Real-time Tactics
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Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still considered RTS.) is a
subgenre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other for ...
of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.


Characteristics

Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or the exploitation of terrain for tactical advantage. Real-time tactical gameplay is also characterized by the expectation of players to complete their tasks using only the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. This contrasts with other current strategy game genres. For instance, in large-scale turn-based strategy games battles are generally abstracted and the gameplay close to that of related board games. Real-time strategy games de-emphasize realism and focus on the collection and conversion of resources into production capacities which manufacture combat units thereafter used in generally highly stylized confrontations. In contrast, real-time tactics games' military tactical and realistic focus and comparatively short risk/reward cycle usually provide a distinctly more immediate, intense and accessible experience of battlefield tactics and mêlée than strategy games of other genres. As suggested by the genre's name, also fundamental to real-time tactics is real-time gameplay. The genre has its roots in tactical and miniature wargaming, where battle scenarios are recreated using miniatures or even simple paper chits. These board and table-top games were out of necessity turn-based. Only with computer support was turn-based play and strategy successfully transposed into real-time. Turn-based strategy and turn-based tactics were obvious first candidates for computer implementation ; but as computer implementation eventually allowed for ever more complex rule sets, some games became less timeslice-focused and more continuous until eventually "real-time" play was achieved.


Genre classification

While some publications do refer to "RTT" as a distinct subgenre of real-time strategy or strategy, (Review of Warhammer: Mark of Chaos explicitly calling the game a "RTT" as compared to a "RTS" game and discussing the difference) (uses "strategy game", "real-time strategy", and "real-time tactics" in the same article) not all publications do so. Further, precise terminology is inconsistent. Nonetheless, efforts have been made to distinguish RTT games from RTSs. For instance, GameSpy described '' Axis & Allies'' (the 2004 video game) as a "true RTS", but with a high level of military realism with such features as battlefield command organization and supply lines. A developer for '' Close Combat'' said their game never aspired to be an RTS in the "classic sense", but was rather a "real time tactical simulation", lacking such features as resource collection. A developer of '' Nexus: The Jupiter Incident'' remarked on his game being called a "tactical fleet simulator" rather than a "traditional RTS", citing its focus on tactical gameplay and fixed units at the start of each mission.


Comparison with real-time strategy

In general terms, military strategy refers to the use of a broad arsenal of weapons including diplomatic, informational, military, and economic resources, whereas military tactics is more concerned with short-term goals such as winning an individual battle. In the context of strategy video games, however, the difference often comes down to the more limited criteria of either a presence or absence of base building and unit production. Real-time strategy games have been criticized for an overabundance of tactical considerations when compared to the amount of strategic gameplay found in such games. According to Chris Taylor, lead designer of '' Supreme Commander'', " y first attempt at visualizing RTSs in a fresh and interesting new waywas my realizing that although we call this genre 'Real-Time Strategy,' it should have been called 'Real-Time Tactics' with a dash of strategy thrown in." Taylor then went on to say that his own game featured added elements of a broader strategic level. In an article for GameSpy, Mark Walker said that developers need to begin looking outside the genre for new ideas in order for strategy games to continue to be successful in the future. In an article for
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
, Nathan Toronto criticizes real-time strategy games for too often having only one valid means of victory—attrition—comparing them unfavorably to real-time tactics games. According to Toronto, players' awareness that their only way to win is militarily makes them unlikely to respond to gestures of diplomacy; the result being that the winner of a real-time strategy game is too often the best tactician rather than the best strategist. Troy Goodfellow counters this by saying that the problem is not that real-time strategy games are lacking in strategic elements (he calls attrition a form of strategy); rather, it is that they too often rely upon the ''same'' strategy: produce faster than you consume. He also says that building and managing armies is the conventional definition of real-time strategy, and that it is unfair to make comparisons with other genres when they break convention.


