Enlisted · · 5 min read

Enlisted: the complete guide to the WWII shooter where you command a squad

You don't play one soldier. You play a whole squad. How Enlisted's squad system changes a WWII shooter, which campaign to start with, and what to expect free on PC.

Enlisted: the complete guide to the WWII shooter where you command a squad

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Enlisted looks like another WWII shooter in screenshots and plays like something quite different. The hook is simple and it changes everything: you do not control one soldier, you control a squad.

Infantry, armour and aircraft in the same match. You command a squad, not a man.

How the squad system actually works

You bring a small group of AI soldiers into battle and directly control one of them. The rest follow, take cover and shoot. When the soldier you're controlling dies, you don't go to a respawn screen. You take over the next man in the squad and keep fighting. Only when the whole squad is gone do you swap to another one.

The practical effect is that death feels like attrition rather than interruption. A firefight you'd lose in a normal shooter becomes one you can grind through, three bodies at a time.

It turns every engagement into a small tactical problem instead of a single duel you either win or restart.

Sofia Reyes
Enlisted WWII infantry combat
Iron sights, cluttered sightlines, and a squad that keeps fighting when you fall.
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Squad types, and why you shouldn't specialise early

  • Infantry: your backbone. Reliable, flexible, and where new players should spend their first hours.
  • Engineers: build ammo crates, sandbags and rally points. Unglamorous and quietly decisive in objective fights.
  • Snipers, mortars, flamethrowers: powerful in the right moment, dead weight in the wrong one.
  • Tanks and aircraft: yes, they're in the same matches. They change the flow of a battle completely.

A common new-player mistake is loading up on specialist squads before you have a solid infantry core. Keep it boring early; the toys reward you more once you understand the maps.

Which campaign to start with

Battles are grouped into historical campaigns. Moscow, Normandy, Berlin, Tunisia, Stalingrad and others. Populations shift over time, so the honest advice is: pick the front that interests you historically, and if queue times feel long, move to a busier one. You are not wasting progress by trying two.

Tanks and aircraft in an infantry game

What sets Enlisted apart from most WWII infantry shooters is that armour and air power share the same match, not a separate mode. A well-timed tank push or strafing run can flip an objective fight that infantry alone was stalemated on. Unlocking and crewing vehicles follows the same squad logic as infantry: you're commanding a crew, not piloting a solo war machine, and losing a crew member mid-engagement matters the same way losing an infantryman does.

Cockpit view from a fighter plane over a snowy front in Enlisted
Aircraft share the same match as the infantry below.

Is it pay-to-win?

Fair question for any free WWII shooter. Paid squads exist and they are convenient, they save grinding, but the free progression works, and skill with an ordinary rifle squad beats a premium squad used badly. Treat purchases as time-savers, not power spikes.

Weapon handling and historical detail

Weapons of the era handle with real period-accurate quirks. Reload speeds, iron sight quality and reliability vary meaningfully between the weapons available to each faction, which rewards learning your squad's specific loadout rather than treating every rifle as interchangeable. Historical accuracy here isn't just flavor text; it changes what tactics actually work with a given squad composition.

Getting started

Spend your first sessions with a single infantry squad rather than juggling several unlocked types at once. Getting comfortable with the take-over-the-next-soldier rhythm before adding vehicles and specialists to the mix makes the whole system click faster than trying to learn everything simultaneously.

Playing the objective, not just the kill count

Enlisted's matches are built around capturing and holding points, not around a scoreboard of individual kills, and it shows the moment you play alongside someone who ignores that. A squad wasting its lives fighting for a kill-death ratio in an empty corner of the map is doing less for the team than a squad sitting quietly on a capture point doing nothing dramatic at all. Engineers matter enormously here too. The players and squads building ammo crates and rally points near an active objective usually decide fights that infantry alone would stalemate.

Enlisted HUD confirming a captured strategic zone
Capture points, not kill counts, decide the match.
  • Check the objective state before choosing where to spend a squad's lives.
  • A rally point placed near a contested objective is often worth more than another rifleman.
  • Vehicles are most valuable supporting an objective push, not roaming for kills on their own.

Progression: what actually unlocks over time

Progression runs on two tracks at once. Your account level, which slowly opens up new squad types and vehicle tiers, and each individual squad's own experience, which improves the soldiers already in it. New players sometimes chase account level aggressively and end up with several half-trained squads instead of one squad that's good. Early on, it's worth resisting the urge to unlock everything at once; a single well-trained infantry squad you actually understand outperforms three mediocre ones you're still learning.

Who it's for

  • WWII fans who find standard shooters too thin on tactics.
  • Players who want infantry, armour and air power in the same match.
  • Anyone who hates respawn screens. The squad system nearly removes them.

If you'd rather command the vehicles than the men, the same publisher's War Thunder is the other half of this coin.

Enlisted is free, it's specific, and its central idea is its own. Worth an evening to see if the squad loop clicks for you.

Give it more than a single match before deciding. The squad-swap rhythm takes a session or two to feel natural, and most players who bounce off early admit later that the second or third match is where it actually clicked.

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