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Metropolis - Analysis
[After a few readings and one test game] Metropolis is the result of an evolution process that started in 2000 with the release of Void game system. First evolution was Void1.1, a fast, tactical and simple but efficient rule set. Second (r)evolution occured in 2005. Scale shrank to single man strike action instead of unit-scale. More detailled, adding many parameters to detail the action (suppressive effects of fire, training, ...). Game stood fast and furious but limited to small scale strikes. Then, here comes Metropolis, son of Void, including some concepts created for Urban War. This one will gring back former Void players in UM sphere and drive UW players to enter large scale battles. Rules They are mainly made of Void ones and reuse many ideas : Alternate Unit Activation, D10 (progressivity in actions difficulty, good simulation of troop quality), movement game (more tactical than throwing bags of dices) . Result is quick and smart.Some new concepts come from Urban War but have been heavily adapted to new game scale : Troop Quality, Shock and Suppression! Urban War and Metropolis will share 90% of the ruleset with light differences enabling each one to be really good in its own scale :
Let's have a closer look to the differences between Void and Metropolis and between Urban War and Metropolis. Moral
Calibre Beside Command bonuses, a high Calibre unit will move, shoot (at a lower Calibre target) and Fight (against a lower Calibre opponent) better. Such a unit will also react better. Templates Templates are less powerfull than they were in Void but a bit more than in Urban War (where they were allmost useless).
Close combat
Leader Le leader de détachement permet de booster les capacités des unités en faisant bénéficier de son Commandement les unités à moins de 9 pouces. Les personnages vont devenir de vrais chefs d'armée et plus uniquement des héros. Special abilities Apart the abilities already existing in Urban War, new ones have appeared. They allow to play big size miniatures, especially CLAUs. With these rules, such miniatures have really specific rules that make them deadly against standard troopers or small vehicles. Impervious Allow to get back from Close Combat automatically (if the Size of the model is at least equal to the one of the opponent +2). Long Reach Allow to allocate Hits to miniatures in base to base contact with engaged opponents (if the Size of the model is at least equal to the one of the opponent +2). Shunt Move of such miniatures is not stopped when an ennemy is engaged... Isntead of this, engaged minis are moved along with the charging one (if the Size of the model is at least equal to the one of the opponent +2). Sweep Attack Allow to attack all opponents in base to base contact (if the Size of the model is at least equal to the one of the opponent +2). Army lists
Layout
Price and availability
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![]() Please subscribe to Urban Zone newsletter to get updates'notifications. Creation date : 09/04/2007 @ 22:55 Reactions to this article
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. Result is quick and smart.


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