Category: miniature
Company/Publisher: New Dimension Games
Playtest Review by Zev Shlasinger on 08/28/97. Genre tags: none
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Moon Dragon | ||
Author: Tony Rousmaniere
Category: miniature Company/Publisher: New Dimension Games Playtest Review by Zev Shlasinger on 08/28/97. Genre tags: none |
8/27/97
Moon Dragon Review
by Zev Shlasinger (siefie@aol.com)
Moondragon, a 3-D lunar fighter dogfighting game, is the first game to come out by the fledgling company New Dimension Games. It introduces 3-D gaming using an easy rules system and a unique 3D flight stand I have never seen before. The box set comes with four 3D stands, four pewter miniatures, rules, and everything else needed to play. Set on the moon in the near future, rebels oppose security forces for control of the moon. There are the usual raids of bases and supply stores, recon flights and skirmishes. The fighters are represented by high quality pewter miniatures mounted on unique 3D stands. The 3D stands are made from telescoping rods, which provide variable height, and modular plastic joints, which let the miniatures be moved into any position. The 3D stand lets fighters fly upside down over two feet off the playing surface! The rules are surprisingly simple: many 2-D fighter combat games are much harder to learn. I spent much more time thinking out my tactics than sifting through the rules. Unlike other 3D dogfighting games, there are no hexes, grids, or altitude levels. You always just simply are wherever your fighter miniature is. This means that you can fly all around in true 3D space without worrying about making sure it is allowed in the rules. It also means that you can play in any area you want: we played one game on a table, and the next over two floors of a house! (Including the stairs!) We used all the furniture in the house as terrain to fly over, under and around. I started one game inverted just for the heck of it, and flipped over at least twice before I collided with my enemy. (Did I mention that collisions are allowed?) There are 5 phases in a turn. The phases are: 1. Gain energy points 2. Movement decisions - will you accelerate or decelerate? 3. Perform movement 4. Fire weapons 5. Charge shields and weapons I know it looks simple, but your decisions will determine whether or not your pilot makes it back to base. Many of the decisions revolve around energy management: energy points are spent to accelerate or decelerate, maneuver, fire weapons, etc. It does you no good to spend all your energy to get your opponent within range of your weapons but have no energy left to fire those weapons. (Of course you can overload your engine - but that might hurt your fighter.) Moon Dragon is not without problems. It takes some time to get used to using the plastic joints. It took us two games to get the hang of it. Another problem is that the size of the 3D stands makes it hard to play with more than 4 fighters on a small table. For squadron sized games I suggest using an entire room as a play area. (Squadron sized games often involve more than one collision...) Advanced rules are provided, such as engine overload and explosions. They are not any more complicated than the basic rules, so I don't understand why they weren't included with the basic rules. I really suggest using them because the game is much more fun and realistic with them. It looks like Moon Dragon has a strong future ahead of it: NDG is already releasing more fighter rules and miniatures. All in all, Moondragon is an ingenious new system that will add a "new dimension" of tactics to your gaming experience. Check out the rules at www.moondragon.com.
Style: 5 (Excellent!)
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