Боевые роботы (Combat Robots) (0)
Speeltijd: 60
Min. Leeftijd: 8
Spelers: 2
Uitgever: Tehnolog
Ontwerpers: Onbekend
Kunstenaars: Onbekend
Mechanismen: Line of Sight, Hexagon Grid, Turn Order: Random, Dice Rolling
Min. Leeftijd: 8
Spelers: 2
Uitgever: Tehnolog
Ontwerpers: Onbekend
Kunstenaars: Onbekend
Mechanismen: Line of Sight, Hexagon Grid, Turn Order: Random, Dice Rolling
Beschrijving Tonen Opmerkingen Tonen Prijstrend
This is a lightweight wargame from Tehnolog that is similar to Oil War but deals with robot combat. It consists of only three pages of rules.
The game includes:
four playing boards
16 robots
dice
Robot data cards
rules of play
There are five types of robots:
Sniper
Missile carrier
Armadillo
Mortarman
Soldier
The game consists of a hex board with mountains, quagmire, clear, and river hexes. Each has a different cost to enter. A clear hex costs one, mountains are impassible, a river costs two turns to transverse, and if a robot gets caught in a quagmire, it cannot move for the rest of the game.
Each turn the players roll a die for initiative, with the high side going first. They then move their robots and fires them. Each robot can fire once, except for the missile bot, and each needs LOS, except for the mortar bot.
Firing is done by a die roll and comparing it to the number in a hex. If that number is rolled then the bot is hit and must retreat one hex back (done randomly). This could put it in a quagmire.
Optional rules allow each player to place four pillboxes for their defense.
The objective is capturing the spaceport on each map. Further instructions say that you are to "Conquer four planets," so I guess the best out of four games wins?
—user summary
The game includes:
four playing boards
16 robots
dice
Robot data cards
rules of play
There are five types of robots:
Sniper
Missile carrier
Armadillo
Mortarman
Soldier
The game consists of a hex board with mountains, quagmire, clear, and river hexes. Each has a different cost to enter. A clear hex costs one, mountains are impassible, a river costs two turns to transverse, and if a robot gets caught in a quagmire, it cannot move for the rest of the game.
Each turn the players roll a die for initiative, with the high side going first. They then move their robots and fires them. Each robot can fire once, except for the missile bot, and each needs LOS, except for the mortar bot.
Firing is done by a die roll and comparing it to the number in a hex. If that number is rolled then the bot is hit and must retreat one hex back (done randomly). This could put it in a quagmire.
Optional rules allow each player to place four pillboxes for their defense.
The objective is capturing the spaceport on each map. Further instructions say that you are to "Conquer four planets," so I guess the best out of four games wins?
—user summary
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ag.gameitem.lastUpdated: 2025-05-07 05:58:49.028