Grimdark Future/Tactics: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Mayapia
(Blanked the page)
1d4chan>ThatOneBruvva
No edit summary
Line 1: Line 1:
==Playing the Game==
Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows.


*''Hold:'' Stand and shoot
*''Advance:'' Move up to 6" and shoot. Generally nothing is troubled by this unless they're Indirect.
*''Rush:'' Move up to 12" but you can't shoot
*''Charge:'' As above, but your unit is now in melee range.
==Rules==
[[Category:Grimdark Future Tactics]]
{{Grimdark_Future_Tactics}}

Revision as of 10:25, 12 July 2020

Playing the Game

Grimdark Future is run via alternating activations, so one unit from your side is chosen to go, then the other side uses a unit and so on and so forth, with the first to go being a matter of who finishes first. Your actions are pretty much as follows.

  • Hold: Stand and shoot
  • Advance: Move up to 6" and shoot. Generally nothing is troubled by this unless they're Indirect.
  • Rush: Move up to 12" but you can't shoot
  • Charge: As above, but your unit is now in melee range.


Rules

Grimdark Future Tactics Articles
General: General Tactics
Alien Hives: Alien Hives - Soul-Snatcher Cults
Aliens: Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders
Robot Legions - Saurian Starhost - TAO Coalition
Battle Brothers: Battle Brothers - Custodian Brothers - Prime Brothers
Elves: Dark Elf Raiders - Elven Jesters - High Elf Fleets
Havoc: Havoc Brothers - Machine Cult Defilers - Wormhole Daemons
Humans: Battle Sisters - Feudal Guard - Gangs of Hive City
Human Defense Force - Human Inquisition - Infected Colonies
Machine Cult - Titan Lords - Rebel Guerillas
Ratmen: Ratmen Clans - Vile Rattus Cult