Thursday, August 29, 2013

Getting Started - Shaltari Starter Army

Note: All prices are in pounds at MSRP.

Choose Shaltari if you like:
  • Teleportation: Think Protoss from Starcraft!  With teleportation tricks, the Shaltari are the fastest army in Dropzone.
  • Elite Infantry: Overall, I believe they have the best close quarter battle (hand-to-hand) combat troops in the game.
  • Brick/Speed: You can play the brick style with Warstriders or go with speed (skimmers are harder to hit, sacrificing durability) or play a combination.
  • Passive/Invulnerable Save: You will negate 33% of the hits on your units.
  •   
    Note - Prices in pounds at MSRP and this list is designed to enable you to learn the mechanics of Dropzone and are not necessarily optimized tournament lists. 
    1K Shaltari Demo
    Clash: 963/1000 points
    Standard Army
        Standard Roster [963/1000 pts]
            Gate Group [165 pts]
                Eden Gates: Eden [45 pts]
                Eden Gates: Eden [45 pts]
                Eden Gates: Eden [45 pts]
                Haven: Haven [15 pts]
                Haven: Haven [15 pts]
            Court of Elders [313 pts]
                Coyote: Coyote(Warchief) [205 pts]
                Yari Squad: 2x Yari(+Light Ion Cannon) [54 pts]
                Yari Squad: 2x Yari(+Light Ion Cannon) [54 pts]
            Swordpoint [249 pts]
                Tomahawk Squad: 3x Tomahawk [114 pts]
                Kukri Squad: 3x Kukri [135 pts]
            Warrior Clan [128 pts]
                Braves: 2x Braves [64 pts]
                Braves: 2x Braves [64 pts]
            Arrowhead [108 pts]
                Warspear Squad: Warspear [108 pts]
      Get a starter and buy Coyote, Warspear and Yari blisters.  68 + 28.5 = 96.5.



       

      Monday, August 26, 2013

      Getting Started - Building a Starter Post-Human Republic (PHR) Army

      Note: Prices are in pounds at MSRP. 

      Choose PHR if you like:
      • Elite Forces: Think GW's Space Marines in 3rd(?) Edition.  While PHR units are costly, unit to unit they are on the higher end of the power curve.
      • Slow but steady: PHR units usually have more damage points than other armies.  Weapon ranges are, on average, the longest in the game.  The heaviest-armored dropships in the game.
      • Command Cards - the PHR deck is arguably (from a direct effectiveness perspective) the best in the game.
      • Urban Renewal - you will absolutely demolish buildings.
      • Athena Air Superiority Fighter: The best Fast Mover in the game by a significant margin.
      • Hades Type-4 Walker: The biggest/baddest model in the game.  It can dominate its section of the battlefield.
      This list is designed to enable you to experience the key mechanics of playing Dropzone Commander.

      Clash: 995/1000 points
      Standard Army
          PHR Standard Roster [995/1000 pts]
              Hand of the Sphere [262 pts]
                  Command Squad: Zeus(Councillor), Zeus, Neptune [262 pts]
              Battle Pantheon [300 pts]
                  Battle Squad: Ares, Phobos, Neptune [150 pts]
                  Battle Squad: Ares, Phobos, Neptune [150 pts]
              Immortals [214 pts]
                  Immortals: 2x Immortals, Triton A1(+Miniguns) [107 pts]
                  Immortals: 2x Immortals, Triton A1(+Miniguns) [107 pts]
              Pegasus Group [84 pts]
                  Janus Squad: 2x Janus, Triton A2(+Stealth Missiles, +Miniguns) [84 pts]
              Air Wing [135 pts]
                  Athena Squad: Athena [135 pts]

      Buy the Starter Box - you get 10 pounds of free stuff!
      Additionally, you will need (number in parentheses is blisters):
      2x Zeus Command Walker (1) - 12
      1x Athena (1) - 10
      2x Triton A1 (1) - 12
      2x Triton A2 (1) - 11
      4x Janus Scout (1) - 10   (Yes, you get more than you need.)

      Thoughts on PHR:
      • Aesthetically, I believe most players are drawn to PHR.  If you are into modeling, magnetizing your walkers to dropships will look amazing!
      • Players will be drawn to their amazing stat lines.  Just acknowledge that most scenarios award victory points for objectives not kill points (total models destroyed) so you will lose many games if your game is to annihilate your opponent's army (could be satisfying though!).
      • Just like futbol or American football, while it's nice to have size and bully your opponent, superior speed is probably the bigger difference maker.  You will win head-on firefights but your opponent has the advantage in outmaneuvering you.  Super weapons are great but they are not an auto-win.
      • If you play PHR, you will likely be outnumbered.  Just think of yourself as the 300 Spartans... superior forces but you are the underdog!

