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!!Added spice:
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!!Ranged combat rules:

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!!Ranged !!!Ranged combat rules:



!!Melee combat rules:

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!!Melee !!!Melee combat rules:



* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get close to an enemy without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]]. Watch out for detectors.

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* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get close to an enemy without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]]. Watch out for detectors.ability]], but can be countered by special detector abilities or items.
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unnecessary example elaboration that just repeats the definition


* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker.

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* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker.
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* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols and sniper rifles) and melee (cf. daggers and polearms).
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Alternatively, a unit's armor may be concentrated on one side, so it's much easier to piece it from the other.

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* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. (e.g. pistols and vs. sniper rifles) and melee (cf. (e.g. daggers and vs. polearms).
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Alternatively, a unit's armor may be concentrated on one side, so it's much easier to piece pierce it from the other.
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* '''{{Grappling Hook|Pistol}}''', '''JetPack'', etc. Any ability or tool that allows a combatant to move vertically, giving him access to elevated positions that might not have been reachable otherwise.

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* '''{{Grappling Hook|Pistol}}''', '''JetPack'', '''JetPack''', etc. Any ability or tool that allows a combatant to move vertically, giving him access to elevated positions that might not have been reachable otherwise.
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* '''{{Grappling Hook|Pistol}}'''. An ability or tool that allows a combatant to quickly change his position and elevation (particularly upwards).

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* '''{{Grappling Hook|Pistol}}'''. An Hook|Pistol}}''', '''JetPack'', etc. Any ability or tool that allows a combatant to quickly change his position and elevation (particularly upwards).
move vertically, giving him access to elevated positions that might not have been reachable otherwise.
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This is not quite what Rule Breaker is about.


* '''Rule Breaker'''. A combatant can break or ignore one of the basic rules of the game, usually balanced by some kind of tradeoff. That cool cyborg you got can deploy an arm minigun, but he only has 200 rounds for it, and the gun can only be used if a charging meter is full.

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* '''Rule Breaker'''. A combatant can break or ignore one of the basic rules of the game, above, usually balanced by some kind of tradeoff. That cool cyborg you got can deploy an arm minigun, but he only has 200 rounds for it, and the gun can only be used if a charging meter is full.trade-off.
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More unnecessary explanations and examples.


* '''[[DashAttack Charge]]'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. BayonetYa. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker. Swing a hammer, the foe is tossed away, now the sniper can kill him because he's not taking cover behind anything.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides. Sword attack from both sides = orc brute sandwich.
* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any enemy attempting it, a sweeping attack that pushes back anyone in range, or just cook them with fire/microwaves/phlebotinum/whatever.
* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks). You can't raise your sword/gun/{{BFG}}/whatever when your shield is up for example.
* '''Guard'''. Similar to Defensive Stance, but the combatant instead defends an adjacent ally (who may be incapacitated, busy, or otherwise unable to defend himself), potentially even TakingTheBullet for him. So you have a deployable shield? Good. Cover the gunner so he can wipe the foes down.

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* '''[[DashAttack Charge]]'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. BayonetYa. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker. Swing a hammer, the foe is tossed away, now the sniper can kill him because he's not taking cover behind anything.
attacker.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides. Sword attack from both sides = orc brute sandwich.
sides.
* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any enemy attempting it, a sweeping attack that pushes back anyone in range, or just cook cooking them with fire/microwaves/phlebotinum/whatever.
* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks). You can't raise your sword/gun/{{BFG}}/whatever when your shield is up for example.
attacks).
* '''Guard'''. Similar to Defensive Stance, but the combatant instead defends an adjacent ally (who may be incapacitated, busy, or otherwise unable to defend himself), potentially even TakingTheBullet for him. So you have a deployable shield? Good. Cover the gunner so he can wipe the foes down.
him.



* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Beware thermal targetting systems. Combatants covered by smoke can usually aim at the enemies outside of it without penalty, otherwise they have to rely on thermographics too.
* '''{{Grappling Hook|Pistol}}'''. An ability or tool that allows a combatant to quickly change his position and elevation (particularly upwards). Or you can tie the {{Mook}} to your car and [[RuleOfFunny drive round town dragging him along]].

