I've been considering creating a turn-based tactics game, and to try something different, I'm thinking of doing it from a first-person perspective (i.e. from the perspective of the units on the ground). However, that's not what this thread is about; it's about another design question that's crossed my mind. Every such game I've played (Jagged Alliance 2, Xenonauts, Silent Storm) or watched on Youtube (XCOM, XCOM 2) has used a 2D or 3D grid, though it's not always visible. From what I can tell, the grid serves the following purposes: Showing exactly where a unit is (and blocking that location for anyone else); Calculating paths (each grid is a specific node for the pathfinding); Laying out cover (i.e. Graf von Schtickschtock at position (2,6) cannot directly hit J. Bandersnatch at (2,3) because a solid concrete pillar is at (2,4)). The thing is, I can't see any particular reason why a grid is required for the above tasks; it may be helpful, but I don't think the lack of a grid would block it. Am I missing something?