

They all belong to a predetermined class (sniper, support, heavy…) with a set of skills that can be unlocked in four different branches. In your HQ, you'll only manage three things. You'll complete a few, depending on the rewards and restrictions that come with them, but nothing that can break your run. No base construction, no resources to collect, no research, no soldier exhaustion, no harsh choices, no doom clock… Here, the campaign follows a more linear path with main scripted missions and a few side ones that can't all be done. So even if strategy is still quite deep during combat phases, the game remains quite light on the management side. Let's not forget that Gears Tactics is also meant to appeal to players that aren't into turn-based games. Grenades are still required to seal emergence holes, and while the game happens to be quite realistic regarding ballistics (your soldiers can hurt each other), it also knows when to be permissive, as healing works through walls. You can of course pick up a grenade launcher or a torque bow, but they come with limited ammo. The basic gun happens to be useful because it has a special attack allowing to cancel enemies's overwatch. Kicking the explosive tickers becomes a way to lower their huge dodge stat and aiming at other locusts in the process is even better. Best of both worldsįurthermore, the game shines at merging Gears' gimmicks with more tactical gameplay mechanics. So even though the verticality and physics featured in XCOM 2 are missing here, Gears Tactics' formula proves to be rich and unique enough to entice the veterans of the turned-based genre. You can get extra AP for a character or squad, usually by performing close combat actions (chainsaw attacks, executions, bayonet charges). The second distinctive point is that Gears Tactics rewards aggressiveness. Something which clearly happens a lot since the game shows no mercy. The freedom it gives allows to build some evolved tactics and to make up for the mistakes you are bound to make or any unexpected outcomes.


You can spend an AP for any action, in any order, with one character, then switch to another character to do something else, before coming back to the first one. The first distinctive point is the lack of restrictions. These AP are used to move, shoot, throw grenades, reload, use the chainsaw, heal, activate overwatch or many other special actions. You'll lead a 4-character squad, each member having 3 action points (AP) to spend during his turn. The good news for turn-based titles fans is that the game both masters the pillars of the genre and makes some subtle adjustments to build its owns identity.