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* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Beware altogether (unless countered by thermal targetting systems. vision or equivalent). Combatants covered by smoke can usually aim at the enemies outside of it without penalty, otherwise they have to rely on thermographics too.
penalty.
* '''{{Grappling Hook|Pistol}}'''. An ability or tool that allows a combatant to quickly change his position and elevation (particularly upwards). Or you can tie the {{Mook}} to your car and [[RuleOfFunny drive round town dragging him along]].
upwards).



* '''Context Action'''. At predetermined points, a combatant can perform a context-sensitive action (heal a friendly, resupply ammo, pick a lock, disarm a bomb, hack a computer, etc.), leaving himself exposed to enemy fire.

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* '''Context Action'''. At predetermined points, a combatant can perform a context-sensitive action (heal a friendly, an ally, resupply ammo, pick a lock, disarm a bomb, hack a computer, etc.), leaving himself exposed to enemy fire.



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More unnecessary explanations, examples, and presumptions about a modern military setting, as well as unncessary adressing of the reader.


* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols and sniper rifles) and melee (cf. daggers and polearms). Sniper rifles may have infinite range, but will still perform poorly at close range. Knives can kill within touching distance, and that's it.
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Tank armour, for example, is front-heavy, so if your [=RPG=] guy can nail it from the sides or the back, the tank is toast.

to:

* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols and sniper rifles) and melee (cf. daggers and polearms). Sniper rifles may have infinite range, but will still perform poorly at close range. Knives can kill within touching distance, and that's it.
polearms).
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Tank armour, for example, is front-heavy, Alternatively, a unit's armor may be concentrated on one side, so if your [=RPG=] guy can nail it's much easier to piece it from the sides or the back, the tank is toast.other.



* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. [[VideoGame/CallOfDuty Sometimes not tolerated]]. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

to:

* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. [[VideoGame/CallOfDuty Sometimes not tolerated]]. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.



* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and ranged attackers to minimize damage taken. Said cover can range from large pieces of the environment (an archer firing from a wooded hill or a soldier using shipping crates as protection), through [[LuckilyMyShieldWillProtectMe mobile shields]] (ballistic riot shields), to {{Human Shield}}s (you grab someone, he blocks the shots). The quality of cover often determines the amount of protection it provides. The riot shield will always endure better than the unfortunate guy you grabbed.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. A ranged combatant aids his ally's advancement either by taking a free reaction shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]]. A machine gunner best fits this example, [[MoreDakka with a mass of bullets at the ready and a fast fire rate]], he can deal out fear as much as he can deal damage.
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] for massive damage, etc. at the cost of a lower success chance or a longer aiming time. Headshots always deal more damage, but the smaller size of the head compared to centre mass means good accuracy and a keen eye are essential to hit the spot.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer. Your artillery, for example, can rain hell upon the {{Mook}}s your recon spotted, even with a wooded hill in between.
* '''Blind Firing'''. The ranged combatant can bombard an area outside of his effective aiming range (or covered by smoke or the FogOfWar) but within his firing range, giving him a (small) chance to hit an enemy in that area. The artillery can for example, fire a salvo over that wooded hill in hopes of nailing a few {{Mook}}s in that vicinity.
* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself. The artillery can bombard the {{Mook}}s [[RunningJoke over that wooded hill]] even if they can't see what's beyond it, as long as the recon have them within sight.

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* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and ranged attackers to minimize damage taken. Said cover can range from large pieces of the environment (an archer firing from a wooded hill or a soldier using shipping crates as protection), (hills, walls, crates, etc.), through [[LuckilyMyShieldWillProtectMe mobile shields]] (ballistic (e.g. ballistic riot shields), to {{Human Shield}}s (you grab someone, he blocks the shots). Shield}}s. The quality of cover often determines the amount of protection it provides. The riot shield will always endure better than the unfortunate guy you grabbed.
provides.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. A ranged combatant aids his ally's advancement either by taking a free reaction shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]]. A machine gunner best fits this example, [[MoreDakka with a mass of bullets at the ready and a fast fire rate]], he can deal out fear as much as he can deal damage.
down]].
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] (such as his head) for massive damage, etc. at the cost of a lower success chance or a longer aiming time. Headshots always deal more damage, but the smaller size of the head compared to centre mass means good accuracy and a keen eye are essential to hit the spot.
time.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer. Your artillery, for example, can rain hell upon the {{Mook}}s your recon spotted, even with a wooded hill in between.
observer.
* '''Blind Firing'''. The ranged combatant can bombard an area outside of his effective aiming range (or covered by smoke or the FogOfWar) but within his firing range, giving him a (small) chance to hit an enemy in that area. The artillery can for example, fire a salvo over that wooded hill in hopes of nailing a few {{Mook}}s in that vicinity.
area.
* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself. The artillery can bombard the {{Mook}}s [[RunningJoke over that wooded hill]] even if they can't see what's beyond it, as long as the recon have them within sight.
himself.
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more unnecessary examples


