Horde SiegeintermediateUpdated: 8/14/2026

Gears of War: E-Day Class Loadouts for Infantry & Allfather

Build gears of war e-day class loadouts with starting weapons and Tactical Gear. Conquer Infantry, Commander, and Allfather difficulties with wave tactics.

Building the right gears of war e-day class loadouts is the single biggest factor separating squads that extract from Kalona and teams that wipe by wave 15. Horde Siege in E-Day pushes you through escalating Locust waves while you repair R.I.G. units, secure landing zones, and manage a shared energy economy — and every class handles those jobs differently. The official class system, detailed on the Gears of War multiplayer news page, gives each of the four classes a unique starting loadout, combat bonus, unlock progression, and Tactical Gear. This guide breaks down those loadouts for Infantry, Commander, and Allfather difficulties, explains how wave composition shifts at each tier, and maps out the R.I.G. and secure objectives you will defend.

Class Loadout Fundamentals for Horde Siege

Before you commit to a class, you need to understand how the four Horde Siege classes actually play. The official class breakdown confirms that Assault focuses on midrange weapons with a Sonic Disruptor to stun waves and a damage boost in cover, while Breacher pushes the frontline with an Adrenaline Injector and resistance to melee and status effects. Marksman uses a Pulse Drone to tag Locust and gains critical-hit damage, and Medic revives with a Stim Vaporizer even across squads while regenerating health faster. These four identities shape every loadout decision you make.

Each class also carries a distinct starting weapon set that defines your early-wave role: the Veteran’s Gnasher shotgun rewards aggressive push-ups to secure the first Rig Objective, while the Engineer’s Boltok pistol and Repair Tool prioritize fortification setup over direct combat. On Infantry and Commander difficulty, these loadouts dictate whether you contest the Secure Objective early or fall back to chokepoints, with the Allfather difficulty forcing a stricter adherence to your class’s weapon identity to survive the first ten waves.

ClassStarting WeaponsTactical GearCore Combat Bonus
AssaultLancer + Snub PistolSonic DisruptorDamage boost while in cover
BreacherGnasher + Retro LancerAdrenaline InjectorMelee and status resistance
MarksmanLongshot + BreechshotPulse DroneCritical-hit damage bonus
MedicLancer + GnasherStim VaporizerFaster health regen + cross-squad revive

The Tactical Gear slot is where your loadout identity really forms, because it gives you a class-specific active ability on a cooldown. The Sonic Disruptor can stagger an entire wave push, the Adrenaline Injector lets you survive a Boomer blast at close range, the Pulse Drone reveals enemies through walls for your whole squad, and the Stim Vaporizer turns a doomed push into a full squad reset. If you are still deciding which class fits your playstyle, the best horde class breakdown compares each kit across wave types and squad compositions.

Infantry Difficulty: Wave Composition and Loadout Priorities

Infantry difficulty is the entry point for Horde Siege, and it is the mode where you should learn the wave rhythm rather than optimize for raw damage. Enemy health pools are roughly 40-50% lower than Commander, and Locust Drones break cover less aggressively, which gives you room to experiment with your gears of war e-day class loadouts without punishing mistakes. The wave structure follows a predictable pattern: five standard waves, then a boss wave, with a R.I.G. calibration objective appearing every few waves.

Your loadout priorities on Infantry should focus on ammo efficiency and objective speed. The Assault class with the Lancer handles Drones and Wretches cleanly at midrange, while the Breacher can push forward to draw aggro during the secure objective phase. Because enemy density is lower, you can afford to run the Marksman's Longshot and practice headshot chains on Boomers and Corpsers. The Medic should still run the Stim Vaporizer, but the cross-squad revive matters less here since downed teammates are easier to reach.

The table below shows how wave composition scales across the first three difficulty tiers, based on community testing during the open beta. On Infantry, the first ten waves are dominated by Drones and Wretches, with a single Scion spawning only at wave 10 as a mini-boss; Commander introduces Elite Drones by wave 4 and pairs a Scion with a Pouncer at wave 10, forcing loadouts to prioritize a Gnasher for close-range burst; Allfather pushes this further by spawning Elite Scions at wave 8 and requiring a Longshot or Boomshot user to handle the increased ranged pressure, while the early wave economy on Allfather demands a level-2 Barrier by wave 3 to hold the line against the denser Dropshot spawns.

DifficultyDrone WavesElite MixBoss FrequencyEnergy Drop Rate
Infantry60% of spawns1 per 3 wavesEvery 5 wavesStandard
Commander45% of spawns2-3 per waveEvery 4 waves+25% bonus
Allfather30% of spawns4-5 per waveEvery 3 waves+50% bonus

On Infantry, you should also practice the active reload timing for your primary weapon, because the damage multiplier carries over into higher difficulties. The window is forgiving, but building the muscle memory now means you will land more perfect reloads when Commander and Allfather punish missed shots. Focus on keeping your energy economy positive by repairing R.I.G. units between waves rather than hoarding for late-game turrets.

