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Rising Dragon: Platoon Level Combat in the Invasion of Taiwan box art

Rising Dragon: Platoon Level Combat in the Invasion of Taiwan

Game ID: GID0453279
Game Info
Year
2026
Players
2
Age
14+
Playtime
120 min
Complexity
3.5/5
Collection
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Description

A platoon-level tactical wargame simulating a modern invasion of Taiwan with mechanized and drone warfare

Description

A platoon-level tactical wargame simulating a modern invasion of Taiwan with mechanized and drone warfare

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment: pos 2 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–4 of 4
Video LInroTFDsu0 Zilla Blitz Top List at 18:57 sentiment: other
video_pk 83415 · mention_pk 210145
Zilla Blitz - Rising Dragon: Platoon Level Combat in the Invasion of Taiwan video thumbnail
Click to watch at 18:57 · YouTube ↗
Overall sentiment (raw)
Highly anticipated
Pros
  • Modern combat setting
  • Sci-fi elements
  • Accessible system
Cons
none
Thematic elements
  • Modern combat, Sci-fi elements
  • 2034, Taiwan
Comparison games
  • Armageddon War
Mechanics (from transcript analysis)
  • Modern warfare — just a ton of modern combat elements in here.
  • Sci-fi elements — adds in some sci-fi elements.
  • Tactical combat — Uh, tactical level combat, modern combat
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This one takes us back in time.
  • This is an updated version of the old Aces of Aces flip books working on that same type of system.
  • So, it's essentially plane versus plane dog fighting World War II done in an incredibly innovative for its time flip book.
  • This aces of aces updates all of that and adds a bunch of new Kickstarter goals and extras that go along with it.
  • This might be 2027. I'm not sure.
  • This is basically an operational level game of submarine combat in the World War II Pacific Theater.
  • Steel Wolves takes the Silent War system and brings it to World War II. uh in the Atlantic theaters.
  • And it's solitary as well. I should mention that too.
  • Oh, this looks so good.
  • This is a soliter game of World War II combat where each counter is an individ individual soldier.
  • combat I think is, you know, if you think back to the old Ambush games, combat is really aiming, I think, to be a modern version of that.
  • Such a compelling theme.
  • it's great to see the growth of this series.
  • This game just completed a very successful Kickstarter.
  • Takes us to the year 2034 for combat between Chinese and Taiwanese forces in Taiwan.
  • So, we've got some robots, we've got some got drones, just a ton of modern combat elements in here.
  • I have a prototype of this now, so I'm going to be bringing some gameplay of this to the channel in a couple of weeks.
  • This looks spectacular.
References (from this video)
No references stored for this video.
Video C2ZvVdriP-A Zilla Blitz Review at 0:07 sentiment: positive
video_pk 82829 · mention_pk 208089
Zilla Blitz - Rising Dragon: Platoon Level Combat in the Invasion of Taiwan video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant system once learned
  • Cool system for modern combat
  • Interesting theme with a sci-fi edge
  • Clear rule writing (in prototype)
  • High variety of units and technology
Cons
  • Steep initial learning curve due to complexity
  • Some rule/component issues noted in prototype (missing counters, confusing scenario rules)
  • Layout of rules could be tweaked
Thematic elements
  • China invading Taiwan
  • Near future, 2034
Comparison games
  • Armageddon War
Mechanics (from transcript analysis)
  • Counter fire — Units can choose to counter-fire when attacked, but this has limitations and can affect die roll quality.
  • Dice Rolling — Combat is resolved through dice rolls, with various modifiers affecting the quality and number of dice.
  • Formation Activation System — Units activate based on formations drawn from a pool, with imbalances possible in consecutive activation cycles.
  • Opportunity fire — Units can fire at enemy units that move within range during the opponent's activation.
  • reinforcements — One side has significant reinforcements arriving on their second activation.
  • Retreat — Defending units can choose to retreat to avoid fire, which affects die roll quality. Units that are shaken or pinned cannot retreat.
  • Terrain effects — Terrain impacts movement costs and line of sight, with dense urban terrain restricting line of sight and increasing movement costs for tracked vehicles.
  • Unit Activation — Units activate individually, performing all their actions before moving to the next unit. Activation status can be degraded (-1, pinned, shaken) and then recovered.
  • Unit Degradation — Units can be pinned, shaken, or flipped to a reduced state based on the number of hits they take. Units can regain activation steps at the start of a new activation, influenced by terrain and enemy presence.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The year is 2034 and China has invaded Taiwan.
  • This game from Flying Pig Games is a sister game to the very popular Armageddon War.
  • This is a deep and complex game.
  • So, I wouldn't trust this so much as a tutorial as a video that's giving you a flavor of gameplay to see if this game and this gameplay would be something that you would like.
  • This is a bloody slugfest of a scenario with heavy casualties expected on both sides.
  • When I first started playing, I bounced off of this hard.
  • It's a very elegant system once you get up to speed to it.
  • You're not playing a science fiction game, you're playing a modern combat game with some science fiction elements in it.
  • All in all for me, impressions very positive with this one.
References (from this video)
No references stored for this video.
Video eT4zdxjuPJI Board Game Critique Review at 0:03 sentiment: mixed
video_pk 74427 · mention_pk 179332
Board Game Critique - Rising Dragon: Platoon Level Combat in the Invasion of Taiwan video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Tension from continuous activation creates a dynamic, ongoing battle feel.
  • Dice-based combat is intuitive, visually readable, and depth comes from modifier interactions.
  • Proven Armageddon War core system with strong production quality and playtesting.
Cons
  • No Rising Dragon-specific gameplay footage or prototypes available yet; higher risk of unproven content.
  • Unclear naval, amphibious, and urban mechanics in the setting; integration unproven.
