Tier List

Gallipoli Class Tier List (Pre-Launch Projection)

Series-veteran estimates for 25v25 Expedition — not an official ranking.

Last updated:

Class Tier List

Projection disclaimer

This Class Tier List is a pre-launch / series-veteran projection for Gallipoli (BlackMill Games, August 20, 2026). It is informed by WW1 Game Series pacing, the announced ten-class roster, 25v25 Expedition momentum rules, and map theatres such as Anzac, Cape Helles, and Kut. It is not an official ranking, not a datamined win-rate sheet, and not a promise of day-one balance.

Use it to prioritize practice. Rebuild it after launch patches. For role execution, trust the Classes Overview and sibling class guides more than any letter grade.

Ranking criteria

We score projected classes on:

  • Momentum efficiency in Expedition Mode
  • Ability to take or deny Headquarters and Support Objectives
  • Map flexibility across beach, fort, and urban spaces (Maps Overview)
  • Dependence on coordinated teammates
  • Beginner accessibility after Getting Started

Projected tiers (Expedition focus)

S-tier projection — tempo and refunds

  • Officer — Attack clock, Support Objective judgment, squad glue. High skill ceiling, enormous coordinated value. Guide: Officer Guide.
  • Stretcher Bearer — Direct Momentum refunds through covered revives. Quietly decides failed landings. Guide: Stretcher Bearer.

These two sit on top of the projection because Expedition punishes death spirals. A team that keeps Officers and Bearers alive contests sectors longer even when raw aim is equal.

A-tier projection — lane control and breach

  • Heavy Machine Gunner — Beach and open-lane denial on Anzac-style approaches; anchors defenses.
  • Bomber — Headquarters finishes and fort doorways on Cape Helles / Kut.
  • Ammo Bearer — Multiplies HMG, LMG, and Bomber uptime; rises with coordinated firepower stacks.

Firepower context: Firepower Roles.

B-tier projection — high impact, narrower windows

  • Light Machine Gunner — Excellent in Kut and mobile mid-fights; slightly less unique than HMG on pure open sand if nests are available.
  • Sniper — Deletes Officers and gunners, but overstacking snipers loses room control and sustain.

These classes can be match-defining in the right sector and dead weight when three players lock them at once.

Flexible / unlisted specialists

Gallipoli ships ten classes. Roles beyond the named set above may land between A and B depending on final kits. When new class pages publish under the Classes Hub, this projection will expand. Until then, judge unknown kits by the same Momentum and objective tests.

Attack versus defense modifiers

ContextProjected risersWhy
Attacking low MomentumOfficer, Stretcher Bearer, Ammo BearerRecover tempo and people
Attacking a fortified HQBomber, LMG, OfficerBreach and secure
Defending open approachesHMG, SniperLane tax on crossings
Defending streetsLMG, Bomber, Stretcher BearerShort fights and rapid resets

Map modifiers

  • Anzac — HMG and Officer rise; reckless Sniper play falls.
  • Cape Helles — Bomber and Ammo Bearer rise; pure long-range stacks flatten.
  • Kut — LMG and Bomber rise; static HMG must work harder for angles.

Always read terrain notes on the Maps Overview before arguing a universal tier.

How to use this list without inting your learning

  1. Pick one S/A class that matches your brain — leadership, sustain, or guns.
  2. Confirm the play pattern on the matching players page.
  3. Build a kit from Best Loadouts.
  4. Compare gun choices on the Weapon Tier List.
  5. If you hate tier chasing, ignore letters and use the Class Picker.

Common misreads

  • “Sniper is S because headshots.” Headshots that ignore Headquarters still lose Expeditions.
  • “Stretcher Bearer is support so mid-tier.” In Momentum modes, sustain is win condition.
  • “Officer only for stacks.” Even pubs benefit from one player making Support Objective calls.
  • “Tier list = must-pick.” A comfortable LMG that stays on the squad beats an anxious HMG who never sets.

Return to the Tier List Hub for weapons and loadouts. Cross-check role execution on the Classes Hub, tune feel with the Settings Optimizer, and keep mode literacy fresh via Expedition Mode.

Post-launch update plan

After August 20, 2026, this page should gain a live-meta section with clearer separation between projection and observed results. Until evidence exists, every letter here is a hypothesis with homework attached — not a trophy.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is this class tier list official?

No. It is explicitly a pre-launch series-veteran projection for practice planning, not an official BlackMill Games ranking.

Why are Officer and Stretcher Bearer projected so high?

Expedition spends Momentum on deaths. Tempo and revives protect the attack clock more consistently than isolated frags.

Why is Sniper only B-tier in this projection?

Snipers are strong on the right angle but easy to overstack and easy to play away from Headquarters. Impact is high; consistency across maps is narrower.

Where should I go after picking a tier?

Open the matching class guide under Classes, then Best Loadouts and the Class Picker if you want a playstyle check.

Will this page change after launch?

Yes. Live balance, unlocks, and map stats will replace projection language with evidenced meta notes.