Turn-Based Combat (Apocalypse)
Turn-Based Combat (TB) uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit's actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire.
Turn Based Features
- In TB you have plenty of time to plan your moves and think about your next strategy. Though this is the same in RT thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game.
- Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that's happening around you all at once.
- One good example of this is when you are attempting to stun and capture a difficult enemy like the Megaspawn. Though they aren't impossible to capture in RT with the right strategy, it can be a lot easier to do it when the big wall of missiles and Disruptor beams isn't shooting back at you!
- This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the Popper if you react when it's too close. Agents with no TUs, low reaction will make ripe pickings for Brainsuckers and poppers, causing the loss rate to increase considerably.
Turn Based Combat
- Grenade settings work differently in TB. Your timer starts to work by turns and also includes the blast on impact command. Like RT, you can still access this immediately with the left-click shortcut for priming instead of right-clicking.
- Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI's not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.