Summary
- Six Days in Fallujah is a first-person tactical shooter that brings the true stories of Marines and Iraqi civilians into the game.
- Players can choose from different classes, each with their own equipment and weapons, to tackle challenging urban warfare battles.
- The Team Lead class, equipped with an M16A4 with an M203 Grenade Launcher attachment, is considered the best class in the game for its versatility and firepower.
Six Days in Fallujah brings the true stories of Marines and Iraqi civilians into a first-person tactical shooter, where players will be tasked with some challenging urban warfare battles. Six Days in Fallujah has certain controversy surrounding its creation, but its blend of realism makes it a dedicated tactical shooter game for players to team up with as they attempt the battles that lie ahead.
Within the warfare, players can currently play Fireteam Missions which houses up to four soldiers. Each player is given a different class, complete with their own equipment and weapons that could turn the tides of war for better or worse for the Fireteam. Some may ask what is the best class in Six Days in Fallujah to varying degrees of preference.
4 Assist
One class that players can be equipped with is the Assist class. Yet, its namesake doesn’t do much assisting. The fact that players have an M4 Shotgun might seem like a blessing for those tight corners and close-quarter combat experiences, but it feels more like a beanbag shotgun, and the bullets aren’t as powerful as one might expect, especially with its low firerate and long barrel that makes turning corners harder than most.
If players don’t want to use the M4 Shotgun, which is the secondary for this class, then they can stick to the M16 Rifle. This weapon has two fire modes, one burst, and the other single fire. However, unlike the other assault rifles, the Assist’s M16 Rifle lacks a scope, meaning players will have to use the iron sight provided, which makes some visuals seem far off and obscured compared to other superior classes.
3 Ready
The Ready class comes with the most average gear. It’s usual in a Fireteam Mission that the Ready loadout will be reserved for whoever is left in the team without a role, as it comes equipped with the most default of gear. However, that doesn’t mean it is a bad class in Six Days in Fallujah, as the secondary, an M9 Sidearm, can be greatly useful in close-quarters due to its high fire rate and easy recoil control when trying to clear out one of the many buildings that lie before the players that are just trying to get through the mission safely.
For the more long-range battles, the M16A4 is perfect, as it is provided with an ACOG Sight. The fact that players will have a scope on their rifle means that they can zoom in when aiming, and see at some brilliant distances to pick off enemies that may be too far away for a pistol to see. Alternatively, this 2 firing mode assault rifle is perfect for checking comms, and picking off enemies from rooftops. Especially those with snipers or RPGs that will provide players with a Mission Failed screen to prevent any further action from this procedurally generated game.
2 Fire
The heavy infantry class, the Fire role, is great for those that like to feel powerful at the cost of their speed. Players that choose the Fire role will be given the M249 SAW LMG, which is a beast of a weapon. This light machine gun can tear through doors from those that fire it, and its high ammo count means that players can safely fire it into enemies without the risk of running out of ammo or needing to let go of the trigger. There will be many instances when the suppressing fire and devastating rounds of the M249 SAW LMG will come in handy, and the importance of the Fire role cannot be understated.
When it comes to clearing buildings, the M249 SAW LMG may not be the safest weapon for players to use. It’s heavy, hard to turn, and it doesn’t have a flashlight for players to use, meaning they will be going into dark buildings with just their eyes. However, the M9 Sidearm is great here, as players can switch to a faster, more controllable weapon to help them clear corners and rooms with a flashlight equipped.
1 Team Lead
The Team Lead is essential to the team. Not just because they have a decent loadout, but because there must always be a Team Lead on the squad. This means that players riding solo in Six Days in Fallujah will be forced into the Team Lead role, so it’s best to get comfortable with the role that some players are going to have to stick with. However, that doesn’t mean because they are bound to the Team Lead role, that it is a bad one. The M16A4 variant for this class is the best gun in Six Days in Fallujah for a multitude of reasons.
Players that have the Team Lead role will have the M16A4 assault rifle with an M203 Grenade Launcher attachment. This may sacrifice their throwable grenades, but a grenade launcher on their assault rifle is a blessing, especially when they want to clear out rooms without having to risk going inside, or fire within windows. It’s also great at taking out explosive trucks. The secondary for this class is the classic M9 sidearm, but players can keep using the M16A4 with a flashlight and change of fire modes, especially when it comes with a dedicated Leaf Sight.
Six Days in Fallujah is out now on Steam in Early Access. PS5 and Xbox Series X|S versions are in development.