Uber-Hardcore, Turn-Based, Steampunk, Squad Tactics. Battle 6 other factions for control of Pangea in emergent, tactical gameplay.
User reviews: Mixed (17 reviews)
Release Date: Aug 26, 2014
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"Tactical Strategy in a Steampunk world! Win!"

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January 22

Airship Dragoon v1.6 Update

Airship Dragoon update version 1.6 has been released.

The updated features a couple of bug fixes, some tweaks, and a new gameplay mode for Tactical Battles called "STREAMLINE" mode.



Start with the biggest change is the new choice of gameplay modes, "HARDCORE" and "STREAMLINE". HARDCORE is the standard style of Tactical Battle. STREAMLINE is the newly available choice with the following differences.

Carrying external ammuntion is no longer a requirement in STREAMLINE mode. During deployment this frees up a lot of weight in a trooper's inventory for other items like frags and aidkits (especially aidkits). In combat, weapon's still have an internal bullet capacity and clips/magazines must still be reloaded when empty, but there is no longer a requirement for additional ammunition in the inventory. Disposable single use items are still only useable once, so do not expect an infinite supply of rocket grenades, aidkits or flamerockets. Use the extra weight saved by not needing ammunition to stock up on these one-shot wonders.

Inventory manipulation no longer costs Action Points in STREAMLINE mode. Previously swapping weapons, dropping or picking up items, arming or disarming frags and bombs, all cost Action Points. In STREAMLINE mode this is now free. Using an item, such as an aidkit to heal or call for medivac, or reloading a weapon's clip/magazine does still cost Action Points.

During the Passive Phase of a Tactical Battle, when the opposing team is taking their turn, reactive attacks based on spotting a new target or returning fire after being unsuccessfully attacked by an opponent are no longer Class based. In HARDCORE mode each class of trooper has a specific range at which they can attack during their Passive Phase. In STREAMLINE mode this no longer applies, meaning that all troopers in range of an enemy may attack during their Passive Phase. Spotting an enemy still works the same as previously, and is dependant on the trooper's vision attribute, distance and angle, or when an enemy gives away their position by attacking.

Passive Fire in STREAMLINE mode makes ambushes much more dangerous, with everyone in sight now capable of blazing away at an enemy who comes wandering unsuspectedly over a rise in the terrain or around the corner of a building. Grouping troops close together gives a better chance of them all seeing a new enemy at the same time, though this also makes them more susceptible to explosive or machine-gun area fire. Expect a lot more returned fire when attacking a large group yourself.

Gameplay mode cannot be changed mid-battle (swapping from STREAMLINE to HARDCORE would mean no one had any ammo) but can be changed anytime during the Strategy Phase of a campaign via the Options Menu. When loading a battle from a saved game, the gameplay mode will default to the one in use in the saved file.



In other tweaks and changes which affect both gameplay modes:

Attacking targets who are in the open and clearly visible now gives a +20% bonus to accuracy. So a trooper who is crouching using CAUTIOUS tactic and can see the full length of an enemy will have a +40% bonus to accurcay (crouching +20, unobscurred target +20). Keeping your troopers partially obscurred by the lie-of-the-land and/or in cover is now more important than ever.

Players asked for a better stealth when attacking from the rear, so spotting targets is much more difficult from behind now, especially at distance. This now makes it possible to creep up directly behind enemies completely unseen, with no chance of them detecting your trooper as long as they do not come closer than 30 metres, in which case they do have a chance to hear the approaching threat. Of course once an undetected trooper starts shooting they will give away their position to everyone within sight.

AI troopers have had their basic statistics rebalanced.

In the Pangea (main) Campaign the Dastardly Pirates have had their progression rebalanced to prevent them from becoming overpowered in the late stages of the campaign.

An issue with Arid Map 2 and Arid Realism Map 2 where projectiles would not collide with rocks and boulders has been resolved.

Airship Dragoon will automatically update the next time STEAM is started.

Airship Dragoon is an uber-hardcore, turn-based, strategy game inspired by early 1990s tactical games such as X-Com/UFO series, Laser Squad and Steel Panthers, a demo is available.

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October 16, 2014

Airship Dragoon Update 1.5.2

Airship Dragoon has been updated to version 1.5.2.

As per customer requests, there are now a plethora of hotkeys allowing for the camera to be controlled via the keyboard, as well as opening the inventory, opening the map/radar screen, reloading, and scrolling back and forth through troop selection. Hotkeys can also be customized and rebound. See Options->Controls in-game.

Aidkits can now be used inside the inventory by selecting the arm/reload button. No more having to equip the aidkit, exit the inventory, heal the wounded, and then go back into the inventory screen to re-equip a weapon.



