Calling in air-strikes and off-board indirect artillery bombardment can be tricky, because they are not instantaneous an enemy you can see in combat will almost always be moving, so any strikes on their location will miss. For instance, your air support may not reach the mission area until a half hour after your first mechs hit the ground, and the fighters and bombers only have enough fuel to stay airborne over the battlefield to provide ground support for a couple hours before having to return to base. The air support, reinforcements and artillery available to you over the course of a mission are determined by the mission time operations have scheduled phases that require you to time certain strategic and tactical maneuvering. Each unit has a number of action points it can use in that 5 minutes action points are determined by a combination of the capability of the mechs and the women piloting them, and different actions use up differing numbers of points. Each turn represents 5 minutes of operations that can last several hours. Gameplay is similar to mecha-miniatures games, such as Battletech, but the computer medium allows for semi-realtime fog of war. You're given several different highly customizable mech frames throughout the game, as well as moderately customizable fighters, bombers, and artillery. Some are good at piloting mechs, others air support, while others are artillery specialists. You are given a talent pool of several pilots, each with varying stats, strengths, weaknesses, etc. Using the ludicrous backronym “Detachment of Limited Line Service,” Power DoLLS is a hex-grid turn-based tactical war game that takes itself rather seriously but for one major hook: all of the mechs, airplanes, and self-propelled artillery units are piloted by attractive women. Despite a rather flawed execution, I absolutely love what Power DoLLS is trying to do.
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