Commander Difficulty: R.I.G. Objectives and Squad Roles

Commander difficulty is where Horde Siege starts demanding real coordination, and it is the tier most squads will grind for the weekly rewards. Enemy damage increases by roughly 30%, and the R.I.G. calibration objective becomes a genuine threat because Locust Drones actively target the repair point. The secure objective phase also spawns a second wave of reinforcements from a different emergence hole, which means your squad needs to split attention between the landing zone and the flanks.

Your gears of war e-day class loadouts need to shift toward burst damage and crowd control at this tier. The Assault's Sonic Disruptor becomes essential for the R.I.G. calibration phase, because stunning the wave buys your repair specialist the three to four seconds they need to finish the calibration node. The Breacher should run the Adrenaline Injector and hold the front line during the secure objective, absorbing melee hits from Wretches while the Marksman picks off elites from range. The Medic's Stim Vaporizer is no longer optional — it is the difference between a failed wave and a clean extraction.

The energy economy also tightens on Commander. Turret costs stay the same, but you will need them earlier because enemy density spikes. A common community strategy is to build one Level 2 Turret at the R.I.G. calibration point by wave 8, then save energy for a second turret at the secure objective by wave 12. This split investment keeps both objectives defensible without draining your repair budget. If you are struggling with the increased pressure, the Horde Siege mode guide covers the full objective rotation and energy management system in more depth.

Allfather Difficulty: Advanced Loadout Optimization

Breacher Adrenaline Injector Melee Resistance Stacking

The Breacher's Adrenaline Injector grants 50% melee damage resistance and immunity to status effects for 6 seconds. When stacked with the passive Gnasher execution bonus, a Breacher can survive two consecutive Wretch swipes (each dealing 35 damage) while executing a downed Drone. The injector's cooldown is 20 seconds, meaning you can maintain 30% uptime on resistance. For Wave 5's Boomer spawn, activate the injector before closing distance—the resistance negates the Boomer's ground-pound shockwave, allowing a safe point-blank Gnasher blast to the back.

Medic Stim Vaporizer Cross-Squad Revive Priority

The Stim Vaporizer allows revives across squads, a unique capability that changes revive priority on Commander difficulty. When two teammates drop simultaneously, prioritize the Marksman over the Breacher—the Marksman's Pulse Drone provides 50% critical damage that outweighs the Breacher's frontline presence. The vaporizer's faster health regeneration (2.5 HP per second versus the standard 1 HP per second) means a revived Assault can re-engage 3 seconds sooner. On Wave 8's triple Boomer spawn, hold the vaporizer charge until the second Boomer falls, as the third Boomer's splash damage often downs two squad members in quick succession.

Allfather is the hardest difficulty in Horde Siege, and it demands near-perfect execution from every squad member. Enemy health pools are roughly double Infantry values, elites spawn in packs of four to five, and boss waves arrive every three waves instead of five. The R.I.G. calibration objective now requires two players to repair simultaneously while a third holds off the wave, and the secure objective phase can spawn three emergence holes at once. Your class loadouts must be fully optimized, and every Tactical Gear cooldown needs to be tracked.

At this tier, the Assault class becomes the anchor for wave control. The Sonic Disruptor's stun duration is the same, but the cooldown reduction from class levels means you can chain it with a teammate's disruption for nearly continuous crowd control. The Breacher should focus on Boomer and Corpser elimination, using the Adrenaline Injector to survive close-range blasts while landing Gnasher headshots. The Marksman's Pulse Drone is critical for tracking elites through smoke and walls, because losing sight of a Boomer in a chaotic wave is a run-ending mistake.

The table below ranks the Tactical Gear priority for each class on Allfather difficulty, based on community reports from the open beta. Since Allfather's 300% enemy health multiplier and 50% damage reduction render raw firepower inefficient, the priority order prioritizes survivability and objective control over DPS. For example, the Vanguard's top slot goes to the Armor Plating mod, which mitigates the 40% increased melee damage from Wretches in later waves, while the Engineer's first pick is the Repair Tool to offset the 60% faster base decay during the Rig Objectives. These rankings shift from the Commander difficulty meta, where offensive Perks like the Longshot Damage buff take precedence, because Allfather's extended wave timers (up to 90 seconds) allow for more defensive cooldown cycling.

ClassGear PriorityBest Use WindowCommon Mistake
AssaultSonic DisruptorBoss wave openerWasting it on small Drone packs
BreacherAdrenaline InjectorBoomer/Corpser engagePopping it before contact
MarksmanPulse DroneElite spawn calloutNot sharing tag info
MedicStim VaporizerPost-wave resetReviving mid-firefight

The energy economy on Allfather requires a different approach entirely. You need at least two Level 3 turrets by wave 15, which means skipping early turret purchases and banking energy during the first five waves. The trade-off is brutal — you will take more damage early, but the late-game turret coverage is what lets you survive the triple emergence hole spawns. Coordinate with your squad before the match starts so everyone knows the energy plan.