* '''[[CompetitiveBalance Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. A sniper can't deal with close range attackers, while a submachine gunner can't snipe enemies. They can work in a sniper-spotter pair: The [=SMG=] guy picks off anyone who comes close, while the sniper take down the further away foes. Specialized combatants may have access to unique [[SpecialAttack special moves]]. The sniper for example may pack an [=SMG=] himself as backup.
* '''[[TheLeader Leader Unit]]'''. A combatant specializing in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]]. Similar to leaders in RealTimeStrategy games are Heroes. Sometimes, the mission fails if your Hero gets slain.
* '''[[MoraleMechanic Panic]]'''. When faced by overwhelming odds, a combatant can panic and start acting erratically instead of following the player's orders. Say a machine gunner has you pinned down. You may not want to assault the objective as per your commander's orders for fear of being killed.

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* '''[[CompetitiveBalance Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. A sniper can't deal with close range attackers, while team, e.g. a submachine gunner can't snipe enemies. They can work in sharpshooter and a sniper-spotter pair: The [=SMG=] guy picks off anyone who comes close, while the sniper take down the further away foes. frontline fighter having fundamentally different training. Specialized combatants may have access to unique [[SpecialAttack special moves]]. The sniper for example may pack an [=SMG=] himself as backup.
moves]].
* '''[[TheLeader Leader Unit]]'''. A combatant specializing in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]]. Similar consequences]], up to leaders in RealTimeStrategy games are Heroes. Sometimes, the and including [[HeroMustSurvive instant mission fails if your Hero gets slain.
failure]].
* '''[[MoraleMechanic Panic]]'''. When faced by overwhelming odds, odds (e.g. a large number of allies dying or being pinned by heavy fire), a combatant can panic and start acting erratically instead of following the player's orders. Say a machine gunner has you pinned down. You may not want to assault the objective as per your commander's orders for fear of being killed.
orders.
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Zapping unnecessary presumptions about tile-based movement and turn-based time-keeping. RTS games with continuous terrain can employ the same tactics. Also zapping unnecessary redundant explanations.


* '''FogOfWar'''. Terrain features are revealed to the player only after they come into an allied combatant's viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed (and sometimes not animated) unless they are ''currently'' within the viewing range of an allied combatant. Some games allow you to shroud units under a fog-generating unit or structure.

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* '''FogOfWar'''. Terrain features are revealed to the player only after they come into an allied combatant's viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed (and sometimes (or not animated) unless they are ''currently'' within the viewing range of an allied combatant. Some games allow you to shroud units under a fog-generating unit or structure.



* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Example: recons can see very far, ranged units can only view their adjacent tiles. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices. The abovementioned ranged units can employ spotters (maybe the recons) to see what's beyond that wooded hill.
* '''Movement Speed'''. Different combatants can traverse different distances within the same time span on the same terrain. Cavalry can run three tiles, for example, while their footmen equivalent can only traverse two tiles, both within a turn. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities. Maybe an item will allow the footmen to catch up with the cavalry.
* '''Sprint'''. A combatant can move faster than normal for a short time but cannot attack during (and possibly right after) the sprint. His maximum movement speed may be [[SprintMeter temporarily reduced afterwards]], too. Some games have abilities to accelerate the sprint speed or lengthen the sprint endurance - some even provide infinite sprint as an option.

to:

* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Example: recons can see very far, distances, e.g. recon units seeing much further than heavy-duty ranged units can only view their adjacent tiles.units. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices. The abovementioned ranged units can employ spotters (maybe the recons) to see what's beyond that wooded hill.
abilities/devices.
* '''Movement Speed'''. Different combatants can traverse different distances within the same time span on the same terrain. Cavalry can run three tiles, for example, while their footmen equivalent can only traverse two tiles, both within a turn. terrain, e.g. cavalry moving much faster than footmen. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities. Maybe an item will allow the footmen to catch up with the cavalry.
abilities.
* '''Sprint'''. A combatant can move faster than normal for a short time but cannot attack during (and possibly right after) the sprint. His maximum movement speed may be [[SprintMeter temporarily reduced afterwards]], too. Some games have Certain abilities to accelerate can increase the sprint speed or lengthen the sprint endurance - some even provide infinite sprint as an option.duration, up to unlimited sprint.
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It's "Competing", not "Completing". The objectives 'compete' with each other and the main goal for the player's attention.


