only way to practice arc shots is to replay Battlefield 3 as a motor squad, or any artillery. With time it will be second nature. As for CQC a Colt or a Browning could handle a few members of the Assault class. Players don't think it's as fun, but it's quite laid back from all the action (You could just drink a beer in the back while the others are in the front.) I call it "The Silent Boom". For Infantry you never know where the shots will whiz by or land. The anticipation shocks them to the core. Snipers to me are ineffective. Their tier should be rank C. They can be used as spotters, but they have a limited ammo capacity. If they have a large ammo bag and maybe an engineer to supply more ammo they can be B tier. Honestly, Snipers can't take out Attack bombers, Fighter Pilots, or an entire tank (not the entire group except the commander from the hatchet). This is just my perception. Give the motor squad a chance, you might like it... or not. In the end, we all think differently. If we ever cross paths in the game or not... I virtually shake your hand for good sportsmanship. And I hope you all have a great day.
If you wanna go long range - obviously only in certain situations, like defending across a river *Maisky intensifies* - then use AT rifles, they're the only viable thing if you really want to go long range.
I run 2 SMGs (tier 2 and 3) one tier 3 rifle squad, fighter/tank. Then throw in a premium LMG or SMG squad. Works well. Also I hardly ever run vitality. I rather use 200% health and 75% speed.
Fighters are very underrated considering most can bring bombs that can kill a lot of infantry if your team makes good marks and killing enemy planes before they get to the battlefield can change the course of a game when you shoot down a il 2 or a BF 110 your possibly saving half your team from getting demolished
I dunno about mortars being wholly ineffective…. If you mark a dot on your screen where the middle is, and just start firing randomly on the objective or a few meters behind it, you’ll usually end up with a bunch of kills. I’ve also noticed that when people notice that you’re actually accurate with mortars, they’ll usually spot shit for you… but with practice and a bit of “modding” to your TV, they can be hella useful.
Oh! You should also always try aiming with a mouse as opposed to a controller when aiming with a mortar- controller joysticks are usually too reactive to accurately input ranges in the mortar.
I'll have to disagree on the tankers and put them in S tier. One is their ability to repair their own tank which can really extend their surviveability and their up time. Secondly you can kit them out with SMGs and TNT. So if you run out of tank ammo you basically have a free 3+ man assault and tank hunter squad. Even if you're tank gets disable and you lose one or two guys you still have a rest of the crew you can to go rambo. Even if just 1 guy makes it out, thats still one guy with an SMG.
Despite all of the semi autos in Normandy, I run my engineer squad with Enfields with one assaulter and one bomber. The Enfield is just such a good rifle.
Engineers setting up barbed wires, hedgehogs and sandbags can be extremely helpful for a team on defense. It can deny the enemy armor advantage and can also slow them down and bogged them on a choke point which makes them ripe for the killing for your team.
I m quite new and dont kniw the maps well. I wish the game would show you the next defense point before previous is conquered so i can plan the decence
What do you mean by marking points, I want to use mortars but I can’t ever get range right. Also might you know why the rounds have such a huge spread?
I like playing as tanks since I can get up to 16 kills per shot with he While remaining in good positions for example hulldown or behind dificult terrain
Free to play player here. I main the I-152 fighter (soviet biplane w/ 8x rockets and 4x 7.62 machine guns). That guy has some good infantry support in the rockets, although I find it effective to be reserved and pinpoint your strikes, often this approach leads to fast and effective strikes. It's turning ability is incredible leaving you untouchable to enemy planes unless they are an effective boom and zoomer. Even then with the visibility of the cockpit you will see boom and zoomers approaching making them avoidable. I think I have only been shot out by an enemy plane once or twice in it. Most deaths were to AA guns or an oil leak eventually getting the better of my poor engine. It's a great versatile little fighter, often out performing attack aircraft on not so plane friendly parts of maps where buildings are a pain
Yeah, I just got the 50 kills with mortar team order and I haven't used them in forever. One ammo supply from crate is way to hard of a nerf. Radio operator should have counter battery to well counter on map artillery. Would make Radio squad more of a take, along with its new air strike ability. They should also be able to call in supply's or even better an AI Paradrop!
Their was a game a bit ago where my rifleman squad of 9 got shredded through a building by a tank on the other side. No one survived. I ended up playing the AT in my rifleman squad the entire game just to counter that one dude. He was insane! My team would have lost if I didn’t commit to AT.
I’ve been playing radio operator squad with engineer and assaulter. Engineer builds the point and those guys just sit there doing bombing runs. Engineer also builds ammo so assaulter never runs out of ammo.
I like to engineer a lot because you can make a rally point very close to the point and you can get lots of xp from people using them and also it helps the team a lot have constant reinforcement.
the mortar squad is the best in the game. you can aim it perfectly at an objective that the enemy is defending and fire all ten rounds you will get in between 15 1 and 30 kills in 20 seconds
Yeah recently I was watching the stats of the mortar soldiers and they do get a lot of vitality, like 18 or something like that and I was considering to swap the over my radio op squad but then I remembered, they dont get to do smoke screens so I just didnt, there is no real reason to have them, maybe, maybe they do work as snipers but only in open maps
You just have to learn the maps, really. And you have to watch it constantly, where are your teammates? Where do they look? There are some maps where you have a hard time as a mortar, but at least in Moscow I'm pretty happy with them so far. And if you have the luck that one of your teammates figured out how to mark enemies, it will be even easier. Just remember that your mines take a few seconds to fly there.
The main draw of mortar soldiers is that they are, in essence, an artillery strike that can happen anywhere at any time. Yeah, the shells take a few seconds to land, but they're far faster, and have far less cooldown, than planes or artillery. Both can get pretty scary in Normandy, especially if the objective doesn't have a roof.
