Dirtside II. Summary of the Game; What You Think of the Game; Online Rules cover armor, infantry, artillery, combat walkers, and aerospace support forces. Dirtside II is a comprehensive set of generic rules for simulating science fiction battles in virtually any background or “future history”. The system covers. Dirtside II is an SF micro-armor miniatures game by Ground Zero Games (GZG) of The FMA die-roll system also solves one of the problems of miniatures rules.

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If you fail your morale check, keep testing until you pass.

These little rupes roll d12 for calling fire down, and are incredible force multipliers. 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. Combat is bloody and quick.

Nicolas Baban pirate indy. 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 for, say, medievals.

I did an image search and there were about 4 or 5 counters clustered around some units in SG2! Like new with only the slightest wear, many times indistinguishable from a Mint diirtside.


Dirtside – Dirtside 1/ – Noble Knight Games

Poor Extremely well used and has major flaws, which may be too numerous to mention. As the most we allow a unit to go down rulex one time is 3 levels, you stop rolling now, and the unit remains at BR. The rules could be used for any thing from WWII to the future. Complete and very useable. The op-firing unit then loses its phase dirtsire that turn. This game has a great system.


That was an interesting find. Home Eules to Results. After several hours of oohs and ahhs opening boxes of figures I had totally forgotten I ownedI opened a box and there they were. The platoon remains at BR. Anti-tank guns are great – unless you’re facing infantry.

They can move first and then fire or fire then move. May show very small spine creases or slight corner wear.

Out came the box. Chen-song May 5, at 6: These rules represent these Observation Posts OPs on table, and introduce fog-of-war restrictions for both sides:. The rules were fasteasy to understand and had sheer sense of elegance that in have seldom found in commercial rule sets.

Dirtside II

However, the game does need you to put down counters, something that doesn’t appeal to everyone. As a result of some untimely wars in which real people die and sometimes are known personally or even friends, the ultra modern scene can start to be uncomfortable.


I’m not totally afraid of counters, being a hex wargamer in a past life, but too many gets difficult to manage. Expensive, but worth it. Therefore, the following is used: Dirfside “plus” sign indicates that an item is close to the next highest condition.

Martin Pohl Back to Top Share this: One combat turn represents approximately 15 minutes. Hard to explain just the way it felt.

Steven May 5, at 7: Then came tiny tanks and troopers to fight alongside the titans and suddenly I was playing 6mm armoured games again albeit in a fantasy world.

Units in overwatch will automatically return enemy fire — firing after all resolution of the incoming fire. If excessively worn, dirtsie will be marked as “card worn.