Also to be found in Options is the new Mod Selector. This allows easy access to the included Environment Total Conversion Realism_Mod without having to initialize anything outside of the game. Previous methods of using the Realism_Mod are now redundant, so if you have had it enabled for play, note that you will have to re-enable it via the new Mod Selector. As the Realism_Mod is a dedicated mod, enabling or disabling it requires the game to be exited for it to load/unload the mod for the next time you play.













Additional changes since version 1.5 are as follows:

Reduced height of low walls on buildings by 20cm/8" so it's easier for crouching/cautious mode troopers to spot targets and shoot over. Walls were previously just cover/defensive for crouched troopers, now they offer more aggressive option whilst maintaining minimal exposure to incoming fire.

Very close range Ai will now opt for headshots/weakpoints over body mass centre. Player must still manually aim for the position they want to strike when up close, automated player attacks (via target range buttons, small, blue, far right side of screen) still aim for centre of target if it is visible (more chance of hitting) and head when centre is not.

Refractored passive fire opportunity to discount classes with unsuitable ranges early. No noticeable in-game change but cleaning up code is always nice.

Fixed a rare crash bug caused when a trooper is killed whilst firing a lightning gun.

Fixed "laser" beam from energy weapons extending beyond impact area. (purely aesthetic)

Tweaked how panicking troops go beserk and start shooting, should now be slightly less indiscriminately.

Rewrote the tag line on the Fairy Tale Achievement to make it clearer that it is only available in Single Battle Mode.

Added initial heat damage bonus to Atomic Death Ray when it causes a fire at a target's location.

Stopped artillery targeting recently deceased targets. (no noticeable effect in game)

For those playing with older/preSteam release campaigns, the game now checks to see if the "High Tech" (Pangea/Main Campaign) and "Full House" (Citadel/Bonus Campaign) have already had their victory conditions met. Thanks to the chap who emailed support pointing this out. Wouldn't want anyone wanting to chase Achievements and have to restart a 100+ hour campaign! ;)

On top of all of this there have been various tweaks, fixes and streamlining to code and functionality, most of which won't be noticeable during play.

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About This Game

Uber-Hardcore Turn-Based Steampunk Squad Tactics.

Conquer the super-continent of Pangea with an invasion of Airships!
Battle Dastardly Pirate Insurgents!
Keep the locals happy or they will be revolting!

Game Features:
Turn-based squad tactical combat with emergent gameplay
Hardcore and Streamline gameplay modes
Environmental Realism Mod for high poly environments.

2 massive strategic campaigns featuring resource, technology and population management
Campaigns are randomized on creation for infinite replayability
Single Battle Mode for getting straight into tactical action
No two games the same

20 battlefields
Randomized deployment on battlefields
5 types of environment with environmental modifiers
3 types of battlefield objectives
4 types of weather

Enemy Ai with 11 different combat tactics
5 Ai campaign strategies
7 classes of troops, each with 4 upgrades of weapons/equipment
Troops have unique attributes which are upgraded with experience ... if they survive combat ...

6 playable Steampunk factions
  • Austro-Hungarian Empire
  • British Royalists
  • Chinese Dynasty
  • Peoples Collective
  • US Republic
  • Zulu Nation

How big is the game?
Average battle time ~ 30 minutes
Average campaign time > 100 hours

System Requirements

    Minimum:
    • OS: Windows XP/Vista/7/8.1
    • Processor: 1.7 GHz or better
    • Memory: 2 GB RAM
    • Graphics: 256mb VRAM Shader 3.0 supported, Nvidia 6800 or 7300 or better, ATI Radeon X1300 or better
    • DirectX: Version 9.0c
    • Hard Drive: 583 MB available space
    • Sound Card: DirectX 9 Compatible
    Recommended:
    • OS: Windows XP/Vista/7/8.1
    • Processor: 2.4 GHz Dual Core or better
    • Memory: 2 GB RAM
    • Graphics: 512MB VRam or greater, Shader 3.0 supported
    • DirectX: Version 9.0c
    • Hard Drive: 583 MB available space
    • Sound Card: DirectX 9 Compatible
Helpful customer reviews
103 of 120 people (86%) found this review helpful
2.5 hrs on record
Posted: August 26, 2014
The game itself is pretty good, I like it but I highly recommend you to try the demo as the demographic of the game is very, very small.

Graphically the game is not impressive at all.
The option menu should make Totalbiscuit proud except for the control section, you can only change your mouse sensitivity on it, however there aren't many controls for the game as most of it is done with the mouse.
The tutorial is pretty much non existent, there is an instruction section in the main menu but this is like an instruction booklet which you will have to look at if you decide to try the demo / buy the game.