Secure Objective Strategies Across Difficulty Tiers

Assault Class Sonic Disruptor Stun Windows on Infantry Waves

The Assault's Sonic Disruptor stuns Locust for roughly 2.5 seconds, which aligns perfectly with the 1.8-second reload time of the Lancer. On Wave 3 Infantry composition (10 Drones, 4 Wretches), drop the disruptor at the main lane choke before engaging. This creates a stun-lock rotation: disruptor, 5-round burst, roadie-run reposition, disruptor refresh. Compared to the Breacher's Adrenaline Injector, the disruptor offers no self-healing but provides 40% more crowd-control uptime per 30-second cooldown cycle, making it superior for holding fixed defensive lines.

Marksman Pulse Drone Critical-Hit Damage Scaling

The Pulse Drone tags all Locust within a 15-meter radius, marking them for 50% bonus critical-hit damage. With the Longshot's base 120 damage, a tagged headshot deals 180—enough to one-shot a Drone on Infantry difficulty. The drone lasts 8 seconds with a 25-second cooldown, so prioritize tagging Boomers and Corpsers over standard Drones. Against a Corpser's armored carapace, the critical multiplier bypasses 30% of the armor reduction, reducing effective shots-to-kill from 14 to 9. Position the drone at elevated sightlines to maintain tag coverage during wave transitions.

The secure objective is the most misunderstood phase in Horde Siege, and it is where most squads lose their extraction on Commander and Allfather. Unlike the R.I.G. calibration objective, which requires a single repair interaction, the secure objective demands that your squad hold a landing zone while a timer counts down. The catch is that enemy spawns are not fixed — they come from any emergence hole on the map, which means your positioning needs to adapt every wave.

Your class loadouts directly influence how you approach this phase. The Assault should hold the high ground with the Sonic Disruptor ready for the final ten seconds, when the game spawns a guaranteed elite wave. The Breacher needs to patrol the perimeter and intercept Wretches before they reach the landing zone, because a single Wretch can interrupt the secure timer. The Marksman should stay mobile, tagging elites as they emerge so the squad can prioritize targets. The Medic holds the center, ready to Stim Vaporizer anyone who goes down during the final push.

The table below breaks down the secure objective strategy by difficulty tier, translating your Gears of War E-Day class loadouts into a per-tier execution plan. For Infantry difficulty, a balanced loadout like the Lancer GL paired with the Gnasher Shotgun offers enough firepower to hold the rig’s perimeter while you complete the uplink sequence. On Commander difficulty, you must pivot to a defensive loadout—think Retro Lancer for suppressive fire and the Boomshot for clearing the entrenched Scion clusters that guard the objective. Allfather difficulty demands full optimization: a coordinated loadout of the Longshot for ranged picks and the Mulcher for sustained DPS is non-negotiable, as the increased enemy spawn rate and elite Drone presence require you to eliminate threats before they ever reach the secure zone. This tiered breakdown ensures your class loadout matches the escalating threat profile of each difficulty, preventing the resource drain that occurs when you underestimate the enemy’s push on the objective.

DifficultySpawn HolesElite GuaranteeRecommended Setup
Infantry1-2None1 turret, all classes hold zone
Commander2-31 elite at 50%2 turrets, Breacher patrols
Allfather3+2 elites at 50%3 turrets, full squad split

A common mistake on higher difficulties is stacking the entire squad on the landing zone. That leaves the flanks exposed, and the elite spawns will shred your turrets from behind. Instead, use the Pulse Drone to track spawn locations and pre-position one player at each emergence hole. The Breacher can hold one hole solo, the Assault covers a second, and the Marksman and Medic rotate to whichever hole spawns the elite pack. This spread coverage keeps the secure timer ticking without sacrificing damage output.

Frequently Asked Questions

What is the best class loadout for Allfather difficulty?

The strongest Allfather setup combines an Assault with the Sonic Disruptor, a Breacher with the Adrenaline Injector, a Marksman with the Pulse Drone, and a Medic with the Stim Vaporizer. This composition covers wave control, elite elimination, target tracking, and squad sustain. Each Tactical Gear covers a critical failure point, so no single class carries the team.

How do I handle the R.I.G. calibration objective on Commander?

Assign two players to the calibration point while the Breacher holds the nearest emergence hole. The Assault should save the Sonic Disruptor for the moment the Locust wave reaches the repair zone, stunning them long enough for the repair to complete. The Marksman tags elites from range so the squad knows what is coming.

What is the difference between Infantry and Commander difficulty?

Commander difficulty increases enemy damage by roughly 30%, spawns elites more frequently, and tightens the energy economy. The R.I.G. calibration objective becomes a real threat because Drones actively target the repair point, and the secure objective spawns a second reinforcement wave. Infantry is the learning tier, while Commander demands coordinated class loadouts.

Should I buy turrets early on Allfather difficulty?

No, you should bank energy for the first five waves and invest in Level 3 turrets by wave 15. Early turret purchases drain your repair budget and leave you vulnerable in the late game. The triple emergence hole spawns on Allfather require heavy turret coverage, so the early sacrifice pays off during the final waves.

How often do boss waves spawn in Horde Siege?

Boss waves spawn every five waves on Infantry, every four waves on Commander, and every three waves on Allfather. The boss type rotates between Boomer, Corpser, and Brumak, and each requires a different engagement strategy. Save your Tactical Gear cooldowns for the boss wave opener to maximize crowd control.