Brief history and background

Wargaming with items or figurines representing soldiers or units for training or entertainment has been common for as long as organised conflicts.
Chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, for example, is based on essentialised battlefield movements of medieval unit types and, beyond its entertainment value, is intended to instill in players a rudimentary sense of tactical considerations. Today, miniature wargaming, where players mount armies of miniature figurines to battle each other, has become popular (e.g., '' Warhammer Fantasy Battle'' and ''
Warhammer 40000 ''Warhammer 40,000'' is a miniature wargame produced by Games Workshop. It is the most popular miniature wargame in the world, and is particularly popular in the United Kingdom. The first edition of the rulebook was published in September 1987, ...
''). Though similar to conventional modern board wargames (e.g. '' Axis & Allies''), in the sense of simulating war and being turn-based, the rules for miniature wargames tend to lean heavily towards the minutiae of military combat rather than anything at a strategic scale. Though popular as table-top games, tactical wargames were relatively late in coming to computers, largely due to game mechanics calling for large numbers of units and individual soldiers, as well as advanced rules that would have required hardware capacities and interface designs beyond the capabilities of older hardware and software. Since most established rule sets were for turn-based table-top games, the conceptual leap to translate these categories to real time was also a problem that needed to be overcome. Avalon Hill's 1982 release '' Legionaire'' for the Atari 8-bit was a real-time wargame of Romans versus Barbarians with game play reminiscent of the current real-time tactics template, called by one review a "real-time simulation of tactical combat". Likewise, Free Fall Associates' 1983 title '' Archon'' can be considered an early real-time tactics game, built upon Chess but including real-time battle sequences. Archon was highly influential, and, for instance, Silicon Knights, Inc.'s 1994 game '' Dark Legions'' was virtually identical to it, adding only to ''Archons concept that the player, as in many table-top wargames, purchases his army before committing to battle. ''
Drakkhen ''Drakkhen'' is an early- 3D role-playing video game, initially developed for the Amiga and Atari ST, and subsequently ported to several other platforms, including MS-DOS and Super Nintendo Entertainment System. It was a very early game in the Nor ...
'' (1989) was noteworthy for combining the genre with RPG gameplay. ''Drakkhen'' allowed the player to micromanage four specialized fantasy units in a 3D battlefield during each random encounter. Another predecessor was Bits of Magic's '' Centurion: Defender of Rome'' (published for the PC by Electronic Arts in 1990), in which, similar to the recent '' Rome: Total War'' game, the game took place on a strategic map interspersed by battle sequences. However, though the battles were in real-time they were of small scope and player interaction was limited to deciding the initial troop disposition. '' Lords of the Realm'', released in 1994 by
Impressions Games Impressions Games was a British video game developer founded by David Lester. He sold the company to Sierra On-Line in 1995, who was then bought out by Cendant and eventually, Vivendi Universal (now known as Vivendi SA). Impressions specializ ...
, introduced real-time control of these real-time battles.


Establishing the genre: the late-1990s rise in popularity

Around 1995, computer hardware and developer support systems had developed enough to facilitate the requirements of large-scale real-time tactical games. It was in 1995 that the regimentally focused wargame '' Warhammer: Shadow of the Horned Rat'' was released, groundbreaking not only in that it focused purely on the operational aspects of combat (with all aspects pertaining: regimental manoeuvring and formations, support tactics, terrain, etc.), nor only in that it was entirely real-time, but also that it introduced zoomable and rotatable 3D terrain. In 1997 Firaxis Games' released '' Sid Meier's Gettysburg!'', a detailed and faithful recreation of some of the most significant battles of the
American Civil War The American Civil War (April 12, 1861 – May 26, 1865; also known by other names) was a civil war in the United States. It was fought between the Union ("the North") and the Confederacy ("the South"), the latter formed by state ...
that introduced large scale tactical battlefield command using 3D. Released in 1996 by Atomic Games, the ''
Close Combat series ''Close Combat'' is the name of a series of real-time tactics, real-time computer wargames by Atomic Games. In the ''Close Combat'' series, the player takes control of a small unit (platoon or company (military unit), company sized) of troops and ...
'' is a simulation of squad- and platoon-type
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the World War II by country, vast majority of the world's countries—including all of the great power ...
combat tactics which introduced a higher degree of operational realism than seen before. ''Combat Mission'' went even further in this regard. Further, as ''Warhammer: Shadow of the Horned Rat'' was a translation of the '' Warhammer Fantasy Battle'' table-top system, so was 1998's FASA Studios' '' MechCommander'' a translation of the '' BattleTech'' boardgame into a 2D computer game format. In 1997, Bungie released '' Myth: The Fallen Lords'', which introduced radically larger battlefields than ever before and included a realistic (at the time) physics engine. In 2000, Creative Assembly created '' Shogun: Total War'', taking map sizes to even greater levels, as well as introducing historical and tactical realism until then unheard of in real-time computer games. '' Ground Control'' was also released in 2000, gaining much attention for its luscious visuals but earning developers Massive Entertainment few sales. In 2007, '' World in Conflict'' was also released by Massive Entertainment.