* '''Completing Objectives'''. Good tactical games give players additional mission-specific objectives or sidequests that run contrary to the main one (defeating all enemies), such as taking captives, avoiding collateral damage, snatching up volatile resources, maintaining long-term morale, etc.

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* '''Completing '''Competing Objectives'''. Good tactical games give players additional mission-specific objectives or sidequests that run contrary to the main one goal (defeating all enemies), such as taking captives, avoiding collateral damage, snatching up volatile resources, maintaining long-term morale, etc.
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None


* '''Competing Objectives'''. Good tactical games give players additional mission-specific objectives that run contrary to the main one (defeating all enemies), such as taking captives, avoiding collateral damage, snatching up volatile resources, maintaining long-term morale, etc.

to:

* '''Competing '''Completing Objectives'''. Good tactical games give players additional mission-specific objectives or sidequests that run contrary to the main one (defeating all enemies), such as taking captives, avoiding collateral damage, snatching up volatile resources, maintaining long-term morale, etc.



* '''FogOfWar'''. Terrain features are revealed to the player only after they come into an allied combatant's viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed unless they are ''currently'' within the viewing range of an allied combatant.
* '''[[GeoEffects Movement Modifiers]]'''. The movement speed of a combatant depends on the terrain he moves across, e.g. going down a slope is faster than climbing it.

to:

* '''FogOfWar'''. Terrain features are revealed to the player only after they come into an allied combatant's viewing range. Dynamic parts of the level, such as enemies and moving/destructible objects, are not displayed (and sometimes not animated) unless they are ''currently'' within the viewing range of an allied combatant.
combatant. Some games allow you to shroud units under a fog-generating unit or structure.
* '''[[GeoEffects Movement Modifiers]]'''. The movement speed of a combatant depends on the terrain he moves across, e.g. going down a slope is faster than climbing it.it, flatland is always easier to travel than hills, etc.



* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower to [[DungeonBypass create shortcuts]] or to deny the enemy passage/cover. Some combatants may have [[TheEngineer abilities to repair them]].

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* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives explosives, excessive physical force or sufficient firepower to [[DungeonBypass create shortcuts]] or to deny the enemy passage/cover. Some combatants may have [[TheEngineer abilities to repair them]].



* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Example: recons can see very far, ranged units can only view their adjacent tiles. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices. The abovementioned ranged units can employ spotters (maybe the recons) to see what's beyond.

to:

* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Example: recons can see very far, ranged units can only view their adjacent tiles. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices. The abovementioned ranged units can employ spotters (maybe the recons) to see what's beyond.beyond that wooded hill.



* '''Sprint'''. A combatant can move faster than normal for a short time but cannot attack during (and possibly right after) the sprint. His maximum movement speed may be [[SprintMeter temporarily reduced afterwards]], too.

to:

* '''Sprint'''. A combatant can move faster than normal for a short time but cannot attack during (and possibly right after) the sprint. His maximum movement speed may be [[SprintMeter temporarily reduced afterwards]], too. Some games have abilities to accelerate the sprint speed or lengthen the sprint endurance - some even provide infinite sprint as an option.



* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Tank armour, for example, is front-heavy, so if your [=RPG=] guy can nail it from the sides or the back, they're toast.

to:

* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage. Tank armour, for example, is front-heavy, so if your [=RPG=] guy can nail it from the sides or the back, they're the tank is toast.



* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Sometimes not tolerated. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

to:

* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. [[VideoGame/CallOfDuty Sometimes not tolerated.tolerated]]. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.



* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself. [[RunningJoke The artillery]] can bombard the {{Mooks}} over that wooded hill even if they can't see what's beyond it, as long as the recon have them within sight.

to:

* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself. [[RunningJoke The artillery]] artillery can bombard the {{Mooks}} {{Mook}}s [[RunningJoke over that wooded hill hill]] even if they can't see what's beyond it, as long as the recon have them within sight.



* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker. Toss a grenade, the foe is tossed away, now the sniper can kill him because he's not taking cover behind anything.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides. [=RPG=]s from both sides = fried tank filet sandwich.

to:

* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker. Toss Swing a grenade, hammer, the foe is tossed away, now the sniper can kill him because he's not taking cover behind anything.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides. [=RPG=]s Sword attack from both sides = fried tank filet orc brute sandwich.



* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks). You can't raise your gun when your shield is up for example.

to:

* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks). You can't raise your gun sword/gun/{{BFG}}/whatever when your shield is up for example.



* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Beware thermal targetting systems. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.
* '''{{Grappling Hook|Pistol}}'''. An ability or tool that allows a combatant to quickly change his elevation (particularly upwards).

to:

* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Beware thermal targetting systems. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.
penalty, otherwise they have to rely on thermographics too.
* '''{{Grappling Hook|Pistol}}'''. An ability or tool that allows a combatant to quickly change his position and elevation (particularly upwards).
upwards). Or you can tie the {{Mook}} to your car and [[RuleOfFunny drive round town dragging him along]].
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None


* '''Equality Before The Rules'''. Both the players and their AI opponents play by the same rules (i.e. MyRulesAreNotYourRules is ''not'' in effect).

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* '''Equality Before The the Rules'''. Both the players and their AI opponents play by the same rules (i.e. MyRulesAreNotYourRules is and TheComputerIsACheatingBastard are ''not'' in effect).



* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
* '''Movement Speed'''. Different combatants can traverse different distances within the same time span on the same terrain. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities.

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* '''Viewing Range'''. Different combatants dispel the FogOfWar at different distances. Example: recons can see very far, ranged units can only view their adjacent tiles. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
abilities/devices. The abovementioned ranged units can employ spotters (maybe the recons) to see what's beyond.
* '''Movement Speed'''. Different combatants can traverse different distances within the same time span on the same terrain. Cavalry can run three tiles, for example, while their footmen equivalent can only traverse two tiles, both within a turn. Movement speed and general maneuverability can be increased with [[SprintShoes special items]] or abilities. Maybe an item will allow the footmen to catch up with the cavalry.



* '''[[CompetitiveBalance Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. Specialized combatants may have access to unique [[SpecialAttack special moves]].
* '''[[TheLeader Leader Unit]]'''. A combatant specializing in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].
* '''[[MoraleMechanic Panic]]'''. When faced by overwhelming odds, a combatant can panic and start acting erratically instead of following the player's orders.

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* '''[[CompetitiveBalance Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. A sniper can't deal with close range attackers, while a submachine gunner can't snipe enemies. They can work in a sniper-spotter pair: The [=SMG=] guy picks off anyone who comes close, while the sniper take down the further away foes. Specialized combatants may have access to unique [[SpecialAttack special moves]].
moves]]. The sniper for example may pack an [=SMG=] himself as backup.
* '''[[TheLeader Leader Unit]]'''. A combatant specializing in [[FrontlineGeneral frontline command]] boosts the efficiency and morale of all friendly combatants within limited range. His death, however, can have [[DecapitatedArmy dire consequences]].
consequences]]. Similar to leaders in RealTimeStrategy games are Heroes. Sometimes, the mission fails if your Hero gets slain.
* '''[[MoraleMechanic Panic]]'''. When faced by overwhelming odds, a combatant can panic and start acting erratically instead of following the player's orders.
orders. Say a machine gunner has you pinned down. You may not want to assault the objective as per your commander's orders for fear of being killed.



* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols and sniper rifles) and melee (cf. daggers and polearms).
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage.
* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact. Can lead to SplashDamageAbuse, where the player causes Splash Damage to a target that isn't targetable directly.
* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.

