Gears of War 3 Horde 2.0 Guide Introduction This is my first guide, but I have enjoyed playing the new Horde 2.0 mode so much that I had to write one. My gamertag is PsHKappaSig432. Overview Epic has truly outdone themselves with the new Horde 2.0 Mode. In this fun and challenging mode you and up to four of your friends take on wave after wave of increasingly difficult locust and lambent enemies. Some new changes to Horde mode from Gears of War 2 include fortifications, buy-back, the money system, and boss waves. These drastic changes add more challenge and more replay value to Horde mode. "The Horde Economy" In Horde 2.0 you now earn money when making kills, assists, or completing wave challenges. Smaller locust forces are worth less points, but take out one of the large locust or one of the bosses to watch your rewards skyrocket. You can choose to spend your earnings on ammo, fortifications, or donate money to team members in need. You can also trade weapons with other players and give them ammo. These three actions can be completed by holding down the "aim" button (Left Trigger Default) and pressing the corresponding button prompt. Remember to take care of your squad and they'll take care of you. Purchases Ammo Ammo packs are generally not worth the $500-$1000 investment, especially in the early rounds of the game. Your three primary weapons: Assault rifle, Shotgun, and Pistol (Any Variants) regenerate a small amount of ammo after each round, but never more than half capacity. This may not seem like much, but it will usually get you through the early and middle stages without much difficulty. The best strategy to conserve your cash is to learn to take advantage of the weapons supplied to you by the enemy. The ability to kill an enemy, grab his gun, and keep moving is a tremendous asset. This way, you can save your money for fortifications and later waves when you will really need it. Fortifications Fortifications are the new spotlight in Horde 2.0 mode and put simply they can change the tide of battle. You must learn to use them efficiently in order to secure victory for your squad. Fortifications are currently available in 6 types: Barriers, Decoys, Turrets, Sentry Guns, Silverback, and the Command Post. When you begin playing you will only have access to barriers, but as you build you will gain access to the other fortifications as well as more advanced fortifications and decreased repair costs. The Command Post The Command Post is the most vital fortification. Eacch map will have between 4-5 points where you can establish a COG base. These bases allow you to build fortifications in the area immediately surrounding your command post. These bases can not be destroyed and become more expensive the more you build. The first is free, the second is $2,000, the third is $4,000, etc. Now, It is absolutely critical to keep this next fact in mind: The game's countdown timer to wave 1 will not start counting down until you place your first command post. This first base is free and will serve as your primary base of operations so you will need to choose it's placement very carefully. You can take advantage of the unlimited time to familiarize yourself with the level or study the map for weapon placements and ammo spawn. You will need to consider the following when placing your base: Defensibility - Certain bases are simply easier to defend than others. This category consists of cover (is there a little or a lot?), choke points (how many entrances do you have to defend simultaneously?), and a little of all the following points. Emergency Exit Strategy - When your base falls, and it will (especially on higher difficulty modes) your squad will need an exit strategy. Simple, but in the heat of combat this can become a nightmare if not pre-planned. So, if you get overrun from the left doorway and you cannot fend them off then your team needs to exit through the right doorway and rendezvous at a designated "temporary backup base" until the end of the wave. Weapon Access - Choosing where to build the initial command post often depends on which site has access to the best toys. Power weapon spawns such as Oneshot, Mortar, Mulcher, Sniper, Boomshot, Digger, and Torquebow are all good places to start. The other weapon factor to consider is the Silverback, which usually can only be created at one base in particular. Because of this fans of the Silverback will tend to cast their vote towards that base even if it is slightly more difficult to defend. Fortifications - Each command post built allows access to different fortification placements. The more command posts you have the more barriers,turrets, sentry guns, and decoys you can build. Keep in mind, the more you have the harder it is to defend them all. That said, certain command posts offer more favorable fortification placements i.e. turret that can see down a narrow hallway or chokepoint. Also some posts offer two turret placements or two sentry gun placements. Barriers Barriers are what stands between you and the onslaught of the locust and lambent Horde. They can be used to limit enemy movements and deal damage to enemies