In combat
Does high ground improve your hit chance?
Yes. Taking high ground improves hit chance.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
The short answer
Yes. Taking high ground improves hit chance.
In full
What that means when you are planning
That makes elevation a positioning objective in its own right, and it is the main reason a long-range Operator spends Action Points moving rather than shooting. In a game where a missed attack is a wasted turn, climbing can be worth more than firing from a worse position.
How much of a bonus elevation gives has not been published, so nobody can tell you the break-even point yet.
Flanking around cover improves hit chance too, and some cover is destructible — so explosives can remove an enemy's protection outright rather than making you go around it.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- The size of the high-ground bonus.
- Whether elevation is a binary state or scales with height.
Next
Related questions
- Is cover destructible in Zero Company?
- Some of it is.
- Is there a sniper rifle in Zero Company?
- The long-range weapon type is called the Longarm. Nothing in the game is named "sniper".
Where this is covered properly
Sources
- Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again
Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026
Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters
- Lead Zero Company To Victory on August 27
Electronic Arts · Tier 1 — Official · accessed 6 August 2026
Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options