Eastern Europe

The 2000s (decade) saw a number of tactical simulations developed in
Eastern Europe Eastern Europe is a subregion of the European continent. As a largely ambiguous term, it has a wide range of geopolitical, geographical, ethnic, cultural, and socio-economic connotations. The vast majority of the region is covered by Russia, wh ...
. Examples include real-time tactics titles such as those belonging to the '' Blitzkrieg'', ''
Sudden Strike ''Sudden Strike'' is a series of real-time tactics video games set during World War II. The series is developed by Fireglow based in Russia and published by CDV software of Germany and has been re-published by ZOOM-Platform.com. The player selects ...
'' and '' UFO'' (not to be confused with '' UFO: Enemy Unknown'' by MicroProse) series; as well as stand-alone titles like '' Nexus: The Jupiter Incident'', '' Joint Task Force'', and '' Codename: Panzers''.


Examples in different settings


Historical and contemporary

Real-time tactics games with historical or contemporary settings generally try to recreate the tactical environment of their selected period, the most common eras and situations being the
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the World War II by country, vast majority of the world's countries—including all of the great power ...
, Napoleonic warfare or
ancient warfare Ancient warfare is war that was conducted from the beginning of recorded history to the end of the ancient period. The difference between prehistoric and ancient warfare is more organization oriented than technology oriented. The development of ...
. Numerically they make up the bulk of the genre. While the degree of realism is uniform, the scale of command and precise mechanics differ radically according to the period setting in keeping with the tactics of that period. So for instance, titles set in the
Napoleonic Wars The Napoleonic Wars (1803–1815) were a series of major global conflicts pitting the French Empire and its allies, led by Napoleon I, against a fluctuating array of European states formed into various coalitions. It produced a period of Fren ...
are often played at a company or
battalion A battalion is a military unit, typically consisting of 300 to 1,200 soldiers commanded by a lieutenant colonel, and subdivided into a number of companies (usually each commanded by a major or a captain). In some countries, battalions are ...
level, with players controlling groups of sometimes hundreds of soldiers as a single unit, whereas recreations of modern conflicts (such as the
Iraq War {{Infobox military conflict , conflict = Iraq War {{Nobold, {{lang, ar, حرب العراق (Arabic) {{Nobold, {{lang, ku, شەڕی عێراق ( Kurdish) , partof = the Iraq conflict and the War on terror , image ...
) tend to offer control down to squad or even individual level. * The '' Total War'' series by
The Creative Assembly The Creative Assembly Limited ( trade name: Creative Assembly) is a British video game developer based in Horsham, founded in 1987 by Tim Ansell. In its early years, the company worked on porting games to MS-DOS from Amiga and ZX Spectrum pla ...
, as exemplified by the first title, '' Shogun: Total War'' (2000), is widely recognised for its large-scale tactical recreations of battles. Units are organised and controlled in regiments, frequently of fifty to a hundred soldiers, and the games are built to encourage the use of authentic tactics. Battles are freeform and generally take place in open country, and there are no plotted side-missions as in the ''Warhammer'' games (discussed below). '' Rome: Total War'' (2004) was praised for its impressive attention to detail and encouragement of tactical thought. * '' Sid Meier's Gettysburg!'' (1997) and its sequel '' Sid Meier's Antietam!'' (1998) (by Firaxis Games), set in the
American Civil War The American Civil War (April 12, 1861 – May 26, 1865; also known by other names) was a civil war in the United States. It was fought between the Union ("the North") and the Confederacy ("the South"), the latter formed by state ...
