
Experience turn-based strategy with free-form base building, multi-unit control, colossal units, and powerful battle skills. It captures the depth of an RTS in turn-based form, like Advanced Wars with massive super units!
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About
Tactical Annihilation is a sci-fi turn-based strategy game played on a hexagonal grid.
It features full base-building mechanics, a rich variety of unit types, and innovative sci-fi themed systems.
Combat operations are optimized for intense engagements—you can box-select and directly command multiple units at once, and offload non-critical units to an AI-assisted decision system.
The game includes over 70 unit and building types, covering complete land, sea, and air forces, defensive structures, and colossal mega units that can turn the tide of battle in a single stroke.
12 commanders grant special abilities to your troops, along with powerful skills capable of reshaping the battlefield.
Box-select multiple units for collective orders, making it easy to command vast armies. In the later stages, use the AI-assisted decision system to handle non-critical units, so you can focus your attention on decisive engagements.
Unlike many other strategy games, this title incorporates base construction and economic operations. Build economic structures, factories, defense towers, and even deploy long-range artillery batteries to turn defense into offense.
Transform your economic advantage into an unstoppable force that crushes enemy lines.
Build the massive armored tank, the colossal airship, or the gigantic missile-spider!
Over 70 unit and building types, including a complete roster of naval, ground, and air forces, plus defensive towers.
In addition, there are spider units that can scale hills and hover units that glide over lava.
Pick from 12 unique commanders to grant passive traits to your forces, and unleash game-changing active skills that can turn the tables.
✓ Campaign mode with 26 missions—learn the units and master the rules.
✓ BattleSpace mode—extra challenge scenarios across 30 maps.
✓ Highly customizable Skirmish mode with 20+ maps, supporting up to 8 players.
✓ Built-in powerful map editor with trigger-based scripting.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 玩过《高级战争》和《战律》的人,在这款游戏面前会明显感觉格局被打开了。它不是简单地把 AW 搬到 Steam,而是把回合制和 RTS 的经济运营揉到了一起——工程师建厂、金属与电力的双资源、残骸回收、远程炮台布防,每一步都在逼你思考"怎么把钱变成战斗力"。70 多种单位搭 12 个指挥官,组合深度让人想起《陷阵之志》那种"一局一个新思路"的耐玩劲儿,26 关战役只是开胃菜,30 张战斗空间挑战 + 遭遇战 + 地图编辑器才是真正的本体,UGC 潜力不小。 框选操作和 AI 辅助决策解决了回合制后期"单位多到点到手酸"的老毛病,这点必须夸。巨型单位登场那一刻,AW 的玩具感瞬间被碾碎。强烈推荐!
Total Annihilation + Advance Wars crossover which turned out better than I expected. Even the demo was great. If you played either of those games, you'll be at home here. It has: + QoL for controls: multiple unit selection, orders for groups + TA/Supreme commander streaming economy in a turn-based game. And it works. + Tons of unit types. Robots, tanks, airplanes, nukes, shields, artillery installations that can fire across whole map. + Giant experimental units + Enemy AI is better than you expect. Things I dislike: - Not all text labels are translated from Chinese (but it's not that bad, those are minor labels which are understandable from context) - It would be great to have a separate "auto-move this unit" and "auto move everything" buttons instead of pressing confirmations on end turn. - There is no tech tree. Commander can build all the stuff that Engineers can. There are no T2 factories (although there are T2 units) and no factory upgrades. This makes this game play more akin to Zero-K than Total Annihilation.
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Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If Beyond All Reason had a love child with Advanced Wars. 10 out of 10. And I'm someone who has played half a dozen failed Advanced Wars successors.
Supreme Commander meets Advance Wars. There is no better way to sum it up. Took me about 23 hours to finish all the campaign missions on regular, but did not finish a bunch of the optional side missions that you can use to level up commanders and unlock others. Mega units are suitably powerful, but occasionally awkward to use. Commander abilities can sometimes be annoying when used against you. Missions can sometimes feel like a grind of attrition warfare. All in all, game is definitely worth the price point if you like this style of game.
好玩,战役关卡引人入胜.每关开头动画帮助了解新单位,且教程详细,可平衡单位种类众多不好上手的问题. 感觉游戏中护盾单位颇强,甚至护盾可以相互叠加(只是不知护盾优先判定情况),或者说护盾不强远程真无敌了.不考虑攻击力情况下护盾血单价低于其他单位血单价,而远程单位低血高攻,两者优势互补.感觉游戏中最强的情况大概是这样了. 游戏中炮塔强于可移动单位,在加上炮塔的射程优势,导致能防守就不要攻坚,只是建造时间较长,中后期或许工厂直接造单位不如造工兵再造塔. 海陆空三军中明显空军较弱,也就是说除虚空外尽量可以不用空军(除侦察机外),再加上防空炮塔几乎已经把空军克死了,空军可能只能用于骚扰.类似地,悬浮,爬山单位数值不如海陆军,越能适应地形的单位数值越低. 而战役中最常见地形是平原,尽量少出陆军和建筑和炮塔外单位是一般打法,而远程加护盾的组合既能防守也能攻击,工兵价格低廉,混合近战填线,也能造塔和建筑,缺视野就造雷达和侦察机,盾破完了说明盾叠少了,经济不足说明矿偷少了,战线平稳后爆远程,把视野广单位送到敌人基地面前,然后一波齐射,个人感觉是最优解.(从分数上看这样做战损比会很低,回合数一般远低于要求的回合,分奴狂喜) 游戏随机性较强,通过sl可以少死单位,少回合数. 在单位如此多情况下平衡困难,个人认为已是上上之作,谢谢开发者带来的好游戏.