that try to cross them. Barriers consist of eight levels and four types. Level 1 - "Spikes or Caltrops" Build Cost $500 Small $1,000 large Level 2 - "Spike Barrier Mechanic" Repair Cost on Spike Barriers decreased by 8% *Level 1 Decoy Unlocked. Level 3 - "Razor Wire" Upgrade Cost $1,500 Small $2,500 Large Level 4 - "Razor Wire Mechanic" Repair Cost on Razor Wire decreased by 8% *Level 1 Turret Unlocked Level 5 - "Electric Wire" Upgrade Cost $2,000 Small $4,000 Large Level 6 - "Electric Wire Mechanic" Repair cost on Electric Fence decreased by 8% Level 7 - "Lazer Wire" Upgrade Cost $3,000 Small $5,000 Large *Reaching Level 7 Unlocks the Silverback Battle Mech Level 8 - "Lazer Wire Mechanic" Repair cost on Lazer Wire decreased by 8% Barriers are designed to stop all locust/lambent forces, but are most effective on the larger ones initially. A ticker for example will simply detonate before your wires can deal damage to it, but a lazer fence will stop wreches, drones, and boomers in their tracks. Advice: Kill tickers as quickly as possible and as far away from your fortifications as you can. The important thing to remember about barriers is that although effective they can be expensive as well as easily destroyed. They have to be protected. From my experience you don't even need to build barriers until around wave thirty. By then you should have enough cash saved up to drop a barrier and fully upgrade it before the wave begins. Decoys Decoys will distract the enemy fire allowing you and your team to pick them off at will. Level 1 - Cardboard "Cole Train" Cut-out - $500 Level 2 - Wooden Dummy - $1,000 Level 3 - Repair Cost Reduction Level 4 - Red Painted Target Dummy - $1,500 Level 5 - Repair Cost Reduction Level 6 - Dummy with Explosives & Boombox $2,000 Level 7 - Repair Cost Reduction Decoys are possibly the single most underrated fortification in Gears of War 3. Most people will not spend the cash to build them, but the distraction they provide can be essential on the later waves. Also, by providing such a distraction it is much easier for snipers to get headshots or explosive users to get group kills. Learn to use these to your advantage and they will by you the precious seconds needed to make that kill or to escape with your life. Turrets Manned Weapon Placements that can devastate any locust foolish enough to wander into their path. Level 1 - Quad Retro Lancer Turret - $1,500 Level 2 - Increased Accuracy Level 3 - Quad Lancer Turret - $2,500 Level 4 - Repair Cost Reduction Level 5 - Troika Turret - $4,000 Level 6 - Repair Cost Reduction Level 7 - Armored Troika Turret - $5,000 Level 8 - Repair Cost Reduction Turrents help supply the massive firepower boost you need to take down the locust when they have double or 2.5 times normal health. Turrets are also incredibly useful against bosses, but keep in mind the player manning the turret is a huge target for the locust. Boomers will try to snipe you from across the map and if the locust get close they can take you down. Sentry Guns Unmanned Automated Defense Weaponry. Level 1 - Light Sentry Gun - $1,000 Level 2 - Light Sentry Repair Cost Decreased by 11% Level 3 - Heavy Sentry Gun - $1,500 Level 4 - Heavy Sentry Repair Cost Decreased by 11% Level 5 - Static Sentry Gun - $3,000 Level 6 - Static Sentry Repair Cost Decreased by 11% Sentry Guns are meant to be used as a combat aid, not an "extra gunner". By that I mean you can expect a sentry to alert you to the presence of an enemyand to damage them as well as slow them down, but do not rely on them to make the kills. Silverback Battle Mech The Silverback Battle Mech is the most expensive and most powerful fortification available. This powerful mech is equipped with a gatling gun that has unlimited ammo, but will occasionally need to be cooled the same way you have to cool the Mulcher. It can "run" if you can call it that, but this action can cause overheating the same way the gun can. The suit can be piloted freely, or locked into a "defensive mode" which will provide extra defense for you and your squad, but will eliminate your ability to move until you disengage defensive mode. As powerful as the silverback is, it is important to keep in mind that it is not invincible and is no guarantee that you will win the match. It is a HUGE target for the locust. Tickers, Boomers, Therons, Diggers, Serapedes, Armored Kantus, and any Bosses should be targeted immediately. Berserkers can destroy you in ONE SHOT. I would suggest that during a Berserker boss wave only the most experienced Silverback pilots should even attempt to use it. If you want to ensure the survival of your expensive toy sometimes it is best to "Park" it for a wave. Level 1 - Silverback Battle Mech - $12,500 Level 2 - Silverback Repair Cost Reduced by 33% Assembling Your Team Now before you rush off to establish that first base let's make sure you've got a squad put together that's ready for the longhaul. Obviously, you want a full team of five players with mics to allow communication and a personal preference of mine is to use different characters (Try to avoid three Marcus Fenix or Five Cole Trains). It