We’ve got a few hours into Over The Top: WWI, and we’ve seen otherwise decent teams disintegrate because nobody had a clue what their own class actually did. But mostly that’s due to everyone roleplaying as a 1910s officer and just digging for absolutely no reason or swearing indiscriminately. So let’s go over what each class really brings to the trenches.
On a personal note, you will absolutely hate or love the proximity chat in this game. I will leave it up to you to decide how you feel about it.
To learn more about the game, check out the Steam page here.
Table of contents
Class Kit Breakdowns
Over the Top: WWI has 3 playable nations and 8 Classes: 1 Command Class, 4 Infantry Classes and 3 Support classes. In this guide we break down each class.
Perks
Every class for every nation has the same perks. You unlock them by spending experience that you gain doing almost anything in the game.
Die Hard Soldier
Reduces Environmental and Explosion damage received by 25%
Light Footed (300 ★)
Increases Movement speed by 7%
Mechanic (300 ★)
Increases Vehicle speed by 15% and reduces weapon overheating by 15%
Healer (300 ★)
Increases Revive speed and health by 200%
Bombardier (300 ★)
Increases throwing range and damage for grenade by 20%
Earthworm (300 ★)
Increases digging speed by 10% and building speed by 25%
German Empire
Officer

Weapons
| Reichsrevolver – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.2 |
| Ranged Damage | 108 |
| Damage Dropoff | 8-45 |
| Mauser C96 – Automatic | |
| Max Ammunition Capacity | 10 |
| Accuracy | 72.9 |
| Ranged Damage | 70 |
| Damage Dropoff | 8-65 |
| Parabellumpistole – Semi Automatic  | |
| Max Ammunition Capacity | 8 |
| Accuracy | 71.5 |
| Ranged Damage | 75 |
| Damage Dropoff | 10-40 |
Other gear
Utility – Binoculars, Trench Shovel or Lantern
Melee Weapon – Offizierssäbel, Blucher Sabel or Swagger Stick.
Grenades – Smoke, Concussion and Fragmentation
Rifleman

Weapons
| Gewehr 1888 – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 82.8 |
| Ranged Damage | 125 |
| Damage Dropoff | 40-135 |
| Mannlicher 1886/88 – Bolt Action | |
| Max Ammunition Capacity | 6 |
| Accuracy | 86.12 |
| Ranged Damage | 110 |
| Damage Dropoff | 30-120 |
| Gewehr 1898 – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 91.46 |
| Ranged Damage | 105 |
| Damage Dropoff | 80-150 |
Other Gear
Utility – Trench Shovel, Wire Cutters, Wrench, Roller Bandage
Grenades – Concussion, Fragmentation, Fire
Stormtrooper

Weapons
| Steyr M12/P16 – Automatic | |
| Max Ammunition Capacity | 32 |
| Accuracy | 81.7 |
| Ranged Damage | 29 |
| Damage Dropoff | 14-50 |
| Bergmann MP 18 – Submachine gun | |
| Max Ammunition Capacity | 6 |
| Accuracy | 86.12 |
| Ranged Damage | 40 |
| Damage Dropoff | 22-90 |
| Selbstladekarabiner 15 – Semi Automatic | |
| Max Ammunition Capacity | 10 |
| Accuracy | 78.84 |
| Ranged Damage | 70 |
| Damage Dropoff | 30-140 |
Other Gear
Utility – Trench Shovel, Trench Knife, Trench Club 4, Hatchet
Grenades – Concussion, Fragmentation, Percussion
Specialist

Weapons
| Tankgewehr 1918 – Anti Tank | |
| Max Ammunition Capacity | 1 |
| Accuracy | 79.82 |
| Ranged Damage | 200 |
| Damage Dropoff | 100-210 |
| Madsen MG – Light Machine Gun | |
| Max Ammunition Capacity | 30 |
| Accuracy | 83.51 |
| Ranged Damage | 62 |
| Damage Dropoff | 50-140 |
| Wechselapparat – Flamethrower | |
| Max Ammunition Capacity | 96 |
| Accuracy | 99.5 |
| Ranged Damage | 25 |
| Damage Dropoff | 3-9 |
Other Gear
Utility – Trench Shovel, Trench Knife, Trench Club 4, Trench Axe
Grenades – Smoke, Concussion, Fragmentation
Sniper