When I first got mortar squads I found it pretty hard to get kills or do stuff but once you get used to where to fire with the mortar then you can get some good kills, however if you are defending it's not as good as attacking with a mortar.
enjoyed this list even picked up a few new tips, but i will say as some one has not unlocked there attack planes(and is currently doing normady allies) i have been using my fighter for a while now, and it may be my blind luck but iv had some very good runs with my rockets (normally 5-6 kills a pass but iv gotten up to 10-12 and even a 15 kills once) iv heard bombing can be a hassle to learn in the long run so ill have to see when i get there.
Yeah Allied M8 rockets even on the Lightning are just a nightmare for Axis. These things kill infantry through entire buildings it feels like, plus have killzones about as big as a 50kg bomb which is complete bonkers. Thunderbolt is straight up cancer. I don't think even a Ju188 matches the levels of destruction Allied attackers can dish out in Normandy. But at least the Ju188 is really great at carpet bombing the forests. When spawning in 1 on correct moments of the battle when allies come through forests or other mostly open areas I get 10-20 kills each run. It's also really good to take care of Jumbos.
@@mathiasrryba thanks for the info, the only major problems im having now are trying to understand how i can land like 30 hit markers on an enemy plane and there fine but i take like 3 hits and im going down like a rock 75% of the time? is the hit guide just aimed for the center of the plane and im just missing the vitals?
@@leafpelt15 I got precisely same issue, yesterday i landed half of all my 13mm and 20mm on an A-20 when it was flying straight. All it did was tickle him. Not any sign of damage. I shot at its engines
I feel like pilot being in C Tier here is a bit unjustified. CAS in this game is a monster if you use it right and the advantage of being to strike literally anywhere on the map is also extremely helpful
depends on the campaign for the anti tank gunner, in the pacific campaign tanks and anti air are the bane of infantry, the anti tank equipment can turn the tide of a battle quickly.
You can ping enemies with motor squads to get the range and have a rough idea where the enemy is bottlenecking. Add an engineer and you can launch up to 40 motors a life
Well it's hard to make a Tier list of Squads, where absolutely depends which side and timeline you play. Like Battle of Moscow on russia side with a full AVS 36 Rifle Squads is pretty much a S Tier or at least A tier for me. On german side you have nothing similar where Rifle Squad end in B or C tier for me.
Yeah tankers can range, just depends on the tank and the situation, i accidentally got my m13 stuck in a trench by point and all crew but one killed, sat there blasting away, 150 kills plus 3 plane downs and 2 tank kills (early panzers with weak side armor)
Rifle is S tier. U focus on specs. I focus on squad lay out. Rifle lay out: Assaulter, machine gunner, engineer, then 6 rifles. Arms the rifles with semi-auto rifles and upgrade everything. There u have a squad that can be used for every purpose. Including as great assault troops. Hold the line with the mg and some barbed wire from the engineer.
Iv been playing for almost 2 years and i used to main snipers, then i found out they suck and started maining asulters, then i started maining mg, now i just main rifleman, its the most fun imo and im still getting like 70+ kills a game
I have been scowering youtube for 3 hours trying to figure out how to flip the switch on guns from full auto to simi auto. If you have any clue on how i have done this and how to do it again. Please reply 😅 kinda frustrated😂
All Automatic weapon is automatic S tier to me lol, also Sniper paired with Engineer for ammo is A tier, long range sniping is kinda underrated, not only use them for sniping but for spotting and marking for your teammates from vantage points, idk about other campaign but in Normandy, some maps like D-Day, Ruin and the one with bunch of Train can even see far to enemy spawn point. I dont get as much kills and exp as im using Assaulter but the marking is more useful for whole team. I still get Best Sniper or occasional Long Range master badge from time to time to compensate a little bit exp lost though, and few best Infantry squad if i get lucky with kills and 0 death.
Personal opinion snipers are A tier for me cause I recently switched from console to pc and had 0 issues holding down points with a few sniper men on Normandy
P47 is easy s tier. Ps: Normandy rifle man with garands with the grenade launcher attachment turns rifleman team into a light AT team. Some kraut player is still probably salty that he lost his tiger to a rifleman with an M1 Garand. For those who wonder, hit from behind and killed tank with engine fire.
I have been playing since the beginning of the game and I prefer Normandy as Axis sooo... S - ASSAULTER [EN+AT], ENGINEER, RADIO OPERATOR[EN+AT+SNIP], TANKER, ATTACKER PILOT A - MORTARMAN[2X EN with 40% supp], FLAMETROOPER(TIER 2) B - RIFLEMAN, GUNNER, FIGHTER PILOT C + D - (SNIPER, AT GUNNER) - They are only good in other squads.
I notice on the one hand you put engineers in S tier and attackers in A tier, which I agree with, but signals in C tier is odd when they counter engineer constructions so well, mortar potentially equally so depending on level and team coordination. Fighters are an incredible response to attackers, since unlike AA guns you aren't passively waiting for them to come to you, you can find them and take them down. Granted, best held in reserve until an actually dangerous attacker shows up, but at that point it can be game winning just because so many players struggle with responding to attackers.
For me I would switch the mortar squad and the gunner squad, I respect your opinion though, I also have Engners in my assault squad so I can fit in the mortars Edit: flamer is D tier for me
Yo what about my Tunisia riders? Yeah vulnerable, but position correctly and you can shut down a portion of the enemy. The M1919 bike on allies has a huge belt before the need to reload.
Shit I meant to go over them. They’re probably like C tier. When positioned right, they do a lot but often times you just get sniped. I haven’t seen riders in ages lol
AT gunners should be on S tier because 1 how the gun sounds especially AT rifles 2 its looks badass when your AI suddenly pulls out the AT rifle and starts blasting people
You know what would be completely broken and very OVERPOWERED as well as HISTORICALLY ACCURATE!? What if they added in a "Windtalker, Code Talker or Navajo Code Talker;" what if the "Code Talker/ Windtalker can you call in artillery strikes, air raid bombings, Battleship/ Artillery/ CAS precision battery barrage, as well as area/ airreal reconnaissance, plus trying to rescue or redeploy (from video games perspective) if an Allie is a Downstate. Just some thoughts since the game is trying to be close to historic accuracy, and if not I completely understand. Have some dude on the battlefield relay Enemies' information or Allies strikes without knowing where they might be very challenging.