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* '''Attack Range'''. Different weapons have different [[ArbitraryMinimumRange minimum]], [[ArbitraryMaximumRange maximum]], and effective attack ranges. This concerns both ranged weapons (cf. pistols and sniper rifles) and melee (cf. daggers and polearms).
polearms). Sniper rifles may have infinite range, but will still perform poorly at close range. Knives can kill within touching distance, and that's it.
* '''Flanking'''. By attacking an enemy from his side or [[BackStab even from the back]], a combatant can ignore his cover and generally has better chances of dealing damage.
damage. Tank armour, for example, is front-heavy, so if your [=RPG=] guy can nail it from the sides or the back, they're toast.
* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact. Artillery shots, for example, can slightly damage any units next to its intended target. Can lead to SplashDamageAbuse, where the player causes Splash Damage to a target that isn't targetable directly.
* '''{{Friendly Fire|Index}}'''. Friendly combatants are just as vulnerable to SplashDamage and attacks by panicking teammates as the enemy. Sometimes not tolerated. Attacking and missing an enemy risks [[StrayShotsStrikeNothing wounding a friendly combatant]] standing near him.



* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and ranged attackers to minimize damage taken. Said cover can range from large pieces of the environment, through [[LuckilyMyShieldWillProtectMe mobile shields]], to {{Human Shield}}s. The quality of cover often determines the amount of protection it provides.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. A ranged combatant aids his ally's advancement either by taking a free reaction shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]].
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] for massive damage, etc. at the cost of a lower success chance or a longer aiming time.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer.
* '''Blind Firing'''. The ranged combatant can bombard an area outside of his effective aiming range (or covered by smoke or the FogOfWar) but within his firing range, giving him a (small) chance to hit an enemy in that area.
* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself.

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* '''[[TakeCover Taking Cover]]'''. A combatant positions a solid object between himself and ranged attackers to minimize damage taken. Said cover can range from large pieces of the environment, environment (an archer firing from a wooded hill or a soldier using shipping crates as protection), through [[LuckilyMyShieldWillProtectMe mobile shields]], shields]] (ballistic riot shields), to {{Human Shield}}s. Shield}}s (you grab someone, he blocks the shots). The quality of cover often determines the amount of protection it provides.
provides. The riot shield will always endure better than the unfortunate guy you grabbed.
* '''[[IGotYouCovered Covering]]/[[PinnedDown Suppressing Fire]]'''. A ranged combatant aids his ally's advancement either by taking a free reaction shot at any enemy who tries to hinder it, or by preemptively firing at the known enemy position to [[PinnedDown pin them down]].
down]]. A machine gunner best fits this example, [[MoreDakka with a mass of bullets at the ready and a fast fire rate]], he can deal out fear as much as he can deal damage.
* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] for massive damage, etc. at the cost of a lower success chance or a longer aiming time.
time. Headshots always deal more damage, but the smaller size of the head compared to centre mass means good accuracy and a keen eye are essential to hit the spot.
* '''Indirect Fire'''. A combatant uses gravity to fire projectiles at an enemy without establishing a direct line of fire, usually from behind cover. Firing can be blind or assisted by a forward observer.
observer. Your artillery, for example, can rain hell upon the {{Mook}}s your recon spotted, even with a wooded hill in between.
* '''Blind Firing'''. The ranged combatant can bombard an area outside of his effective aiming range (or covered by smoke or the FogOfWar) but within his firing range, giving him a (small) chance to hit an enemy in that area.
area. The artillery can for example, fire a salvo over that wooded hill in hopes of nailing a few {{Mook}}s in that vicinity.
* '''{{Target Spott|er}}ing'''. A ranged combatant has a much longer firing range than his viewing range and can attack enemies currently seen by his allies ("spotters") even when he cannot see them himself.
himself. [[RunningJoke The artillery]] can bombard the {{Mooks}} over that wooded hill even if they can't see what's beyond it, as long as the recon have them within sight.



* '''[[DashAttack Charge]]'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides.
* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any enemy attempting it.
* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).
* '''Guard'''. Similar to Defensive Stance, but the combatant instead defends an adjacent ally (who may be incapacitated, busy, or otherwise unable to defend himself), potentially even TakingTheBullet for him.

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* '''[[DashAttack Charge]]'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. BayonetYa. Especially relevant in MountedCombat.
* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. The orc brute punched you down, it's gonna be hard to get up for a while. Maybe it's the force of his fists. Alternatively, the enemy is pushed away, either to dislodge them from cover, to stagger them, or simply to put some distance between them and the attacker.
attacker. Toss a grenade, the foe is tossed away, now the sniper can kill him because he's not taking cover behind anything.
* '''[[CombinationAttack Pincer Attack]]'''. An extension of the Flanking rule, melee combatants have much better chances of damaging an enemy when attacking him simultaneously from opposite sides.
sides. [=RPG=]s from both sides = fried tank filet sandwich.
* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any enemy attempting it.
it, a sweeping attack that pushes back anyone in range, or just cook them with fire/microwaves/phlebotinum/whatever.
* '''Defensive Stance'''. A combatant sacrifices some of his offense to temporarily boost his defensive stats (especially against ranged attacks).
attacks). You can't raise your gun when your shield is up for example.
* '''Guard'''. Similar to Defensive Stance, but the combatant instead defends an adjacent ally (who may be incapacitated, busy, or otherwise unable to defend himself), potentially even TakingTheBullet for him.
him. So you have a deployable shield? Good. Cover the gunner so he can wipe the foes down.



* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get close to an enemy without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].
* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.

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* '''Concealment'''. Similar to Taking Cover rules, Concealment allows a combatant to get close to an enemy without alerting him to his presence, allowing for an easier takedown or targeting. Usually requires exploiting the terrain or a [[InvisibilityCloak special ability]].
ability]]. Watch out for detectors.
* '''Smoke Screen'''. A combatant deploys a smoke screen over a small area around himself or his allies to make them temporarily harder to hit or even to prevent the enemy from targeting them altogether. Beware thermal targetting systems. Combatants covered by smoke can usually aim at the enemies outside of it without penalty.



* '''Context Action'''. At predetermined points, a combatant can perform a context-sensitive action (pick a lock, disarm a bomb, hack a computer, etc.), leaving himself exposed to enemy fire.
* '''Rule Breaker'''. A combatant can break or ignore one of the basic rules of the game, usually balanced by some kind of tradeoff.

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* '''Context Action'''. At predetermined points, a combatant can perform a context-sensitive action (pick (heal a friendly, resupply ammo, pick a lock, disarm a bomb, hack a computer, etc.), leaving himself exposed to enemy fire.
* '''Rule Breaker'''. A combatant can break or ignore one of the basic rules of the game, usually balanced by some kind of tradeoff. That cool cyborg you got can deploy an arm minigun, but he only has 200 rounds for it, and the gun can only be used if a charging meter is full.
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* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] ForMassiveDamage, etc. at the cost of a lower success chance or a longer aiming time.

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* '''Aimed Attack''' a.k.a. '''Called Shot'''. Instead of dealing normal damage, a combatant can attempt to [[BlastingItOutOfTheirHands disarm an enemy]], [[BoomHeadshot hit his vital areas]] ForMassiveDamage, for massive damage, etc. at the cost of a lower success chance or a longer aiming time.
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Gameplay rules that are commonly used to add a tactical dimension to combat-oriented {{video|Games}} and {{tabletop games}}--from TurnBasedTactics, through WesternRPG, to {{Tactical Shooter}}s. At the most basic level, these rules revolve around positioning multiple player-controlled combatants in such a way that allows them to deal damage to enemy combatants, while avoiding getting damaged/killed in turn.

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Gameplay rules that are commonly used to add a tactical dimension to combat-oriented {{video|Games}} and {{tabletop games}}--from TurnBasedTactics, through WesternRPG, to {{Tactical Shooter}}s. At the most basic level, these rules revolve around positioning multiple player-controlled combatants in such a way that allows them to deal damage to enemy combatants, while avoiding getting damaged/killed being damaged or killed in turn.
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Added DiffLines:

!!Added spice:
* '''Competing Objectives'''. Good tactical games give players additional mission-specific objectives that run contrary to the main one (defeating all enemies), such as taking captives, avoiding collateral damage, snatching up volatile resources, maintaining long-term morale, etc.
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* '''Charge'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.

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* '''Charge'''.'''[[DashAttack Charge]]'''. A combatant charges towards the target before striking it in melee, dealing additional damage proportional to the momentum gained. Especially relevant in MountedCombat.
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* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any such enemy.

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* '''Crowd Control'''. A melee combatant has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any such enemy.enemy attempting it.
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* '''Crowd Control'''. A melee combatant gets a free attack against any enemy within his weapon's reach who attempts to move past or away from him, preventing them from moving further if it hits.

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* '''Crowd Control'''. A melee combatant gets has means of preventing enemies from moving past him or out of his melee range, such as a free attack against any enemy within his weapon's reach who attempts to move past or away from him, preventing them from moving further if it hits.such enemy.
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* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact. This often leads to SplashDamageAbuse, where the player can use Splash Damage to attack a target that normally isn't directly targetable.

