REDSEC Gauntlet Mode Breakdown — Missions, Scoring, Class Meta and Strategy
REDSEC Gauntlet Mode Breakdown - Missions, Scoring, Class Meta and Strategy
Gauntlet is REDSEC’s competitive centerpiece. Eight squads enter and fight through a sequence of short objective rounds on Fort Lyndon. The pool of missions rotates and the combat zone tightens every round. This guide explains how the format works, how scoring is calculated, how reassignment keeps teams full, and which class comps shine on each mission type.
1) Round Structure and Elimination Flow
- Round 1 has 8 squads. Round 2 has 6 squads. Round 3 has 4 squads. The Final Mission has 2 squads.
- Each round takes 5 minutes. The final minute awards double points.
- Squads are 4 players. Eliminated squads move to spectate immediately.
- Reassignment can return players to a new squad between rounds except for the Final Mission. It favors under strength teams to keep matches competitive.
2) Mission Pool and Rotation
There are eight mission types at launch with a very large number of sequence variations. Objectives, capture points, and combat spaces scale down each round to force fights.
| Mission | Round 1 | Round 2 | Round 3 | Final |
|---|---|---|---|---|
| Circuit | ✅ | ✅ | ✅ | ✅ |
| Contract | ✅ | ✅ | ✅ | |
| Deadlock | ✅ | ✅ | ✅ | ✅ |
| Decryption | ✅ | ✅ | ✅ | ✅ |
| Extraction | ✅ | ✅ | ✅ | |
| Heist | ✅ | |||
| Vendetta | ✅ | ✅ | ✅ | |
| Wreckage | ✅ | ✅ | ✅ | ✅ |
3) Mission Rules and What Wins
Circuit
Capture and hold control consoles. Points tick every 20 seconds per console. The number of consoles scales down each round. Play for crossfires and rotate early to the next spawn.
Contract
Sudden death deathmatch. Squad wipes trigger elimination. There is periodic auto spotting to reduce camping. Double Assault can swarm trades and finish rounds quickly.
Deadlock
Rotating King of the Hill. Zones reduce from four down to one by the Final Mission. Support and Assault thrive in tight zone fights.
Decryption
Interact with terminals and defend while data processes. Recon vision tools and Engineer traps shut down pushes efficiently.
Extraction
Secure items and escort them to an extraction point. Engineers and Support are ideal for route control and sustain through choke points.
Heist
Final Mission only. Attackers move a bag carrier to evac while defenders delay and deny routes. Engineers punish vehicles and Support keeps the push alive with smokes and heals.
Vendetta
Unique respawn pacing. Each player has a single respawn. Aggressive early picks create snowball pressure. Double Assault or Recon plus Assault can close gaps fast.
Wreckage
Objective fights amid heavy cover and destroyed vehicles. Engineers punish over commits and Control with Thermite and launchers.
4) Scoring and Tie Breakers
- 1 point per kill. 1 point per revive.
- All points are doubled in the final minute of each round.
- Objective progress awards points the fastest. Always play the objective.
- Revives swing rounds. A revive adds a point to you and removes a near certain point from the enemy since they lose the finish. That is a two point swing in practical terms.
5) Loadouts and Classes
Gauntlet uses the same classes and loadouts you build in Battlefield 6 Multiplayer. There is no single fixed meta. Vary your comp based on the mission order.
- Assault wins entries and holds short angles on Deadlock and Contract.
- Support is the best at revive chains and zone sustain for Circuit and Deadlock.
- Engineer excels in Wreckage and Heist with traps and anti vehicle utility.
- Recon shines in Decryption and Deadlock with vision and flank control.
- Circuit - Support, Assault, Recon, Engineer
- Contract - Assault, Assault, Support, Recon
- Deadlock - Support, Assault, Engineer, Recon
- Decryption - Recon, Engineer, Support, Assault
- Extraction - Engineer, Support, Assault, Recon
- Heist - Engineer, Support, Assault, Recon
- Vendetta - Assault, Assault, Recon, Support
- Wreckage - Engineer, Support, Assault, Recon
6) Reassignment - Stay in the Fight
If a teammate disconnects and your squad is eliminated because of it, you may be reassigned to another active squad between rounds. Reassignment keeps 4 player squads intact and creates more competitive finals. It does not occur during the Final Mission.
7) Progression and Rewards
- All XP earned in Gauntlet contributes to REDSEC and Battlefield 6 progression.
- Placement gives bonus XP. Top 4 and Top 2 awards are significant.
- Objective play is the fastest path to XP and cosmetics. Do not chase kills at the cost of captures and escorts.
Quick Tips
- Play for objective first. Use the final minute double points to close or extend leads.
- Stack Support for revive chains on Deadlock and Circuit. It pays off in both score and XP.
- Engineers prepare traps on Wreckage and Heist. Deny vehicles and punishes through choke points.
- Use Recon to pre aim rotations on Decryption. Drones and scans force predictable pushes.
- If a teammate leaves, finish the round strong and hope for reassignment to stay alive in the bracket.
FAQ - Gauntlet Mode
How long is each round?
Five minutes. The final minute gives double points for all scoring events.
Can I return if my squad is knocked out?
Yes. Reassignment can place you on another squad between rounds except in the Final Mission.
Do my Battlefield 6 loadouts work here?
Yes. Gauntlet uses the same classes and loadouts as Battlefield 6 Multiplayer.
Which mission appears in the Final?
The Final draws from a smaller pool. Circuit, Deadlock, Decryption, Heist, or Wreckage.
What is the best class for Gauntlet?
There is no single best class. Support has the highest revive value on zone missions. Engineers are king on Wreckage and Heist. Adjust your comp to the mission order.

