Battle Mechanics | Tactics Omerta: CoG Guide
Last update: 11 May 2016
Battles in Omerta: City of Gangsters are similar to other tactical games on the market, both in terms of visuals and gameplay. Battles are divided into turns which allow your men to move, perform actions or use special abilities. When the action is over and you press the "End of Turn" button, another character becomes active. There is no "my turn, your turn" mechanics; the emphasis has been put on increased control over your units.
The characters are moved by pressing the left mouse button - the first click shows the path, the second moves the character. To shoot at an enemy unit, first select the type of attack and then the target. Every command can be cancelled by pressing the left mouse button. Moving the character uses up Movement Points, whereas attacking and using special abilities uses up Action Points. Keep in mind that a hit with a cold steel weapon or a shot from a firearm will automatically use up all remaining Movement Points! Make sure your unit is placed accordingly before you perform an action. Of course, there are exceptions to that rule - if so, abilities of these type are described in the game.
The units can move only on a horizontal plane - they can't climb crates or jump over barriers. The only action they can perform while moving is taking a cover (small green shield on the battlefield), If they hide behind it, they will be partially covered from enemy range attacks (the cover doesn't work in melee combat).
Each attack has a designated range. Melee combat requires approaching the enemy unit, while firing a gun means you need to take into consideration the area of attack. Pistols, submachine guns and revolvers have "infinite" range, but their accuracy drops with distance. Submachine guns and shotguns (and some revolver attacks) display their maximum firing range, but same as with the other weapons, the farer the target the harder it will be to hit it. In both cases, terrain barriers and units (allies as well as enemies) may obstruct the target and get shot by accident.
Successful hits reduce both the unit's Health and its Courage. When the amount of Health drops to zero, the unit loses consciousness and receives one incurable wound - it will reduce its effectiveness for a couple of days of the game's time. When Courage drops to zero, it decreases the amount of available Health and Action Points, which greatly lowers the overall effectiveness of the gangster.