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
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Grid size | 12×12 to 20×20 | range | — |
| Move points | 4–7 | range | Per unit class |
| Base damage | ATK − DEF | formula | — |
| Elevation bonus | +15% | percent | — |
| Flank bonus | +25% | percent | — |
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.