      Sunday, August 25, 2013

      Getting Started: Building a United Colonies of Mankind Starter Army

      Note: All prices are in pounds at MSRP.

      This is designed to allow you to experience the full range of game mechanics.  For tournament play, I recommend driving the Kodiak onto the battlefield to save points!

      Choose the United Colonies of Man (UCM) IF you like:
      • Relatively cheap forces (anchored by a sturdy core of Main Battle Tanks and AA Tanks).
      • Versatile play styles (building demolition, attrition, air) - more so than the other armies.
      • Balanced Army - no significant advantages/no significant disadvantages - they are middle-of-the-road.
      • Ferrum Class Drone Base - think Protoss Carrier from StarCraft!
      • Air Power Variety: Archangel (dedicated interceptor); Seraphim (bomber).  Only army with two fast movers.
      Clash: 992/1000 points
      Standard Army
          Standard Roster [992/1000 pts]
              Field Command [244 pts]
                  Kodiak: Kodiak(Captain), Condor(+Missile Pods) [244 pts]
              Armored Formation [328 pts]
                  Rapier Squad: 3x Rapier, Condor(+Missile Pods) [176 pts]
                  Sabre Squad: 3x Sabre, Condor(+Missile Pods) [152 pts]
              Legionnaire Corps [176 pts]
                  Legionnaires: 2x Legionnaires, Raven A(+Missile Pods) [88 pts]
                  Legionnaires: 2x Legionnaires, Raven A(+Missile Pods) [88 pts]
              Expeditionary Group [110 pts]
                  Wolverine Squad: 4x Wolverine B, 2x Raven B(+Missile Pods) [110 pts]
              Air Wing [134 pts]
                  Archangel Squad: Archangel [67 pts]
                  Archangel Squad: Archangel [67 pts]

      Assuming you got a friend to split the upcoming 2-Player Starter Set...

      Here's what you will need (parentheses is the number of blisters):

      1x UCM Command Cards (1) = 5
      1x Kodiak (1) = 11
      2x Raven-A (1) = 10.5
      2x Raven-B (1) = 10
      4x Wolverine (1) = 7.5
      2x Archangel (1) = 11
      Total = 55  +30 (half of the 2P Starter Box) = 85.

      If you buy the UCM Starter Army, you get the Bear APCs for free rather than if purchased individually.

      Getting Started: Building a Scourge Starter Army - Cost Analysis

      Playstyle: Play Scourge IF you like:
      • Shotgun to Face: The Scourge have the shortest threat ranges in the game but if they hit they will most likely kill you.  Yeah, think FPS games!
      • Zerg Rush: Prowlers can be fielded en mass like Zergs from StarCraft.
      • Burn Baby Burn: Tormentors are one of the best units in the game IMO.  There's nothing like a fresh smell of napalm when starting DropZone Commander!
      • Corsairs: Heaviest hitting Fast Movers (fighters) in the game.  They truly are the cheapest air-to-air/air-to-ground unit in the game.  Fighter-bombers if you will.
      • Fastest conventional army in the game.
      Note: All prices are in pounds at MSRP.

      Starter Army: 68

      Individually:
      6x Warriors - 12
      3x Hunters - 10
      3x Reapers - 10.5
      2x Invaders - 10
      3x Marauders - 30  (10 each)
      1x Scourge Command Deck - 5
      Total = 77.5

      Since I think Invader APCs (unless there is a new convoy mission) are useless, by buying the Scourge Starter Army, you basically get the Invaders for free.

      Note: If you split the new 2-player starter box with a friend, you get everything except the command deck for 30 (let's add the command cards for 35).

      Cost Efficient Starter Army:  This is cheapest build that will allow you experience the DropZone experience IMO.  I do believe you need Command, Scout and Fast Movers to get the full experience.