Weapons
| Mauser M. 1871 M. – Scoped Rifle | |
| Max Ammunition Capacity | 1 |
| Accuracy | 98.95 |
| Ranged Damage | 200 |
| Damage Dropoff | 150-310 |
| Gewehr 1898 M. Zielfernrohr – Scoped Rifle | |
| Max Ammunition Capacity | 5 |
| Accuracy | 97.39 |
| Ranged Damage | 115 |
| Damage Dropoff | 100-210 |
| Mannlicher 1886/88 M. Zielfernrohr – Scoped Rifle | |
| Max Ammunition Capacity | 5 |
| Accuracy | 97.39 |
| Ranged Damage | 110 |
| Damage Dropoff | 150-310 |
Other Gear
Utility – Trench Shovel, Sniper Decoy, Bugle, Trench Knife, Trench Club 4, Trench Axe
Grenades – Concussion, Fragmentation, Smoke
Engineer

Weapons
| Karabiner 1898 A. – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 84.72 |
| Ranged Damage | 100 |
| Damage Dropoff | 30-90 |
| Turkish Mauser 90 – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 84.41 |
| Ranged Damage | 115 |
| Damage Dropoff | 30-120 |
| Gewehr 1898 Sagemesser – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 91.46 |
| Ranged Damage | 115 |
| Damage Dropoff | 80-150 |
Other Gear
Utility – Hammer, Shovel, Pickaxe, Felling Axe
Grenades – Fire, Dynamite, Rifle Grenade
Heavy Gunner

Weapons
| Maschinengewehr 08 – Machine Gun | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Canon d’Infanterie DE 37 – Canon | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Granatenwerfer 16 – Mortar | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Karabiner 1898 A. – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 84.72 |
| Ranged Damage | 100 |
| Damage Dropoff | 30-90 |
| Reichsrevolver – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.2 |
| Ranged Damage | 108 |
| Damage Dropoff | 8-45 |
Other Gear
Utility – Trench Shovel, Trench Knife, Trench Club 4, Trench Axe
Grenades – Concussion
Armoured Cavalry

Weapons
| Mauser M. 1871 – Scoped Rifle | |
| Max Ammunition Capacity | 1 |
| Accuracy | 98.95 |
| Ranged Damage | 200 |
| Damage Dropoff | 150-310 |
| Karabiner 1898 A. – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 84.72 |
| Ranged Damage | 100 |
| Damage Dropoff | 30-90 |
| Reichsrevolver – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.2 |
| Ranged Damage | 108 |
| Damage Dropoff | 8-45 |
Other Gear
Utility – Entrenching Tool, Trench Knife, Trench Club 4, Blucher Sabel
Grenades – Concussion, Smoke, Fire
Great Britain
Officer

Weapons
| Webley Revolver MK V – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.6 |
| Ranged Damage | 110 |
| Damage Dropoff | 8-45 |
| Pistolet Auto. Ruby – Semi Automatic | |
| Max Ammunition Capacity | 9 |
| Accuracy | 73.5 |
| Ranged Damage | 76 |
| Damage Dropoff | 18-65 |
| Colt 1911 – Semi Automatic | |
| Max Ammunition Capacity | 7 |
| Accuracy | 69.5 |
| Ranged Damage | 84 |
| Damage Dropoff | 10-40 |
Other gear
Utility – Binoculars, Entrenching Tool or Lantern
Melee Weapon – Officer Sword, 1796 Cavalry Sabre, Swagger Stick
Grenades – Smoke, Concussion and Fragmentation
Rifleman

Weapons
| Lee Enfield MK3 – Bolt Action | |
| Max Ammunition Capacity | 10 |
| Accuracy | 82.66 |
| Ranged Damage | 100 |
| Damage Dropoff | 30-120 |
| Ross Rifle – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 91.19 |
| Ranged Damage | 115 |
| Damage Dropoff | 150-310 |
| Pattern 1915 Enfield – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 90.02 |
| Ranged Damage | 115 |
| Damage Dropoff | 30-150 |
Other Gear
Utility – Entrenching Tool, Bagpipes, Wrench, Rolller Bandage, Wirecutter
Grenades – Concussion, Fragmentation, Fire
Stormtrooper

Weapons
| Model 97 Trenchgun – Shotgun | |
| Max Ammunition Capacity | 6 |
| Accuracy | 54.77 |
| Ranged Damage | 22 |
| Damage Dropoff | 12-85 |
| Bar M1918 – Light Machine Gun | |
| Max Ammunition Capacity | 20 |
| Accuracy | 79.71 |
| Ranged Damage | 50 |
| Damage Dropoff | 23-140 |
| Fusil Auto. Mle 1917 – Semi Automatic | |
| Max Ammunition Capacity | 5 |
| Accuracy | 80.02 |
| Ranged Damage | 72 |
| Damage Dropoff | 30-140 |
Other Gear
Utility – Entrenching Tool, Trench Knife, Trench Club 4, Hatchet
Grenades – Concussion, Fragmentation, Percussion
Specialist