makes it more difficult to differentiate players and sometimes when your under heavy fire it's easier to ask for help from "Baird" than "Mr. Really long confusing Gamertag". A system I used in Gears of War 2 Horde mode to beat every level on Insane was to assign "team roles". The five member breakdown goes something like this: 1 Squad Leader, 2 Guards, and 2 Specialists. The Squad Leader - Acts as the leader of the group. This member should be level headed and focused. Their decisions can make or break the team. The Squad leader issues commands to the rest of the squad, such as when to abandon the base, when to rescue/abandon a fallen team member, and when to access the "weapons stockpile" recieved from Wave Challenges. The leader also acts as a "floater" moving between positions as needed and acting as the squad's Medic when necessary. The Guards - These members are your primary base defenders and are usually equipped with rifles, shotguns, grenades, boomshields, mulchers, and mortars.These two generally stay close to the leader to create a group of three that is difficult to bring down. The Specialists - These members consist of sniper, demolition, and recon types. They use the more powerful/tactical weapons such as the Longshot, Boomshot, Digger, Torque Bow, OneShot, and Hammer of Dawn. These members are assigned to making kills from long range, taking out clusters of enemies, and taking out the most threatening enemies before they breach your base defenses. This is simply a squad breakdown that worked for my group and served us well, but feel free to make changes to your own squad as necessary. Wave Challenges Every couple of waves your squad will be issued a "Wave Challenge". These challenges require your squad to complete a special objective in addition to simply surviving the wave and if completed will award you bonus cash and "Phat Loot" (Boxes that spawn at your command post") The various challenges & their rewards include: Challenge: Execute 8 Enemies this Round (Chainsaw & Retro Charge do Count as Executions) Reward: Mulcher & Boomshield Challenge: Kill 7 Infantry with a Turret/Silverback this Round (Tickers, Wretches, Polyps Excluded) Reward: Random/Money Challenge: Kill 2 Flame Grenadiers/Boomers by Detonating their Tank Reward: Wild Ticker holding a Oneshot Challenge: Kill 7 Enemies with Headshots this Round Reward: Longshot & Torque Bow Challenge: Chainsaw or Retro Charge 6 Enemies this Round Reward: Boomshots Challenge: Kill 10 Enemies in any 30 Second Window Reward: Team Ammo Challenge: All Squad Members Survive the Round Reward: Random/Money Challenge: Complete the Wave in the Designated Time Reward: Vulcan Gatling Cannon Certain challenges will award you some money for partial completion while others operate on more of a pass/fail system. If your squad is able to complete a challenge the rewards will be extremely beneficial. Therefore, it is strongly encouraged to make the extra effort to complete these challenges. Phat Loot "Phat Loot" is the ribbon name for acquiring these special packages at your command post. One or more of these will pile up for each succesfully completed wave challenge. Now, it may be tempting to open these boxes immediately, but I strongly recommend that you resist the impulse to do so. If you open the box, the contents must be used that wave or they will vanish like any other weapon left on the ground between waves. So, since the boxes are "mystery boxes" (Completely random rewards) it is best to allow several to pile up during the early waves and break into them only during the later waves when you really need the support (Boss Wave or High Level Wave). The Vulcan Gatling Cannon is by far the most valuable of the rewards and in the hands of a skilled user can annihilate the Horde. It can be used by one player or two. If only by one their movement range is limited and the reload is slow. A second player can operate the ammo box allowing the duo to move about and work in tandem to fire a constant barrage of bullets. The power of this weapon is tempting, but again it's not worth wasting on drones and tickers. Save it for the waves that truly need that serious firepower. Boss Waves These are another of the new additions to Horde 2.0 Mode and are incredibly challenging trials for every squad. On levels 10, 20, 30, 40, and 50 a boss or bosses, depending on the type, will appear alongside the normal wave of enemies. Not only does this provide a serious additional challenge, but it should be noted that the boss will continue to respawn unless you eliminate the regular enemies as well. The "larger" the boss, the slower the respawn. For example Gunkers and Reavers respawn quickly while Berserkers and the Brumak will most likely never respawn unless you are incredibly slow to complete the wave. The bosses can appear as the following: NOTE: Bosses are NOT random! Each set of 10 waves constitutes a "match". You can be up against one or more Enemy Rosters each match. In short this means that you have a good chance of identifying the boss depending on which enemies you have been seeing the most leading up to the boss fight. The 5 