Archive for the ‘Dropzone commander’ Category

Shaltari

Activation tampering
False Diplomacy (1)
T1: 2,5%, T2: 10,3%, T3: 11,4%, T4: 12,9%, T5: 14,8%, T6: 17,4%
Requirements: None
Characteristics: Influence
Game impact: Low/High

Reasoning:
The False Diplomacy command card could really screw with your opponent’s activations denying her/him the activation of their choice. The command card may have a low or a high game impact depending on how much it affects your opponents decision making and which opportunities it grants you. But because of its random nature it could also do nothing and with a cool opponent not even mess with their head. This command card should be played as a complement to a plan and may therefore be saved for a better opportunity. But I also believe it is best used in turn 1 or 2 when the order battle groups are activated may be of really paramount importance.

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Scourge

Aircraft and Vehicle enhancing
Relentless Advance (3)
T1: 7,5%, T2: 28,4%, T3: 31,3%, T4: 34,9%, T5: 39,5%, T6: 45,3%
Requirements: Sphere of Influence, Aircraft or Vehicle
Characteristics: Mobility Increased
Game impact: Medium/High

Reasoning:
The Relentless Advance command card improve an aspect of the Scourge which is already really good, their mobility and also incorporating the ability to increase their effective weapons range which grant the Scourge some good opportunities. (more…)

PHR

Activation tampering
Spy Ring (1)
T1: 2,5%, T2: 10,3%, T3: 11,4%, T4: 12,9%, T5: 14,8%, T6: 17,4%
Requirements: None
Characteristics: Influence
Game impact: High

Reasoning:
The Spy Ring command card is a way for PHR to higher the chance of gaining the initiative in the next round and maybe even paralysing an opponent’s opportunity to play command cards in the following turn. (more…)

The general cards are the 20 cards which every deck of the four first factions (PHR, Shaltari, Scourge and UCM) have.

Activation tampering
Central HQ Directive (1)
T1: 2,5%, T2: 10,3%, T3: 11,4%, T4: 12,9%, T5: 14,8%, T6: 17,4%
Requirements: None
Characteristics: Die modifier
Game impact: High

Reasoning:
The Central HQ Directive command card affects the initiative roll and thus have the possibility to achieve both double-taps (to be able and activate last and first) and act first in a critical moment. (more…)

Gaming Table Wip part 2

Posted: 20 September, 2014 by egges in Dropzone commander, Egge, terrain

image

Next steps are to flock

Now that Jens/Nimthar is posting here directly I’m thinking it puts some pressure on me to blog more. I think people will like his posts better anyway but I will try to make an effort to compete. Today I’m thinking about balance in the missions. And not the type of balance I think you are thinking…

 

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Sometimes I will venture neck-deep into excel, trying to crunch some probability numbers when I am thinking about games. This article is the result of one of those times; I started to think about what is the probability to draw a certain type of card in Dropzone Commander with a certain command value (CV) commander. For example did you know there is a 45,3% chance to draw a Call for Extraction command card with a CV 4 commander in the sixth turn if you have not drawn one before and drawing four cards each turn except the first, well I did not. (more…)

The AA wagons and technicals are sick! Absolutely sick!

1. Going out of a transport and shoot the same turn!
2. 18″ range on their AA!
3. 2 shots! Acc 2+
4. DP2 on wagons! and MF6″

Let me summerize that for you:

1. Hover craft move 5″, disembark 3″, move 3″ and shoots 18″ (countered). So it has an effective range of 29″ turn 1! They are by far more effective in AA range than anything else in the game among vehicles. They are officially the best AA in the game in my opinion.
2. Why? They are the lowest tech in the game. They are at Shaltari level in terms of technology.
3. What! Hits on 2 freaking +. This calls for some nerd rage. They have in other words the best targeting system in the game. They are the peak of technology advancement in the future. They are the same level of efficiency as the Zhukov. The targeting system in the wagons are controlled by optical technology taken from consumer video cameras. I would say the UCM and PHR and Shaltari are the stupidest group of people in the world!
4. To top it off the wagons must be as tough for a saber as a Rapier. And are as fast while firing at full efficiency as the Shaltari skimmers.

 

Again I’m sorry but the wagons, with the rules are representing the fastest AA and best accuracy in the game. It is way, way over the top.

They are freaking driving off an ramp! I can’t find a single way of describing how this could possibly be? With such an targeting system they must stand still to even be able to see an enemy from a far. The amount of bullets needed must be stupid high! The Resistance must have complete and unlimited resources to be able to have so many bullets in the air to represent guaranteed hits!

How should they be? Not being able to disembark and fire, not being able to move over 2″ and fire, not being able to hit a barn even if standing inside it and their AA range should be around 6″. I know Hawk wants an army that isn’t to expensive to use but is this really the way? The rules are just way off for some reason.

The rules could be around this; A5, 2DP, 3shots, acc 4+, countered range of 8″ if being able to move of and firing from an hovercraft or 12″ if MF 6″ or 18″ if Mf 2-4″.

I just feel they should not be better gunners than PHR’s high tech system from an slow moving vehicle, a truck should not have the same effective battlespeed as an Shaltari skimmer, they should not be more effective at getting of an transport than the higher tech factions.

Nerd rage over. Sorry.

So I have been reading up on the Resistance. In short, the models are awesome, the setting for the army is great. The way the models should be used…not so much. Ever the pathetic critic I have a lot of opinions on this book.

 

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This is it, Folks! The last part of Jens’ series. I hope you have enjoyed it as much as I have. I thank him for this series and hope he doesn’t stop there.

Walkers 2

We finish off with the Jaguar battlegroup and Jens’ closing thoughts.

In this last part of the series, I will review the final part of my Shaltari army list I used at the Dropzone Commander tournament at Wexio 2014. The article discusses the initial thought process followed by an evaluation and a final judgement on a battle group per battle group basis.

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