AT Gunners should be A not gunna lie. The bonus to stats all around is worth it. Makes getting a AT G with 40% vertical recoil reduction + vitality or medpack speed and medpack bonus easy and you've got leftover points to spend on grenade throw, stamina, run speed, etc.
@@HeyQuadro That's pretty much what I do they're a great mix. AT squad with engi or Engi squad with AT gunner. The stats aren't that much different from a M.gunner so it's up to whether I'm feeling like countering armor or infantry. The only problem I have with AT G's are the AT rifles, they seem trash and I don't play Moscow because of them
So i was playing Seelow heights when it came out as the axis and i flanked the soviets pretty hard and i met a mortar squad and i was like f*ck you mortar i ran to the mortar guy with my lebel 1886 bayonet and killed him then i threw a grenade an m24 and it killed 2 of them and then i died
I'm most effective with snipers And Tanks. My rifle gunplay is good with a bolt action. I'm even able to pick a sniper with a normal rifle, generally. I suck with any automatic weapon.
That should be two lists, really. A list for the soldiers and one for the squads them self. It kinda seemed like you mixed that too much. Or it is at least not clear.
Oooo actually I think it’d be your engineers are bread and better because they aren’t flashy but they’re essential, and then assaulters are your cheese because they’re fun and flashy
What do you mean “roll the perks” or “perk roll”
you used to get random perks. Now you just get to choose. The perk points is the same, but you no longer have to "roll" for perks
@@HeyQuadroohhhh ok thank you! So your advice is to always go for vitality? What exactly does that do? More life? I’m about a week into playing. Thanks so much for responding!
@@devinwrightmusic more hp, you have 10hp without and 13.5 with the perk.
@@HeyQuadroTHE TAME AT THE FIRST 10 SEC 💀 ☠️ 💀 ☠️ 💀 ☠️ 💀
So I've been playing this game for like 10 months now and never really took the flame trooper squad seriously. Started playing them in Normandy and have won so many games using them. What you describe with them creating confusion on the points and flaming doors to stop the defenders from coming in has been clutch in winning games. Pretty underrated squad I think.
absolutely. They can be a serious terror when people use them well. I think theyre in a really great spot right now. Exceedingly powerful and tanky, but quick to die since EVERYONE focuses you down.
@@HeyQuadro i do hâte being flamed on Moscow cause its SO DAMN FAR DOWN THE CAMPAIGN!!
I would like to see flammer solider burst into fire when killed (hit in tank)
@@HeyQuadro reminds me of how the ROKS-2 was designed to look like a backpack + rifle to help the flame trooper blend in with the other troops. They didn't bother to do that for the ROKS-3, giving the soldier a big-ass fuel can on his back.
15%vitality, sprint speed , join game run too objective and burn everyone who wanna spam grenades lel
I think Radioman gets S tier when on the attacking team. Using smoke to cut defense off from the objective is almost overpowered, even my derpy teams benefit from it.
Also on defense
It's nuts how arti can go from total miss to a total wipe, same with mortar man. Mortar with engi? Point secured
@@anadaere6861 Yeah I'd made a 3x mortarmen + 2x engi squad and I've got like 100 mortar shots with that. With some luck and good maps to use them on can get many tens of kills
I don’t know why but the radio team feels completely useless to me. I’ve used it many times and only killed people with it like once. Even if I put it on the objective where the enemy is it like kills no one
@@Matevoz72 You really shouldn't be using Radio like a weapon, it's more of a utility tool. Use it to cut enemies off objective point, to make them decide whether they run through the arty and risk getting exploded or around, taking longer, less optimal route.
Use it to bombard around places where enemy rally points are located, or other fortifications like the AA, can destroy the hardware and score a few kills like this.
My personal favourite is the smoke barrage. It can really change the course of a battle when you drop smoke on defenders and let your team charge into the objective.
Yes
I was attacking on the map with the massive church and called in artillery and got 12 kills in like 10 seconds
Playing as the mortar team is a bit contentious,
If you have teammates (Engineers) who supply you with ammo, and teammates who religiously use the 'mark' button, the Mortar team is hard to beat and can change the course of a battle...
*HOWEVER* very, very few players build ammo (or engineer structures) and very, very few players mark the enemy.
so... mortars are largely worthless on a shifting, dynamic battlefield.
For me using mortars is just a matter of luck
I build ammo
I do mostly pretty well with my mortar squad. At least since I have an own engi in it. Wihtout own ammo supply, well, it was torture.
You could pair with a buddy, have a Engie in your Morter-Squad, so you can hav your inf. bombs
Recently started using mortar, and I feel it is awful stock, but probably one of the most heavily benefited teams by leveling them up. Just a second mortarman and an engineer have helped so much, and I don't even have the signalman yet. I also feel like map knowledge helps quite a bit if you know the most likely places for enemies. Knocked out rally points a few times with blindfire.blindside. I feel like there's certainly classes that will net more kills for similar practice, but it seems to complement the team well if used effectively.
MGs on the other hand, as much as I want to like them I feel like either the mounting is bugged and I can't hardly shoot anything, or it is good but you get killed really fast if you don't leave the spot and remount again quickly. Best case seems to be using it prone, but even then survival seems limited, and recoil is too great for standing or crouching, not meant to be used that way. Maybe there is a trick to it but I just can't get it.
You can basically use the Assaulter class as an AT class if you focus your squad upgrade points accordingly
but damn panzerfaust is amazingly fun.