Rosters are as follows: "Core" Roster - These can appear alongside any roster, which generally means every match. Enemies: Ticker, Boomer, Drone, Sniper, Theron, Kantus, Grenadier, Mauler, Grinder, Flame Drone Boss: Brumak or Bereserker (This means that no matter which roster you are facing you always have a chance of getting a "Core" Boss.) Queen Locust Roster Enemies: Wretch, Grenadier Elite, Lancer Guard, Shrieker, Flame Boomer, Armored kantus, Bloodmount Boss: Reaver Squad Savage Locust Roster Enemies: Wild Ticker, Savage Theron, Butcher, Bolter, Savage Drone, Savage Boomer, Serapede Boss: Savage Corpsers Lambent 1 Roster Enemies: Polyp, Lambent Wretch, Lambent Drone, Drudge Boss: Lambent Berserker Lambent 2 Roster Enemies: Polyp, Former, Lambent Drone, Drudge Boss: Gunkers *The distinction between the two Lambent rosters is the Lambent Wretch/Formers. Lambent Wretches means brace for Lambent Berserker. Formers signal Gunkers. Keep in mind however, that failing a wave, especially multiple times can "shuffle" the roster, which gives the appearance that bosses are random. The roster system works flawlessly if you do not fail a wave. Reaver Squad - A squad of Reaver mounted Locust. The riders are usually equipped with rifles or torque bows and the reaver itself can fire devastatingrockets fairly frequently. Although more manageable than some bosses, do not underestimate them. They respawn quickly so do your best to thin out the locust as quickly as you can to prevent being overwhelmed, especially on the larger maps. Gunkers - A duo, usually, of Gunkers (Lambent artillery). There isn't much in the way of special tactics required to bring these giants down. Simply unload on them with everything you've got. These are possibly the fastest boss unit to respawn, which can pose a bit of a problem. On later waves, with increased accuracy and damage two or three of these can spell doom for your squad from across the map. Their attack is devastating even before the boosted damage. Also, keep in mind, like all of the lambent these guys explode when killed. Be sure to keep your distance. Corpsers - A duo of Corpsers. This is the easiest boss wave by far. The corpsers do not have nearly as much health and their attacks are predictable and limited to close range. Pay attention to the "trail" showing a corpser traveling underground. They can do good damage if they catch you off guard. Aim forthe head or use explosives of any kind to topple these beasts fast. Berserkers - Easily one of the top three most difficult boss waves. Two Locust Berserkers appear. I've found, since their attack is so powerful it is actually for the best to ABANDON your base during a Berserker boss wave (either type) as they will destroy many of your fortifications if you do not. Have at least one member of your squad equip one of the Scorchers provided to you at your command post to use against the Berserkers. Save your ammo untilthe Beast is on fire. This weakens their armor and allows normal weapons to deal damage to the berserkers. One Scorcher should be enough ammo to kill BOTHof the Berserkers. Coordinate your fire on the Berserkers, but this can be accomplished easier if you eliminate the rest of the wave when possible. Usecover to protect yourself from the Berserker's charge attack and you should have them down in no time. Lambent Berserker - Another of the top three most difficult boss waves. This Berserker always appears solo, but do not mistake that for relief.These creatures have surprising reach and are quicker and more aggressive than their locust counterparts. Also, fire is not important. Instead, you must shoot at the yellow imulsion center of her chest which she will expose from underneath her armored ribs. It's sort of like playing chicken since you have to get in front of her to get a clear shot. As she takes more damage she will add a jump attack to her arsenal and eventually she will leak imulsion trails as she charges around the map. Do try to avoid these, they hurt, a lot. Just like the Gunkers these ladies like to explode when killed.Get clear quickly or expect to be "swimming in glowie gravy". The one good thing about the Lambent Berserker is that during her boss wave you will notice that the locust and the lambent actually fight each other. It happens on all waves, but the Lambent Berserker is capable of doing such damage to the locust that you will actually notice. So try to keep her around and lead her into the enemies. The enemy of my enemy is my friend? Brumak - The third of the three most difficult boss waves. These gargantuan creatures are equipped with twin Troika turrets on their gauntlets and a rocket pod on their back. Needless to say, these guys are not to be trifled with. Try to focus fire on their weapon packs and it will limit their ability to fight back. I must note to you now, that these bosses do not seem to be limited by the level and by that I mean they can friggin WALK THROUGH WALLS! This presents the unusual challenge of trying to kill the beast at as long range as possible to prevent them from dropping in on your squad. Occasionally, this ability will work