      Clash: 973/1000 points
      DEMO Army (Not meant to be tournament level.  Just to get used to the mechanics.)
          Standard Roster [973/1000 pts]
              Oppressors [225 pts]
                  Desolator: Desolator(Master) [225 pts]
              Vanguard [304 pts]
                  Hunter Squad: 3x Hunter, Marauder [146 pts]
                  Reaper Squad: 3x Reaper, Marauder [158 pts]
              Warriors [188 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
              Occupation Patrol [120 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
              Attack Swarm [136 pts]
                  Corsairs: Corsair [68 pts]
                  Corsairs: Corsair [68 pts]

      Individually, parentheses (numbers of blisters):

      1x Desolator (1)- 17.5
      2 x Marauders (2)- 20
      3x Hunters (1)- 10
      3x Reapers (1)- 10.5
      4x Warriors (1)- 12
      2x Intruder Alphas (1)- 10.5
      8x Prowlers (1)- 9
      2x Intruder Betas (1)- 10.5
      2x Corsair (1)- 10
      Command Card - 5
      Total = 115

      Components not in the Scourge Starter Army = 57.5
      Scourge Starter + Extra Components (68 + 57.5) = 125.5.
      So if you split the 2-Player Starter Box = 92.5.

      Battle Report: vs Scourge, GenCon 2013 Round 2


      I had played Joe in a local friendly tournament a few months ago.  It was Targets of Opportunity and I beat him in a tight match 2-1 VP so, coming to GenCon, I was worried about meeting him again.

      In that matchup, infantry-wise, I had 4x Stands of Destroyers, 2x Stands of Warriors vs. Joe's 2x Stands of Razorworms and 6-8x Stands of Warriors.

      Joe's Scourge - I'm forgetting 100 pts... maybe he had a better commander?
      Clash: 1411/1500 points
      Standard Army
          Standard Roster [1411/1500 pts]
              Oppressors [455 pts]
                  Desolator: Desolator(Champion) [195 pts]
                  Desolator: Desolator [140 pts]
                  Prowlers: 8x Prowler, 2x Intruder Beta [120 pts]
              Vanguard [222 pts]
                  Hunter Squad: 3x Hunter [105 pts]
                  Reaper Squad: 3x Reaper [117 pts]
              Warriors [188 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
              Warriors [188 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
              Occupation Patrol [250 pts]
                  Prowlers: 8x Prowler, 2x Intruder Beta [120 pts]
                  Destroyers: 2x Destroyers, Intruder Alpha [130 pts]
              Invasion Host [108 pts]
                  Tormentor Squad: 2x Tormentor [108 pts]

       https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=140b68ac3972c272&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1377452227120&sads=XEuZ0EkVBBmoedbnPH2ZXN_9Njk

      In Round 2, the scenario was Recon.  There were 9 pieces of intel, buildings (A through I).

      Note: Each player can search for each intel!!  Ack!  We always thought it was one and done!
      Also, only the occupier of the building can search on the start of their turn.

      This battle report is based on our misinformed assumption!

      Pre-Battle Analysis:  Joe had 5 Stands of Infantry to 4 Stands for me.  Initiative was the key because if he landed on Buildings D, E and F, then on likely rolls he would outscore me 6-3.  Recon is why I recommend having 4 Squads of Infantry mounted in Light Dropships.  You must occupy building first to search.

      Looking at Joe's army...
      • His only AA was one squad of Reapers.  If I could get my Fast Movers early, then I could hit anywhere!  (My Fast Movers did not show up until Turn 3 or 4 so my Fast Mover advantage was nil.)
      • Tormentors!!! - I believe they are the best Scourge unit.
      • Prowler Spam - He had 16 of them.  However, I wasn't too worried because of the Skimmer rules which makes Scourge and Shaltari tanks harder to hit.
      • I figured that my 2x Destroyers capture/could hold any building that I chose.
      • 2x Desolators... I did not what to expect from that.
      Highlights:
      • On Turn 2, both of Warriors found Objectives at Building G and I (rolled "6s") and took them off the board.  Joe found Intel at Buildings A, B and C.  I found Intel at Building H.  5-3 VP and I was leading.
      • On Turn 3, I won initiative but I was stupid because I wanted Joe's infantry to enter buildings first so my Tormentors (near E & F) wanted to flame so troops.  Remember you can't shoot at buildings where your own troops are.  So Joe got to D, E and F first!  On likely rolls, he was gonna win 6-5.  So I threw everything at Building E to level it in one turn so he couldn't search for the intel.  Notably, my Desolator's Focused Ion Storm failed to do damage!  I sent in both squads of Destroyers with "Blast Their Way In!" and killed two squads of Warriors with falling masonry.  (Note: Blast Their Way In! is against the building and can only target enemy infantry if they are on the wall.  Also, you cannot enter on the side of a building where troops are at the wall.)  The building had about 4 DP left out of 30 DP.  Joe subsequently leveled the building and I lost both squads of Destroyers.  
      • Since I had lost a large portion of my army trying to destroy E, I knew I was down on Kill Points (within 200 is a tie).  I HAD TO win on VPs.  Likely, Joe was gonna find intel in D and F so we were gonna be 5-5 and I was gonna lose.  Joe found intel on F... Joe (4)... Me (5).  I was hoping for him to find an objective or find a bomb in D.  To prepare for him finding an objective in D, I sent all my forces against that area.  Joe found a bomb on D so I was gonna win...
      • We battled it out and the sky was filled with Intruders!  I remember my Desolator doing Eye of the Storm to wipe out a squad of Hunters and about 6 Prowlers.  He was then shot down by Joe's Reapers.
      WIN 5-4 VP,  -500 on Kill Points.  I think Joe killed 1200 points!