@@SirCabooseCCCP Even sturmpistole just bc it looks funny
The satisfaction of one shotting a tank with a well placed shot from a funny looking pistol… Perfection
My brother destroyed a tank with a Assaulter class weapon. Both people were confused. Aka sub machine gun.
Riflemen, with their access to the grenade launcher and 9-men squad size, are really underrated imo. This holds especially true when you are in the Moscow campaign. Assuming you take the MG and Engineer upgrade, you get 7 ppl with AVS-36 AND Grenade Launcher. This is absolutely INSANE in clearing houses and just close-mid range combat in general.
Snipers for me have the highest survivability as they stay in long range while picking off opponents. Find a good vantage point, pop an ammo stash, and you'd rack up 20+ EKIA's in one life.
Engineers, yeah, bread and butter for increasing the chance to win. Attached one to every squad that can, to pop a rally point somewhere 60-80 meters from the objective, also attached one in my sniper squad specifically to make a lasting sniper nest with the ammo stash.
AT Troopers... depends, blowing heads off with an AT rifle is sure fun. But I learned the hard way some of their explosive counterparts do not double as anti-infantry.
Tanks, nothing feels quite like finding a sweet spot to exploit and then go to town.
Mortars and Radio squads seem rather luck-heavy just to land any EKIA's.
I love radio operator so much, especially with the perk that allows to call artillery every 30 sec.
30 sec is extremely short you can literally sit in the back find a good position to put artillery and get plenty of kills
I agree. I’d put the radio operator in the S tier. The frequent artillery call ins get me so many kills. Adding a radio operator to a squad is not nearly as useful as you can’t call in artillery nearly as frequently as with the artillery squad.
Corny high key tho.
@@matthewmorrow1831 I always take a radio to my squads anyways, it's always good to have some arty shells flying whenever possible
@@mathiasrrybasame, I try and fit a radio and engineer in every squad
After you listed all the disadvantages of gunners, I thought A. But firing rifle cartridge full auto should be S, regardless of nerf. Respect for fighter pilots in D, I just love shooting down planes.
yup pretty much. Gunners can put in MAJOR work even post-nerf. And then considering many Axis factions and the Americans rely heavily on Gunners as their workhorses, they gotta be S tier.
I like playing Fw-190 and IL2 but that's all
I think the mortar and radio operator fill their own niche. The radio operator can provide cover and bombard enemy positions in a fixed one time radius which is really effective. But the mortar can provide surgical, anti-infantry strikes on tight locations without alerting the whole team. As long as you have an engineer in your squad you can keep refilling up to a certain point and you can spread out and change the range without having to wait for a timer to expire. Each one has their uses.
To add into this comment for anyone else. The mortar squad can have a maximum of two engineers and two mortarman. This brings your total loadout to 20*2+10*6= 100 total Rds with a potential of 80 he and 20 smoke.
Engineer is amazing!
I've been adding them to every single squad I have, even non-engineer.
The ability to fortify and resupply is the greatest.
Use the shovel to build a small low spawn point and fortify it, you can make anywhere a nightmare to attack.
And don't sleep on the anti tank traps!
I’ve had surprising results using my 3-man bomber crew in Normandy as assault paratroopers. Got them equipped with leftover SMGs so when things get desperate on the ground I can bail and drop in as makeshift assaulters. Hard to aim where you’ll land, but I’ve managed to drop in behind enemy lines which is always chaotic fun. Certainly not their intended use but if bombing isn’t cutting it or your plane bursts I to flames, it’s a fun last resort tactic
You are *bombing* them still, but with bullets instead of explosions!
Flamethrower Squads (especially the hard earned Tier 2) are significant battlefield assets, and i feel they are rarely used to their full potential.
I often play with two flame thrower squads, they are equipped with smoke grenades...
Smoke grenades, of course, let you get much, much closer to the objective,
but the next trick is, once you leave the smoke and there is nothing between you, and the objective, just spew fire out in 1 second left - right bursts, then run forward a few steps, and repeat.
the fire and smoke flare completely shrouds you and anyone behind you from sight, allowing you a vital method of closing the gap.
Until the sniper off to the side of the map picks you off (outside of smoke ofc). I just find that as AT, engineer, or sniper I often find myself off to the side to get good penetration on tanks anyway, or of course as a sniper the very situation you put forward. Still pretty devastating to the team though even by the point I get that shot, presuming I was able to get that position in the first place
Riflemen squads now are pretty damn powerful, take two primary weapons, one Auto-rifle and one Grenade launching rifle.
If you can't get an Auto-rifle, take two grenade launcher rifles.
Basically giving yourself 9 man assault squads with long range grenade yeeting ability.
One reason why I always keep a sniper class with me is if we’re getting over ran pretty bad and the battle is always moving and up pace,
I’ll spawn kinda away from the battle try to set myself up in a high position over looking and just start using my scope to mark everything that has movement and just flood the area with marks so everyone can know where they are at and it’s really helped many times call in bombers or air support or just have an idea where the players need to position themselves to stop the advancement.
And kill players as well
I know it's kind of late to say but now you can use binoculars yk?
Honestly, I started out Enlisted by playing the russian sniper squad in Moscow (bc I like to cosplay Simo Haya) and like, in my second game ever I got 80 kills. I always pick sniper squad first in a match and pick off tight groupings of AI as they rush into objectives. It's a tremendous amount of fun.
same i use sniper and flame thrower combo it works really well for me , i love snipers and i think its very underrated
Wouldnt axis be more apt as simo fought against the soviets?
I think flamethrower squad is the best squad in the game,but the biggest defect is that can be only used in close combat and the most of the maps are wide open.
Outflank, move cautiously, don't reveal your position, close in and burn them. I thought that flamethrowers are useless in Moscow, but my mind changed after the ROKS-3. Also, adding two assaulters make it almost as another assault squad.
@@quantumdog_enlisted Slazem se, ako hoces duo dodaj me straleee6
they are seriously strong in the right situation, they only get 2 flametroopers though which can be a big downside!
