Armoured Clash: Tactical Tricks

This is a list of some small tricks or edge cases that the ruleset allows that might help you get incremental advantages or order activations to your advantage. I haven’t noticed anything particularly strong or necessary here, but every little bit helps. It’s possible that I missed a rule somewhere preventing these things, in which case I’m sure it’ll be pointed out shortly. Alternatively, perhaps some of these interactions are unintended and the devs will fix them. I’ll try to update this if so. Reserves, and the use thereof (No one expects Field Guns) Field guns bring decent range and good shooting for cheap on a slow, tissue paper chassis. Not exactly a winning combination, especially when killing light units is one of the main priorities of the game. So leaving them in reserves to pop out when needed and safe until then is the perfect combination to make them work. Determine initiative is also before deploying reserves, so you’ll know if you have the first activation before c...