Horde Siege places up to twelve players on one map as three independent squads of four. Each player selects Assault, Breacher, Marksman, or Medic at launch, and duplicate classes are explicitly allowed. There is no required one-of-each composition in Gears of War: E-Day.
A strong squad covers jobs: objective entry, close security, priority information, recovery, and extraction. Four different class icons can still fail if no one accepts those responsibilities.
Start with four jobs, then pick classes
Assign an objective caller who reads the R.I.G., an entry player who creates space, a lane player who identifies priority threats, and a recovery player who protects downs and tags. One person can hold more than one job when pressure is low, but every player should know the primary assignment.
Assault naturally supports midrange objective control. Breacher fits close entry. Marksman fits long information and critical pressure. Medic fits recovery. These are affinities, not locks: the map, loadout, and player skill can redistribute them.
Choose the class a player can execute. An inexperienced “required Medic” who stands outside range helps less than a coordinated second Assault.
Balanced learning squad
A one-of-each lineup is useful for learning because the team sees all four Tactical Gear tools. Let Assault stabilize the R.I.G., Breacher clear the most important close position, Marksman tag long or heavy threats, and Medic remain linked to both pairs.
Call gear in an order. A Pulse Drone can identify the target, a Sonic Disruptor can stop its push, the Breacher can use the opening, and the Stim Vaporizer can protect recovery. Do not activate all four merely because one enemy appears.
After the mission, identify which job had no work and which was overloaded. Adjust assignments before replacing the class.
Double-entry squad
Two Breachers can handle objectives with repeated close commitments. Stagger Adrenaline Injectors and divide lanes. Pair them with an Assault for interruption and either a Medic for recovery or Marksman for distant threat control.
This composition can struggle when both Breachers move beyond support or when a long lane controls the objective. Set a hard stop after the first target and retain a midrange fallback.
Use it on a mission whose actual geometry rewards close pressure, not simply because the players enjoy shotguns.
Control-and-recovery squad
Two Assaults plus a Medic and Marksman create strong midrange control. Stagger Sonic Disruptors, let Marksman call priority targets, and position Medic between coverage pairs. This lineup can protect Defend and Horde objectives without relying on one cooldown.
Its risk is a protected close position that nobody wants to enter. Assign one Assault as the movement player and save a stun for that entry. A cache purchase or weapon change may fill the close gap without changing classes mid-plan.
At extraction, keep one Disruptor and the Stim Vaporizer for the landing zone instead of using both in the approach.
Duplicate support squad
Two Medics can stagger Stim Vaporizer uses across a long mission or cover different squads during a shared Invasion Event. Pair them with clear damage and entry roles so healing does not replace objective progress.
State which Medic uses gear first and which protects the rescue. If both move to the same downed player, the opposite lane can collapse. Faster health regeneration improves personal recovery, but it does not make the class invulnerable.
This lineup is valuable for a group learning high-pressure recovery, but a clean lower-difficulty run may reveal that one support slot can return to another job.
Four-of-one experiments
The Coalition specifically says a squad can deploy with four Breachers, illustrating that duplicates are valid. Any four-of-one composition should divide lanes and Tactical Gear sequence before deployment.
Four Assaults can chain interruption but need recovery discipline. Four Breachers can overwhelm close positions but must solve range. Four Marksmen can dominate sightlines yet need close security. Four Medics can maintain recovery but still require damage and objective movement.
Treat these as experiments, not a hidden meta. Record mission, difficulty, class levels, and the weakness that appeared.
Coordinate pooled Energy
Squad Energy is earned together while purchases are personal. Before anyone buys, state the problem and cost shown by the current cache. Decide whether the squad needs equipment, a weapon, a turret investment, or a Squad Perk that helps multiple players.
Duplicate classes can receive similar personal options but should not automatically buy the same thing. Diversify when it covers different lanes or phases. Equipment and grenades share a slot, so each player should announce what will be displaced.
Other squads do not own your Energy plan. Cooperation during a resupply or boss does not merge the R.I.G. mission.
Adapt through mission phases
At deployment, prioritize reading and stable formation. During main objectives, assign the carrier, interaction, and coverage roles. During optional content, preserve a return path. During an Invasion Event, identify the major threat and keep ordinary-enemy control. At extraction, protect at least one survivor.
A composition that dominates the opening can still fail if every tool is spent before the Raven. Review resource timing as well as class choice.
Higher difficulties carry class-level recommendations. Move up when the actual team, not just individual levels, can recover and extract consistently.
Squad FAQ
Must every squad have all four classes?
No. Duplicate classes are officially supported, and there is no required composition.
How many players are in one squad?
Four. Up to three squads share a Horde Siege map for twelve players total.
Does another squad share my mission?
Each squad deploys with its own mission, though squads cross paths and can cooperate during map events.