The Tool Desk
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The exact number of damage dealers, support units, or specialists depends on the game’s roster, squad limit, action system, difficulty, and mission rules. Use the process below to create a plan that still works when the map, enemy composition, or objective changes.
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What an effective squad must be able to do
Think in jobs, not labels. A class name matters only because of the actions and situations it covers. Across turn-based tactics games, a dependable squad normally needs four capabilities:
- Objective access: reaching, interacting with, defending, and extracting from the required location or target.
- Reliable damage: consistent ways to remove priority threats without spending every turn preparing a shot.
- Control and disruption: suppression, pinning, displacement, flanking, cover denial, lane blocking, or other methods that reduce enemy choices.
- Recovery and support: healing, reviving, stabilization, screening, scouting, repositioning, or buffs that keep the plan functional after a mistake or bad roll.
One operator can cover two jobs, but the squad should not collapse if one irreplaceable specialist is injured. A team that has impressive damage but cannot interact with the objective is not effective; neither is a team that reaches the objective but cannot survive the approach.
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Build the squad in seven steps
1. Read the mission condition before choosing anyone
Start with the win condition: capture, escort, sabotage, survival, extraction, or elimination. Identify the primary objective and any secondary objective, then note what must happen after interaction. An extraction mission may require a safe route out; an escort may require mobile protection rather than maximum burst damage; a survival mission may reward control and recovery over fast kills.
The XCOM 2 manual treats objectives, available actions, cover, concealment, line of sight, and action points as information to evaluate during a mission. Use the same habit in any game: write down what ends the mission, what fails it, and which turn or location creates the greatest risk.
2. Assign jobs before selecting classes or names
Make a simple coverage map. Mark who can perform each task and what happens if that unit is unavailable.
| Job | Questions to answer | Useful capabilities |
|---|---|---|
| Objective access | Who can reach and interact with the objective, and who protects the interaction? | Mobility, scouting, hacking or technical actions, stealth, smoke, carrying capacity, escort tools |
| Reliable damage | Who can hurt priority targets at short, medium, and long range? | Accurate weapons, armor penetration, multi-target attacks, critical-hit setup, ammunition or reload efficiency |
| Control | Who stops an enemy from firing, advancing, reinforcing, or holding strong cover? | Suppression, pinning, stuns, knockback, overwatch, area denial, smoke, flanking, cover destruction |
| Recovery and support | Who keeps the squad operating after damage, a missed attack, or a broken position? | Healing, revival, stabilization, defensive buffs, displacement, concealment, resupply, retreat tools |
Then list each unit’s primary and secondary job. A mobile scout may also provide objective access; a support unit may also suppress; a durable frontline unit may screen a medic. The important test is redundancy: if the only healer is down, can another unit stabilize or retreat the wounded member? If the only long-range shooter cannot see the target, does the squad have a close-range answer?
Electronic Arts’ guide to STAR WARS Zero Company describes operators as differing in Talents, Specializations, Weapon Classes, and abilities, with deployments selected for the mission and the player’s style. That model is useful even in other games: choose the combination of capabilities required by the operation, not a fixed class recipe.
3. Match range, sight lines, and terrain
Inspect the map before committing to a loadout. Determine where combat is likely to happen and whether the route contains narrow corridors, open ground, high ground, destructible cover, or restricted firing arcs. A squad built entirely for close range struggles on an open map; a team of long-range shooters can fail in rooms, alleys, or dense objectives where enemies can close distance safely.
The Company of Heroes 2 manual states that units have maximum ranges, weapon types perform differently at different distances, and some weapons have restricted firing arcs. Although that is a real-time tactics game rather than a turn-based one, the spatial lesson transfers: range and facing determine whether a nominally strong weapon can actually contribute.
Before deployment, identify at least one answer for each likely engagement distance. If the game has no true all-range weapon, combine roles: a durable close-range unit can protect a marksman, while a control specialist buys time for both to operate.
