Tactics and defense
Tactics and defense turn positioning, action order and preparation into limited resources. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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