玩家评分: 7.4

拥有
战国:白星升起
Nations at War: White Star Rising

桌游极客排名: 4496

本月排名变化: 19

玩家评分: 7.4

玩家人数: 1 - 2 (最佳: 2人)

时长: 45-240 分钟

难度: 2.61 (中度策略)

适合年龄: 16+

专业评分: 5.74

语言依赖:

少量依赖

出版年份: 2010

出版商:

| Lock 'n Load Publishing, LLC.

设计师:

| Sean Druelinger

美工:

| Marc von Martial

桌游类别:

|战争 |二战

White Star Rising推出了Lock‘ n载入出版国战争(NAW)游戏系统。根据受欢迎的世界战争,NAW描绘了第二次世界大战中的排级战斗。在这里,您可以在排队级别的游戏中找到所需的所有东西 - 装甲,炮兵,步兵,超大炮,指挥和控制,空中支援,两栖着陆以及离开胜者的绝望的近距离攻击拥有地面,在长期的撤退中击败,全部共八页规则。这是“战争世界”系统的两倍。“#10”单位代表车队的排,如M-10狼獾,M4A3E8 Easy Eight Shermans,德国豹,老虎和马克四世。当然,白星上升并不是坦克。那里有很多步兵;伞兵,线条小狗,Fallschirmjaeger和Volksgrenadiers。与“世界战争”系统一样,步兵能够快速移动,很难打。白星崛起还包括支持武器,如重型机关枪,火焰喷射器和手提包,步兵排可以用于致命的影响。该系统将典型的基于回合制的游戏投入窗外。这些排分为组成(通常是营和kampfgruppen),由总部领导。地层的每个单位必须在总部的范围内,以便形成。虽然个别单位可能会激活,并且调度单位可以从总部增加一倍的数量,但您希望将这些组合保留在一起。组合由chit draw激活,训练有素,更好的单位可以在每次激活时轮流激活,移动,射击和战斗。另一方面,不能保证地层会激活一次。放置地层舱的杯子上装有末端匝道。当第二端转弯时,转弯结束。如果一个地层已经激活,轮到结束了。它让你在脚趾上。

当攻击时,每排滚动一些等于其火力的骰子。每个死亡等于或超过“​​打”数字(右上标)命中目标。目标然后滚动一些骰子等于其装甲因素加上地形优势。每个等于或超过其装甲因子的死亡否定一击。第一个打击破坏一个单位,第二个减少它,第二个减少它,第三个消除它。

&10;单位也可以关闭攻击,进入对手的十六进制或打击死亡打击或强迫他(或她)有价值的地形。相同的程序,但两个单位都使用他们的近攻击值。获得最多命中的一方必须从十六进制退出。步兵是非常好的,特别是对于没有自己的步兵支援的盔甲。

游戏包括薄皮车辆的规则,支持武器(代表重机枪,火焰喷射器和手提包费用的实际柜台加上步兵排的能力),空中支援,地堡,电线,火炮,地雷,超限机会火力,自战争世界成立以来精简的视线规则,运送步兵八页规则。

内容

2张(约200张).75“计数器

4专业绘制,印刷,11“ x 17“地形地图18场景

2名玩家的援助卡

4骰子20页全彩规则,场景和图表书。

其他系列游戏:

战国:白星上升战争之国:沙漠之火#战国:斯大林胜利白星上升:空降白星上升:操作眼镜蛇

重新实施:

世界在战争:艾森巴赫峡谷

Publisher's blurb: "White Star Rising introduces Lock ‘n Load Publishing’s Nations at War (NAW) game system. Based on the popular World at War, NAW depicts platoon level combat in World War II. Here you’ll find everything you're looking for in a platoon-level game -- armor, artillery, infantry that serves as more than cannon fodder, command and control, air support, amphibious landings, and desperate close assaults that leave the victor in possession of the ground and the defeated in headlong retreat, all in eight pages of rules. That’s two less than the World at War system. "Units represent platoons of vehicles, such as M-10 Wolverines, M4A3E8 Easy Eight Shermans, and German Panthers, Tigers, and Mark IVs. Of course White Star Rising isn’t all about tanks. There’s plenty of infantry; paratroopers, line doggies, Fallschirmjaeger, and Volksgrenadiers. In the same vein as the World at War system, the infantry are capable of moving fast and hitting hard. White Star Rising also includes support weapons, such as heavy machine guns, flamethrowers, and satchel charges that infantry platoons can use to lethal effect. "The system throws typical turn-based gaming out the window. The platoons are grouped into formations (usually battalions and kampfgruppen) and led by a headquarters. Each unit of the formation must be within range of the HQ to activate with its formation. Although individual units might activate, and recon units can double their range from the HQ, you’ll want to keep those formations together. The formations are activated by chit draw, and better-trained, better-led units can activate more than once in a turn, moving, shooting, and fighting in each activation. On the flip side, there is no guarantee that a formation will activate even once. The cup into which the formation chits are placed is seeded with end turn chits. When the second end turn chit is drawn the turn ends. Doesn’t matter if a single formations has activated; the turn is over. It keeps you on your toes. "When attacking, each platoon rolls a number of dice equal to its firepower. Every die that equals or exceeds the “to hit” number (right superscript) hits the target. The target then rolls a number of dice equal to its armor factor plus terrain advantages. Each die that equals or exceeds its armor factor negates a hit. The first hit disrupts a unit, second reduces it, the third eliminates it. "Units may also close assault, entering the opponent’s hex to either deal a death blow or force him (or her) out of valuable terrain. Same procedure, but both units use their close assault value. The side that takes the most hits must retreat from the hex. Infantry is VERY good at this, especially against armor without its own infantry support. "Game includes rules for thin-skinned vehicles, support weapons (actual counters that represent heavy machine guns, flamethrowers, and satchel charges that add to an infantry platoon’s capabilities), air support, bunkers, wire, artillery, mines, overruns opportunity fire, line-of-sight rules that have been streamlined since their inception in World at War, transporting infantry--and all in eight pages of rules." Other Games in Series: Nations at War: White Star Rising Nations at War: Desert Heat Nations at War: Stalin's Triumph Nations at War: White Star Rising – Airborne Nations at War: White Star Rising – Operation Cobra Re-implements: World at War: Eisenbach Gap