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Mechanics and variants

1Turn-based grid combatOverview and example ↗Grid cells discretize legal movement and effect areas, allowing combat sequences to be planned.4

Mechanic variants

  • Range uses the selected neighborhood metric.
  • Elevation changes attack and route availability.
  • Control zones restrict movement beside enemies.
  • Facing changes which sides of a unit are protected.

Design example. An archer climbs a ledge to see a target behind a low obstruction. Prototype check: Test that path previews match actual turn costs, including diagonal movement and elevation changes.

Context and sources: OpenRA
2Initiative and action economyOverview and example ↗Initiative sets order while an action budget limits combinations of movement, attacks and preparation within a turn.4

Mechanic variants

  • Action points support combinations of different lengths.
  • Delaying changes a unit's place in the order.
  • Reactions spend a reserve outside the owner's turn.
  • A costly attack leaves fewer defensive options.

Design example. A fighter reserves one action to intercept an enemy instead of moving farther. Prototype check: Test for free infinite delays and loops that restore more actions than they consume.

Context and sources: OpenRA
3Positioning, flanking and coverOverview and example ↗Position changes protection and target access, while flanking circumvents the advantage of a frontal engagement.4

Mechanic variants

  • Cover protects only against specified directions.
  • Crossfire removes a safe facing direction.
  • Height expands vision at the cost of exposure.
  • Suppression restricts a change of position.

Design example. Two fighters occupy separate doors so one barricade cannot protect the opponent from both. Prototype check: Test that protection is shown relative to the selected attacker rather than as a fixed cell property.

Context and sources: OpenRA
4Displacement and environmental tacticsOverview and example ↗Forced movement changes tactical situations without direct damage by using hazards and board structure.4

Mechanic variants

  • A push moves a target a stated number of cells.
  • Pulling opens a previously blocked line.
  • Swapping positions rescues a vulnerable ally.
  • Destroying a support changes usable geometry.

Design example. A shield bearer pushes an enemy onto a plate that closes a gate on reinforcements. Prototype check: Test displacement into a board edge, an allied unit and an immovable obstacle.

Context and sources: OpenRA
5Planning simultaneously executed turnsOverview and example ↗Participants plan from one world state, then the system jointly executes orders using explicit conflict rules.4

Mechanic variants

  • Short phases reduce prediction uncertainty.
  • Priority resolves competing claims to a cell.
  • Interception triggers when movement paths cross.
  • Cancellation ends when a plan is confirmed.

Design example. Two squads move toward a bridge simultaneously and the faster scout occupies it first. Prototype check: Test paired order conflicts and ensure playback matches the displayed priority rules.

Context and sources: OpenRA
6Auto battlers and roster preparationOverview and example ↗The player assembles and positions a roster before combat, and automated execution tests preparation and role combinations.4

Mechanic variants

  • Purchases trade current strength against savings.
  • Roster synergy changes a shared combat rule.
  • Deployment determines an automated unit's first target.
  • Merging duplicates reduces available board pieces.

Design example. A fragile shooter stands behind a tank until a jumping enemy forces a rear-line adjustment. Prototype check: Test whether a replay explains a loss through roster and placement rather than opaque targeting.

Context and sources: OpenRA
7Tower defenseOverview and example ↗The player places defenses along enemy routes, splitting a budget between coverage, damage types and upgrades.4

Mechanic variants

  • A tower covers a limited route segment.
  • Slowing increases time spent under fire.
  • Armor calls for a different defense type.
  • Selling enables rebuilding between enemy waves.

Design example. A slowing tower before a bend gives artillery time to hit a dense group. Prototype check: Test whether two viable defense layouts exist for the same budget and a known enemy wave.

Context and sources: OpenRA
8Rerouting enemies and building mazesOverview and example ↗Building changes enemy routes, making travel length and available passages defensive resources.4

Mechanic variants

  • Obstacles lengthen the path to the objective.
  • Gates switch routes in response to a signal.
  • A no-blocking rule preserves reachability.
  • A breaker cuts a shorter route through walls.

Design example. A player opens the west gate after a volley to send the next group around a long loop. Prototype check: Test route recalculation when building near a moving enemy and prevent unexplained teleportation.

Context and sources: OpenRA
9Base defense, sieges and wavesOverview and example ↗Waves test a base's resilience while preparation and repair split limited resources between current and future threats.4

Mechanic variants

  • Wave scouting reveals the upcoming composition.
  • Repairs compete with buying additional defenses.
  • Sieges attack specific structural weaknesses.
  • Respite allows relocating defensive equipment.

Design example. After an aerial wave, the player repairs a roof and postpones strengthening the ground gate. Prototype check: Test recovery after a hard wave so a surviving base is not inevitably lost without further decisions.

Context and sources: OpenRA
10Territory, objective and supply-line controlOverview and example ↗Held locations provide score, resources or supply, while territorial connectivity makes bypassing an alternative to assault.4

Mechanic variants

  • Capture requires uninterrupted presence.
  • A supply line connects an objective to its base.
  • Neutralization interrupts income without full capture.
  • Multiple objectives require splitting forces.

Design example. A flanking squad cuts a road and deprives a fortified objective of reinforcements. Prototype check: Test whether players can identify the specific broken connection that disabled an objective's income or supply.

Context and sources: OpenRA

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • OpenRA

    Primary open-source strategy project: unit commands, fog of war and rule modification.

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