
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
我擦,这真的是太好玩了。单位多而不乱,章节设定也很合理,参杂单位教学,整体体验很丝滑,最后一关配上BGM太燃了,打爽了。以及希望早点开创意工坊。
RTS+战棋,类似小时候玩过的”高级战争“,但又有些不同,有着最高指挥官的影子,巨型单位,重型火炮,视野,经济,还有挺类型丰富的单位,两者加到一块意外的好玩。自己的单位能被批量选择移动,或是”托管“,这也一定程度上减少了部分战棋类单位多如海的时候各种各样的垃圾时间(在战棋游戏批量操作这个我还是头一次玩到,虽然寻路可能蠢了点,但这个体验太夯了)。 最后就是关于指挥官的了,指挥官能带来各种不同的游戏体验,到后面玩家甚至可以在一定程度上自定义技能(你能用A指挥官的技能为主体的情况下再加上b指挥官的部分技能效果,达到一些更加有趣的战术效果) 这让我想到了一些非常有意思的事情(不知道开发者能不能看到)如果游戏以后长期更新,那么指挥官和技能也是会越来越多的,但问题来了,虽然玩家能选择的技能效果是越来越多了,但最终只能选择其中一个,那么有没有什么办法选到更多呢? 是的,我想到了个人经常游玩的某个游戏类型:rouge元素,虽然这想法听起来很奇怪,但搞了这么多技能效果,或许可以“利用一下”?。打个比方,开局可以让玩家选择其中一个指挥官,去挑战其他的指挥官(啊是的,命令与征服:将军的挑战模式)在这过程中玩家可以获得各种各样的加成,敌人也会越来越有挑战性......这样既能让玩家体验到“更强的组合”,也能根据这套组合去体验到一些”意料之外“的战术玩法...... 毕竟现在来说论“重玩价值”可以是尝试不同玩法,也可以是挑战更高难度,或许之后还能让玩家对打或者合作打打AI?但真要论“重玩价值”还是有rouge模式这么一座大山,市面上新的RTS游戏里如帝国时代4的炼狱,英雄连3的最后防线,还有一款“肉鸽指挥官”的肉鸽RTS游戏,这三个虽然也没到特别好评的程度吧,但大厂游戏还是尝试在各自的游戏加上了肉鸽元素,也侧面说明了这类型的游戏受众还是有一定规模的。或许我们也可以搞一搞?总得来说,长期方向这种玩法还是值得考虑一下的。
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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
When you take two things and combine them, sometimes you end up with the worst of both worlds. I haven't played the original Total Annihilation but I've played a lot of Beyond All Reason and Supreme Commander, and I've played a decent amount of Advanced Wars and recent indie inspired versions. And I think it's very hard to combine the two gameplay styles, they are sort of diametrically opposed. Turn based games are more inherently tactical, which means precise unit placement and unit choice is emphasized, while large scale RTS are more strategic, emphasizing more the long term decision making and economy build out. Props to the devs for trying but here's where I think things went wrong: - Clunky economy: TacAnn clearly took inspiration from SC and earlier games where the economy is heavily focused on microing builders. This is even more clunky than those old games because builders have to be directly next to the thing they're building, so oftentimes a builder spends more turns moving around to get to the right spot to build than building. This problem also becomes annoying when you're trying to have 10 builders collab on one super unit - the unit blueprint is so large that it takes a few turns for builders to position themselves. This clunkyness may be intended as a way to prevent snowballing, but snowballing your economy is why those RTS games are fun and there are alternative ways to prevent snowballing. - Box select movement is not that good when most units don't have many move points: Box select in a turn based game seems like a great idea, but in practice it doesn't work very well when some units can't move the maximum number of moves because of traffic jams and it just doesn't feel good to use. As a result, you end up moving every unit individually anyways and it gets tiring to move so many. - Built in rock paper scissors mechanics (armor vs anti armor vs no armor): I personally feel like this goes against what those large scale RTS games stand for. RPS mechanics are a good match for games where you have few units but not when it's a game where you are spamming units. I guess at the end of the day, I was expecting the game to cater to me - someone who plays a lot of RTS and some turn based games on the side. Instead it's probably better for someone who plays a lot of turn based and a little RTS.