This is an excellent turn-based strategy game that plays with an RTS-style economy and base-building system. There is a lot of content, with a long campaign, challenge maps, AI skirmishes, and player-made maps. The AI is challenging, and the variety of units and base-building strategies feels endless. Anyone who enjoys Total Annihilation, Supreme Commander, and Advance Wars-style games will feel right at home. Personally, I really enjoy Zero-K and Panzer Corps 2, and this game scratches that same itch. I have also played it on the Steam Deck, where it runs really well, and I can see it becoming one of my main games for the Deck. It is a hidden gem and deserves to become very popular once it is discovered by more gamers.
This game excels in design, evoking a classic retro vibe while offering solid tactical depth and good overall playability. The only problem for me is that clicking on units or terrain doesn't provide enough information. For instance, unit counter relationships and terrain unit capacity aren't clearly shown, making it harder to learn the ropes on the fly.
Nectaris meets Total Annihilation
很有经典风味的一款回合制战棋小游戏 我觉得作者120%是最高指挥官/PA系列粉丝,这个单位建模浓浓的一股味() 满分5星的话我给4.5星,剩下0.5星是因为没做联机功能( 我说这种游戏多人联机占一半乐趣好吧 ------------- 玩了半天,进游戏目录看了一眼发现居然是unity,还是mono打包的,那乐了,拿出各种逆向工程家底折腾折腾试着弄了个局域网联机小插件 这才对嘛
横扫千星风格的RTS之前只玩过ZeroK,这游戏的经济系统也是类似这个思路的 [spoiler]而这类游戏往往有一个隐形规则很关键:大概就是前赴后继牺牲单位是没问题的,关键是要把对方经济系统搞出破绽和波动出来,然后你就能在消耗战中自然的把雪球滚大然后优势自然放大把对手滚死——所以这类游戏里面的战场烈度往往是很大的,而这也是此类型游戏独特的一个乐趣点和魅力所在[/spoiler] 所以概括来说这个游戏很像是ZeroK的战棋化,各种机械单位互相烈火暴捶碎片横飞也是很带感的(早期还有个虚拟空间关,碎片都悬浮着更带感) 前线区域打着打着一地的碎片和可回收的残骸堆积如山也是这游戏中一种美妙景象,尤其是大量工程车顶着炮火在前线穿梭回收资源同时驻防和维修,这也是这类游戏常见的一种画面和控制体验,非常有真实战场那种后勤价值和存在感——这也一直是玩一些非横扫系rts时不容易构建的,或者通常横扫系游戏里AI能做到所以我们能看到但往往自己操作手速却跟不上的搞不出来的当时只能脑内想想的那种前线盛况 (笑死) 指挥官系统让战役多了不少可能性 我个人比较常用卡丹(那个将军),因为打法俺上比较喜欢搞偷袭,切经济(后面有了铁王八之后更是有的时候还喜欢搞个“特别军事行动”,弄一个小队坦克啥的偷偷地滩头隐蔽登录,或者是派轰炸机小队直接贴地图边切进去啥的,所以卡丹的技能有时可以帮我成功抗住舍身攻击拿下敌方基地里的矿点; 剩下时间偶尔用比较直率的初始英雄诺兰多一些,毕竟利落的针对单位生命值得轰击有时最解决问题; 光头工程师那个技能也有点意思,当然最有特色的还要当属最后才解锁的电球女了,这两位也算初见印象比较深的了,但可惜认识的比较晚, 前面的套路都有点习惯化了,逐渐适应路径依赖了>u< 最后一些大战役也有点趣味遭遇战的意思了,规模基本就是早先自己开的遭遇战的结构,多VS多,但又有音乐变奏又有情节波折又有信息密度,只能说是享受,虽然单局时间量上也达到了遭遇战规模甚至更多,这块会期待说未来改造的情节和节奏密度进一步凝练一些,毕竟关键的情节中,任何一点垃圾时间都可能对大脑的享受状态来说是要命的 总的来看,玩遭遇战的时候会更希望能对电脑(BOT)的AI有更多风格化的控制,但不看遭遇战只聚焦战役的话,则会觉得现在这样就还挺好,减少垃圾时间不太难不太屯让我能顺利的享受剧情享受设计师的关卡安排的电脑AI就是好的,所以不同侧重下对电脑AI的需求和关注点也必然是不同的 最后就是这游戏玩着玩着也不由自主会觉得它未来或许挺适合搞个额外的敌人阵营的,就是配合类似人类一起打怪兽/虫族/外星人单位的那种游戏模式存在的阵营,而情节上,这些人类指挥官团结起来构筑阵线各展其能对抗外敌的画面感想像也是一直很有的。 当前本体的情节和结构上其实刚好也有些那种”很多作品本传/特色作品前传“的那种气质,就是对称性好,故事比较中规中矩有均衡性,有遐想空间和某种大事件爆发前夜的那种铺垫感等等特点;正好讲的也是个人类内战,机械科技平叛的世界观,所以平叛结束后自然就会畅想真正更大更有爆炸性的对人类的威胁在未来出现呢——感觉作为续作或者DLC引入新的模式也是挺合适的,总之也真是很难不这么去想像呢哈哈
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Where this game's players are, estimated from review languages.
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