Battle Primer
Battles in ASHFALL are about territory and posture, not DPS races. This is the grammar of the front line — cover, suppression, morale, melee, and reinforcement — and how to read a fight's phases.
The four phases of a fight
Almost every engagement moves through the same arc. Naming the phases is the first tactical skill:
- Advance — close the distance while staying in cover; open ground is deadly.
- Pin — suppress the enemy so they can't reposition or fire effectively.
- Flank — bring fire onto their exposed side, where cover doesn't protect them.
- Break — push their morale to zero; a broken squad opens a hole you exploit now.
Reading which phase you're in — and which the enemy thinks they're in — is how you win outnumbered.
Cover
The map is dressed with three kinds of cover, and squads automatically snap their models to the best cover within a small radius of where you order them. A shield-pip in the UI shows cover quality before you click.
| Type | Examples | Effect |
|---|---|---|
| Directional cover | Walls, craters, sandbags | Strong damage reduction — but only against fire coming from beyond the cover line. Useless against a flank. |
| Area cover | Ruins, forests | Lighter reduction from all directions, plus a sight penalty. Good for holding ground you might be flanked on. |
| Negative cover | Roads, open ground | You take bonus damage. Roads are fast lanes and killing floors at once — never fight standing on one. |
Elevation grants sight and a small range bonus on ridges. And cover is destructible: explosives and vehicles crush walls and sandbags, so the battlefield opens up as the fight ages — the strong position on minute two may be rubble by minute twelve.
Suppression
Suppression weapons — the heavy machine-gun analogs — do something worse than damage: they pin. A suppressed squad suffers heavy movement penalties and reduced accuracy, and its models dive prone. It's stuck and half-blind even before its morale gives out.
Suppression is the setup move of ASHFALL. Pin a squad, and it can't reposition while you maneuver a second squad onto its flank. The counter-grammar against a gun that's pinning you:
- Flank the firing arc — suppression points in a direction; get out of the cone.
- Smoke it — break line of sight (Free Companies squads carry smoke as a gadget).
- Charge it into melee — a gun locked in melee can't shoot. This is the classic answer.
Morale: break and rally
Every squad has a morale bar beneath its health bar. Sustained fire — especially suppression — drains it. At zero, the squad breaks:
- It stops obeying attack orders.
- It takes reduced damage (models diving to the dirt) — so a broken squad is hard to finish.
- It flees toward safety.
A broken squad rallies after time out of fire, or faster near a hero or friendly structure — then it's back in the fight. So breaking a squad isn't a kill; it's a window. It opens a hole in the line right now, and you have to exploit it before the squad rallies. Often, breaking is better than killing: it removes a unit from the fight instantly and costs you far less effort.
Finish the runners
Wiping a squad entirely is much more expensive for its owner than merely mauling it. When a broken squad is fleeing, chasing down the last models denies the enemy a cheap reinforcement — "finishing off runners" is a real, deliberate decision.
Melee lock
Melee-capable squads can charge into melee lock: the two squads' models pair off into a visible scrum. While locked:
- Locked squads can't shoot out, and can't be shot into effectively — there's a heavy accuracy penalty firing into melee, plus friendly-fire risk.
- Disengaging costs free hits — you don't leave a scrum cleanly.
Melee is how you silence a heavy gun, deny the enemy reinforcement, and — for the Kindled — how you live at all. It's the hard counter to a static gun-line: a squad that reaches melee takes the shooters out of the shooting business entirely. Hero duels get brief scripted sync-kill flourishes as polish, but the mechanic is the lock itself.
Reinforcement
Squads reinforce lost models mid-battle by spending Requisition — when near your HQ or a rally structure, or anywhere at all for some factions. This is why the state of the front matters so much:
- Mauling is cheap to recover; wiping is expensive. A squad reduced to two models can be topped back up. A squad wiped entirely must be rebuilt from scratch. This is the whole reason to chase runners.
- Upgrades persist through reinforcement. Weapon swaps, a sergeant, faction gadgets — a decorated squad keeps its kit as it reinforces. A veteran squad is a real investment, which is exactly what makes the campaign's honor guard sting when it dies.
- Faction differences. The Hollow Court gets no front-line reinforcement — instead their fallen models self-repair unless you confirm the kill. See The Four Factions.
Putting it together
Pin with suppression, flank the cover line, break their morale, and either exploit the hole or charge the guns into melee — then chase the runners so they can't reinforce. That sequence is ASHFALL. Everything else is faction flavor on top of it.