Simulate grid-based squad combat, test tactical squad builds against elite endgame reinforcement waves, evaluate mission difficulty curves, and export verified encounter configs.
Units receive 2 Action Points (AP) per turn. Shooting ends an operative's turn unless they are in Run & Gun. High cover grants 40% evasion; flanking completely strips defensive cover bonuses and adds a 25% critical strike chance.
Endgame content in squad tactics games relies on dynamic reinforcement pacing and boss phase mechanics rather than pure stat bloat. Test custom encounters with the Monte Carlo simulator to avoid unfair one-shot wipes.
Operatives set to Overwatch reserve ammo to strike the first hostile entering their line-of-fire. Use smoke and thermal explosives to shred armored fortifications before rushing high-value targets.