Support
Suppression & resupply
The anchor. Pins the enemy with volume, keeps the squad stocked, and locks down any position it holds.
Light Machine GunThe role
Suppression anchor — the wall the enemy can't cross.
Support turns a corner into a checkpoint. Sustained LMG fire locks a lane down whether or not it lands a kill — a suppressed enemy can't aim, can't peek, can't push, and that's the whole job. You resupply the squad so it never runs dry and you hold the anchor everyone else pivots around. Slow, heavy, and immovable.
You don't win by chasing. You win by making the enemy come to a place you've already decided they'll die in. Deploy the bipod behind cover, pre-aim the lane, and feed it fire until the push breaks against you.
The anchor. Suppress lanes with sustained LMG fire, resupply the squad, and turn a corner into a wall the enemy can't cross. Slow but immovable.
- Ammo resupply
- Suppressive fire
- Deployable cover
Class tactics
Suppress to win
You don't need the kill to lock the lane. Pre-aim the choke and keep rounds on it — the enemy that can't peek without eating tracer is an enemy your squad flanks at leisure. Fire denial is the point, frags are the bonus.
Bipod behind cover
Standing LMG fire just paints a target and throws recoil everywhere. Drop the bipod on a wall or a window ledge, and the same gun becomes a laser. Pick the position before the fight, not during it.
Feed the hold
Drop the ammo box where the squad already wants to sit. A resupplied position holds twice as long — the Assault keeps his grenades, the Engineer keeps his mines, and nobody has to leave the line to reload their kit.
You hold the anchor while Special Forces and Assault swing the flank — your fire freezes the enemy in place so their movement means something. Set the ammo box on the point and the whole squad fights out of your resupply.
Special equipment
Resupplies mags and gadgets nearby.
At the position the squad already wants to hold.
Portable cover you advance behind.
To anchor a chokepoint or push a hard lane.
Remote-detonated demolition charge.
On a flank to blow cover or finish a vehicle.
Field upgrades
Earn the specialization path across a life — each tier unlocks as you keep contributing without dying.
Set the bipod / gadget quicker.
Your fire rattles enemy aim harder.
Feed a longer suppression.
Near-zero recoil once deployed.
Suppress and advance behind the bipod, walling the lane as you move up.
Lock a choke with the bipod and ammo box; never let it run dry.
Unlock progression
What the kit earns as you climb its career — every tier opens by contributing to the win, not by paying for it.
- StartLMG + ammo box
Suppress the lane, keep the squad topped up.
- Rank upC4 demolition
Blow cover or finish a wounded vehicle.
- Keep contributingRiot shield + fast-deploy path
Push behind cover; set the bipod quicker.
- Class veteranExtra ammo + suppression boost
Longer fire, harder rattle on enemy aim.
- MasteryBipod-steady field upgrade
Near-zero recoil once you're set.
Matchups
Support · Support typeHow this class trades against the others, from the shared type chart — the same logic the card game and the 2D battle use.
No clear edge — plays even across the board.
Beats frontal pushes and Assault trades; loses to flanks and Recon at range.
Holds the anchor while Special Forces and Assault swing the flank.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.