to your advantage as the Brumak will become stuck in the level, but DO NOT RELY ON THIS TO HAPPEN!! It is rare. Now that you are familiar with the challenges ahead it's time to choose a battleground. Keep in mind there are multiple strategies for each map, someways are easier and some are harder, but the largest debate in strategy I have experienced while playing is the "one or all" debate. This debate of strategy begs the question is it better to have only one base and focus your defenses there or buy all of the bases thus allowing more build options. I will briefly compare the pros and cons of each strategy. One Base Strategy This strategy involves selecting only one command post to use as your base for all 50 waves. This makes the initial selection crucial to the gameplay. Benefits: One base means all your "Phat Loot" boxes will spawn at the same location Focus your firepower & financial assets to the get the most from your squad and your money. By positioning all your forces at the same base it is easier to support one another and defend your fortifications Forces the enemy to funnel into one location Cons One base limits your build options and makes it more difficult for the squad to level their fortifications If your base falls, you may not be able to recover Limits advanced tactical strategies such as flanking and pincer maneuvers. It helps to have the enemy in a crossfire. Squad is prone to explosive attacks (frag grenades, ink grenades, boomshots, and diggers). Forcing the enemy to funnel into one location *I added this to both lists because sometimes this can be a bad thing. Easily Surrounded/overwhelmed All Base Strategy This strategy involves purchasing all of the command posts as soon as possible (Usually accomplished by wave 10-15). This allows more options for the squad. Benefits: Having all the bases allows you to see all of your potential build options. This helps you learn the levels and coordinate strategies. Working with your team members you can create barrier funnels and decoy traps forcing the locust into position. Can launch attacks from multiple angles. Allows the most build options to help develop fortification levels Spread out to avoid being overwhelmed or caught in an explosion. Allows you to instantly build another base if one falls. This gets rid of the hesitation to abandon a base if need be. Cons Spreads out your forces. This could leave up to half the squad unretrievable should they all go down. Expensive. Each additional base costs $2,000, then $4,000, then $6,000, then $8,000. Each base will most likely be less upgraded than one concentrated base would be. More bases means more fortifications to manage during the brief time between waves. This can leave several unrepaired or lost fortifications. I don't believe either way is wrong or even that one strategy is particularly better than the other. The best idea is to play with your squad and test out what works best for the group. Try to think of these as starting points or guides and feel free to customize them or change them to suit your play style. That said, this guide is meant to help you beat any level of Horde on Insane difficulty to earn the Onyx Medal. I'll run through my personal map-specific strategies. In most cases, on Insane difficulty the "One Base Strategy" is best. "Checkout" Commad Post - Pharmacy Spawn Fortifications - 2 Turrets, 3 barriers, 1 Sentry Strategy - The Locust/Lambent only have two ways in and both require walking through the meat grinder of turret fire. Upgrade both turrets as quickly as possible and keep them up! Pistol spawn and ammo crate are close by. One person can grab the Silverback from electronics and move it to the back of your base, away from the line of fire, but it essentially becomes a third turret. Warning - Watch out for explosives. Diggers, Boomshots, Grenades and keep the enemies off your turrets! "Drydock" Command Post - Pier Spawn Fortifications - 2 Turrets, 2 Sentries, 1 Decoy, 8 Barriers Strategy - Although it's tempting to start sealing off the building, do not! Instead, focus on building up your sentries, turrets, and forward barriers asap. Have two players watch the staircase, two watch the center, and one watch the far ramp by the sentry. Again, upgrade the turrets asap and keep your fences up, especially in the center. Warning - The Brumak tends to spawn on top of the bridge, which gives him a tremendous vantage point on your whole squad. Down him quickly even if another respawns it's worth it to keep your team alive. "Gridlock" Command Post - Restaurant Fortifications - 1 Turret, 2 Sentries, 1 Decoy, 8 Barriers Strategy - It's all about the elevation. The restaurant has the best view in the level and is well fortified to boot. You're also next to a pistol spawn, ammo crate, and the Silverback isn't far off, nor is the Boomshot/Digger. Protect the stairwells with fences and keep the sentries and turret up. Warning - Some of the boss battles can get kind of hairy. Eye level with Reavers and Brumaks on Insane isn't for the faint of heart. "Hotel" Command Post - Lobby or Garden Fortifications - Lobby Spawn - 2 Turrets, 2 