Snipers are definitely a or s tier so easy to rush building quick scoping etc comes down to the people who use them
You left out the motorcycle/Rider class squads. I’m guessing that’s just since everyone obviously already knows they are S tier.
I mean, what other class can pop a 180 onto the roof of the enemy compound rippin filthy wheelies & grinds all through the other team’s turf, while mowing down hordes of enemies… As long as no one has spawn protection, or a gun that can like shoot.
Bikers are targeted hella quick since people be hella jealous, and know they’ll get shown up if don’t stop biker poppin’ gnarly shreds and nailin wicked air all up on their turf.
No offense but you talk like a character from "the outsiders"
Personally I treat the mortars like an arty strike, just a little bit behind the objective to suppress the counter attack
I like the mortar squad as it doesn't given the enemy much warning before the rounds hit. Hard to know which I prefer over the radio operator squad at the moment
Issue I have with mortars is teams not marking. Gotta do your own spotting with binos.
for defending a point in Tunisia
Artillery squad, with engineer setting up a spot for a machine gunner that you spray mofos down (could work with sniper too, if theres not a good spot close enough for machine gunner), and rain arty every 30 secs.
(Not as effective) Also works with engineer squad and building anti tank gun, if you build right they can’t get to you tanks and all, but you don’t have that arty spam, and people seem to hate this more and come after the AT gun
Before I watch this video, my list:
S - Assaulter, Engineer, Gunner
A - Flametrooper, Sniper, Tanker
B - Radioman, Attacker Pilot
C - Rifleman, Mortar
D - Bomber, Fighter
Ok just watched the video, quite similar to my views then haha.
I'm biased against planes because I'm bad with them, but fighters feel utterly useless as it takes like 20o3913121232139sn13 shots to kiill some other plane, bomber squads are useless unless levelling them up as you said.
Rifleman I agree are very average, no real benefit other than you get 9 and you might get a good weapon in the late campaign. Mortar men CAN be very good but only in certain situations, and and because of only CERTAIN situations it makes little sense to keep one occupying your 4 slots.
Attacker pilot good especially if have rockets, bombs nerfed but still can be good if used correctly. Radioman very useful now especially with the ability to call air support. Must use them correctly though and in the right places which takes experience on maps.
Flametroopers are OP af, if you burn choke points and use them right to eliminate so many enemies. Only really good at troop type 2 with the 2x range you get on the new weapons, and range is so important. Snipers CAN be very good if you are in the right place to pick off any enemies trying to flank points or running across open land or to protect points. However, I see too many people in game using them incorrectly, getting like 10 kills a match when I have 200, and being completely useless. Tankers as you say in the video are only good if you use them well and are good with positioning - very important.
Assaulter, engineer and gunners you sum up perfectly in the video.
UNLESS YOU ARE LEVELLING UP EACH INDIVIDUAL SQUADS, IMO YOU SHOULD HAVE:
at least 1x assaulter squad, at least 1x gunner squad, at least 1x sniper squad, then the other squad could be engineers or flametroopers, depending on whether you have enough engineers in your other squads. Preferably I use flametroopers, so then 1x assaulter, 1x gunner, 1x flame, 1x sniper (and 1x tanker and 1x attacker pilot) covers all bases and you have enough of each to do whatever you need to do each respawn, as long as you select your next squad carefully. Obviously, this is just IMO, but I would not advise straying too far away from this...
yup thats pretty fair, absolutely. My biggest thing about snipers is that you dont get +Vitality, which severely weakens the class. But you can do some serious damage with snipers if played correctly
i think the list would change depending on campaign ngl, assaulters on axis berlin are dogshit compared to infantry and engineer (fg 42 2 unlocked speaking)
@@iamadrian-oo7bk for sure, definitely was a consideration (hence why I mentioned Tunisia Sniper are probably A or S tier). I tried to just group them based on their general effectiveness across the campaigns
Snipers are also pretty good on Ally team in Moscow.
Also I love the your first response to mortar squad, it’s exactly the exact same thought I get, it’s like “wow, why do you exist?”
😮
A dude just did 24 kills with artillery in the map Hermann Goering Strasse 💀
I do think that Engineers are S tier, but they shouldn't be used as frontline assaulters often. It takes just an Assault squad or Gunner squad to decimate the Engineers. You have undermined Engineers in what they can do. They are the only squad that can place defenses. They are the best squads for defense play. If used correctly with Hedgehogs and with a maze of barb wire they can slow down enemy infantry. If the AT cannons are placed near a hill undercover they can cause catastrophic damage. I once saw teammates of 4 players using engineers in a defense play, it can cause catastrophic damage to attacking forces. As for Attacking Bombers, they are useful with targeted coordination and with skilled players. When the game was released it didn't have a tutorial on how to use the planes. Those that used it often ended up dead and hated using the planes. But, with practice, the 20mm guns and rockets can shred tons of squads as bombing runs. The AT squad should be S tier. I have played Battlefield 3, Battlefield 4, Battlefield 1, and Battlefield 5. I have tons of hours in those games and know that cannons and rockets use arc angles. Transfer all of that experience to Enlisted with a good knowledge of the tank mechanics it's easily possible to destroy a Panzer from the sides or a good hit from the engine at mid to long-range. As for close range, it's doable but not as effective. As for CQC, the AT squad is good when the soldiers have the hi-caliber Browning pistol. As for the Motor squad, you don't know what you missing. 😉 They should be B tier. They do have free range as an attacking member for mid to long-range artillery shots. But, they are most effective when used defensively. The bait is always the capture point. All players with a motor unit have to do is aim one to two notches up and multi-kills are popping up like daisies. It is close to a defensive support class. Aiming higher than that and you would give attacking members sporadic damage and virtual PTSD. Furthermore, if the motor squad has at least 1-2 engineers the motor unit has an extended number of opportunities to blow up more attacking members. The only way to practice arc shots is to replay Battlefield 3 as a motor squad, or any artillery. With time it will be second nature. As for CQC a Colt or a Browning could handle a few members of the Assault class. Players don't think it's as fun, but it's quite laid back from all the action (You could just drink a beer in the back while the others are in the front.) I call it "The Silent Boom". For Infantry you never know where the shots will whiz by or land. The anticipation shocks them to the core. Snipers to me are ineffective. Their tier should be rank C. They can be used as spotters, but they have a limited ammo capacity. If they have a large ammo bag and maybe an engineer to supply more ammo they can be B tier. Honestly, Snipers can't take out Attack bombers, Fighter Pilots, or an entire tank (not the entire group except the commander from the hatchet). This is just my perception. Give the motor squad a chance, you might like it... or not. In the end, we all think differently. If we ever cross paths in the game or not... I virtually shake your hand for good sportsmanship. And I hope you all have a great day.
