"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 tactics with true ballistics — angles and cover decide hits, not dice.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.
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.
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.
Seize the high ground. Elevation changes hit chances, overwatch coverage and sightlines — a rooftop Machine Gunner commands the street below.
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.
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.