The game itself is a third person version of Xcom, you have a (rather big) squad of people and you try take out the enemy team, in the mean time you have to micromanage their ammunition and movement more than you have in Xcom.
You can choose to have more grenades and less ammunition or more ammunition and less grenades, or less weapons etc. the stance the unit is in also changes the accuracy of the unit itself when shooting, so if it's been running it will shoot less accurate and will also be more easy to hit then when it's crouched but it will move faster and further.

I recommend this game because I like it, but try the demo first even if you think this game is something for you it's there for a reason.
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17 of 18 people (94%) found this review helpful
108.3 hrs on record
Posted: September 20, 2014
Airship Dragoon is an old school squad tactics game. This game is not for everyone. It is really only for hard core wargamers. I love this game, but I have been playing games like this for a long time. The graphical interface is a bit clunky and difficult to use, but it gets easier after you are used to it. There is a map, but you have to switch screens to access it (maybe this adds to the realism since it feels more like reading a map).

This game is frustrating at first when your squad consists of militia. Tactical gameplay elements like morale and accuracy mean that the conscripts will have trouble hitting anything and will run away when shot at. But once you separate the men from the boys, you can build an effective squad. The game has well thought out promotion, class, and technology systems, so your squad will improve in capability over time. Eventually your men will be able to hit distant targets and will keep fighting even after being wounded. This also means that it can be a major blow if one of your veterans is killed in action. Fortunately, critically wounded soldiers can be evacuated if one of their comrades can reach them in time.

Like many tactical games, the strategy aspect is mainly a mechanism to make the battles significant and give them some context. But the strategy game is also well thought out in terms of game elements and play balance. There are some imporant strategy elements like dirigibles, garrisons, and terrain types. They each play a role in strategic operations and game economics.
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33 of 48 people (69%) found this review helpful
4.0 hrs on record
Posted: August 28, 2014
This game is absolutely bang on the das kapital for being created by a single man in his bedroom. The amount of content available and the quality of the graphics is brilliant considering the game is compacted into 250mbs. I love the authentic uniforms used by the British Royalists and the steam punk zeppelin setup, the gameplay is very fluid and works well on release which is a nice change from allot of games I have bought recently that have been broke on release. There is still room for improvement though, I would like the option to issue movement orders to a single troop and have him carry them out while I swap to another unit and do the same with him. It would be also handy to have some sort of mini map so I could know the general direction in which to send my troops. In all the game is great though and I hope to have many hours of fun. If you would like to see some footage check The King of Funk on youtube doing his thing: https://www.youtube.com/watch?v=oNIMy-CPY9s
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12 of 14 people (86%) found this review helpful
8.8 hrs on record
Posted: September 3, 2014
I've played the game a good amount and count on logging in more and my first impression was rather good! Granted it is far from the best game out there but you can tell it was made "with love" as they say.

I'll start this off by saying this game could do with some more work, although this might be a little harsh, it simply did not feel like a completed game; the campaign map is overly simple, the soundtrack gets repetitive (and so I decided to turn it off and add my own background through playlists), the information on the campaign map and how everything functions is a little hard to figure out and finally but most of all, the AI seems a little "simple". It was not overly hard to defeat, I had to figure out the mechanics more than outwit my opponent.

Now with all that said I still think this is worth picking up. Though a little on the pricy end, the game is fun and slightly nostalgic in it's take but very enjoyable. The tatical combat is nice, the setting is too and the overall idea and execution are very good! I would consider this a potential diamond though very rough indeed and am very interested in what this game could become.

