PlayBlueprint
CombatCore

Grid Combat

Deterministic turn-based combat on a square grid with transparent damage.

DeterministicTurn-basedTactics

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Player intent

The player wants to commit to a move knowing exactly what will happen, then watch it resolve.

Role in the core loop

Grid combat is the moment-to-moment core. It is where the strategic layer is paid for and where named soldiers live or die.

Usage conditions

  • An active battle is in progress.
  • It is the player faction’s turn.
  • The selected unit has an unspent action.

Parameters

ParameterValue
Grid size12×12 to 20×20
Move points4–7
Base damageATK − DEF
Elevation bonus+15%
Flank bonus+25%

Rules & logic

  • There is no random hit chance — all outcomes are deterministic.
  • Flanking and elevation bonuses stack additively.
  • Overwatch consumes the main action and triggers on enemy movement into range.

Scenarios

Clean flank

Given
A unit moves to an enemy’s rear tile on higher ground.
When
It attacks.
Then
Damage applies +25% flank and +15% elevation additively, shown in preview before commit.

Overwatch trap

Given
A unit holds its action in overwatch.
When
An enemy moves into its range.
Then
The overwatch attack resolves immediately during the enemy turn.

Edge cases

  • Two overwatch units cover the same tile — resolution order follows initiative.
  • A unit dies from overwatch mid-move — remaining movement is cancelled.

Dependencies

  • Morale system
  • Equipment & stats
  • Terrain model

QA notes

  • Verify preview damage matches resolved damage in 100% of cases.
  • Confirm flank detection uses facing, not just relative position.

Related materials

Related Mechanics

Related UI Specs

Related GDD