i think you should do more tier lists, i think so far they have gotten a really positive reception
If you wanna go long range - obviously only in certain situations, like defending across a river *Maisky intensifies* -
then use AT rifles, they're the only viable thing if you really want to go long range.
I used to sit in a cottage and snipe with PTRD, it was so fun.
I run 2 SMGs (tier 2 and 3) one tier 3 rifle squad, fighter/tank. Then throw in a premium LMG or SMG squad. Works well.
Also I hardly ever run vitality. I rather use 200% health and 75% speed.
Fighters are very underrated considering most can bring bombs that can kill a lot of infantry if your team makes good marks and killing enemy planes before they get to the battlefield can change the course of a game when you shoot down a il 2 or a BF 110 your possibly saving half your team from getting demolished
4:25 - The 8cm GrW 42 mortar is fantastic. You can ohk tanks with them and they're sooo fun.
New version for updated meta?
I dunno about mortars being wholly ineffective…. If you mark a dot on your screen where the middle is, and just start firing randomly on the objective or a few meters behind it, you’ll usually end up with a bunch of kills.
I’ve also noticed that when people notice that you’re actually accurate with mortars, they’ll usually spot shit for you… but with practice and a bit of “modding” to your TV, they can be hella useful.
Oh! You should also always try aiming with a mouse as opposed to a controller when aiming with a mortar- controller joysticks are usually too reactive to accurately input ranges in the mortar.
I'll have to disagree on the tankers and put them in S tier.
One is their ability to repair their own tank which can really extend their surviveability and their up time. Secondly you can kit them out with SMGs and TNT. So if you run out of tank ammo you basically have a free 3+ man assault and tank hunter squad. Even if you're tank gets disable and you lose one or two guys you still have a rest of the crew you can to go rambo. Even if just 1 guy makes it out, thats still one guy with an SMG.
Tankers in Normandy are op
Despite all of the semi autos in Normandy, I run my engineer squad with Enfields with one assaulter and one bomber. The Enfield is just such a good rifle.
I prefer the Garand
But I still have guys using the Enfield because of the recent buff and the ammo capacity and fire rate
Engineers setting up barbed wires, hedgehogs and sandbags can be extremely helpful for a team on defense. It can deny the enemy armor advantage and can also slow them down and bogged them on a choke point which makes them ripe for the killing for your team.
I m quite new and dont kniw the maps well. I wish the game would show you the next defense point before previous is conquered so i can plan the decence
I've been loving the motor squad. I mark my own spots to get distance reference and drop on points and behind points and it's really effective.
What do you mean by marking points, I want to use mortars but I can’t ever get range right. Also might you know why the rounds have such a huge spread?
I saw an AI machine gunner in my squad rattle off 8 kills in a short period recently.. and they typically get more kills than other classes on AI
That single AI of yours got more kills in that moment than half of my team does throughout the entire battle combined.
I like playing as tanks since I can get up to 16 kills per shot with he
While remaining in good positions for example hulldown or behind dificult terrain
Attacking using the mirror crews and radio op in the same squad can really punch a hole in defences
Free to play player here. I main the I-152 fighter (soviet biplane w/ 8x rockets and 4x 7.62 machine guns). That guy has some good infantry support in the rockets, although I find it effective to be reserved and pinpoint your strikes, often this approach leads to fast and effective strikes. It's turning ability is incredible leaving you untouchable to enemy planes unless they are an effective boom and zoomer. Even then with the visibility of the cockpit you will see boom and zoomers approaching making them avoidable. I think I have only been shot out by an enemy plane once or twice in it. Most deaths were to AA guns or an oil leak eventually getting the better of my poor engine. It's a great versatile little fighter, often out performing attack aircraft on not so plane friendly parts of maps where buildings are a pain
I actually really liked my mortar teams they definitely got nerfed hard when they changed the ammo boxes
Yeah, I just got the 50 kills with mortar team order and I haven't used them in forever. One ammo supply from crate is way to hard of a nerf. Radio operator should have counter battery to well counter on map artillery. Would make Radio squad more of a take, along with its new air strike ability. They should also be able to call in supply's or even better an AI Paradrop!
Their was a game a bit ago where my rifleman squad of 9 got shredded through a building by a tank on the other side. No one survived. I ended up playing the AT in my rifleman squad the entire game just to counter that one dude. He was insane! My team would have lost if I didn’t commit to AT.
I’ve been playing radio operator squad with engineer and assaulter. Engineer builds the point and those guys just sit there doing bombing runs. Engineer also builds ammo so assaulter never runs out of ammo.
Rifleman squad with M2 Carbines and T20s. That's 9 men with full auto power.
What I know is you should bring 3 assaulters squad in normandy as Axis when u get mp43.