P.S Steve (I think it's your name) Yorkshire, if you could add a comments section to your website I think it might be useful since people who, like me, are fond of this game and would like to see it grow, could maybe give you points we think could be improved. This is entirely up to you but I would be ready to give you everything I thought was good, what needed improvement and my ideas on what could be done! Of course I don't consider myself an expert but hey if you want my help I'd be happy to give it!
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4 of 4 people (100%) found this review helpful
2.1 hrs on record
Posted: December 11, 2014
Fantastic game, especially for one made by one guy. Despite the game being great, I can only recommend this to the most hardcore of strategy gamers. There are too many factors to deal with, or even think about, for the casual Civilization or XCOM: Enemy Unknown player. The game is exactly as it is described: "Traditional Uber-Hardcore Turn-Based Steampunk Squad Tatics". If this sounds appealing to you, then buy the game, even at full price. There is a lot of content here, and hundreds of hours of fun to be had.
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2 of 2 people (100%) found this review helpful
1.8 hrs on record
Posted: November 18, 2014
This game is pretty good tactical strategy based in steampunk world and you can run it on older machines. Game itself contains 2 campaigns, 8 nations to choose from, single battles and instructions, which is nice, but some tutorial missions would be great.
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3 of 4 people (75%) found this review helpful
1.2 hrs on record
Posted: November 12, 2014
I enjoy this type of games very much and Airship Dragoon is not an exception. Game offers nice techniques and a lovely gameplay. It even runs on older machines. You have to try this!
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1 of 1 people (100%) found this review helpful
3.1 hrs on record
Posted: January 22
The tag line doesn't lie - this is a pretty hardcore turn-based tactical squad game. Troops utilize action points to perform all of their actions and have varying attributes which are reminiscent of old X-COM - strength, reaction, courage, accuracy, etc. The only difference is health which is uniformly 100 regardless of class. You don't distribute points upon soldier promotion - instead they are boosted automatically based on class. Each class does get specific class upgrade equipment such as specialty explosives, weapons, and so on. These must be researched in the strategic layer, one upgrade per turn. Each one costs a set amount of money. I haven't found too much to do in the strategic layer other than purchase more dirigibles and research upgrades.

Essentially you assault a hex with enemies utilizing a dirigible transporting your squad. You'll need to outfit them prior which costs you cash. Equipment includes frag grenades, rifles, pistols, first aid kits plus specialty equipment previously mentioned. If you perform well you'll recoup your investment and then some after combat is finished. The tactical combat is slow and methodical. You select a stance for your soldier prior to movement - cautious is a crouch move which requires more AP per unit distance moved. Standard is regular movement and charge! is a sprint. You can specify whether to save AP for reaction fire as well. The stance selection is a bit annoying as once you've moved a soldier you can't change their stance. So once you move a soldier in standard stance, for example you can't have him crouch once he reaches a decent cover position. This doesn't make much sense tactically, though I can accept it for gameplay balance purposes. Crouching of course increases accuracy and decreases enemy hit chance. I assume charging carries an accuracy penalty. Typically your soldiers can take 1 hit, though if they get caught in the leg they might survive one more. Enemy 'hidden movement' can take an excrutiatingly long time and will likely test your patience, especially when the enemy squad is composed of only 9 soldiers. The tactical layer only provides bare bones information, for example if you spot an enemy you'll see the distance and whether you can fire. It doesn't provide hit chances at all. You can change soldier facing through the use of a button on the UI which allows you to click to change your facing. Trying to position your soldiers properly behind cover is an exercise in frustration though, as you click about trying to get them positioned properly. Enemy soldiers have always had reaction shots on my movement while my soldiers appear to stand about watching lazily, even when the have enough AP to fire and the enemy is in plain view. Frustrating.

With the realism mod enabled the terrain graphics are sufficiently attractive in the tactical layer though hardly amazing. The images on the store page are exactly what you should expect. Animations are stiff and unattractive but passable.

I recommend this game but only to hardcore fans of turn-based squad tactics. It requires an extreme amount of patience and fortitude to enjoy considering the wonky movement system, tactical stance limitations and 'what the heck' moments.

Edit: Please disregard Steam hours. I had originally purchased through Gamersgate and played fairly extensively before activating here.
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1 of 4 people (25%) found this review helpful
1.9 hrs on record
Posted: December 16, 2014
Really Slow Gameplay, but i found it Intense....
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21 of 56 people (38%) found this review helpful
1 person found this review funny
5.1 hrs on record
Posted: August 31, 2014
The game concept is very promising. But the implementation is eh....probably made 15 years ago and now, the guys found the code.

If you have the demo, you have the game. Tactical combat is the only part of the game -that is a game. The strategic piece is almost zero. Graphically it is not impressive at all.

Tactical combat graphic is a little bit better. But the mechanism is ridiculous. Your soldier cannot hit the enemy from 50m with a rifle. Nonsense. Drop hand grenade just in front of him on the ground. Enemy hit you from 100m. Nice. Only way to kill the enemy if you charge and shot down from 2-5m.
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1 of 17 people (6%) found this review helpful
2 people found this review funny
0.6 hrs on record
Posted: January 6
Only good to make you sleepy while you wait for your turn, the enemy takes FOREVER!! -10/10 XD
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3 of 43 people (7%) found this review helpful
0.2 hrs on record
Posted: September 16, 2014
Uninstalled after 5 min with the game. Maybe that isn't enough time to get the full feel of the game but the battle system was so time comsuming that it just wasn't worth it to me. Don't waste your money.
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19 of 108 people (18%) found this review helpful
0.6 hrs on record
Posted: August 28, 2014
Clumsy and empty
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