Team doctrine

Squad Composition — building a fireteam that covers itself

Four seats, six classes, three enemy factions. This guide builds compositions from documented class identities (official site; G2A) and official enemy counters — not tier-list vibes.

Why composition matters more in the sequel

Squads grew from three Marines to four (Wikipedia), and the official site pitches "five unique classes… plus a new Specialist endgame class" (official site). The fourth seat means you no longer have to choose between healing and a second damage role — you can have both, plus a flex.

The role checklist

A functional squad covers four jobs, and the class lineup maps onto them cleanly (class identities per the class database and G2A):

JobClasses that fill itWhy it exists
SustainMedicWipes come from attrition; healing converts bad fights into slow wins
Area damageMarauderWave-clear and armored targets like Crushers
Point damageHunter, DuelistPriority kills — Sirens die faster with a dedicated shooter
Control / techMachinistArea denial against swarm paths and vent lanes

Three documented-fact comps

Balanced (learning team): Medic + Marauder + Hunter + Machinist — every checklist job filled; the safest way to learn Intense.

Double DPS (coordinated team): Medic + Marauder + Hunter + Duelist — trades control for kill speed; demands target-priority discipline since nobody hard-controls the swarm.

Horde wall: see Horde squad builds for wave-defense comps built around sustain and area denial.

Counter-composition by enemy mix

Heavy synthetic presence (Wardens, riot shields) rewards multi-angle pressure (G2A) — mobile classes earn their seat. Heavy hive presence rewards area denial and splash. Mixed fights reward balance. Check the mission's enemy factions in the bestiary before locking in.

Sources: official site, Wikipedia, G2A — class & squad guide.