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Survival in STAR WARS Zero Company depends on Cover and Positioning. The combat system is built around the idea that where a character stands matters as much as what it shoots, and a squad caught in the open rarely lasts long.
Using Cover
Characters take cover behind walls, crates, and terrain to reduce the chance of being hit. Moving from one piece of cover to the next is the basic rhythm of a turn, and breaking cover to cross open ground is a calculated risk. Good positioning lets the squad trade fire on favorable terms instead of being whittled down.
Flanking and Zone Control
Cover only protects from certain angles, so flanking is the counter. Maneuver around an enemy's protection and its defenses fall away, leaving it exposed. The same logic works against you, which is why controlling space, the zones enemies can and cannot move through safely, is a constant concern. Holding a strong angle can decide a fight before many shots are traded.
Forcing the Issue
Positioning is not static. Abilities can reshape the board, and Force powers in particular can drag an enemy out of cover and into the open where a waiting squadmate finishes the job. Pairing one character's control ability with another's firepower is the heart of the tactical layer, and it rewards players who think a turn or two ahead.