rule variants welcome to ground zero. Dirtside II WITH LASER AND CHAINSAW. FOR EMPIRE OR ANARCHY. Groundside combat in a far flung future. A group of us here in Victoria, BC, Canada who play Dirtside II regularly. Individually & collectively, we’ve come up with some house rules to. It looks like there is a renewed interest in the SF Dirtside II set of miniatures rules especially that they are a free download. I thought I would post.
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Epic was tried and discarded. We use the following system: These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides: Now this was a well thought out game in dirtsidd huge fighting machines crewed by intrepid operators fought across the landscape of ruined planets 40, years from now.
The rules could be used for any thing from WWII to the future. I enjoyed the 40k fluff but warhammer 40k never really interested me.
Anyway to cut a long story short, eirtside visiting a wargames show in the UK I spotted a set of rules written by Jon Tuffley and Mike Elliot.
I suppose its what you call a Condor moment. The imperial guard became planetary defence forces. Each successive test is at one less Threat Level than the rulea one. Dirtsidd “fast play” combat system is chartless.
Morale is easy and seems realistic. Martin Pohl Back to Top Share this: If any of these tests kick the Morale below RO, the unit simply disperses, or surrenders. There is no perfect vehicle. Please Leave a Comment! I have been a life long wargamermainly historical with minor flights into fantasy many years ago.
After several hours of oohs and ahhs opening boxes of figures I had totally forgotten I ownedI opened a box and there they were. Gradually other interests came and went and somewhere in the process I moved from England to Spain.
Combat is bloody and quick. This game has a great system. One thing to note if you’re coming to DSII from a non-armored-warfare background is that you need to have a lot more terrain on the table than you would ruoes, say, medievals.
He had always been an inventive sort so I picked up a set to read. At least that’s how it affected me. The op-firing unit then loses its phase for that turn.
Dirtside II | Board Game | BoardGameGeek
Jon Tuffley jon gzero. Please note that most comments are held for moderation – please be patient! Therefore, the following is used: All in all, a great game at a good price. Expensive, but worth it.
These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides:. I like this a lot because not only does it force you to think tactically about which units to move when, you get a much closer feel to simultaneous movement. Ok people still died but it felt much more remote.
Keep rolling past the third confidence drop.
Dirside armies were organised and equipped and the battles began. Bigger vehicles can have heavier armor and bigger guns, but they’re more expensive and easier to hit.
Then one fine day an impulse buy found me as the proud owner of Djrtside Titanicus. The platoon remains at BR. Units get two sections to their phase, movement and combat action.
Then the opposing player moves an entire unit. Includes a list of available products. Opportunity fire can be taken by any unit that hasn’t moved yet and sees an enemy unit move. IMO that would accurately reflect the time it takes to find a good, true HULL DOWN position as opposed to just rushing up and using a judgement call to position yourself and get a shot off quickly.