Posts Tagged ‘Dropzone commander’

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…)

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…)

Let’s face it, wargaming cost money. A lot. And it should be a deciding on which game and race to play (although many times factors like existing player base is much more deciding). Today I thought I would compare the cost of three games with one example army in each system.  For 40k – Tyranids, for DZ – Scourges and for DUST – SSU. Saying we start from scratch, what will the total cost of an army be?

First some disclaimers: Some armies/games cost less in a different circumstances. I think that this is most noteworthy in 40k where a nid army is most likely more expensive than a Draigo Paladin list. Number of models for a basic game differs as well. I have decided for a 1750 pts 40k nid, a 400 pts Dust and Mega army (as I don’t have the rulebook yet) for Dropzone commander. In all three games this is a force that will give a descent sized game and (at the very least) a very good base to build upon. But I think this is roughly the same  in game length as well. Also, I will ignore second hand-stuff. 40k will be very much cheaper if doing so.

Let’s start with 40k. With a basic nid list consisting of: Swarmlord, 2 Tyrant guards, 6 Hive guards, 10 Ymgral stealers, Tervigon and 20 (or so) termagaunts, 20 stealers with a broodlord and a Trygon you get roughly 1750 pts. The cost of this army from GW would be: 4700 SEK (that’s Swedish crowns). Codex included. You could add the rulebook as well (+500SEK).

Dropzone Commander’s large army from Hawk wargames cost 2500 SEK. +170 SEK for the rulebook.

DUST SSU army with: 2 SSU command, 2 Battle squad, Close combat squad, 2 Riffle squad, 3 Auxilary squad, Sniper team, 2 KV47-A, MIL MI-47 B Burner and 3 Commisars will cost on maelstrom: 3000 SEK included both needed books.

When you look at it like this you will also get different amount of minatures: 40k: aout 70. Dropzone: about 70 and DUST: about 60.

When I look at this i consider 40k a rather expensive game. The amount of variety in 40k as (at least it feels like) bigger. On one side this means more options but it also means greater cost and harder to get your army right. But the same actually goes for DZ and DUST. So this shouldn’t matter to me. Also the cost here is high because 40k nids can be purchased cheap if bought off e-bay or something alike.

Conclusion: The cost factor between these games are actually quite low. 40k is much more expensive to purchase new stuff for and the meta changes frequently so you will need to buy new stuff rather quick to keep up with the tournaments. But the availability of both cheaper armies and second hand makes 40k much more alike the other three games. I  the end they are, I would say, equal in cost.

So I can’t use cost as an excuse to stop playing 40k, eh? Dammit! Guess I have to go with the coolness of the miniatures and the rules instead.  We already know 40k beats the crap out of everything when it comes to player-base.

 

 

It was shipped Monday the 23:rd and I must confessed I have actually started to google “Dropzone Commander” with only pages that has been updated the latest 24 hours. I have never done that before. I’m hoping for more information regarding how the game plays with some battle reports from the internet-folks but until then I wanted to summarize what I know.

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