  • Long delivery schedule and uncertain cohesion of scenarios; potential mismatch between 16 base and 18 total with stretch goals.
Thematic elements
  • modern mechanized warfare, civilian impact, naval and urban combat
  • Near-future platoon-level warfare set during a 2034 invasion of Taiwan by China
  • continuous activation chits driving ongoing engagement with no fixed turn boundaries
Comparison games
  • Armageddon War
Mechanics (from transcript analysis)
  • Chit-Pulling — Formation chits are drawn to activate units; no set turns or phases; activations continue until chits are exhausted, creating relentless pressure.
  • civilian counters and civilian casualty tracking — Scenarios incorporate civilian casualties and counter-movements; civilian counters have procedural effects via activation.
  • Combat: Dice — Black dice for standard fire, red for intense fire, green for weaker fire; outcomes show hits, shields, or counter-fire.
  • combined arms interactions — Attacking armor with anti-tank weapons, infantry with anti-infantry weapons requires multiple hits or different strategies.
  • continuous activation system (chit-pole) — Formation chits are drawn to activate units; no set turns or phases; activations continue until chits are exhausted, creating relentless pressure.
  • dedicated dice combat with color coding — Black dice for standard fire, red for intense fire, green for weaker fire; outcomes show hits, shields, or counter-fire.
  • formation-based activation — Units activate as groups; each activation reorders the battlefield and can cause cascading effects.
  • modifiers and no combat tables — Combat is resolved by applying modifiers (range, cover, tech upgrades) to dice and reading results directly from dice, not lookup tables.
  • upgrades and tech differences affecting dice — Modern vs outdated equipment affects dice color and probabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Armageddon War system we observed is excellent.
  • Continuous activation creates real tension.
  • This isn't experimental mechanics. It's a proven system applied to a new setting.
  • Conditional recommendation, not enthusiastic endorsement.
  • We're betting on the system adapting well to a new setting.
  • Backing on trust. Trust in Porter’s design skill, Flying Pig’s production capability, trust the system adapts well.
References (from this video)
No references stored for this video.
Video OaJ6Qjy0L9o Zilla Blitz Review at 0:02 sentiment: positive
video_pk 41307 · mention_pk 125311
Zilla Blitz - Rising Dragon: Platoon Level Combat in the Invasion of Taiwan video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very large variety of units with rich tactical options
  • Beautiful and functional map design by Flying Pig Games
  • Two-player balance that scales well for solo play with solo expansion
  • Numerous scenarios and growing content through Kickstarter stretch goals
  • Rulebook presents core rules clearly; substantial content is accessible early
  • High-quality, custom dice and sturdy counters
  • Non-combat elements (media, civilians) add dynamic strategic depth
Cons
  • Prototype status means some final components and rules may change
  • High complexity and an 80-page rulebook; learning curve could be steep
  • Turns can feel ambiguous due to chit-pole activation rather than fixed sequencing
  • Final counter counts and packaging specifics are not yet determined
  • Large, heavy components may be less approachable for casual players
Thematic elements
  • modern warfare with sci-fi edge (EMP weapons, drones, robotic troops, media influence)
  • 2034 near-future battlefield in Asia (China invading Taiwan)
  • ground-focused, geopolitically charged near-future tactical simulation
Comparison games
  • Armageddon War
Mechanics (from transcript analysis)
  • Campaign and scenarios — Multiple scenarios with a linked campaign and handicap mechanics for rebalance across scenarios.
  • Chit-pole activation — Formation activation is determined by drawing a chit from a cup to determine which units activate.
  • Chit-Pulling — Formation activation is determined by drawing a chit from a cup to determine which units activate.
  • Combat: Dice — Three colors of dice with strikes and shields; outcomes depend on hits and weapon type interactions.
  • Counter fire — Defending units can fire back after being fired upon in an activation.
  • dice-based combat resolution — Three colors of dice with strikes and shields; outcomes depend on hits and weapon type interactions.
  • Diverse unit types — Includes infantry, armor, helicopters, drones, EMPs, robbies, swarms, etc.
  • Hex-based maps — Two large, independent maps; each hex equals 150 m; 1-2 units per hex.
  • impulse-based turns — Gameplay progresses through sequences of activations rather than rigid turns.
  • Influence Points — Media units and civilians affect scoring and strategic options.
  • Line of Sight — Visibility and range govern engagements, with a range-based combat resolution.
  • Line of Sight and Ranged Combat — Visibility and range govern engagements, with a range-based combat resolution.
  • Map modularity and scale — Two maps that don’t butt together; visually and tactically varied terrain.
  • Mines and snipers — Impact additional unit types and terrain effects on combat outcomes.
  • Morale system — Units become pinned, shaken, lose a step, and are eliminated based on damage and morale checks.
  • Multi-Use Cards — Counters with training/tech color codes; extensive stat lines for fire, move, defense.
  • Non-combatant influence — Media units and civilians affect scoring and strategic options.
  • Unit counters and cards — Counters with training/tech color codes; extensive stat lines for fire, move, defense.
  • Variable Map — Two maps that don’t butt together; visually and tactically varied terrain.
  • Weather and complications — Weather influences combat; complications inject random, scenario-driven events.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rising Dragon, the upcoming near future tactical combat game from Flying Pig Games.
  • This is a deep game that will keep you entertained for quite a while.
  • I think this is going to be a great set, especially given its size and just the incredible variety of units in the game.
  • I think the maps look elegant and inviting, and it's going to be a tactile joy to play.
  • Kickstarter has done so well, with stretch goals expanding the game.
References (from this video)
No references stored for this video.
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