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FEATURED VOXPOP shandog137
So much more than war...
By shandog137
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The recent blog, Peace in the Era of Call of Duty  really made me think about war games that dig deeper than simply a kill streak reward. The first game that came to mind was Spec-Ops: The Line and although I haven’t played it, I began to wonder if it did the war genre as...

Just Tactics Screenshots



Unlike many turn-based strategy games, there is no dice rolling or similar random mechanic in Just Tactics.  Movement and Combat are deterministic, governed by stats such as Action Points (AP) and Hit Points (HP).  Uncertainty is achieved via the Deck/Card system.  Controlling Satellite Uplinks on the map allows players to draw Cards from their Decks.  Other than choosing which player will take the first turn, the only randomness  in the game is the shuffle of the Deck.  However, a player could build their entire Deck out of the same Card, which would leave literally nothing to chance.  Just Tactics has a great balance between determinism, which allows the most skilled player to win, and uncertainty, "does my opponent really have another hard counter in their hand?"

Beyond your deck, are your customizable Squads of Units.  Right now, Just Tactics has 26 Units to choose from: artillery, tanks, heavy infantry, spotters, cloaked snipers, support units, and swarms of infantry teleporting into close combat.  How you customize your Squads is up to you.

Teleporters don't have an attack, but they are probably the most important units in the game.  One teleporter on its own is basically useless.  Put two teleporters within range of each other and they form a wormhole that other units can travel through.  You can network many teleporters together, allowing you to assault, reinforce and retreat with ease.  When you have a vast teleporter network spread across the map, the match is typically going well for you.  When the enemy has cut your teleporter network apart and your Squads are isolated and relatively immobile, the match is usually going badly.
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