I like to engineer a lot because you can make a rally point very close to the point and you can get lots of xp from people using them and also it helps the team a lot have constant reinforcement.
the mortar squad is the best in the game. you can aim it perfectly at an objective that the enemy is defending and fire all ten rounds you will get in between 15 1
and 30 kills in 20 seconds
Yeah recently I was watching the stats of the mortar soldiers and they do get a lot of vitality, like 18 or something like that and I was considering to swap the over my radio op squad but then I remembered, they dont get to do smoke screens so I just didnt, there is no real reason to have them, maybe, maybe they do work as snipers but only in open maps
You just have to learn the maps, really. And you have to watch it constantly, where are your teammates? Where do they look?
There are some maps where you have a hard time as a mortar, but at least in Moscow I'm pretty happy with them so far.
And if you have the luck that one of your teammates figured out how to mark enemies, it will be even easier. Just remember that your mines take a few seconds to fly there.
The main draw of mortar soldiers is that they are, in essence, an artillery strike that can happen anywhere at any time. Yeah, the shells take a few seconds to land, but they're far faster, and have far less cooldown, than planes or artillery. Both can get pretty scary in Normandy, especially if the objective doesn't have a roof.
Radio operator squad needs to be at least A tier because of how insanely fast you can call in strikes on ppl
Signal Corps Squad with a sniper And on a defending side = amazing.
When I first got mortar squads I found it pretty hard to get kills or do stuff but once you get used to where to fire with the mortar then you can get some good kills, however if you are defending it's not as good as attacking with a mortar.
enjoyed this list even picked up a few new tips, but i will say as some one has not unlocked there attack planes(and is currently doing normady allies) i have been using my fighter for a while now, and it may be my blind luck but iv had some very good runs with my rockets (normally 5-6 kills a pass but iv gotten up to 10-12 and even a 15 kills once) iv heard bombing can be a hassle to learn in the long run so ill have to see when i get there.
Yeah Allied M8 rockets even on the Lightning are just a nightmare for Axis. These things kill infantry through entire buildings it feels like, plus have killzones about as big as a 50kg bomb which is complete bonkers. Thunderbolt is straight up cancer.
I don't think even a Ju188 matches the levels of destruction Allied attackers can dish out in Normandy. But at least the Ju188 is really great at carpet bombing the forests. When spawning in 1 on correct moments of the battle when allies come through forests or other mostly open areas I get 10-20 kills each run. It's also really good to take care of Jumbos.
@@mathiasrryba thanks for the info, the only major problems im having now are trying to understand how i can land like 30 hit markers on an enemy plane and there fine but i take like 3 hits and im going down like a rock 75% of the time? is the hit guide just aimed for the center of the plane and im just missing the vitals?
@@leafpelt15 I got precisely same issue, yesterday i landed half of all my 13mm and 20mm on an A-20 when it was flying straight. All it did was tickle him. Not any sign of damage. I shot at its engines
@@leafpelt15 I think it might sometimes just be bad net code of the game. You can see hitting him but for server you're missing him by a few meters
I agree with everything, good tier list
I feel like pilot being in C Tier here is a bit unjustified. CAS in this game is a monster if you use it right and the advantage of being to strike literally anywhere on the map is also extremely helpful
I see a lot of people talking about marking, it's actually broken on console and I know the game is cross platform.
depends on the campaign for the anti tank gunner, in the pacific campaign tanks and anti air are the bane of infantry, the anti tank equipment can turn the tide of a battle quickly.
I use mortars on Normandy and if I’m attacking the objective I’ll use the mortar to clear it and I’ll get around 10 kills
You can ping enemies with motor squads to get the range and have a rough idea where the enemy is bottlenecking. Add an engineer and you can launch up to 40 motors a life
@quadro you have the task-bar on the right?😅
I do indeed. Idk why, i just did it one day and liked it and never looked back
Well it's hard to make a Tier list of Squads, where absolutely depends which side and timeline you play. Like Battle of Moscow on russia side with a full AVS 36 Rifle Squads is pretty much a S Tier or at least A tier for me. On german side you have nothing similar where Rifle Squad end in B or C tier for me.
Normandy engi 2 squad with m2 carbine is my go to commando unit.
Personally I think mortar squads are a lot of fun at least in Moscow where you shell an enemy position before rushing in
Yeah tankers can range, just depends on the tank and the situation, i accidentally got my m13 stuck in a trench by point and all crew but one killed, sat there blasting away, 150 kills plus 3 plane downs and 2 tank kills (early panzers with weak side armor)
Rifle is S tier. U focus on specs. I focus on squad lay out. Rifle lay out: Assaulter, machine gunner, engineer, then 6 rifles. Arms the rifles with semi-auto rifles and upgrade everything. There u have a squad that can be used for every purpose. Including as great assault troops. Hold the line with the mg and some barbed wire from the engineer.
I rock 2 engineers in my mortar squad. With a little bit of map knowledge, I clean up with my mortar squad.
I love the sniper squad, it's the only one that I survive till I am out of ammo, today I got more than 30 kills and died just 4 times
But did you help cap the point? K/D is just stat-padding if it's not helping to complete objectives.
@AirLancer I think so, I killed every guy trying to flank us.
gran video mi pana, muy bueno 👋👍
Riflemen squad must be the most underrated squad they are the most versatile squad in the game by far
Iv been playing for almost 2 years and i used to main snipers, then i found out they suck and started maining asulters, then i started maining mg, now i just main rifleman, its the most fun imo and im still getting like 70+ kills a game
I have been scowering youtube for 3 hours trying to figure out how to flip the switch on guns from full auto to simi auto. If you have any clue on how i have done this and how to do it again. Please reply 😅 kinda frustrated😂
Uh I think it's H. You can check the in game controls too
@HeyQuadro im on xbox dont see it in the controls
I cant use planes, cant find a deadzone setting on Xbox One. That tiny bit of stick drift shakes the whole plane and its not one direction.
All Automatic weapon is automatic S tier to me lol, also Sniper paired with Engineer for ammo is A tier, long range sniping is kinda underrated, not only use them for sniping but for spotting and marking for your teammates from vantage points, idk about other campaign but in Normandy, some maps like D-Day, Ruin and the one with bunch of Train can even see far to enemy spawn point.
