What should I play next if Star Wars: Zero Company has me excited about turn-based strategy? Start with XCOM 2 Collection if you want the closest overall match: a squad-focused campaign built around cover, positioning and consequential tactical decisions. Choose Gears Tactics if the appeal is specifically cinematic cover combat and squad abilities. Pick Warhammer 40,000: Rogue Trader if you want the same broad science-fiction direction but with a heavier role-playing, dialogue and character-building emphasis.
Those recommendations are organized by the part of Zero Company that interests you most rather than by a simple score. Zero Company is a single-player, turn-based tactics game set during the twilight of the Clone Wars, so the useful question is whether you want its squad-and-cover structure, its cinematic presentation, or the freedom to develop a party and make narrative choices around tactical encounters.
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What Star Wars: Zero Company is setting up
Star Wars: Zero Company follows Hawks, a former Republic officer who commands an unconventional squad of operatives. Missions take place in the Clone Wars’ closing period, while the squad returns between operations to The Den, a base on the Ring of Kafrene. That hub gives the campaign a place for the team to regroup and develop instead of presenting battles as disconnected scenarios.
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1Fix the driver behind crashes, sound loss and screen glitches2Clear out junk files and repair common Windows errors3Scan for outdated or missing drivers - takes under a minuteElectronic Arts announced the game as a collaboration between Bit Reactor, Respawn Entertainment and Lucasfilm Games. The stated inspirations are Andor, Rogue One and the original Star Wars trilogy, which points to a more grounded, wartime presentation than a straightforward Jedi power fantasy. The team has described its goal as an original Clone Wars story with meaningful outcomes from player choices, deep turn-based tactical combat and an approachable, cinematic presentation.
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Greg Foertsch, Bit Reactor’s CEO and creative director, summarized the team’s intent this way: “Our team has poured everything we love about Star Wars into Zero Company.” That is useful context for choosing a substitute: you are looking for a game that can satisfy either the tactical side of that promise, the science-fiction atmosphere, or the character-and-choice side.
On Steam, Zero Company is tagged as turn-based tactics, turn-based strategy, science-fiction, single-player, strategy RPG, turn-based combat, character customization and grid-based movement. Those labels establish the core formula without promising a particular difficulty curve, campaign length or review score. No decision-critical published statistics such as playtime, sales or performance figures have been established, so the comparisons below focus on documented systems and clearly labeled editorial interpretation.
At a glance: which game fits the part you are anticipating?
| Game | Tactical similarity to Zero Company’s squad-and-cover structure | RPG and character-development emphasis | Campaign tone and accessibility | Current platform or edition availability |
|---|---|---|---|---|
| XCOM 2 Collection | Closest overall match: squad management, cover-aware turns and high-stakes tactical decisions. | Meaningful squad management, with the tactical layer taking priority. | Best for players who want a direct, demanding tactics comparison rather than a story-setting match. | Not stated in the cited comparison material. |
| Gears Tactics | Strong match for cover combat and the use of squad abilities, presented as a more concentrated combat comparison. | Less central to the recommendation than moment-to-moment battle decisions. | A focused route into cover-based battles for readers who want less emphasis on a broad role-playing structure. | Not stated in the cited comparison material. |
| Warhammer 40,000: Rogue Trader | Shares the turn-based science-fiction direction, but the tactical structure is only one part of a larger role-playing game. | Highest of the three: dialogue, party development and character-building are central to the experience. | Broader and more role-playing-heavy; choose it when narrative and build choices matter as much as firefights. | Not stated in the cited comparison material. |
| Star Wars: Zero Company | Single-player, grid-based, turn-based tactics with a customizable squad. | Squad customization and a strategy-RPG framing are part of its announced identity. | An original Clone Wars story with an approachable, cinematic presentation and meaningful player choices. | PC through the EA app, Steam and Epic Games Store; PlayStation 5 and Xbox Series consoles. Standard, Deluxe and Collector’s Editions are listed in the official guide. |
1. XCOM 2 Collection is the closest overall match
If you want to rehearse the exact kind of decision-making that makes Zero Company attractive, begin with XCOM 2 Collection. Windows Central groups XCOM with Zero Company when discussing the newer game’s turn-based battles, and that comparison lines up with Zero Company’s own turn-based tactics, grid movement and customization tags. Calling it the closest match is an editorial judgment based on those shared mechanical priorities, not a claim that the games share a story, setting or developer.
