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Sunday, February 28, 2016

Dirtside II (1993)

Dirtside II (1993)

Ratings

7.09919 out of 10 with 124 ratings
Board Game Rank: 4232
War Game Rank: 718

Description

Dirtside II is a comprehensive set of generic rules for simulating science fiction battles in virtually any background or "future history".

The system covers combined-arms actions from a few platoons up to a full battalion combat group level. Rules are included for infantry, AFV's of all types, artillery, aerospace support and landings, combat walkers and much more. The game is designed for use with 1:300/1:285 scale miniatures but will function equally well with 1:200 or other scales. The game has a flexible integrated game sequence, chartless combat system, vehicle design and points value system and more.

  • Designer: Mike Elliott, Jon M. Tuffley
  • Publisher: Ground Zero Games
  • Year Published: 1993
  • Number of Players: 2 - 4
  • Suggested Number of Players: 2
  • Manufacturer Suggested Ages: 12
  • Playing Time: 120
  • Suggested Ages: 12
  • Language Dependence: Moderate in-game text - needs crib sheet or paste ups
  • Subdomain: Wargames
  • Category: Miniatures, Science Fiction, Wargame
  • Mechanic: Simulation, Variable Phase Order
  • Alternate Names: Dirtside 2, Dirtside II

Reviews

8 out of 10
By
A great miniature system, with simple rules and a really clever command / morale system. Very few charts, little bookkeeping and quick to play. Can cover small battalion-sized games, as it is a 1:1 scale system. I'm sure you can turn it into a 1:5 and play divisional games ;-)! (Sci-Fi Spearhead anyone?) The vehicle design rules are really good as well.

By
[i]Location: Living Room (Bookcase)[/i]

7 out of 10
By
Great game for 6-10mm scale sci-fi themed ground combat. The game engine is built around opposed rolls (for instance damage vs armour) and to-hit and damage are determined by a chit system. You draw chits from a cup to read the result. The rules may need a few reading passes at first but once rehearsed a few times during actual play they become very easy to implement and their elegance comes through. Overall the basic game mechanics are very solid and fun but many issues plague that otherwise great game. Fortunately all these issues can easily be corrected by various house rules. First of all pretty much everyone agrees that the chit system is clunky. There is an alternate system based on the FMA mechanic in use for Stargrunt II which does a great job at fixing the issue. Also, while I wouldn't call the construction system 'broken' it is wide open for abuse. The point system tends to favour large but cheap, fast-moving, average-tech forces or odd, massive "hammer-in-eggshells" forces. Large vehicles are penalized in that while they have more protection they are easier to hit, yet cost much more. Similarily, ground-effect vehicles move twice as fast as wheel or track vehicles, yet the cost difference is minimal. Even though the game is supposed to be "generic sci-fi" it much closer to 'near-future, hard sci-fi' settings. Think "Colonial Marines" from 'Aliens' rather than "Klingon trooper". Also, if ALL the systems and options are used (air support, artillery, etc.) a lot of rolls become necessary and it may bog down the game. Morale and leadership are very important for infantry but almost accessory for AFVs, yet clusters of counters are necessary because of this, as well as bogging the game down. As I said the use of the FMA mechanics (or at least a computerized chit drawing program) and a few quick house rules can fix most problems. It is otherwise a great game and the core mechanics are both well-designed and fun.

8 out of 10
By
A very diverse and fun game system of universal use for future miniatures. A lot of room for house rules,a nd I like the emphasis on morale and troop quality, as well as the dueling dice mechanic. I would say the rules are somewhat dated for a future war scenario in light of new technologies, but again, you could modify house rules for ISR, UAVs, AI, etc.

8 out of 10
By
Rules are currently out of print but made available as a free download by the publisher, GZG. Will cross post here shortly. Had to down grade my rating from a 10 to an 8. Not pleased with the design or combat systems. Still a very good set for large sci-fi games.

7 out of 10
By
One of the better land Sci-Fi mass battle games.

6 out of 10
By
Maine collection

7 out of 10
By
A great set of generic micro scale sci-fi rules. It's chartless and pretty much NO bookeeping. It's basically a micro armor game, but it does it very well and plays fast. You can easily finish a large battle in a single evening. I highly recommend this one. Best of all, you can insert any background and any miniatures and you are ready to play. It beats the pants off of Games Workshop Epic stuff. Has an interesting chit draw system to check for fire results. Could even be used to play modern or near future battles. Excellent system.