Weapons
| Tankgewehr 1918 – Anti Tank | |
| Max Ammunition Capacity | 1 |
| Accuracy | 79.82 |
| Ranged Damage | 200 |
| Damage Dropoff | 100-210 |
| Lewis Gun – Light Machine Gun | |
| Max Ammunition Capacity | 47 |
| Accuracy | 83.81 |
| Ranged Damage | 48 |
| Damage Dropoff | 50-140 |
| Schilt Lance Flammes – Flamethrower | |
| Max Ammunition Capacity | 96 |
| Accuracy | 99.5 |
| Ranged Damage | 25 |
| Damage Dropoff | 3-9 |
Other Gear
Utility – Entrenching Tool, Trench Knife, Trench Club 4, Trench Axe
Grenades – Smoke, Concussion, Fragmentation
Sniper

Weapons
| Fusil Gras 74/14. – Scoped Rifle | |
| Max Ammunition Capacity | 1 |
| Accuracy | 98.95 |
| Ranged Damage | 200 |
| Damage Dropoff | 150-310 |
| Lee-Enfield MK3 Scope – Scoped Rifle | |
| Max Ammunition Capacity | 10 |
| Accuracy | 97.39 |
| Ranged Damage | 100 |
| Damage Dropoff | 100-210 |
| Ross Rifle Scoped – Scoped Rifle | |
| Max Ammunition Capacity | 5 |
| Accuracy | 97.39 |
| Ranged Damage | 115 |
| Damage Dropoff | 150-310 |
Other Gear
Utility – Entrenching Tool , Sniper Decoy, Bugle, Trench Knife, Trench Club 4, Trench Axe
Grenades – Concussion, Fragmentation, Smoke
Engineer

Weapons
| Moschetto Mod. 961 – Bolt Action | |
| Max Ammunition Capacity | 6 |
| Accuracy | 81.72 |
| Ranged Damage | 97 |
| Damage Dropoff | 30-90 |
| Lee-Enfield MK3 – Bolt Action  | |
| Max Ammunition Capacity | 10 |
| Accuracy | 82.66 |
| Ranged Damage | 100 |
| Damage Dropoff | 30-120 |
| Pattern 1914 Enfield – Bolt Action | |
| Max Ammunition Capacity | 5 |
| Accuracy | 90.02 |
| Ranged Damage | 115 |
| Damage Dropoff | 30-150 |
Other Gear
Utility – Hammer, Shovel, Pickaxe, Hatchet
Grenades – Fire, Dynamite, Rifle Grenade
Heavy Gunner

Weapons
| Vickers M1 – Machine Gun | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Canon d’Infanterie DE 37 – Canon | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Trench Mortar – Mortar | |
| Max Ammunition Capacity | NA |
| Accuracy | NA |
| Ranged Damage | NA |
| Damage Dropoff | NA |
| Webley Revolver MK V – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.6 |
| Ranged Damage | 110 |
| Damage Dropoff | 8-45 |
| Moschetto Mod. 961 – Bolt Action | |
| Max Ammunition Capacity | 6 |
| Accuracy | 81.72 |
| Ranged Damage | 97 |
| Damage Dropoff | 30-90 |
Other Gear
Utility – Entrenching Tool, Trench Knife, Trench Club 4, Trench Axe
Grenades – Concussion
Armored Cavalry

