Gameplay Style

Multi-Squad Tactics Battle

Comparable Gameplay: Warhammer 40k, Warmachine, Infinity.

Distinguishing Features: Macro scale lens, the most units and longest playlengths a single tactics map can make practical. Allows a contrast between ‘special leaders’ and ‘basic squads’ as focus on unit identity.

Style Highlights

Players Supported: Typically 2 Players PvP. Can support GM vs 2+ Players.

Estimated Play Length: 90-180+ minutes for experienced players.

Force Size: Large, 9-27 units.

Unit Action Complexity: Low for basic squads, mid-high for leaders.

Lethality: Mid to High speeds up resolution, creating more space for larger scale battles.

Lens: Macro, more landscape of factions in conflict at a place in world.

Subject is more group level; an organization, its different offices, divisions within it, close allied squads, etc. Of the local environment seen within the lens, greater attention is placed on mass firing lanes, special movement paths, and potential choke points — logistics are comparatively more emphasized.

Fun & Identity Focuses

Faction Identity. This style focuses more on playing a faction, and playstyle necessitated by what they excel and lack, with lesser focus on individual units — forest vs trees.

Individual vs Group. This style supports a larger contrast between ‘heroic’ units capable of special actions, greater survivability, or other character hi-lights, and basic squads, which tend to be more uni-role, low to mid impact. On other hand, basic squads that overcome ‘heroic’ challenges put spotlight on the squad-team’s accomplishment,

Point buy allows greater contrast between unit or squads resource cost and its tactical performance. Point costs positions units against each other along low-high cost dimension and low-high value dimension, drawing attention to ‘high price for high performance’, ‘bargain’, ‘premium’, ’overcosted’ and other such features.

Simulation. Fun can have a simulationist, immersion focus — forces deployed represent what various organizations in the setting might utilize. Such faction identity can be further enforced through access special equipment, powers, or special rules. 

Emergent Stories. Fun in drama of dramatic turn arounds, stories of squads survival despite loss, or leaders follies despite victory.

Tactical Challenge Fun. Fun of tactics challenge shifts a bit from matchup focus of standard lends to risk-management and make best of a less-in-control of situation.

Greater Need for Balance. Bad matchups or uneven forces can impede fun of PvP matches, meaning this style benefits more greatly from mechanics promoting even playing fields. Radiant Tactics use BP pointing or less granular Power Levels to mitigate such unfun.

Additional Flavors

Tactical battles are typically paired with force build mode that lets players compose own force that supports fun of world-fit, playstyle variety, balance, or skill expression. This linkage emphasizes a fun cycle of building, testing, and refining forces

Tactical battles can be linked with faction-relative Roster Up, Equipment Up, or Ability Up progression to support campaigns more focused on orgs and the people within them.

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Demo Scenario Setup

Goal. Progressive Capture Point Victory.
Turns. Five.
Enemy AI. As unit cards.

Map Features
Yellow Zones. P. Capture Points. 
Green Grass. Light Cover.
Blue Water. Units starting activation in water lose move or action, +1 move cost.
Dark Brown Building. Height 1.
Light Green-Brown Building. Height 2.
Khaki Building. Height 3
Whitish-Yellow Building. Height 4.

Player Units: Choose one:

A. Build Mode. You get 1300 BP to spend on building a force of max 18 units. You have to pick one of three factions, but can also spend BP to include your crossplay character.

B. Preset. Pick one of three preset faction forces.

Opposition Units: Default opposition is premade Fleet Soldiers, but you can play demo against any preset faction force.
Weapon Cards: Use Precision for squads and Burst for characters.

Preset Faction Forces

Ursan Knights, 1272 Total BP

Squad A. One Ursan Captain, Battle Banner & Greathammer. Five Ursan Elite.
Squad B. Two Dual Claw armed Ursan Elite, Two Greathammer and Shield armed Ursan Elite.

Cardinal Fleets, 1278 Total BP

Squad A. One Fleet Commander, Six Fleet Soldier, Two Centaur MERCs.
Squad B. One Fleet Human Artillery, Six Fleet Soldier, Two Centaur MERCs.

Âuos Strike Force, 1278 Total BP

Squad A. One Strike Leader with Mind Thrust spell. Three Longspear armed Shadow Forces. Two Dual Dagger armed Shadow Force.
Squad B. Two Dual Javelin armed Shadow Force. Three Shadow Force.

Special Build Rules & Options

Ursan Knights

Ursan Elite. Armed with Claw(A), Bite(A), and Crossbow(A). 103 BP per unit, squad of 3-4.
Squad can swap crossbow for Dual Claws(A) for +11 BP per unit.
Squad can swap crossbow for Greathammer and Scutum Shield for +39 BP per unit.

Ursan Captain. Armed with Dual Claw(M) and Bite(M). 156 BP
Can swap Dual Claws for Dual Axe(M) for +55 BP
Can swap Dual Claws for a Battle Banner and Greathamer for +89 BP

Cardinal Fleets

Fleet Soldier. Armed with Rifle(N) and Trooper(+1 adv per adjacent trooper). 53 BP per unit.
Can add Focus Potion for +5 BP per unit.
One unit per squad can take Battle Banner for +14 BP

Fleet Salaried Centaur MERC. Armed with Mace(A) and Targe Shield(4). 98 BP per unit, squad of 1-2

Fleet Human Artillery. Armed with Fireball. Av 8, 11R. 82 BP. One specialist.

Fleet Commander. Unarmed, has inspire fury ability. 168 BP
Can add inspire rage for +48 BP

Âuos Strike Team

Auos Shadow Forces. Armed Javelin(M) and Dagger(M), has acrobatic(A) mastery. 100 BP per unit, squad of 3-6.
Squad can swap to Dual Dagger +13 BP per unit
Squad can swap Dagger for Dual javelin for + 0 BP per unit.
Squad can swap to Longspear for +10 BP per unit

Auos Strike Leader. Armed with Vorpal Longspear(M), has acrobatics(A) mastery. 132 BP
Can take mind thrust spell for +112 BP
Can take jumpack item for +30 BP

Playtest Feedback

Q. How similar is the demo’s gameplay to comparable games?
Q. What adjustments would make the gameplay better?

Key Parameters
(lower/higher/about right)

Lethality: How quickly units are KO’d.
Action Complexity: How many choices per unit, how long force play decision making takes.
Force Size: Total number of units.
Play Length: How long should it take to play out a tactical battle. (‘Too long, too short.’)
Challenge: How difficult the tactical battle should feel. (‘Too hard, too easy’.)
Unit Expendability: How concerned with losing units should players be. (‘Feels too punishing to lose, feels too expendable.’)
Map Design: How fitting map design is for gameplay mode.
Objective vs KO Focus: Which should genre’s gameplay emphasize more?

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Thank you for your response. ✨

Warning

Disclaimer: The product names and trademarks of other tactics games and RPG systems are mentioned on this website for sole purposes of comparison, critique, review or education. Radiant Tactics does not claim compatibility with any mentioned system, nor are any claims of ownership advanced.