Level II (2010)
ag.gameitem.AGID:
Playtime: 30
Min. Age: 12
Number of Players:
2
ag.gameitem.publisher:
Flying Games
Designers:
Markus D. Still
Artists:
Markus D. Still
Mechanics:
Dice Rolling,
Chit-Pull System,
Action Points
Beschreibung
Level II is a fast paced skirmish miniatures game, set in the future.
In the year 2222 mankind manages to devastate their home planet.
Nuclear fusion as well as manipulation of genes have become daily buisiness in this harsh world ruled by corporate groups.
Journeys to Mars have become possible and science is about to find a way to travel to the stars.
One of Level II's biggest strengths is, that it consists of a ruleset only. No miniatures come with this game!
This way a player may pick any of his miniatures and calculate their point costs referring to the extremely well elaborated and very fine tuned equipment list.
There are rules for about everything that has ever set it's metal or plastic foot on a futuristic war-torn gametable:
Humans, aliens, different kinds of humanoids, tough races, weak races, robots, androids, crafts, cannons, artillery, sabotage, special ammunition, cybernetics - everything you could wish for.
Even the equipment table basically covers everything "out there" - maybe you'll have to substitute sometimes some weapons (like a boltpistol with a common pistol), but you will be able to work with everything that you might find in the hands or at the belt of your miniature.
The rulebook covers the basic rules as well as experts' rules and campaign rules.
Even though Level II is designed for small scale skirmishes with only a couple of individual fighters per side, the rules don't prevent you from playing large scale combats as well.
In that case however players should have only a few different troop types, to keep combat simple.
For example on the one hand you could get about 50 - 100 light weighted fighters for 1000 points, but if you really spice them up, you may field less than 10 tough guys for the same value, too.
Level II uses an unique command system:
The army of a player is divided into several groups (one at least!) consisting of a number of fighters depending on the faction they are fighting for.
Each group gets one command (e.g. "advance"), represented by a chit placed at that group's position. Depending on that command, each fighter of that group may take up to two different actions (mostly moving + something different, like e.g. taking aim).
In order to change that command, certain conditions have to be met (roll versus a certain value with modifiers according to circumstances like e.g. groupleader killed or minimum distance not met) - if the roll fails the command is either changed later or even not at all.
Specialits may act according to their specialities whenever the player sees fit.
Level II plays very realistically: Most weapons kill an unarmoured human with one hit - just as in real life. This way you will have to be very careful with about everything:
How are you going to spend your points?
Where and (even mor important:) how are you going to move your fighters?
This way, Level II is a very tactical skirmish game where the skill and the experience of a player garantee a victory instead of lucky dierolls.
Level II is a fast paced skirmish miniatures game, set in the future.
In the year 2222 mankind manages to devastate their home planet.
Nuclear fusion as well as manipulation of genes have become daily buisiness in this harsh world ruled by corporate groups.
Journeys to Mars have become possible and science is about to find a way to travel to the stars.
One of Level II's biggest strengths is, that it consists of a ruleset only. No miniatures come with this game!
This way a player may pick any of his miniatures and calculate their point costs referring to the extremely well elaborated and very fine tuned equipment list.
There are rules for about everything that has ever set it's metal or plastic foot on a futuristic war-torn gametable:
Humans, aliens, different kinds of humanoids, tough races, weak races, robots, androids, crafts, cannons, artillery, sabotage, special ammunition, cybernetics - everything you could wish for.
Even the equipment table basically covers everything "out there" - maybe you'll have to substitute sometimes some weapons (like a boltpistol with a common pistol), but you will be able to work with everything that you might find in the hands or at the belt of your miniature.
The rulebook covers the basic rules as well as experts' rules and campaign rules.
Even though Level II is designed for small scale skirmishes with only a couple of individual fighters per side, the rules don't prevent you from playing large scale combats as well.
In that case however players should have only a few different troop types, to keep combat simple.
For example on the one hand you could get about 50 - 100 light weighted fighters for 1000 points, but if you really spice them up, you may field less than 10 tough guys for the same value, too.
Level II uses an unique command system:
The army of a player is divided into several groups (one at least!) consisting of a number of fighters depending on the faction they are fighting for.
Each group gets one command (e.g. "advance"), represented by a chit placed at that group's position. Depending on that command, each fighter of that group may take up to two different actions (mostly moving + something different, like e.g. taking aim).
In order to change that command, certain conditions have to be met (roll versus a certain value with modifiers according to circumstances like e.g. groupleader killed or minimum distance not met) - if the roll fails the command is either changed later or even not at all.
Specialits may act according to their specialities whenever the player sees fit.
Level II plays very realistically: Most weapons kill an unarmoured human with one hit - just as in real life. This way you will have to be very careful with about everything:
How are you going to spend your points?
Where and (even mor important:) how are you going to move your fighters?
This way, Level II is a very tactical skirmish game where the skill and the experience of a player garantee a victory instead of lucky dierolls.
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ag.gameitem.lastUpdated: 2025-04-27 04:43:42.589