Weapons
| Fusil Gras 74/14. – Scoped Rifle | |
| Max Ammunition Capacity | 1 |
| Accuracy | 98.95 |
| Ranged Damage | 200 |
| Damage Dropoff | 150-310 |
| Moschetto Mod. 961 – Bolt Action | |
| Max Ammunition Capacity | 6 |
| Accuracy | 81.72 |
| Ranged Damage | 97 |
| Damage Dropoff | 30-90 |
| Webley Revolver MK V – Revolver | |
| Max Ammunition Capacity | 6 |
| Accuracy | 73.6 |
| Ranged Damage | 110 |
| Damage Dropoff | 8-45 |
Other Gear
Utility – Entrenching Tool, Trench Knife, Trench Club 4, 1796 Cavalry Sabre
Grenades – Concussion, Smoke, Fire
Classes detailed
The Rifleman
This is the infantry class of the game, the grunt class if you will. Bolt Action rifles out-range everything except scoped rifles, and coupled with flexible positioning, the rifleman is the boots on the ground offensive option.
You need to locate and take out choke points in the form of machine gun nests and snipers taking out your officers. It’s easy to think you just need to charge in and shoot everything that moves, but it is better to find sightlines and angles and bunker down in the trenches.
Riflemen can also equip a wrench to repair tanks, which significantly increases their survivability.
A squad of Riflemen can change a game if they are on top of the battle situation, checking for flanks and repositioning accordingly.
You have enough range to take out planes, so track their movement and take them out when you see them overhead but Zeppelins do a far better job.
The Stormtrooper
Stormtroopers are meant for trench warfare, taking out enemy soldiers in close combat. For that reason, their kit is mostly designed around CQC.
Do not run in the open across open enemy lines or No Man’s Land. You cannot take on Riflemen or Snipers with your kit and neither should you. Playing this class right can provide great backup for your team, playing it wrong makes you a problem.
Stick to your Officer, protect him when he calls in smoke, push with the team and clear the trenches with your shotgun.
The Sniper
Don’t just camp. Your primary job is to take out the head of the snake, so to speak. Your primary target are officers of the other side. Keep repositioning on the battlefield and take out officers where you find them.
Flanking is king for Snipers. Keep moving and blindsiding the battlefield.
Check the map often – as the map highlights movement of troops across the battlefield. Learn to identify where the enemy is attacking.
If you are on a poorly defended point under heavy pressure, communicate this to your team.
The Specialist
Specialists are gold on maps where you are being pressed by tanks. They have the anti tank kit but they also have a flamethrower. Flamethrowers are great for clearing out trenches.
Your HP pool is nothing to write home about though and so you need to reposition constantly.
A bit of patient play with this class goes a long way. Don’t draw fire because you are no match for Riflemen or Stormtroopers. Instead, keep low and clear tanks and trenches from behind.
The Armored Cavalry
The tank class. Having a big metal plate on your chest allows you to hold the line a bit longer that most other classes. This allows you to break stalemates and standoffs.
Charge in and absorb the pressure, allowing your riflemen and stormtroopers to push.
This is mostly a commitment role. You are there for a singular purpose and that is to create an opening.
The Heavy Gunner
In most of my games, these were the problem. I haven’t personally played this class a lot yet as it broken at the moment, specially the German counterpart.
Since they use an overheat system instead of a reload system as the French do – managing that heating problem means infinite suppression as long as you have ammo.
Even if you close the gap or flank them, they have revolvers to take you out and keep laying fire. It’s very annoying coming up against multiple Heavy Gunner nests in all the maps at the moment.
The Engineer
This is a bit of an advanced class to play. I would suggest having a few games with the other classes before trying the engineer out.
Primarily responsible for digging trenches, placing sandbags and creating spawn points – playing this class wrong can create traps for your own side if done without planning.
You need to know the map pretty well if you want to main engineer. Plan ahead, create mazes for your side to move through but be aware of losing advantage. You are responsible for building firing positions for your Riflemen as well.
The other part of the kit is spawn points. Create and destroy spawn points ensuring you don’t get camped. Building a spawn point in the wrong location is practically a forfeit in this game.
If you see a tank stuck in a trench, use your digging tool to lessen the incline of the trench wall, helping the tank get out.
The other thing you need to remember is when you switch sides, your trenches are now theirs – so keep that in mind when designing your death mazes.
The Officer
The most valuable contribution an officer can do in this game is staying alive. It is my favorite class and it isn’t about running around getting kills. You’re literally a moving spawn point for your entire team. Either stay in cover or have your squad cover you. You need to be pushing hard into weak points that the engineer spawns can’t reach.
Your real power lies in the call-in menu. Smoke will blind the machine gunners so your team can cross the open ground. Directional air strikes line up on the trenches clearing rows of enemy soldiers. Chlorine gas will clear out the bunkers. Creeping barrage will clear entire flanks if it’s angling correctly. Spotting flares will reveal the hidden enemies.
Just be aware that the red overlay indicates that friendly fire is a very real possibility. Drop a creeping barrage on your own charging infantry, and you’ll be instantly hated by the entire server.
Don’t forget your other tools either. Press C to give your entire team a speed and melee boost that’s vital for crossing the open ground.
Spotting flares need to be used constantly.
Drop your balloon to block the enemy officers from calling artillery. Counter-balloon-ing on a linear map can stop the entire enemy advance by itself.
Position yourself for spawning safely but if your position is good, an Engineer may find you and upgrade it into a permanent forward spawn, freeing you to rejoin the fight.
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