      Post-Battle:  (Playing the correct rules henceforth.)
      • Fast Movers - while my Corsairs did nothing this game.  I really believe you need Fast Movers, especially in Recon, to knock out Light Dropships to prevent objective removal from the battlefield and infantry rapidly deploying.  I would trade a Fast Mover for a Light Dropship in a heartbeat in this scenario. 
      • Troops: In this scenario, you need to win close combats and retrieve intel (hopefully objectives).  2x Exotics and 2x Troops seems like a strong ratio.
      • Getting 4VP on Turn 2 was huge (and very lucky)!



      Wednesday, August 21, 2013

      Battle Report: vs UCM - GenCon 2013 Round 1

      Setup: Just a photo of how Hawk Simon set up the board with CityScape terrain.

      https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=1409df765828784a&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1377058265607&sads=oJp6IyJ1avvnIaKcd-E8POVWkM0

      Buildings:  In an effort to standardize games, this is what Hawk Simon said:  The two on the left were Large (Armor = 6, Damage Points = 30), the two in the middle were Normal (Armor = 6, Damage Points = 20) and the one of the right was Small (Armor = 6, Damage Points = 10).  These are the five shapes found in CityScape.

      https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=1409df6920b27f04&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1377058361161&sads=_h94CR5ckclqURDXPoWAAYPJdew

      Props:  Kudos to Gunthyr and KennKong who made this from plastic piping caps(?)!  You roll a lot of dice in DropZone and you don't want them going through your buildings and models so these were pretty convenient to keep the dice in one place!  Thanks guys for letting me have these!!!

      https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=1409df6e8acdc853&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1377058414257&sads=0txBPHNm_fjHSboSMbCDrPkNEgc

      Note: To the best of my memory, this is what I think Gunthyr had. 

      1.5k Gunthyr's UCM
      Clash: 1497/1500 points
      Standard Army
          Standard Roster [1497/1500 pts]
              Field Command [247 pts]
                  Kodiak: Kodiak, Condor(Lieutenant) [199 pts]
                  Falcon Squad: Falcon [48 pts]
              Armored Formation [438 pts]
                  Sabre Squad: 6x Sabre, Albatross(+Missile Pods) [303 pts]
                  ^ Sharing ^ Rapier Squad: 3x Rapier [135 pts]
              Legionnaire Corps [354 pts]
                  Legionnaires: 3x Legionnaires, Condor, 2x Bear [141 pts]
                  ^ Sharing ^ Legionnaires: 3x Legionnaires [78 pts]
                  Rapier Squad: 3x Rapier [135 pts]
              Special Ordinance [149 pts]
                  Gladius Squad: 2x Gladius, Condor [149 pts]
              Expeditionary Group [242 pts]
                  Praetorians: 2x Praetorians, Raven A(+Missile Pods) [132 pts]
                  Wolverine Squad: 4x Wolverine B, 2x Raven B(+Missile Pods) [110 pts]
              Air Wing [67 pts]
                  Archangel Squad: Archangel [67 pts]

      Note: We realized after the match was over that Gunthyr forgot to deploy his 2nd squad of Rapiers.  :-(

      Battle Map:  In Targets of Opportunity, there are five objectives (marked "o") and the center one is worth 2VPs.  Building E was Large.

      https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=1409df731d65d359&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1377058451727&sads=XBvDZRfaW5gZWmMPVbBlAEoCDS0

      Pre-Battle Thoughts: 
      The two biggest threats were the Praetorians (all Exotics should be feared and rightly so!) and the Armored Formation (6 Sabres and 3 Rapiers represent a lot of firepower).

