TINY WARS

Field Manual v3.1 Revised

Tactical Addons

Entrenched
+1 Cr

Skip Step 2/3 Move to grant -1 to opponent attack rolls until your next turn.

Heavy Armor
+2 Cr

Unit ignores the first 1 ATK DMG received every single turn.

Spotter
+1 Cr

Allies in range of 3 to this unit gain +1 ATK DMG against targets.

Deployment Rule:

Units are limited to ONE Addon each.

Upgrades are permanent for the unit's lifecycle.

Turn Order

  • 1 Choose Unit
  • 2 Move / Shoot
  • 3 Move / Shoot

* Perform the remaining action or double-up if stationary.

Unit Database

Infantry1 Cr
Mov2
HP2
Rng2
Dmg1
Standard
Scout2 Cr
Mov5
HP3
Rng3
Dmg1
Fast
APC2 Cr
Mov6
HP4
Rng0
Dmg0
Carrier

Transport 1 Infantry. Drop-off ends move.

Tank4 Cr
Mov3
HP4
Rng3
Dmg2
Armored

-1 DMG if attacking at Max Range (3).

Artillery5 Cr
Mov2
HP2
Rng4-10
Dmg2
Siege Mode

Either move, fire or reload. Reload after firing. Ignores LOS.

Titan8 Cr
Mov2
HP8
Rng3-10
Dmg2
Splash

+1 DMG to all adjacent targets.

Collision Protocol:

Allied units do not block movement for friendly forces, but Enemy Units act as physical barriers and cannot be passed through.

Combat Resolution

Roll 1D6 + Modifiers

1 Miss / Signal Lost
2-4
Hit (DMG or Retreat*) *Retreat only if unit HAS NOT moved this turn.
5+ Critical Hit (Full DMG)

Close Combat Rule

Targets attacked from an ADJACENT TILE immediately fire back. Roll resolution for the defender AFTER the attacker's roll (if defender survives).

Environmental Data

Cover (Forest/City/Debris) Stop Move / -1 ATK Roll
Hill +1 ATK Range
Water Stop Move / No Shooting
Mountain Blocked Path
Road +1 Movement

Flanking

Apply +1 ATK Damage if two or more friendly units are adjacent to the same hostile target.