Why it maps so well
The overlap is concentrated in the relationship between a squad and the battlefield. You manage several operatives rather than a single hero, place them with cover in mind, and spend each turn deciding how to trade safety, position and offensive opportunity. A mistake can affect the next sequence of actions, so the attraction is not simply watching attacks resolve; it is planning a turn whose consequences remain visible after the animation ends.
Rank #2
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That makes XCOM 2 Collection a particularly good choice if your excitement comes from Zero Company’s promise of deep tactical combat rather than from the Star Wars license alone. It also gives you a useful way to test how much squad administration you enjoy. Zero Company places Hawks and the team at the center of its campaign, while XCOM’s appeal is similarly tied to maintaining a group and making battlefield choices for the group as a whole.
What the comparison does not mean
XCOM 2 Collection is not a substitute for Zero Company’s Clone Wars setting, its Ring of Kafrene base or its stated inspirations from Andor, Rogue One and the original trilogy. The recommendation is about combat structure and squad management. If your priority is an original Star Wars story, XCOM cannot provide that; if your priority is learning whether cover-aware, high-stakes turns hold your attention, it is the most direct experiment.
Choose it when
- You want the clearest mechanical predecessor in this list.
- You enjoy deciding how an entire squad acts instead of controlling one powerful protagonist.
- You want tactical decisions to carry more weight than dialogue or world-building.
- You are comfortable with a game that asks you to think about positioning before committing to an action.
2. Gears Tactics is the focused cover-combat option
Gears Tactics belongs next to Zero Company in this conversation because the comparison is especially clear at the level of cover and squad abilities. Windows Central cites it alongside XCOM when describing the kind of turn-based battle Zero Company is pursuing. The useful distinction is that Gears Tactics is the concentrated choice: select it when the appeal of Zero Company is the rhythm of moving from cover, setting up abilities and solving a combat encounter rather than managing a broad role-playing campaign.
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Why it suits a combat-first player
Cover is not decorative in this comparison. It is the organizing problem: where an operative stands determines which threats can be answered safely, which abilities are worth spending and whether the squad can maintain a workable line through the next exchange. That emphasis makes Gears Tactics a sensible follow-up for someone who wants to practice reading a battlefield in terms of protection, angles and coordinated actions.
Rank #3
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The squad-ability focus also gives the game a different entry point from a recommendation based on story. You are not being asked to accept that Gears and Star Wars occupy the same fictional space. They do not. You are being offered a similar tactical question: how do several specialists combine their available actions so that one turn creates a better position for the next?
Where it differs from Zero Company
Zero Company’s announcement emphasizes an original Clone Wars narrative, meaningful outcomes from player choices and an approachable cinematic presentation. Gears Tactics is recommended here for its combat-system relationship, not as evidence that it offers the same tone, character arc or customization model. If you want The Den, Hawks and the Star Wars atmosphere, this is the wrong substitute; if you want a focused way to explore cover combat and squad abilities, it is the right branch.
Choose it when
- Your favorite part of the Zero Company previews is the cover-to-cover flow of a battle.
- You want a more concentrated tactical campaign instead of a recommendation built around a large role-playing layer.
- You prefer abilities and positioning to be the main vocabulary for evaluating a turn.
- You want a comparison that stays close to combat without implying a shared setting.
3. Warhammer 40,000: Rogue Trader adds the deepest RPG layer
Choose Warhammer 40,000: Rogue Trader when the phrase “strategy RPG” matters as much to you as “turn-based tactics.” Windows Central includes Rogue Trader in the comparison set for Zero Company’s turn-based combat, but the recommendation occupies a different branch from XCOM 2 Collection and Gears Tactics. Its value here is a science-fiction setting with more overt role-playing and character-building weight.