Sentries, 1 Decoy, 8 Barriers Garden Spawn - 3 Turrets, 2 Sentries, 2 Decoys, 16 Barriers Lobby Strategy - The turrets and decoy are well place, but also very exposed. To make the most of your money fall back to the elevators (Longshot/Torque Bow) and seal off the stairs with the two Barriers and two sentries. From here, your team can pick them off as they clambor into the Hotel. The Silverback can keep one side held down singlehandedly. The waves will be a bit easier, but will take longer as you'll have to do a lot of blind firing from behind cover. Lobby Warning - The Brumak. His ability to walk through walls will destroy your squad if he gets inside. Try to send a group to take him out before he gets in. Garden Strategy - Although the garden area seems awfully exposed it makes up for this with its enormous allotment of fortifications. The three turrets are in great position to watch the doors and the sentries/decoys provide excellent support. It will be more costly to upgrade all the fortifications, but if you pace yourself and upgrade selectively this can be a great spot. Garden Warning - Boomers, Snipers, Gunkers, Grenades. Anything long range can be troublesome for the turrets so keep a Longshot or Hammerburst, even a pistol handy just in case. "Mercy" Command Post - Cellar Fortifications - 1 Turret, 2 Sentries, 7 Barriers Strategy - The Cellar is tight quarters so keep your team spaced out so explosions don't end the wave automatically. The turret has a pretty good view of the level and two or more can easily protect the back door. Keep the barriers up and kill from as far out as possible. Warning - Bosses will provide some issues. Use the strategies provided to you in this guide and deal with them asap. "Old Town" Command Post - Roadblock Spawn Fortifications - 3 Turrets, 1 Sentry, 8 Barriers Strategy - This spot combines the natural defense of the Scorcher spawn with the ability to control the alley, market, and belltower routes through elevation advantage. Watch all three and funnel the enemy right into your line of fire. Warning - Watch out for rear spawns and remember to pace your spending with so many upgrades available. "Overpass" Command Post - Center (Bridge) Fortifications - 2 Turrets, 1 Sentry, 6 Barriers Strategy - The high ground is fought over for a reason. The warrior who holds the high ground wins the battle. This level is no different. Focus on the turret closest to the center and your barriers. Then rain down hellfire upon the encroaching horde. The Silverback is a welcome addition as well and placed conveniently close by. Warning - If a boss or group overwhelms your defenses there isn't anywhere to fallback to. Hold your ground fiercly. "Sandbar" Command Post - Fortress Fortifications - 2 Turrets, 2 Decoys, 1 Sentry, 11 Barriers Strategy - The high ground, excellent cover, good fortification placement, the Silverback, and the Boomshot spawn all add up to an easily defensible base camp. I would suggest having at least two players switch out their shotguns for Longshots to take advantage of the elevated position and wide open spaces. Warning - Watch your flanks, mark targets, and communicate. Reavers and Gunkers will provide the most difficulty aside from Berserkers. "Thrashball" Command Post - Concession Stands Fortifications - 3 Turrets, 1 Sentry, 6 Barriers Strategy - The two turrets in the back should be used for the later waves, however they should still be upgraded as soon as possible. Keep your barriers up and try to down the Locust before they make it to the top of the stairs. Watch out for the turret gunner in the bleachers. He'll go down a lot. Warning - Take out the scoreboard to provide additional cover for the turret gunner and further funnel the locust. Watch your flanks. Protect those stairwells with all you've got. "Trenches" Command Post - Crane Fortifications - 2 Turrets, 1 Sentry, 1 Decoy, 8 Barriers Strategy - This spot is truly superior to the common favorite "Nest" position because it is more open, more elevated,and allows for an escape if necessary. Also, the Mortar is more useful than the Oneshot. Have the turrets cover your flanks and use the Mortar to pound the Locust advance. Warning - Don't get overwhelmed when the smoke rolls in. Expect the rush of Locust forces and protect your fences. I hope you found this guide helpful and I wish you and your squad the best of luck! If you have any questions, comments, or concerns or would like to schedule a game with me send a message to PsHKappaSig432 and I'll get back to you as soon as i can. Currently I am the clan leader of the 26th RTI and am always looking for recruits. Thanks for reading! Look forward to additional information when the DLC releases in November! Acknowledgements/Legal All Gears of War trademarks, images, and content is property of Epic Games, with which I am in no way affiliated. Fortification costs, upgrades, and unlocks courtesy of the Gears of War 3 Strategy Guide by BRADY, the leaders in video game Strategy guide creation. They do terrific and thorough work. This guide is to be featured solely on GameFAQS.com and is meant only for personal use.