Gallipoli Squads & Call-Ins Explained

The 5 squad types

Squad What it is built for
Infantry All-rounders with support options for ammo, suppressive fire and health.
Scouting Focused on intel gathering and spotting; call-ins lean agile and informational rather than destructive.
Support Units that sustain themselves and other squads through ammo and health.
Assault Destructive charges and objective capture, with strong aerial support and mobility.
Machine Gun Sections carrying a Heavy Machine Gun to lock down an approach, with ammo and spotting options.

Squad type is not cosmetic. It changes the slots available to certain classes, so a Machine Gun section can field more Heavy Machine Gunners than an Infantry squad can, and it sets the Officer's call-in menu — a Scouting squad gets agile, intel-gathering options such as the Recon plane, while an Assault squad gets heavy bombardments that clear an objective outright if the defenders do not take cover.

Shell types

Shell Effect Available as
Airburst Shrapnel Strikes that split off into shrapnel before impact. Standing, SOS or Precision barrage
Mortar Numerous smaller explosions — less destructive individually, but more of them. Mixed across barrage types
Howitzer A couple of larger explosions — more destructive, fewer of them. Standing, Creeping or SOS barrage
Percussion Impact Howitzer shells with delayed impact for a stronger concussive effect, kicking up a lot of dust. Mixed across barrage types

Barrage patterns

Barrage Pattern Who can use it
Standing Barrage Continuous barrage saturating a large area. Both
Creeping Barrage A walking barrage that moves slowly in one direction. Covers more ground and gives cover to a force advancing right behind it. Attackers only
SOS Barrage A donut-shaped standing barrage, intended to be called on your own position. Defenders only
Precision Barrage A small salvo in a precise location — good against static targets such as machine gun nests. Both

Call-in data checked:

Shells and barrage patterns are mixed and matched: Howitzer strikes exist as Standing, Creeping or SOS barrages, while Airburst Shrapnel comes as Standing, SOS or Precision. Each squad has two different call-in options, which may consist of several shell types in a couple of form factors. Aircraft support is separate — the Recon plane spots for you rather than damaging anything.

The change that matters most

In Gallipoli, aerial support can be called in from anywhere. In practice this moves the Officer from a rear-line coordinator to an active fighter who can be inside the assault and still directing shells onto the objective ahead of it. If you are learning the Officer class, this is the habit to build: push with the squad, call from where you stand.

Squad beacons decide the pace of a sector

Every squad gets a Squad Beacon that provides a forward spawn position. Attackers can place these wherever they like; defenders' beacons are pre-placed at key positions. That asymmetry is the engine of a sector fight — an attacking team that pushes its beacon up keeps arriving at the objective, while one that loses it walks back every time. Combine it with the classes that are themselves spawn points (Ammo Bearer, Stretcher Bearer and Heavy Machine Gunner) and a coordinated squad can hold pressure on an objective almost continuously.

For how this plays out on each map's sectors, see the maps page. For which classes fit which squad, see the class tier list.