Suppression Mechanics
What is suppression?
Section titled “What is suppression?”Suppression is temporary combat disruption applied by certain attacks (commonly artillery-style attacks). It does not remove permanent HP by itself. Instead, it reduces a unit’s effective strength for the rest of the current player turn.
In practice, an attack can split into:
- Hard damage: permanent HP loss
- Suppression: temporary disruption that lowers effective combat power
Hard damage vs suppression
Section titled “Hard damage vs suppression”If an attack shows -3 damage and +3 SUP:
- Target HP goes from
10 -> 7(hard damage) - Target is suppressed for
3 - Effective combat strength becomes
7 - 3 = 4for this turn window
The unit is still alive at 7 HP, but it fights like a weaker unit until suppression clears.
Effective strength and counter-attacks
Section titled “Effective strength and counter-attacks”Suppression affects combat, not movement:
- Suppressed units still exist on the map and keep their position
- Their outgoing damage is reduced because effective strength is lower
- Their counter-attacks are also reduced for the same reason
If effective strength is at or below the pinned threshold, the unit cannot counter-attack.
Current default:
- Pinned threshold = 1
That means a unit at effective strength 1 is considered pinned and cannot retaliate.
When does suppression clear?
Section titled “When does suppression clear?”Suppression lasts through the active player’s turn and is cleared on turn transition.
Typical flow:
- Player A attacks and applies suppression to Player B’s unit
- Player A follows up with additional attacks this turn
- Player A ends turn
- Suppression on Player B units is cleared
This keeps suppression focused on immediate tactical coordination, not long-term movement lock.
Stacking suppression
Section titled “Stacking suppression”Multiple attacks in the same turn can stack suppression on a target. This makes coordinated fire powerful: one unit softens and disrupts, then other units exploit before the turn ends.
What you see in combat and replay
Section titled “What you see in combat and replay”Suppression is shown in two places:
- Combat floaties: hard damage first (e.g.
-3), then suppression (e.g.+3 SUP) - Unit HP badge: split display so you can read available strength vs suppressed portion
Replay uses the same suppression events, so what you review matches what happened live.
Tactical advice
Section titled “Tactical advice”- Use suppression to set up safe attacks, not only to chase kills
- Focus-fire one target in the same turn to exploit suppression before it clears
- Keep fragile attackers behind a frontline; pinned defenders may fail to counter
- If a key unit is suppressed, avoid risky trades and wait for turn reset when possible
Next Steps
Section titled “Next Steps”- Review Units Guide for artillery roles and team compositions
- See Match Replay to analyze suppression timing
- Read Getting Started for combat basics
Suppression wins windows. Hard damage wins wars.