This new game made is the combination of Horde and Beast from previous installments in the series. A match consists of two rounds where two teams take turns on offense and defense.
Defense - the COG
On defense, the team are Gears defending a position against the Locusts (the other team). The match starts with a generator (or similar objective) that is the final goal of the Locusts and MUST be protected. If it is destroyed, the COG loses the round. Along with this generator are a couple of sealed Emergence Holes. The E-Holes are further up and must be defended. If the Locust manage to claim an E-Hole, their spawn point moves up to that E-Hole and Kryll swarm the area.
To help assist them in their defense, the Gears have a variety of fortifications in the area. At this time, the only confirmed fortification are different types of wires. Nothing can be rebuilt however, some people can repair fortifications. That's because a class system has come to Gears of War for the first time.
Engineer
The first class is the Engineer. Like previously mentioned, the Engineer is capable of repairing fortifications by shooting at it using their blowtorch. This is doubly important since they can't be rebuilt. Be careful, however, as the blowtorch can run out of fuel. His starting weapons are a Gnasher and his blowtorch.
They also have the ability to drop a temporary automated turret. The turret can both time out and be destroyed but it can be extremely useful for cover when trying to repair fortifications. It also has the unique ability to shoot airborne grenades out of the air.
Soldier
The soldier is a relatively simple class. It deals extra damage with their weapons and has the ability to drop ammo crates. These ammo crates can resuply anybody on the team. The ammo crates can also replenish special ammo such as the blowtorch and Stim Gas Grenades. The Soldier starts with a Lancer and Boomshot.
Medic
The Medic is clearly a healer class. It does this by using a special type of Stim Gas Grenade that disperses into the air. Friendlies in this area are healed and any downed allly is revived. This allows the medic to stay at the rear and be protected. However, the Medic comes equipped with a Lancer (and Snub pistol) so she is certainly capable of causing damage. Sometimes, a well placed Stim Gas Grenade can be a great opening to an offensive burst.
Scout
The Scout has some unique abilities that allow him to get around to different parts of the map. He is capable of scaling certain walls and getting up into perches. From here, he can throw a Tagging Beacon which reveals all enemies in range of the beacon. He can also spot enemies which reveals the enemies' location but also increases the amount of damage dealt to them. The Scout has to be prudent though since he's in a spot that other players can't see or reach. He'll have to be vocal if he needs assistance (and be sure to watch out for himself). The Scout starts with a Longshot and Snub Pistol.
Offense - The Locust
The Locusts' goal is to destroy the generator. Since both teams have a chance, whichever team manages to destroy the generator first, wins. It is also important for the Locust to capture E-Holes in the process to move the Spawn point closer to the generator.
Locust gain points by dealing damage to any Gear or fortification. These points are then used to become stronger forms of Locust. Each Locust has its strengths and weaknesses. They tend to fall into classes of their own.
Ticker
Tickers are very effective at destroying fortifications. They can boost around the map rather quickly, close in on a fortification and then start munching on it. The tickers can also explode immediately, however eating a grenade will double their explosive power. Grenadiers are also capable of punting these little guys over fortifications and into Scout nests.
Wretch
These classic locust are capable of climbing to high points like the Scout. They are sort of an anti-scout in this respect since they don't really have any tools to take advantage of the high ground. They are rather fast, can climb over cover, and deal pretty good damage. They also have a special scream ability that stuns enemies. Because of their natural agility, it is possible for them to climb through perches and get behind the COG defenses.
Grenadier
The Grenadier is capable of throwing grenades or giving them to tickers to make them explosive.Their primary weapon is some form of the Lancer Assault Rifle and Gnasher Shotgun. Their grenades are considered a special ability and therefore have a recharge timer. Grenadiers can also punt tickers to give them some distance after they've swallowed a grenade.
Kantus
The Kantus comes equiped with a Hammerburst, allowing for at least mid-range (possibly long range depending on how it works). Their primary purpose, however, is their Healing Scream. It's said to be some sort of Chain Healing Scream but that hasn't been clarified. By that description though, it is likely that this means that you can heal distance allies if there are more allies between the Kantus and them.
Bloodmount
The Bloodmount is fast and has a devestating melee attack. Its true shining qualities are its ability to carry certain other locust (grenadiers and Kantus in particular) to ferry them across the battlefield more quickly and to take over the rider's timer. Basically, this helps shorten the cooldown between uses of the rider's special ability, allowing them to use it more frequently.
Corpser
The Corpser is a fairly strong attacker with hardened front claws. The claws are nearly impervious to attack meaning that the Gears need to either wait for the Corper to move their claws so they can attack behind them or get behind the Corpser to attack. The Corpser is also capable of digging under fortifications to get behind enemy defenses.
Serapede
The Serapede is similar to the Corpser except tougher. Almost their entire body is covered in a chitinous armor and resistant to damage. You have to attack the blue glowing section at the back of the Serapede and work your way up to the top to kill it. In the mean time, the Serapede is capable of attacking with powerful electric shots and can move in a ways that make it difficult to track.
Mauler
The Mauler is a remarkably strong melee attacker. His melee attack is rather standard compared to the other enemies but it is strong. What sets him apart, however, is the use of his shield. He can use his shield to defend himself and others. While it isn't as all encompassing as other types of locust, the shield can be spun which can ricochet the bullets back at Gears. And if a Gear gets to close to the shield, he gets ground up making the Mauler a very good locust for starting an offensive push.


