Turn Based Tactics: Difference between revisions
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{{trope}}
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TBT games tend to place a higher worth on individual [[Mook
As with [[Turn-Based Strategy]] games, gameplay alternates between players: Each player has the time to contemplate their next move and execute it, before relinquishing control to the next player. There are some exceptions to this, primarily the Simultaneous Turn Resolution (aka "WEGO”) model, in which players formulate and submit their orders for the turn at the same time, and then all soldiers act simultaneously on those orders.
Where Tactical games overlap with [[Role Playing Game
Some TBT games are self-contained: each match or mission is a singular experience, having no influence on subsequent matches. Most however have a Grand Strategy or Adventure portion that serves to "tie" the matches together, with some large-scale goal to strive towards. Even so, the focus is always on the player's performance in each match. Therefore, Strategic success in such games stems from repeated Tactical success, not the other way around. For example, losing an important territory early on in the Strategic portion of the game may make future Tactical matches a little harder, but failing a single Tactical match may cost you the entire game. This is the opposite of Grand Strategy, where one lost battle rarely means [[Game Over]].
Since the start of the 21st century, TBT games have been in recession in what was their strongest market: the personal computer. The appearance of computers that could easily process gameplay in [[Real Time]] attracted a large portion of Strategy Game fans towards [[Real Time Strategy]] in one direction, and towards [[Tactical Shooter
Compare [[Strategy RPG]].
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* [[Abomination the Nemesis Project|Abomination: The Nemesis Project]]
* ''[[Artillery Duel|Artillery]]'' and its
** ''[[Gunbound]]''
** ''[[Pocket Tanks]]''
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{{reflist}}
[[Category:
[[Category:Turn Based Tactics]]
[[Category:CRPG Tropes]]
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