      TIP:  Personally, I think Bears (and all APCs) are just too slow and I recommend mounting all infantry in Light Dropships.  Remember if Light Dropships are within 1" of a building the dis/embarkment from/to the building AND dis/embarkment from/to the Light Dropship counts as "1."

      Nevertheless, while Legionnaires are there to die (much like my Scourge Warriors), 6 Squads of them can overwhelm, even Exotics, with sheer numbers.

      Highlights: (sorry, I don't remember enough for play-by-play)
      • The Armored Formation landed on Turn 1 in Column 2 in my Offensive Zone.  The Gladius squad was between Buildings B & E and Column 2.  With such a concentration of force, I conceded that area of the battlefield to UCM.  To protect my Defensive Zone and to slow down the advance of these units, I landed Prowlers on my side of Buildings D & E (one squad behind each building).
      • 4x Wolverines B, 2 Raven-Bs and the Falcon approached my Right Flank.  They had a firefight with a squad of Hunters.
      • My Tormentors were dropped on Turn 1 on Column 3 to pressure/threaten Building E & F.
      • Praetorians discovered an objective in Building A and removed from the battlefield on Turn 2 (2VP).  They returned on Turn 3 (rolled a 6) and went entered Building F where they were subsequently destroyed by my Tormentors.
      • 6x Legionnaires entered Building E.  My Tormentors destroyed 2 stands before both squads of Destroyers had CQB with the Legionnaires.  I messed up and only rolled half of my CQB dice so the Legionnaires held on.  Eventually, the Destroyers found the objective and removed from the battlefield (3VP).
      • My Scourge Warriors found the objective in Building I and removed from the battlefield (2VP).
      • My other Scourge Warriors tried to find the objective in Building D but UCM eventually leveled the building.
      Final was 5-2VP.  WIN FOR THE SCOURGE!

      Post-Battle Analysis:
      • Tormentors: 1) You have to destroy them (e.g., with the Wolverines, Ravens + Falcon on my Right Flank).  2) If possible, you got to let Scourge forces occupy the building so they can't flame the building.
      • We both agreed that the Praetorians should have went for the objective in Building E.  Personally, I think UCM needs to have 2 squads of Praetorians.  Being so cheap, Legionnaires should be dedicated to bot duty in objective searching.
      • Armored Formation:  Note- Gunthyr rolled horribly for falling masonry.  He must have had 20-25 damage points with no masonry kills.  By my math the Armored Formation including Albatross can do about 12.6 damage to a building per turn (each Sabre = 1.12, Rapier = 1.68!!!, and the Albatross = 0.84).  To this end, depending the situation, it might be worthwhile to use your AA to levels buildings.  Surprisingly, the Rapier is better at building demolition than the Sabre MBT!
      • In Targets of Opportunity, since the center objective in Building E is the most vital, you should ask yourself the following question at the start of the match.  Can I win the CQB to secure the objective?  If the answer is no, I think you should level the building as fast as you can.








      Monday, August 19, 2013

      AlgoriZone: Main Battle Tanks

      Main Battle Tank: As a required Standard choice, these units are aimed primarily at destroying enemy AA and are the core of your ground firepower.

      In a MBT vs MBT fire fight, here are the AlgoriZone calculations (kill%):

      Threat   Unit        Sabre   Hunter   Hunter   Tomahawk   Tomahawk   Damage        Kill
                                                            Skimmer                      Skimmer       Ares           Ares
      28"     Sabre          28%       56%       33%         46%              28%           28%          14%
      21"     Hunter        42%       69%       42%         46%              28%           28%          28%
      30" Tomahawk     28%       56%       33%          46%              28%           28%         14%
      27"      Ares          42%       69%       56%          46%              37%           28%         28%

      *With the Longbow Smart Smoke, the 28% becomes (22% (+1Ac) and 17% (+2Ac), respectively.
                                                               the 42% becomes (33% (+1Ac) and 25% (+2Ac), respectively.
      ** Ares - Targeting Array so Skimmers and Smart Smoke will only work for +1Ac.

      TACTICAL TIP:  You may fire through one vehicle in the same squad as the Shooter.  However, remember that the Sabre is articulated so you can use 1" above the hull for drawing line of sight.  Enemy return fire to this point would be at hull down.