8 out of 10
By
Not as high on the complexity scale as it might first appear. The troop quality and morale mechanisms give the game a good feel. Plays very quickly and accommodates a wide range of situations without breaking down.

By
Looks interesting. Like the rules to "build" the game stats of any model. Never played as I was obsessed with GDWs Striker!

By
Great game! The Full Metal Anorak system rules. Sadly our group plays way too much 40K to really enjoy these...

6 out of 10
By
Generic 6mm, which is good. My only play was against a corner-caser, though, which meant a fataly un-fun game. (The point system is nice, but can be broken for one-off games.) Decent diversity in equipment for a generic game, but I don't recall command playing a big role: an odd thing for a ground-based wargame, but it might also be my faulty memory.

6.5 out of 10
By
Like the system. Scf-fi ground combat at squad level. The build your own force is cool. Finding someone to play against is not.

8 out of 10
By
Even though its a decade old, its has held up well. Sci-Fi theme is well done in this game, the best part being the TOTAL customization of your entire force to suit your style. This is a much refreshing change from something like 40K where you are restricted to the list of your chosen army faction, a few of which seemed to overpower the others. Also the variety of unit types is very comprehensive. Only slight complaint is the chit draw system for damage can be tedious at times.

10 out of 10
By
A must to read, if you interested in Miro SF Wargaming. My rating is based on a read through.

5 out of 10
By
Not a fan of all the chits.

By
One of many mech miniature wargame rulesets I bought for inspiration for my own house rules.

7 out of 10
By
The best sci fi epic scale style game I have played, if you want to play a miniatures game in this scale there is no better game.

4 out of 10
By
good source for developing house rules for other 1:300 scale games, but not enough by itself to keep me interested.

7 out of 10
By
Fun tabletop miniatures wargame but not perfect like it's smaller cousin, Stargrunt.

By
PDF version.

5 out of 10
By
Didn't like so much that the game required carboard chits next to my carefully-painted lead, also didn't care for the assembly-kit nature of having to define my own forces, but these points are down to taste. Would like to try it again sometime.

By
Free rule download

By
Unplayed. Downloaded the .pdf from the Ground Zero website.

8 out of 10
By
Love the game, my only negative is it is not more commpatible with the Stargrunt to make a smooth flow from skirmish to this game.

7 out of 10
By
this game rocks! fast, elegant and feels like you really are in command of cybertank assualt divisions :) can be played beer and pretzel or seriously (blah!).

8 out of 10
By
Dirtside II is an excellent scifi microarmor game. The rules are generic enough to use whatever figs you want. Nice command, control, and morale rules. The chit damage system is a little annoying, but that's my only complaint.

8 out of 10
By
Best "micro" rulebook out

7 out of 10
By
Good set of generic miniatures rules. There IS a storyline included in the rules, but the rules are so open that you don't need to play in that storyline's universe (from the Full Thrust Starship Combat Rules).

6 out of 10
By
I've only played this a few times. It would get a higher rating if it wasn't so generic. Being generic, it loses some of the 'heart' normally found in games with a decent back-story.

By
Print and Play version.

By
miniatures

8 out of 10
By
Ground Zero games - they simply produce better Sci fi wargames than GW.

7 out of 10
By
Excellent. One the best sci-fi miniature rulesets that I have ever red, still valid and unusually elegant in the mechanics.

By
free pdf

6 out of 10
By
Free Print & Play version provides solid rule for futuristic ground battles, however, I still prefer Striker.

10 out of 10
By
I love this game - been playing it since 1995 and is my game of choice to introduce new players to the miniature wargaming hobby. The rules flow, it is quick and flexible.

7 out of 10
By
This miniatures game works much better than the games workshop counter-part.

8 out of 10
By
DS2 is an excellent game. If you like 1/300th scale combat, DS2 is a great system to use for micro-armor combats in modern and near future settings.

By
From Jer's Collection

6 out of 10
By
Another generic rules set which allows re-purpose of all those miniatures I'm not using.

5.5 out of 10
By
Provisional rating at the moment. Another one of those wargames that is going to require a bit of work.

8.5 out of 10
By
Best generic sci-fi ground combat game there is. Can be adapted to any background/storyline you want. Chit pull system was confusing at first then (after a bit of some analysis) the simple beauty of it becomes apparent.

6 out of 10
By
Good science-fiction micro-armor miniatures rules.

8 out of 10
By
Best "stand level" modern/SF minis game ever written. Love the command and morale system...the vehicular design system can lead to munchkinism.

By
.pdf

8 out of 10
By
Very flexible 6mm wargame.
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