I dont get as much kills and exp as im using Assaulter but the marking is more useful for whole team.
I still get Best Sniper or occasional Long Range master badge from time to time to compensate a little bit exp lost though, and few best Infantry squad if i get lucky with kills and 0 death.
radiomans would be at definitive S tier if everybody marked the location of a tank or of a rally point ._.
Personal opinion snipers are A tier for me cause I recently switched from console to pc and had 0 issues holding down points with a few sniper men on Normandy
Sniper sqads are A tier and nearly S tier imo, you can just snipe whole squads from across the map with relative ease
P47 is easy s tier.
Ps: Normandy rifle man with garands with the grenade launcher attachment turns rifleman team into a light AT team. Some kraut player is still probably salty that he lost his tiger to a rifleman with an M1 Garand.
For those who wonder, hit from behind and killed tank with engine fire.
The Mount and Blade warband bots kill the enlisted bots with a small knife laughing.
I think the rmn-50 is a game changer for mortar squad
yeah but you can put the RMN-50 on a trooper now
Mortars are so much fun, I actually started playing because of them
The timing of this video 👌
I play berlin and im currently using 2 assasult squads, one sniper squad and a tank. Will be changing sniper for flamer wen i unlock it tho.
I have been playing since the beginning of the game and I prefer Normandy as Axis sooo...
S - ASSAULTER [EN+AT], ENGINEER, RADIO OPERATOR[EN+AT+SNIP], TANKER, ATTACKER PILOT
A - MORTARMAN[2X EN with 40% supp], FLAMETROOPER(TIER 2)
B - RIFLEMAN, GUNNER, FIGHTER PILOT
C + D - (SNIPER, AT GUNNER) - They are only good in other squads.
The only time I really die is do to running out of ammo
I notice on the one hand you put engineers in S tier and attackers in A tier, which I agree with, but signals in C tier is odd when they counter engineer constructions so well, mortar potentially equally so depending on level and team coordination. Fighters are an incredible response to attackers, since unlike AA guns you aren't passively waiting for them to come to you, you can find them and take them down. Granted, best held in reserve until an actually dangerous attacker shows up, but at that point it can be game winning just because so many players struggle with responding to attackers.
For me I would switch the mortar squad and the gunner squad, I respect your opinion though, I also have Engners in my assault squad so I can fit in the mortars
Edit: flamer is D tier for me
flamer is a d? wtf
Yo what about my Tunisia riders?
Yeah vulnerable, but position correctly and you can shut down a portion of the enemy.
The M1919 bike on allies has a huge belt before the need to reload.
Shit I meant to go over them. They’re probably like C tier. When positioned right, they do a lot but often times you just get sniped. I haven’t seen riders in ages lol
Is the troop pack for Normandy worth?
AT gunners should be on S tier because 1 how the gun sounds especially AT rifles 2 its looks badass when your AI suddenly pulls out the AT rifle and starts blasting people
God mortar and sniper class players get on my nerves by sitting at the back for the whole game 😑
Yes,but snipers are only usefull if u have good team, that can defend the strategic point or u will lose match in 5 minutes.
@@strahinjastankovic4110 You've just said you can do sniper shenanigans if your team is good enough to allow you that :D
The mortars need a way to know range, I can’t tell the difference between 100 meters and 150, if this was a thing I may use them more
You know what would be completely broken and very OVERPOWERED as well as HISTORICALLY ACCURATE!? What if they added in a "Windtalker, Code Talker or Navajo Code Talker;" what if the "Code Talker/ Windtalker can you call in artillery strikes, air raid bombings, Battleship/ Artillery/ CAS precision battery barrage, as well as area/ airreal reconnaissance, plus trying to rescue or redeploy (from video games perspective) if an Allie is a Downstate. Just some thoughts since the game is trying to be close to historic accuracy, and if not I completely understand. Have some dude on the battlefield relay Enemies' information or Allies strikes without knowing where they might be very challenging.
Radiomen already exist...
I'm getting at least 50 kills in a match.
AT Gunners should be A not gunna lie. The bonus to stats all around is worth it. Makes getting a AT G with 40% vertical recoil reduction + vitality or medpack speed and medpack bonus easy and you've got leftover points to spend on grenade throw, stamina, run speed, etc.
Right but Engineers can do the same thing, while also retaining the ability to build. You could probably run bomber and engineer though, I suppose.
@@HeyQuadro That's pretty much what I do they're a great mix. AT squad with engi or Engi squad with AT gunner. The stats aren't that much different from a M.gunner so it's up to whether I'm feeling like countering armor or infantry. The only problem I have with AT G's are the AT rifles, they seem trash and I don't play Moscow because of them
So i was playing Seelow heights when it came out as the axis and i flanked the soviets pretty hard and i met a mortar squad and i was like f*ck you mortar i ran to the mortar guy with my lebel 1886 bayonet and killed him then i threw a grenade an m24 and it killed 2 of them and then i died
I'm most effective with snipers And Tanks. My rifle gunplay is good with a bolt action. I'm even able to pick a sniper with a normal rifle, generally. I suck with any automatic weapon.
That should be two lists, really. A list for the soldiers and one for the squads them self.
It kinda seemed like you mixed that too much. Or it is at least not clear.
I use snipers mainly and 99% of the time i’m top 5 on my team with some best sniper/at gunner etc thrown in sniper best class
Engineers are your cheese
Oooo actually I think it’d be your engineers are bread and better because they aren’t flashy but they’re essential, and then assaulters are your cheese because they’re fun and flashy
@@HeyQuadro makes total sense!
Assaulter and recon squads are at the lowest on mine with ATG squad being on top with apc, lmg and engi
Personally i consider the most sugnificant unit the radio
Radio operator is very good and 💪