, are the best-known examples of Napoleonic style simulations directly after Napoleon Total War. Common to these games is the recreation in detail and scale of a particular set of significant or well-known battles. Using the same engine Firaxis and BreakAway Games also released '' Waterloo: Napoleon's Last Battle'' which recreates Napoleon Bonaparte's last and most famous battle of 1815. Also noteworthy is '' Imperial Glory'' (2005) by
Pyro Studios Pyro Mobile was a video game developer based in Madrid, Spain, established in 2012 as a merger between Play Wireless and Pyro Studios and eventually ceasing operations in the second half of 2017. It is mostly known for its real-time tactics games ...
which recreates the multi-polar conflicts of Europe between 1789 and 1830. * The ''
Close Combat series ''Close Combat'' is the name of a series of real-time tactics, real-time computer wargames by Atomic Games. In the ''Close Combat'' series, the player takes control of a small unit (platoon or company (military unit), company sized) of troops and ...
'' (1995–) (by Atomic Games) are tactical battle simulations set in
WWII World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the World War II by country, vast majority of the world's countries—including all of the great power ...
known for a very high degree of realism taking into account limited ammunition, severity of wounds and the psychology and mental welfare of individual soldiers. * TalonSoft's ''
Age of Sail The Age of Sail is a periodization, period that lasted at the latest from the mid-16th century, 16th (or mid-15th century, 15th) to the mid-19th century, 19th centuries, in which the dominance of sailing ships in globalization, global trade and ...
'' (1996) and '' Age of Sail II'' (2001) are 3D naval real-time tactics games where you command sailing vessels in high sea and coastal battles. Beyond heading, aspects such as amount of sails and cannon ordnance can be ordered. *'' Commandos'' series (1998–), a
stealth Stealth may refer to: Military *Stealth technology, technology used to conceal ships, aircraft, and missiles **Stealth aircraft, aircraft which use stealth technology **Stealth ground vehicle, ground vehicles which use stealth technology ** Stea ...
-oriented real-time tactics, is set during
World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world war that lasted from 1939 to 1945. It involved the World War II by country, vast majority of the world's countries—including all of the great power ...
and follow the adventures of a fictional British Commandos unit. Each mission is loosely based on historical events during World War II to carry the plot. * ''
Sudden Strike ''Sudden Strike'' is a series of real-time tactics video games set during World War II. The series is developed by Fireglow based in Russia and published by CDV software of Germany and has been re-published by ZOOM-Platform.com. The player selects ...
'' (2000) (by Fireglow Games). In contrast to the ''Close Combat'' series, this title focuses on larger-scale operations and mechanised tactics rather than low-level details, though individual units have ammunition supplies and gain experience. *In the '' Desperados'' series (2001–), player controls up to six characters in a wild west setting. The first game takes place in 1881. *'' Robin Hood: The Legend of Sherwood'' (2002) is a stealth-based real-time tactics video game developed by Spellbound Studios. It is similar to games such as Desperados: Wanted Dead or Alive and the Commandos series. * '' Soldiers: Heroes of World War II'' (2004) ( Codemasters) is similar to ''Close Combat'', also being set in WWII. It offers greater autonomy over individual units as well as 3D graphics. * The '' Full Spectrum Warrior'' series (2004–) (by Pandemic Studios) is set in a fictional country similar to Iraq. The games revolve around a maximum of two fireteams of four soldiers each, and offer engagements at a far more intimate level than the ''Total War'' series, or indeed the genre at large. It also emphasises story more than most real-time tactics titles. Despite a visual appearance similar to first-person shooters, the player does not directly control any character, instead only issuing orders to his troops. As such it qualifies as a real-time tactical game, and is distinct from the subgenre of first-person shooters known as tactical shooters that incorporate some tactical aspects, such as Ubisoft's '' Rainbow Six'' series and Gearbox Software's ''Brothers in Arms''. * '' Cossacks 2'' (2005) is set during the
