TINY WARS

TACTICAL OPS GUIDE VERSION v2.2

Turn Order

01

Initialize

Select an active hardware unit for deployment.

02

Maneuver / Engage

Relocate within range OR fire upon hostile signatures.

03

Pivot Action

Fire again if stationary. Relocate if firing completed.

Combat Hardware

Infantry 1 Cr
Move2
Health2
Range2
Dmg1
Entrench

Setup defense (one turn) to reroll dice while entrenched.

Tank 4 Cr
Move3
Health4
Range3
Dmg2
Heavy Armor

Ignores the first 1 damage received in any turn.

Scout 2 Cr
Move5
Health3
Range3
Dmg1
Spotter

+1 ATK vs targets seen by scout from a hill.

Artillery 5 Cr
Move2
Health2
Range3-10
Dmg2
Siege Mode

Move OR Fire. Arcing fire ignores Line of Sight.

Titan 8 Cr
Move1
Health6
Range1-10
Dmg4
Juggernaut

Cannot be retreated by Tactical Events.

Resolution

Roll 1D6 + Modifiers

1
MISS: Null ATK Damage applied.
2-4
Tactical Event Apply Damage OR Force retreat 1 tile.
5+
Critical Hit

Close Combat

  • Triggers when two opposing units become adjacent.
  • Mutual Simultaneous DMG checks.
  • Take tile if target is destroyed.

Flanking Support

Gain +1 ATK Damage if 2 friendly units are adjacent to the target.

Environmental Data

🌲 Forest/Debris
Stop Move / -1 Roll
🏢 City
-1 Roll
🟢 Hill
+1 ATK Range
🏔️ Mountain
Blocked
🏞️ River
Stop / No Fire
🛣️ Road
+1 Move