

There are different, valid ways to build a Heavy, but for me, maintaining these stacks as you reposition was crucial: Hit Redeploy at the end of a round to move a Heavy 3 AP without losing Anchored. With each shot, Heavies build a stack of Anchored (accuracy +10% and damage +15%), turning them into shredding machines after the second or third shot. Heavies can move and shoot, but they're at their best when firing from a fixed position as long as possible. Later equipment upgrades let them carry tons of ammo, and the late-game Ultra Shot ability lets them empty an entire mag until an enemy dies. They're made for hosing down advancing enemies with their wide field of overwatch fire. (Image credit: Microsoft) Use Redeploy to keep your Heavy mobile Also keep in mind that critical hits can't be scored in overwatch (an unlockable ability on Snipers is an exception to this).

Note that some of Gears' AI, particularly the explosive Ticker enemies, do a good job of avoiding overwatch fields-of-fire. Instead of taking a low-percentage shot at an enemy in cover, discourage them from moving or acting by covering them or a key chokepoint with overlapping overwatch fields from multiple units. Overwatch also triggers if an enemy takes an offensive action without moving. Unlike XCOM, you can take as many shots in overwatch as action points your character has remaining at the end of a turn. Look carefully before you move and see where you might be able to eke out just a bit more distance-sometimes even a small change can make a big difference to the enemies you're able to hit, or afford you a spare action point to spend on overwatch. If you pay attention to your movement range in Tactics, you'll notice that the cover magnetism "cheats" a little bit by letting you reach spots that would otherwise be just out of range. Just like in the Gears shooters, your soldiers in Gears Tactics can body-slam into cover from a few feet away, like they're being pulled into place by a giant magnet. Unlocked after you encounter Mikayla on Act 1, Chapter IV.Sliding into cover extends your movement range They specialize in high damage critical attacks, perfect for taking out that bulking brute. Sniper classes benefit from reduced accuracy penalty on long-range targets. With chainsaws and bayonets aplenty, long range can be lacking in your initial outfit, in comes the Sniper. Unlocked after you rescue your first two gears in Act I, Chapter II. Due to the dangerous nature of their design, they can be difficult to use, but the pay-off is worth the effort. The Scout excels at getting behind enemy lines with abilities that allow for cloaking and sneak attacks. The close quarters specialist of your outfit.

Unlocked after you rescue your first two gears in Act I, Chapter II Simple hunker them down in a location and don’t move to keep the bonuses applied. The Anchor skill, the classes primary ability, offers increased accuracy and damage up to 30% and 45% respectively. Works even better when paired with a Support for the extra action points bonus. Huge miniguns allows for some incredible suppression fire against swarms. The Heavy units are specialists at taking out swarms. They can self heal at the end of each turn, leech health from the damage they deal, and the Intimidate area of effect ability is fantastic for pushing enemies out of cover or Overwatch. Vanguards are the solo tanks of Gears Tactics. Sid’s class and if you play in the launch window, Cole’s class. The range on many of their healing abilities is nearly limitless so a strong Support is vital for any successful campaign. They can both heal single target or entire groups of Gears. The Support class excels in providing healing and other beneficial bonuses to allies.