Un bon petit jeu de stratégie au tour par tour qui mêle habilement l'économie dynamique, les ingénieurs terre mer et aire et les megas unités d'un total A like et les contres, anticipations, positionnements d'un tactical ou on prend son temps. Les + Le jeu est complet : une grande campagne (30 missions je crois), dés défis - batailles, des escarmouches contre les IA. 12 commandants différents avec une 3eme compétences qu'on peut choisir pour le personnaliser Le déblocage progressif de tout cela dans la campagne ce qui permet de bien apprendre à tout gérer. Beaucoup beaucoup d'unités dont les Tiers 1 restent utiles même en fin de de partie. Les méga unités :love: Le bouton IA (espace) qui automatise l'action de l'unité ce tour là, Tres utile quand on a pleins d'unités ç l'arrière à faire agir ou pour trouver des opportunité de tire avec les défenses. Le zoom max qui permet d'avoir une bonne idée du champ de bataille Le prix tres bas :love: Les moins : L'ia est bonne mais pas très intelligente, elle est opportuniste donc facile à piéger. le scénario est léger, clairement le jeu met l'accent sur le gameplay pas l'histoire Les unités sont identiques pour tout le monde (seuls les commandants sont différents) Les déplacements de groupes ne m'ont pas encore convaincu Pas de multijoueur L'anglais est correct, mais pas d'autres langues. En résumé : go si vous appréciez les tactical sf et que vous voulez tester l'économie de Total A en tour par tour, surtout pour ce prix ne vous privez pas. Et peut-être que le multi arrivera un jour ?
It's a turn-based approach to an RTS game structure - the most similar experience I've had would be with the WH40K game Gladius (without the factional variations) as I've described that to friends as a turn-based RTS too. The focus is on base building and combat tactics, and in that it borrows heavily from Total Annihilation and its descendants. IMO, it works. The super units feel super. Bases can go up quickly and expand quickly. The additions of unit multi-select and assisted movement are useful and keep things from grinding to a halt later in games where you have so many units to manage. I especially appreciate being able to click directly onto the units in the "This unit has actions left" dialog instead of having to hunt them down. I think there may be room for expanding the automation in this area, but it's a strong start. I've only seen a bit of the commander abilities so far, so I don't know if they become true game changers later on. So far, I'm not sure if they'll provide enough differentiation match to match for the long haul. What I can say is that it plays perfectly on the Steam Deck and on a TV with a controller after only light control customization. I think this is where the turn-based-but-RTS-structure really shines: I wanna chill on the couch, but I also want to play a wargame and fight the enemy and not the controls.
Добавлю отзыв на русском. Отличная конверсия Total Anihilation на пошаговый лад. Еще напомнило старую хорошую игру Massive Assault, если кто помнит. Экономика с материей/энергией, накопление/балансирование ресурсов. Обилие разных типов юнитов, каждый из которых нужен в какой-то определенной ситуации. Большое влияние ландшафта на тактику и стратегию. Командиры со способностями. Мега-юниты, которые не являются имбой в чистом виде, а требуют грамотного использования, и грамотной поддержки своих войск. Всё тут сделано отлично, и геймплей не перегружен. Чего хотелось бы улучшить в игре: - Перевод на другие языки - Добавить генератор случайных карт (да, знаю, есть встроенный хороший редактор карт, но всё же) - ИИ в стычке надо серьёзно улучшать, хотя он и в нынешнем состоянии способен бросить вызов По мелочи: - Добавить в игру гекс с городом/зданием для укрытия. Дающим, например, защиту 0,5. Для разнообразия. - Юниты, выгружаемые из транспортников, должны на этом же ходу двигаться и вступать в бой. Так десанты станут более рабочей тактикой. - Странно выглядит то, что авиационные юниты занимают клетку наземных. Возможно, стоит дать возможность в одном гексе располагать 1 наземный/морской и 1 авиационный юнит. - Довольно ядрёная цветовая палитра, но это на любителя. Я бы подсветку хода и атаки юнитов сделал не выделением всех гексов (зеленый/красный), а просто контуром. - При уничтожении командного бота было бы логично у соответствующего игрока/ИИ отключать активную способность командира. - Добавить возможность в опциях убрать сетку гексов. По моему карта и без неё прекрасно читается. В общем, не ведитесь на мультяшный стиль - если играете в стратегии, чтобы ДУМАТЬ, а не кликать мышкой 10.000 раз в минуту - то эта игра отличный выбор. Разработчик, ты молодец!
可谓高级战争的精神续作 RTS+战棋,胜在回合制能从容思考,而不必争分夺秒苦练微操 但带来的挑战是,RTS 的全局经济运转,和战棋的局部阵型排列,两手都得抓,从而策略深度和难度大得吓人 不建议一上来直接玩遭遇战 但好在战役模式循序渐进,加上诸多 UI 提示和 QoL 设计,上手体验很丝滑 期待多人联机模式
love the base building and the mega units are a lot of fun only complaint is the small size of the maps
好玩啊 潜力很大 巨型单位是亮点 希望以后出更多玩法和单位
刚打完第一章,挺好玩的,推荐! 巨型突击坦克的第一炮打出去时,我就知道我已经赢了! 空格键的AI自动行动很方便,大兵团时可以省去很多繁琐的操作。 另外指挥官诺兰的伤害得加强
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Where this game's players are, estimated from review languages.
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