2. Armored Freedom General hints and tipsUpdate notes

The game does a very minimal job of describing the gameplay, so I'll do my best to describe everything you'll need to know here. The game isn't highly complicated but it doesn't really explain all of its rules either which could make it more frustrating than it should be. That being said, the game is predominantly RNG based anyway so you'll be mostly trying to outlast your opponents.


All units in the game are identical. They always have 12 HP. There's no equipment and nothing to customize. You'll always have a squad of 4 robots.


At the beginning of each turn, you'll roll two dice. The result is how much your robots can move. You can freely split the movement between all of your robots. Once you spend your movement you'll be able to attack so long as one of your robots is in range of an enemy. You can also skip using all of your movement if you don't want any of your robots to move.

You can use cn_upcn_downcn_leftcn_right to quick-select any of your 4 robots. Alternatively, you can highlight them on the map and press cn_A. cn_LS moves the cursor and the focus, while cn_RS moves just the cursor.

Finally, rolling doubles on your movement will boost your attack by the value of the die for that turn. So for example, if you roll two 6s you will be getting +6 to your attack for that turn. It becomes advantageous to use your strongest attack card when you roll doubles.


The maps are randomly generated. Each tile can optionally have some small perk associated with it. These fall into + or - to your attack, range, defense, or movement. Obviously, you'll want your robots to finish their movement on the + tiles, particularly the +attack and +defense tiles if possible.

This is also where the game shows its questionable pathfinding. The game will always show you the full extent of movement possible, but not take into account any - movement tiles. Your robot will just obliviously walk into a -5 movement tile and stop moving without you knowing why. The robot will also walk into powerups which might stop its turn without you wanting it to. Sadly, there's no way to specify the path for your robot to move across the board either. If you absolutely want your robot to move across a particular set of tiles you will have to make several small moves to make sure it only steps on tiles you want it to.


There are 3 types of power-ups scattered across the map: shield repair (green-ish), energy (purple) and random event (yellow).

Stepping on shield-repair always uses up the power-up, even if you're at full shields. It always restores the robot to full energy, so you'll always go back to 12HP.

Energy can only be picked up if your robot ends your turn on it. It is used to boost your attack and defense cards. This is largely useless. For weapons, this will only allow you to boost range which doesn't really do a whole bunch. It's occasionally useful, but you get much more benefit from consistently standing on a +attack or +defense tile.

Random events do what they sound like they will: cause something random to happen. They are triggered as soon as your robot steps on them. They can include getting or skipping an extra turn, getting or swapping cards, damaging yourself or the enemy, etc. These are random and stupidly imbalanced. A random event can cause a robot (yours or the enemy) to die outright. It can cause you to skip 3 turns. Generally, it is probably better to avoid these but there is an achievement tied to collecting a certain amount of them.


You're given a hand of 6 random cards. There are only two types: attack and defend. Each one has a value from 1 to 12. You can play an attack card at the end of your move. The attack value is the damage the card can do. It is also its range. So a 12 can attack across 12 tiles and do 12 damage if not defended.

Damage is your attack value minus the opponent's defense value. The only modifiers that come into play are the tiles you and your enemy are standing on, as well as if you rolled doubles for your move.

Each time you play a card you will draw one so you'll always have at least 6 cards in your hand.


Each time an opponent attacks you, you can play a defense card. The defense card directly subtracts from the opponent's attack value. So long as your value is higher you'll not take damage. You'll draw a new card for each card you play, so you'll always have at least 6 cards in your hand.

General Strategy

Based on everything you've read so far, the "strategy" should be pretty simple and straightforward. Always move your robots into tiles with positive bonuses on them. Ideally, these will be mostly +defense ones so your robots can survive longer than the enemy. One robot - the one you'll be attacking with - should be standing on a +attack tile to do more damage to the enemy. Always focus down the weakest enemy and once he is dead move onto the next one. That's pretty much it!

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