

This defensive ability provides a cone of death that will activate in the enemies turn, should they enter it. Without a doubt, the most important ability in the game. Most importantly, the timing mechanic is turn-based rather than a ticking clock, so there is always the time to scan the map and plan ahead. Feeling confident you are well locked down before a hench enemy jumps through an unseen entrance is disheartening and potentially costly.

It is easy to miss a window, door or ladder that you can utilise, or as importantly, the enemy can. Make use of the ability to rotate the camera 360 o as this may offer up alternative routes you have missed before. Taking time to carefully scout the mission area is also useful in planning squad positioning and approaches. As the reward for completing a mission is often one or two gear boxes, collecting them also en-route can double or triple your mission rewards. These gear boxes are essential for equipping better gear and optimising your characters. Each mission will standardly have two or three gear boxes to grab, often without having to deviate far from the optimal route. This means, though the enemies will not be visible until you are within a given range, all-terrain and collectables are.Ĭollectables is admittedly misleading, there is a single collectable – gear boxes, and you definitely want to collect these. Unlike many games, the fog-of-war in Gears Tactics is translucent rather than opaque. Again, before a round is fired, you should spend some time looking over the entire mission area. Why not have a sniper that gets damage bonuses when running and gunning? Ultimately, there isn’t a single class that is redundant in any mission type, but the astute choice may make your life easier. Both fast-moving and offensive with the latter having the ability to cloak – if you want to run past half of the enemies encountered.Īll that said, you can build your individual squad members in many ways within their skill tree, so the issue is not so black and white.

Arguably the best all-round classes for these missions are vanguard and scout. Not that the support can’t work in this mission, as taking a support character will mean less useful skills for the beginning of the mission while you get to the rescue points, but the ability to hand out action points and healing, amongst other abilities later on is useful. Sniper and heavies, again, will never get to really play to their strengths and the support class is best – as the name states – in support of other characters. They also often require a single squad member to start out, though you will pick up two more squad members once they are rescued. Rescue missions also promote urgency with a turn limit to complete (usually about 15 turns). Why not have a sniper that gets damage bonuses when running and gunning?

Here, conversely to the control scenario, vanguards and scouts are probably more of use, as the aforementioned heavies and snipers will never get a chance to dig-in and make use of ongoing positioning. In scavenger missions, you are running to grab supplies whilst outrunning a trailing zone of death, as Nemacysts fall from the sky bombarding the area behind you. Take and well-position a heavy or two in this mission type and you’re halfway there. The heavy will gain an anchored bonus, while not moving, increasing their stats. In a control scenario, where you dig-in to hold a couple of objectives, heavies and snipers are worth their weight in gold. Take your time considering the best selection for each mission type. Often overlooked in its importance, a well-picked squad can massively improve your chances of success in any given scenario. Before you fire a round, in fact, before you even enter the mission, there is a vital step.
