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Gears of War 3 eGuide
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Contents

  • Introduction
    • We’re All Stranded Now
    • About This Guide
  • Characters
    • Overview
    • Delta Squad
    • Supporting Cast
  • Basic Training
    • Overview
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat
  • Weapons
    • Overview
    • Assault Rifles
    • Power Weapons
    • Heavy Weapons
    • Pistols
    • Grenades
  • Enemies
    • Overview
    • Lambent
    • Locust
  • Campaign Walkthrough
    • Act 1
      • Prologue: Troubled Past
      • Chapter 1: Anchored
      • Chapter 2: Abandon Ship
      • Boss Battle
      • Chapter 3: Homecoming
      • Chapter 4: Helping Hand
      • Chapter 5: MVP
      • Chapter 6: Hanging by a Thread
    • Act 2
      • Chapter 1: Shipwreck
      • Chapter 2: House of Sand
      • Chapter 3: Forced Entry
      • Chapter 4: Trench Run
      • Boss Battle
      • Chapter 5: Hijack
      • Chapter 6: Airborne
      • Chapter 7: Touchdown
    • Act 3
      • Chapter 1: Unbreakable
      • Chapter 2: Rescue
      • Boss Battle
      • Chapter 3: Breakneck Run
      • Chapter 4: Ghost Town
      • Chapter 5: Brothers to the End
    • Act 4
      • Chapter 1: Ashes to Ashes
      • Chapter 2: Crater
      • Chapter 3: Hang ‘Em High
      • Chapter 4: Batten Down the Hatches
      • Chapter 5: Bon Voyage
      • Chapter 6: Watery Grave
    • Act 5
      • Chapter 1: Home Away From Home
      • Chapter 2: Blackout
      • Chapter 3: Shattered House
      • Chapter 4: Threshold
      • Chapter 5: Ascension
      • Chapter 6: Reckoning
      • Boss Battle
  • Multiplayer
    • Movement
    • Advanced Movement
    • Gears Concepts
    • Cover
    • Combat
    • Team Play
    • Weapons
    • Map Attributes
    • Multiplayer Modes
    • Multiplayer Arsenal
      • Weapon Spawning
      • Weapon Damage Table
      • Rifles
      • Shotguns
      • Pistols
      • Grenades
      • Power Weapons
      • Heavy Weapons
    • Horde Mode
      • Horde Basics
      • Base Building
      • Horde Quick Tips
    • Beast Mode
      • Overview
      • Waves
      • COG Forces
      • Fortifications
      • Cash
      • Beast Forces
    • Multiplayer Maps
      • Overview
      • Checkout
      • Drydock
      • Gridlock
      • Hotel
      • Mercy
      • Old Town
      • Overpass
      • Sandbar
      • Thrashball
      • Trenches
  • Collectibles
    • Act 1
    • Act 2
    • Act 3
    • Act 4
    • Act 5
    • Ribbons
    • Medals
    • Mutators
    • Weapon Skins
    • Multiplayer Executions
    • Multiplayer Characters
    • Avatar Awards
    • Achievements

Gears of War 3 Guide › Multiplayer › Multiplayer Maps

Trenches

Versus

Trenches is a large map divided by its namesake channels. Several distinct paths run through the map on the east and west sides. A section of tunnels runs beneath the map and connects the two sides. The southern area is raised on a gently sloping hill. With the Mortar spawn in the center, beneath a huge makeshift crane, it’s a key area to control, particularly with the Digger spawning immediately below it.

The raised hill to the north houses a bunker that spawns the Mulcher or the Oneshot—of the two, the Oneshot is generally more dangerous. If you find your team pinned down in either spawn area, use the tunnels to cross to the center or the opposite side. You don’t want the enemy team to fight your whole team at a single narrow chokepoint.

Horde

Command Post East, Bunker Spawn

Two turrets, a sentry, and a decoy on ground level, and a sentry and decoy on the elevated platform near the spawn are your fixed defenses here. The northern turret has coverage of only the lower tunnel. The southern turret can cover the approach from the center of the map. The sentries and decoys provide additional distraction, with one of the sentries supporting this Command Post’s southern approach. This site has good cover, and there are only two routes into the base area from the north or south.

Split your forces to cover each approach to ensure that no enemies get into your fortifications without resistance. You can always retreat into the center or the northern tunnel if necessary.

Command Post Center, Nest

A turret and a sentry are the sole fortifications at this point. However, you have the advantage of a very strong elevated position and a killing field of open ground beneath you. Be wary of enemies sneaking in through the tunnel entrance to the middle of the hill. Watch for enemies attacking the turret operator from behind. This spot tends to work very well until enemies break into your defenses. At that point, you may have to retreat into the lower tunnel to avoid being overrun.

Command Post West, Mine Cart Spawn

Two turrets and a pair of sentries provide solid fixed defenses, with one sentry within the grenade bunker and the second near the hill to the south. This position is similar to the eastern post, with the exception that the upper deck is a bit more useful for shooting onto the southern hilltops.

Command Post South, Crane

Two turrets and a single sentry and decoy are your primary defenses here, along with a few walls. The western side has the sentry up on the hill with the turret.

The eastern side has the decoy down at the bottom of the hill. This position is fairly strong defensively. You can usually see all of the Horde forces as they make their way to your position, and you have access to the Mortar as well.

Beast

Despite its size, this map is surprisingly easy to handle in Beast mode. Most of the bases are simple to approach, thanks to the winding pathways that enjoy complete cover. The notable exception is the southern hill bases. These have lines of sight down the hill on your approach, and they can be particularly nasty if you face them in later waves.

Take full advantage of long-range forces on this map. You can easily pick off COG troops from safe cover without being threatened. One potential problem is that your spawn can end up immediately next to the COG base on the hill. This may result in the entire COG team rushing your spawn point. If you handle this well, it can give you a quick victory as they abandon their superior position at the start of the round. If the COG troops bunk up at the opposite spawn point, use the tunnel through the hill as a quick route to the far side.

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