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Warhounds Combat System

"Be the commander. Calculate lines of fire, flank and break cover, and seize the high ground. Every turn is decided by your planning and honest physics — not by RNG."

Turn-based firefight in WarhoundsTurn-based tactics with true ballistics — angles and cover decide hits, not dice.

Core Mechanics

True ballistics, no fake RNG

No point-blank misses and no bogus randomness. Every shot is resolved by honest physics — your angle, range, cover and line of fire. If you flank an enemy, you will see it in the hit chance.

Action-point economy

Each turn you manage AP for movement, aiming, shooting, reloading and abilities. The "Go, go, go" command can feed an ally 1 AP to chain actions. Plan your points or waste your turn.

Destructible cover

Cover is not permanent. Grenadiers, explosions and sustained fire destroy walls, crates and buildings, opening new sightlines and exposing enemies who thought they were safe.

Vertical gameplay

Seize the high ground. Elevation changes hit chances, overwatch coverage and sightlines — a rooftop Machine Gunner commands the street below.

Cone overwatch

Set a marked surveillance area; the unit automatically attacks once per turn when an enemy moves inside it. Cover windows, building exits and flanks. Two overwatch shots can fail to stop a fast-moving enemy, so layer it with Machine Gunners.

High combat lethality

Units become hit, lose armor, and call out "I'm hit" and "Can't stand upright anymore." Armor can be destroyed permanently in a fight. Every decision carries real cost — this is not a forgiving game.

What the Gameplay Videos Show

No fake RNG. The developers are explicit: no point-blank misses, no bogus randomness. What you see on the board is what the ballistics deliver.

Warhounds Guide — a fan-made guide and wiki for the turn-based tactics game by Everplay DMCC, published by Brightika, Inc. Not affiliated with the developers or publisher. All trademarks belong to their respective owners.

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