Napoleonic Wars The Napoleonic Wars (1803–1815) were a series of major global conflicts pitting the French Empire and its allies, led by Napoleon I, against a fluctuating array of European states formed into various coalitions. It produced a period of Fren ...
, and supports battles of up to 64000 soldiers. It has a high degree of realism with its morale system and damage model, as well as the fact that the player controls companies of certain number of individual units. Morale serves as a role similar to hit points, increasing or decreasing based upon certain events (such as soldiers being fired at, or soldiers firing upon the enemy). The player is thus deprived of control over the company whenever it falls under a certain level of danger. Soldiers in the Napoleonic wars carried muskets, which did little damage over long distances and took a lot of time to reload. This is reflected in the game, as it takes a long time for a company to reload before it can produce another volley. Further, reloading costs resources, and the food resource is constantly drained depending on how many soldiers the player controls. * '' Faces of War'' (2006) ( Ubisoft) is a sequel to Soldiers: Heroes of World War II. * '' World in Conflict'' (2007) is set in an alternate 1989 as the
Soviet Union The Soviet Union,. officially the Union of Soviet Socialist Republics. (USSR),. was a List of former transcontinental countries#Since 1700, transcontinental country that spanned much of Eurasia from 1922 to 1991. A flagship communist state, ...
invades Western Europe and the
United States The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 U.S. state, states, a Washington, D.C., federal district, five ma ...
' West Coast in a last-ditch effort to hold onto power while economic troubles threaten to cripple the country. * The ''Wargame'' series is another RTT game which focuses on various Cold War scenarios between 1975 and 1995. There are currently three games in the series ('' Wargame: European Escalation'', '' Wargame: AirLand Battle''), with a third ('' Wargame: Red Dragon'') released in 2014 offering new opportunities with the introduction of naval combat and amphibious operations. Wargame is characterized by its large maps, realistic feel and vast array of units and factions. * '' Tom Clancy's EndWar'' (2008) is based on a fictional World War III in 2020 where nuclear weapons are obsolete and conventional warfare makes up the bulk of the gameplay. * '' XIII Century'' (latest installment 2009) is set in the time of the Fourth to Ninth Crusades (1202–1272 CE) and features a complex battle resolution engine where each individual soldier is taken into account when determining the outcome. * ''
Men of War ''Men of War'' is a real-time tactics video game franchise, based mainly in World War II. Main series Soldiers: Heroes of World War II ''Soldiers: Heroes of World War II'' is the original game of the 'Men of War' series, and uses an early GEM ...
'' (2009) is a sequel to ''Faces of War'' and started the ''Men of War'' series. * '' Shadow Tactics: Blades of the Shogun'' (2016) is a spiritual successor to the '' Commandos'' series in Japan's
Edo period The or is the period between 1603 and 1867 in the history of Japan, when Japan was under the rule of the Tokugawa shogunate and the country's 300 regional ''daimyo''. Emerging from the chaos of the Sengoku period, the Edo period was character ...
.