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4. Plan the safe turn before planning the attack
For every planned attack, decide where the attacker ends the turn and what defensive option remains. A high-damage shot that leaves a unit exposed may be worse than a lower-damage shot from cover. Consider the complete sequence:
- Move only as far as necessary to obtain the required sight line.
- Use the essential attack, interaction, or control ability.
- Check whether movement, reload, utility, or a defensive stance remains.
- End in useful cover or behind a blocker, outside the enemy’s most dangerous range.
- Confirm that allies are not stacked in one blast radius or firing lane.
In action-point systems, movement, attacks, utilities, reloads, overwatch, and defensive stances compete for the same turn budget. A strong turn has a clear priority, a safe end position, and a reserve for an unexpected enemy or objective change.
5. Create overlapping answers instead of isolated specialists
Pair capabilities so that one unit makes another more reliable. Examples include:
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- A controller suppresses or pins an enemy while the squad crosses a dangerous lane.
- A frontline unit occupies attention while a specialist interacts with the objective.
- A support unit improves the whole turn with healing, concealment, or a defensive buff instead of chasing low-value damage.
- A flanker has a planned exit route rather than relying on the initial attack to end the threat.
Overlap does not mean duplicating every class. It means avoiding single points of failure. Two units that can provide emergency control may be more valuable than a second pure damage dealer if the mission regularly produces counterattacks.
6. Preserve a recovery plan
Reserve at least one stabilizing option when the ruleset supports it. This can be a medic, revive, stabilization action, retreat command, displacement ability, smoke screen, suppression effect, or a rotation plan that moves a damaged unit out while another takes its place.
The XCOM 2 manual documents medikits and Specialist healing or stabilization. The Company of Heroes 2 manual documents retreat as a way to keep a squad alive. These are different mechanics, but they express the same principle: preserving a unit can be more valuable than squeezing out one extra attack.
7. Rebuild after contact
Do not treat the opening deployment as permanent. After the first engagement, reassess injuries, ammunition, revealed enemy ranges, destroyed cover, changed objectives, and newly opened or blocked routes. Rotate a wounded specialist, replace a lost control tool, or select a different weapon class for the next mission.
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In STAR WARS Zero Company, EA describes bonds, cross-training, recruitment, and an expanding roster that can reach 20 operators. That figure is specific to that game and should not be generalized, but the roster principle is broadly useful: maintain enough trained alternatives that one injury does not remove an essential job.
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How many damage dealers, supports, and specialists should you bring?
There is no evidence-based universal ratio. Squad size, action economy, healing rules, enemy density, objective design, and difficulty change the answer. Instead of asking for a fixed percentage, start with the minimum coverage the mission requires.
| Mission situation | Emphasis | What to avoid |
|---|---|---|
| Elimination or boss hunt | Reliable damage with at least one control or defensive support option | Pure damage that cannot survive a counterattack or reach the target |
| Capture or sabotage | Objective access, protection during interaction, and a safe extraction route | Slow specialists with no escort or retreat plan |
| Escort | Mobile screening, control, and recovery; damage must keep pace with the escort | Stationary firepower that cannot cover the moving objective |
| Survival or holdout | Area denial, suppression, ammunition or healing management, and defensible positioning | Early overextension that leaves no fallback position |
| Stealth or limited-alert operation | Scouting, concealment, accurate opening attacks, and contingency control | Loud attacks without a plan for reinforcements or alarm escalation |
As a practical starting point, build one dependable damage source, one unit that can control or disrupt, one unit that can access the objective, and one recovery or support option. Fill remaining slots with a second damage source, a second controller, or a hybrid that covers the most likely failure. If the game’s squad limit is smaller than four, combine jobs deliberately and identify which capability is least important for that mission.
Compare two candidate squads with the same checklist
When two teams look viable, score both against the same seven axes rather than comparing class popularity.
