However, executions are also the most immediate way of gaining momentum, and Gears Tactics is certainly a game of keeping your turns rolling. Even when the advantage seems obvious, it’s important to weigh the pros and cons of each decision. Other times, everyone needs a reload, no one is in a good position to get a decent shot off, and getting the execution did nothing but pull that one member into a more dangerous spot. Sometimes, this additional move is enough to finish off the remaining threat. It’s the perfect example of how adapting Gears to tactics can elevate both. Rushing to execute a downed enemy grants everyone else on your team an extra action. ![]() The Gears-iness of it all bleeds through in a lot of ways, but none as significant and powerful as with executions. (It’s less cute when the enemy gets three actions too, moving further than you thought possible for a shotgun blast point-blank into your COG.) Even if they’re used just to slide a good way across the terrain before getting a single shot off, getting three actions makes it feel as though something significant happens every turn. It’s a simple tweak to the formula that goes a long way toward achieving the super soldier power fantasy. The key contributor to making Gears Tactics feel particularly action-oriented is that each squad member is allotted three moves per turn instead of the XCOM-like standard of two actions. Hunkering down in defensive positioning is practically an invitation to get flanked from all sides. This is a fast-paced take on tactics, one that usually favors pushing forward and thinning out the enemy’s numbers before they even get a chance to fire. ![]() Gears Tactics‘ most impressive accomplishment is that it’s a fine starting place for Gears fans who have no familiarity with turn-based strategy games, and it’s a fantastic introduction to Gears for tactics aficionados.
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