BRIGANDINE ABYSS runs on a hex grid split into two phases per turn. The Organization Phase lets players spend resources to deploy, upgrade and reposition units on the map, while the Attack Phase resolves the resulting clashes automatically based on the player's planning. Squads are led by a single general whose level and Brigandine artifact boost the surrounding troops, and Rally actions channel the leader's aura into adjacent hexes during the Attack Phase.

Organization Phase and Attack Phase

Combat runs on a hex grid split into two phases per turn. The Organization Phase lets players spend resources to deploy, upgrade and reposition units on the map. Players can move knights and monsters, queue up Rally actions, and adjust squad positioning before committing to the Attack Phase. The Attack Phase then resolves the resulting clashes automatically based on the player's planning. This split keeps the game closer to a war council simulation than a real-time tactics game, rewarding pre-turn planning over reflex play. Players who maximize the Organization Phase typically win the Attack Phase; players who rush into combat lose squad integrity quickly.

Squads, leaders and Rally actions

Each faction fields squads led by a single general whose level and Brigandine artifact boost the surrounding troops. During the Attack Phase the player chooses Rally actions that channel the leader's aura into adjacent hexes, amplifying or debuffing allies and monsters inside the radius. Higher-level generals unlock more Rally actions and a wider aura radius. Tips-beginners covers the beginner rules for building squads around a single strong leader instead of spreading experience too thin across too many units. The Rally system rewards focused squad composition; a single leveled-up general with a strong Brigandine artifact usually outperforms a roster of mid-level generals.

Terrain, line-of-sight and preview damage

Hex grid terrain affects combat outcomes. Forest and mountain hexes provide defensive bonuses to units positioned inside them. Plains and road hexes offer mobility but no defensive bonus. Line-of-sight is calculated from each unit's position; units on higher elevation can target units in lower hexes regardless of intervening terrain. A preview damage system lets players see the projected outcome of an Attack Phase clash before committing. This preview is a major tactical lever: players who use it to avoid unfavorable clashes can preserve squad integrity across multiple turns, while players who skip the preview often trigger cascading losses.

Sources

- [RPGFan PAX East 2026 hands-on](https://www.rpgfan.com/2026/04/06/pax-east-2026-brigandine-abyss-hands-on) — `media/interview` — checked `2026-08-27` — hex grid combat, Organization and Attack phase description. - [BRIGANDINE ABYSS on Steam (AppID 3211430)](https://store.steampowered.com/app/3211430/BRIGANDINE_ABYSS/) — `official/store` — checked `2026-08-27` — official system description, Brigandine system reference. - [BRIGANDINE ABYSS official Happinet site](https://brigandine-abyss.happinet-games.com) — `official` — checked `2026-08-27` — Story Mode and Mission Mode context.

FAQ

How does BRIGANDINE ABYSS combat work?

Combat runs on a hex grid split into two phases per turn: the Organization Phase (deploy, upgrade, reposition) and the Attack Phase (resolve clashes automatically). A preview damage system lets players see the projected outcome before committing.

What are Rally actions?

Rally actions channel a general's aura into adjacent hexes during the Attack Phase, amplifying or debuffing allies and monsters inside the radius. Higher-level generals unlock more Rally actions and a wider aura radius.

How does terrain affect BRIGANDINE ABYSS combat?

Forest and mountain hexes provide defensive bonuses. Plains and road hexes offer mobility but no defensive bonus. Line-of-sight is calculated from each unit's position; units on higher elevation can target units in lower hexes regardless of intervening terrain.