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| Axis | Strong squad question | Warning sign |
|---|---|---|
| Objective access | Can the team reach, interact with, defend, and extract from the objective? | The objective carrier needs several turns of protection with no escort plan |
| Reliable damage | Can it defeat priority threats at the map’s likely ranges without excessive setup? | Damage depends on one fragile unit or a rare cooldown |
| Control | Can it suppress, pin, displace, flank, deny cover, or block lanes? | Enemies retain full movement and firing freedom after every turn |
| Recovery | Can it heal, revive, stabilize, retreat, or rotate a damaged member? | One injury permanently removes a job |
| Action economy | Does each member contribute meaningful actions without constant repositioning help? | Several units spend turns correcting one ally’s poor placement |
| Survivability | Can the team end turns in useful cover without exposing several members at once? | A single area attack or flanking move can disable half the squad |
| Redundancy | Does the plan still function if its best damage dealer or support unit is unavailable? | The squad has one irreplaceable answer to a common threat |
If a candidate squad has slightly less theoretical damage but better objective access, control, recovery, and redundancy, it will usually be more dependable across a campaign. Record the reason for each choice so you can revise the weakest axis after the mission.
Positioning: cover, spacing, and firing lanes
Use cover that protects against the attack you expect
The Company of Heroes 2 manual calls cover “one of the most important tactical considerations” in that game. It also explains that cover is directional, can be destroyed, and can be bypassed by flanking; exposed squads are more vulnerable to fire and suppression. Apply those rules as a positioning checklist even when your game uses different cover icons:
- Place cover between the squad and the main threat, not merely beside the unit.
- Check whether the cover protects against the enemy’s weapon type or attack angle.
- Assume destructible cover may disappear before the enemy turn ends.
- Keep a fallback tile or route available before committing to a forward position.
Spread out without losing mutual support
Do not stack every member in one blast radius, doorway, or firing lane. At the same time, avoid scattering so far that a support unit cannot reach an injured ally or a controller cannot protect the objective carrier. Use offset positions: close enough to assist, separated enough that one area attack cannot punish everyone.
Flank only when the exit is real
A flank is successful only if the attacker can survive the response. Before moving, identify the enemy’s remaining actions, likely line of sight, and a route back to cover. If the payoff is not enough to remove or disable the target, reposition instead of repeating the same attack from an exposed tile.
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Every action has an opportunity cost. Movement may gain line of sight but consume the attack; reloading may prevent a kill but preserve future damage; overwatch may sacrifice immediate output for protection against movement; a defensive stance may be stronger than a low-probability shot.
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Use this sequence at the start of each turn:
- Identify the highest-risk enemy action. Ask which enemy can kill, disable, reinforce, or reach the objective before your next turn.
- Choose the essential result. This may be a kill, suppression, retreat, interaction, or movement into a defensible position.
- Spend low-risk actions first. Scout, reposition, reload, or apply a buff only when doing so will not remove the chance to answer the main threat.
- Keep one contingency. Preserve movement, a reaction attack, a control ability, or a defensive option when the rules allow it.
- End every unit deliberately. Confirm cover, spacing, line of sight, ammunition, and the enemy’s likely targets before ending the turn.
If an ally must spend a turn fixing another unit’s position, count that as a cost in your squad evaluation. Teams that routinely require corrective movement have weaker action economy than their character sheets suggest.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Sequencing support and damage
Support is most valuable when it changes the outcome of several actions. A defensive buff that allows two allies to survive, a suppression effect that removes an enemy’s attack, or concealment that lets the objective carrier cross safely can outperform a small amount of direct damage.
Use a simple sequence when possible:
- Scout or reveal the target while remaining in a safe position.
- Apply control, a debuff, or cover denial if it materially improves the next attack.
- Deliver reliable damage with the unit least able to act safely later.
- Move the objective carrier or vulnerable specialist while the enemy is weakened.
- Use recovery or defensive actions before the enemy turn if damage is likely.