Fantastical

While most ''fantasy'' titles bear some resemblance to a historical period (usually medieval), they also incorporate fictional creatures, areas, and/or magic, and are limited by few historical constraints. The leading High Fantasy real-time tactics games belong to the '' Warhammer Fantasy Battle'' series. * '' Warhammer: Shadow of the Horned Rat'' (1995). This is one of the earliest mainstream real-time tactics games. While the game's depth of tactical simulation is comparable to that of '' Total War'', it leans more toward skirmishes over epic battles, and features both unique hero characters and a tightly-authored story. * The highly influential video game '' Myth: The Fallen Lords'' (1997) emphasised formation cohesion to a lesser degree than the ''Warhammer'' titles, but introduced more extensive maps. * '' Warhammer: Mark of Chaos'' released in 2006. Similar in kind to the two preceding ''Warhammer'' titles, it however took gameplay away from the realistic focus and fidelity of the ''Warhammer'' rules toward a more arcade- and micromanagement-oriented form. * '' Kingdom Under Fire: The Crusaders'' and its sequel were complex and difficult games made in Korea mixing both elements of RTT and '' Dynasty Warriors''-like action. * Under Siege (2011 video game) is another example of tactical battles, where strategy is an interesting point to have in mind. The player is able to control a small group of heroes who fight against a huge invading army. It includes a single player campaign as well as local and online multiplayer content. The ingame editor enables the players to create and share their own maps with the world, taking advantage of the Player generated content . * '' Nordic Warriors'' by '' MashMashu Studio'' with a play style influenced by the popular Myth series and set in Ragnarök is set to release on June 19, 2020.


Futuristic

Games set in the future and combining elements of
science fiction Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imagination, imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, Paral ...
obviously are not constrained by historical accuracy or even the limitations of current technology and physics. Developers thus have a freer hand in determining a game's backstory and setting. Games that are set in
outer space Outer space, commonly shortened to space, is the expanse that exists beyond Earth and its atmosphere and between celestial bodies. Outer space is not completely empty—it is a near-perfect vacuum containing a low density of particles, pred ...
can also add a third, vertical movement axis, thereby freeing up new tactical dimensions. * '' Ground Control'''s (2000) setting provided innovative new use of air units. * '' Starship Troopers: Terran Ascendancy'' (2000) is an action-oriented game based on Robert A. Heinlein's book, '' Starship Troopers''. It is characterised by smaller and more autonomous units. * '' MechCommander 2'' (2001) is notable for implementing a lightweight resource acquisition system without turning into an RTS. Players could earn 'Resource Points' at the beginning of and during a mission, but they could only expend them upon support tasks. Save for repairs and plucky on-field salvage operations, the system did not affect the player's combat forces in any way. * '' Soldiers of Anarchy'' (2002) is a post-apocalyptic, squad-level game which emphasised a realistic environment scale, vehicles, and scavenging in the aftermath of battles. * '' Nexus: The Jupiter Incident'' (2004) is set in space and replaces as a result most genre conventions (not least of which is the use of terrain for cover and mobility) with its own. * '' Star Wolves'' (2004) is focused on small-scale space fighter wing battles around fighter carriers. Notable for the distinct pilots under your command and for incorporating elements of role-playing games such as character attribute development with experience. * '' Ground Control II: Operation Exodus'' (2004) is a sequel to Ground Control. * '' Warhammer 40,000: Dawn of War II'' (2009) involves commanding four of six Space Marines squads in each mission, each of which can be customised through experience points and wargear upgrades. Its predecessor, '' Dawn of War'', was a real-time strategy game. * '' Command & Conquer 4: Tiberian Twilight'' (2010) is the final chapter in the Kane saga. It has changed the formula of a C&C RTS making it a full-fledged RTT. * '' End of Nations'' (cancelled) combines the action and strategy of a traditional real-time tactics game (RTT) with the persistence, progression and social features of a massively multiplayer online game (MMO). It focuses on building squads consisting of different types of units and taking control points. * '' Star Trek: Away Team'' (2001) is set in the fictional Star Trek universe. The stealth missions that the player sends commandos to perform do not accurately represent the in-universe principles of the Starfleet faction the player assumes, but accurately represents the RTT genre. A small number of commandos with unique skills, including "computer hacking" or Star Trek's Vulcan nerve pinch, infiltrate enemy bases and rescue captured comrades and accomplish primary and secondary objectives.


See also

*
List of real-time tactics video games :''See Lists of video games for related lists.'' This is a comprehensive index of commercial real-time tactics Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a n ...
* List of military tactics * Strategy game * Tactical role-playing game * War


References


External links


The State of the RTS
IGN, 2006 {{DEFAULTSORT:Real-Time Tactics Video game genres Video game terminology Computer wargames