QUICK ANSWERTreat action order as part of positioning. Demo footage shows players repeatedly losing tempo because they discover too late that movement and different actions do not behave identically. Before committing a key unit, preview what the action will leave you able to do next.
01

What the video evidence supports

  • Movement consumes action economy; old footage repeatedly shows players checking remaining AP before repositioning.
  • Some actions can be followed by another action while others end the unit’s useful sequence; the exact launch UI should be trusted over old numeric assumptions.
  • Range, push/pull effects and terrain collision often matter more than standing behind static cover.
What the video evidence supports field illustration
Official Steam gameplay screenshot.
02

A practical turn checklist

  1. Identify the enemy that can punish your current position.
  2. Check whether a terrain move or displacement can remove that threat without trading a body.
  3. Move only when you know the post-move action you want.
  4. Do healing/support actions before ending the unit’s useful sequence if that action timing allows it.
A practical turn checklist field illustration
Official Steam gameplay screenshot.
03

Why this guide avoids old AP numbers

The supplied transcript pack spans demo/playtest builds and launch-adjacent footage. It is strong evidence for the shape of the problem — players repeatedly ask “how much AP do I have?” and discover sequencing rules mid-fight — but not a safe basis for freezing every old AP cost into a launch table.

Why this guide avoids old AP numbers field illustration
Official Steam gameplay screenshot.
Release facts checked 2026-09-15 against official Steam and developer news. Pre-release video observations are labeled where used.