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* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact. This often leads Can lead to SplashDamageAbuse, where the player can use causes Splash Damage to attack a target that normally isn't directly targetable.targetable directly.
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* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact.

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* '''SplashDamage'''. Some attacks, particularly involving StuffBlowingUp, deal damage not just to the targeted combatant but to everyone/everything within a certain distance of the impact. This often leads to SplashDamageAbuse, where the player can use Splash Damage to attack a target that normally isn't directly targetable.
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* '''[[GeoEffects High Ground]]'''. If a combatant is positioned above his target, the accuracy, range, and damage of his attacks increase. By the same logic, a physically larger attacker may also have an advantage over a smaller target in melee.

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* '''[[GeoEffects High Ground]]'''. If a combatant is positioned above his target, the accuracy, range, and damage of his attacks increase. By the same logic, a physically larger or mounted attacker may also have an advantage over a smaller target in melee.
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* '''{{Grappling Hook|Pistol}}'''. Allows a combatant to quickly scale great heights without additional climbing aids.

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* '''{{Grappling Hook|Pistol}}'''. Allows An ability or tool that allows a combatant to quickly scale great heights without additional climbing aids.
change his elevation (particularly upwards).
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* '''[[CripplingOverspecialization Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. Specialized combatants may have access to unique [[SpecialAttack special moves]].

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* '''[[CripplingOverspecialization '''[[CompetitiveBalance Unit Specialization]]'''. Combatants with different training shine in some situations but are at a severe disadvantage in others, enforcing close cooperation within the team. Specialized combatants may have access to unique [[SpecialAttack special moves]].
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* '''Viewing Range'''. Different combatants can have different viewing ranges that dispel the FogOfWar. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.

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* '''Viewing Range'''. Different combatants can have different viewing ranges that dispel the FogOfWar.FogOfWar at different distances. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
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* '''[[GeoEffects High Ground]]'''. If a combatant is positioned above his target, the accuracy, range, and damage of his attacks increase. This can be also expanded to simple difference in size between the attacker and the target.
* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower to [[DungeonBypass create shortcuts]] or deny the enemy passage/cover. Some combatants may have [[TheEngineer abilities to repair them]].

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* '''[[GeoEffects High Ground]]'''. If a combatant is positioned above his target, the accuracy, range, and damage of his attacks increase. This can be also expanded to simple difference in size between By the same logic, a physically larger attacker and the target.
may also have an advantage over a smaller target in melee.
* '''[[EverythingBreaks Destructible Environment]]'''. Many parts of the level, such as doors, walls, trees, bridges, etc., can be destroyed by applying explosives or sufficient firepower to [[DungeonBypass create shortcuts]] or to deny the enemy passage/cover. Some combatants may have [[TheEngineer abilities to repair them]].



* '''Viewing Range'''. Different combatants can have different viewing ranges. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.

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* '''Viewing Range'''. Different combatants can have different viewing ranges.ranges that dispel the FogOfWar. Additionally, a combatant's line of sight is limited by terrain features and mobile objects. Viewing range can be extended artificially with special abilities/devices.
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None


* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, to drive them out of cover or to let the combatant gain some distance.

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* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, either to drive dislodge them out of cover from cover, to stagger them, or simply to let the combatant gain put some distance.distance between them and the attacker.
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* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, allowing the combatant to gain some distance.

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* '''Knockdown[=/=]KnockBack'''. A combatant knocks an enemy onto the ground, rendering them helpless for some time. Alternatively, the enemy is pushed away, allowing to drive them out of cover or to let the combatant to gain some distance.



* '''Movement Manipulation'''. A combatant manipulates an enemy to move to a certain spot (towards or away from him), either to distract them from discovering his allies' (or his own) position or to [[FishingForMooks lure them into an ambush]]. Alternatively, he can force enemies out of [[TakeCover cover]].

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* '''Movement Manipulation'''. A combatant manipulates an enemy to move to a certain spot (towards or away from him), either to distract them from discovering his allies' (or his own) position or to [[FishingForMooks lure them into an ambush]]. Alternatively, he can force enemies out of [[TakeCover cover]].
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* '''Guard'''. Similar to Defensive Stance, but the combatant instead defends an adjacent ally (who may be incapacitated, busy, or otherwise unable to defend himself), potentially even TakingTheBullet for him.

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