No.214 / 280Strategy & systems · Unit command

Hold the Front Line

Put tough units up front to soak hits so fragile damage dealers survive behind them.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Planning
Monster TrainNo.214Monster Train

01The core loop

Action → feedback → next choice
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    A floor has 4 spots and enemies deal 12 to the front each turn; you have a 20-HP shield unit and an 8-HP mage.

  2. T2

    Turn 2 · The player chooses

    Shield unit front, mage behind.

  3. T3

    Turn 3 · The feedback

    The shield unit survives one round at 8 HP while the mage lands two volleys.

  4. T4

    Turn 4 · The next decision

    When the shield unit falls in round two, the player must heal or send a replacement.

How it plays

Enemies hit the frontmost unit by default, so the front soaks most damage. Players put high-HP or armored units there and refill quickly when they fall. Health bars and positions are the clearest feedback.

What the player weighs

  • More front units vs more firepower
  • Pure tank front vs a front that hits back

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Monster Train
M

Monster Train

P1

Units line up on each floor and enemies attack the front one, so you station a damage sponge to protect the dealers behind.

Wildfrost
W

Wildfrost

P2

Allies and enemies face off in rows, and enemies usually hit the front unit in their lane, so you shuffle allies to shield key ones.

The difference worth noticing

Monster Train repeats the front-line rule across floors; Wildfrost ties it to lanes and timers, with more frequent swaps.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Hold the Front LineUnit command+

Front units suffer limb injuries; a shield-bearer with a broken arm can only taunt, so players decide whether to keep or swap them.

Prototype this combo in Yoroll

→Follow the next idea

Unit commandNew

Set Up, Then Watch

Arrange your units before battle, then watch them fight on their own.

Prototype complexity
Who plays
Solo decisions
  1. 01Acquire units
  2. 02Place them on the board
  3. 03Battle auto-plays
  4. 04Adjust from the result
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Unit commandNew

Split the Forces

Several objectives need you at once, but you only have one army to divide.

Prototype complexity
Who plays
Solo decisions
  1. 01Multiple objectives appear
  2. 02Weigh each threat
  3. 03Divide your forces
  4. 04Live with the weak spot
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Unit commandNew

Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next
Age of Empires II: Definitive Edition · XCOM 2
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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