What you gain by taking the RPG route
Rogue Trader is the choice for readers who want tactical encounters to sit inside a larger framework of dialogue, party development and build decisions. Instead of treating combat as the entire reason to maintain a squad, this route asks you to care about who the party members are, how they develop and how conversations shape the journey around the battles. That is an editorial characterization of where it sits in this list, not a claim that its systems or story are copies of Zero Company’s.
Rank #4
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The science-fiction connection can also matter. Zero Company’s appeal is partly the chance to command an unconventional team in a recognizable universe during a period of military upheaval. Rogue Trader offers a different universe and tone, but it meets the desire for a large-scale science-fiction setting in which party choices and tactical encounters coexist.
What to expect if you are coming from a tactics-first game
The trade-off is scope. If you want every minute to be about cover and a compact squad puzzle, Rogue Trader may feel less direct than XCOM 2 Collection or Gears Tactics because dialogue, exploration and character development carry more of the experience. If you welcome those layers, the broader structure can make each tactical encounter feel like one part of a longer campaign rather than an isolated test of positioning.
Choose it when
- You want science fiction plus a substantial role-playing framework.
- Party development and character-building are as important to you as winning a battle.
- You enjoy dialogue and narrative decisions between tactical encounters.
- You are willing to trade some immediacy in the combat loop for a broader campaign structure.
How to choose among the three
If your priority is the closest tactical feel
Pick XCOM 2 Collection. It is the only recommendation positioned as the closest overall match because the documented comparison centers on squad management, cover-aware turns and high-stakes tactical decision-making—the same cluster of features that defines Zero Company’s turn-based tactics and grid-based movement tags.
If your priority is cover and abilities
Pick Gears Tactics. Its role in this guide is narrower and clearer: it is the combat-system comparison for a reader who wants to understand how much enjoyment comes from cover placement and coordinated squad abilities.
Best Value
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If your priority is characters and choices
Pick Warhammer 40,000: Rogue Trader. It is the broadest role-playing recommendation, built for readers who want dialogue, party development and character-building to share the spotlight with turn-based encounters.
If the license is the non-negotiable part
None of these games replaces Star Wars. Zero Company’s identity comes from its Clone Wars setting, Hawks, the unconventional squad, The Den on the Ring of Kafrene and the announced influences of Andor, Rogue One and the original trilogy. The three alternatives are ways to occupy the wait according to the system you want to practice, not substitutes for that fiction.
What Zero Company’s announced structure means for your choice
The game’s single-player focus makes squad continuity important: you are following one team rather than competing against another player. The official material also points to customization and replay, so the appeal is not limited to seeing one sequence of missions once. Those details favor XCOM 2 Collection for readers who enjoy managing a group over time, while Rogue Trader is the better fit for readers who want development and choices to extend beyond the battlefield.
The Den gives Zero Company a between-mission anchor. A base on the Ring of Kafrene suggests a campaign rhythm in which operations have a home, even though the available material does not specify every activity performed there. Do not choose a recommendation on the assumption that any one of these games reproduces The Den; choose based on whether you want squad administration, focused combat or a larger role-playing structure.
Zero Company is announced for PC through the EA app, Steam and Epic Games Store, as well as PlayStation 5 and Xbox Series consoles. The official guide lists Standard, Deluxe and Collector’s Editions. Those are the confirmed platform and edition details for Zero Company; the comparison material used for the three recommendations does not establish current platform or edition information for them, so verify the storefront, region and edition before buying.
A practical play order
- Start with XCOM 2 Collection if you want to answer the broadest question: do squad management, cover-aware turns and high-stakes decisions keep you engaged?
- Move to Gears Tactics if your answer is yes but you want a more concentrated focus on cover combat and squad abilities.
- Switch to Rogue Trader if you discover that character development, dialogue and party-building matter as much to you as the tactical map.
- Return to Zero Company when you specifically want the Clone Wars setting, Hawks’ squad and the announced cinematic Star Wars presentation rather than another mechanical approximation.
This order moves from the closest tactical comparison to the most expansive role-playing alternative. You can begin at any point, but the three choices answer different parts of the same anticipation.
Quick Recap
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