Do not delay a guaranteed objective action for a marginal damage increase. Conversely, do not interact with the objective while a nearby enemy can interrupt or eliminate the acting unit. The correct order is the one that makes the mission state safer, not the one that produces the largest single number.
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Common squad-building failures and fixes
All damage, no control
Symptom: The squad can kill one target but cannot stop the others from advancing or firing.
Fix: Replace or retrain one damage slot as suppression, pinning, displacement, smoke, overwatch, or another control option. If no such class exists, use terrain and focus fire to create a temporary control effect by removing the most dangerous enemy first.
One specialist carries the entire plan
Symptom: Losing one scout, hacker, medic, or objective carrier makes the mission unwinnable.
Fix: Add a secondary user, cross-train another operator, or choose equipment that grants a partial substitute. Keep the specialist out of unnecessary opening exchanges.
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Symptom: Weapons are powerful on paper but regularly operate outside their effective distance or firing arc.
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Fix: Rebuild around the map’s sight lines. Pair long-range damage with a unit that can screen or reveal targets, or add a close-range option for enclosed terrain.
Forward movement without a safe end position
Symptom: The squad reaches an attractive attack tile and is destroyed before acting again.
Fix: Plan the end position first. Use cover, spacing, suppression, smoke, or a fallback route; skip the attack when the move cannot leave a defensible state.
Support units chase damage
Symptom: A medic or utility specialist spends turns on low-probability attacks while allies remain exposed or wounded.
Fix: Define the support unit’s priority order before combat: stabilize a critical ally, enable a high-value attack, secure the objective, then deal damage if those needs are covered.
Repeating a failed approach
Symptom: The same flank, lane, or attack fails because cover, suppression, or enemy range has not changed.
Fix: Change the geometry. Reposition, destroy or bypass the cover, wait for a cooldown, draw the enemy into a better lane, or retreat to a position that restores overlapping fields of fire.
Adapting the squad during a campaign
Review the roster after every mission. Record injuries, lost equipment, cooldown changes, newly revealed enemy abilities, and which jobs were difficult to cover. Then choose the next deployment from the available healthy units rather than forcing the previous lineup.
- After a specialist is injured: select a hybrid or cross-trained replacement and simplify the objective route.
- After cover is repeatedly destroyed: increase mobility, range, smoke, or control instead of relying on the same barricade.
- After enemies outrange you: add concealment, alternate routes, high-ground access, or a unit that can close distance safely.
- After close-range enemies overwhelm you: add suppression, area denial, retreat capacity, or a durable screen.
- After a mission changes unexpectedly: preserve an action and a movement route until the new objective is understood.
A growing roster is valuable only when its alternatives are trained enough to perform essential jobs. Rotate units before they become indispensable, and maintain at least one backup for every mission-critical capability.
What cannot be universalized
No supported universal best class ratio, squad size, or weapon loadout applies to every turn-based tactics game. STAR WARS Zero Company uses operator Talents, Specializations, Weapon Classes, bonds, and a roster that can grow to 20 operators, while XCOM 2 and Company of Heroes 2 use different action, cover, range, and reinforcement systems. The 20-operator figure is specific to EA’s guide for Zero Company and is not a recommendation for other games.
For a precise build, you need the named game, squad limit, available classes, difficulty, mission type, and rules for healing, retreat, reinforcement, and respecs. Without those details, a job-based framework is more reliable than declaring a fixed ratio.
Quick Recap
Pre-deployment checklist
- What exactly completes or fails the mission?
- Who reaches and interacts with the objective?
- Who deals reliable damage at the map’s likely ranges?
- Who controls movement, firing lanes, cover, or reinforcements?
- Who heals, revives, stabilizes, retreats, or screens a damaged ally?
- What is the backup plan if the primary specialist is unavailable?
- Where does each unit end the first turn?
- Can one area attack, flank, or destroyed cover disable several members at once?
- Which action is essential, and which action can be reserved for an unexpected threat?
- What will you change after the first contact if the terrain or enemy composition invalidates the opening plan?
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