             Target  

           A     A     A
           B     B      B
           C     C      C        With articulated, C may fire over B & A (two rows of vehicles)!


      https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=14099289114ff751&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1376959188973&sads=lS0tM-JmImpdzTTw6nADS5mbOsM

      TACTICAL TIP (from PipeRider361):  You can land a Condor after dropping off your Sabres and use as a "shield" while using articulated to fire!

      As you can see from the above chart, you want to prioritize Tomahawks/Hunters when they dematerialise/disembark as they will lose the skimmer bonus.



      Sunday, August 18, 2013

      Enslaving the Host - Prepping for GenCon 2013

      Of my gaming group, thanks to Mike (PHR) for beating me at Targets of Opportunity as a tune-up for GenCon.  We really do not get a chance to play too much as our group plays Warmahordes the most.  We are hoping to play DzC Commander at least once a month going forward.

      The key takeaway in this match was that CQB is the most important thing in list building as winning a CQB and acquiring that last objective can be the difference in winning or losing.  My Scourge Warriors + Destroyers got wrecked by Sirens + Immortals.  In my CQB calculations (will be posted at a later date), Sirens will destroy Troops but should struggle against A4 Exotics. 

      For tournament play, the scenarios are Targets of Opportunity, Recon and Land Grab.

      General Thoughts (at 1500pts, take-all-comers, for scenarios above):
      • At least one Troop Squad per 500pts, preferably 4.  In Recon, I needed to capture as many pieces of Intel as I could as quickly as possible.
      • Two Destroyer Squads because you need to win the key CQB (e.g., 2VP for center objective in Targets of Opportunity).  I started tinkering by adding 2x Razorworms to ensure CQB victory and to deny objectives from other normal infantry.
      • Tormentors - I believe they are a MUST for any Scourge list as you need to burn or threaten to burn other Exotics.  As you can see, I'm really paranoid (fitting as Scourge as a command card named this) about CQB.
      • Reapers - I believe 2x Squads are a MUST for any Scourge list as they have short range and a flying Commander to protect.  Furthermore, I am paranoid of UCM Ferrum Drone Base spam.
      • Fast Movers - While people believe that they are unreliable in competitive play, I strongly feel that the ability to threaten/strike anywhere cannot be underestimated.  For Scourge, Corsairs are effectively fighter/bombers so I included two to enable redundancy to get a better chance of attacking and/or destroying a key target.
      As an engineer/scientist in my day job, I will admit that I am an optimizer (or just OCD!) as I want to get as close to a 1500 point list as possible!

      By adding Razorworms, I only had enough points to add a squad Prowlers so a Prowler Rush (12x) was my first thought.

      1.5K On the Prowl
      Clash: 1497/1500 points
      Standard Army
          Standard Roster [1497/1500 pts]
              Oppressors [315 pts]
                  Desolator: Desolator(Champion) [195 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
              Vanguard [222 pts]
                  Hunter Squad: 3x Hunter [105 pts]
                  Reaper Squad: 3x Reaper [117 pts]
              Warriors [188 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
              Occupation Patrol [320 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
                  Destroyers: 2x Destroyers, Intruder Alpha [130 pts]
                  Destroyers: 2x Destroyers, Intruder Alpha [130 pts]
              Invasion Host [316 pts]
                  Tormentor Squad: 2x Tormentor(+Razorworms), Marauder [199 pts]
                  Reaper Squad: 3x Reaper [117 pts]
              Attack Swarm [136 pts]
                  Corsairs: Corsair [68 pts]
                  Corsairs: Corsair [68 pts]

      Upon further consideration, I was worried about Land Grab (I have never played) and figured that another Hunter squad would be more survivable and have a better threat range than 4x Prowlers and 2x Razorworms.

      1.5K Take 'Em All Alive
      Clash: 1492/1500 points
      Standard Army
          Standard Roster [1492/1500 pts]
              Oppressors [372 pts]
                  Desolator: Desolator(Champion) [195 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
                  Reaper Squad: 3x Reaper [117 pts]
              Vanguard [210 pts]
                  Hunter Squad: 3x Hunter [105 pts]
                  Hunter Squad: 3x Hunter [105 pts]
              Warriors [188 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
                  Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
              Occupation Patrol [320 pts]
                  Prowlers: 4x Prowler, Intruder Beta [60 pts]
                  Destroyers: 2x Destroyers, Intruder Alpha [130 pts]
                  Destroyers: 2x Destroyers, Intruder Alpha [130 pts]
              Invasion Host [266 pts]
                  Tormentor Squad: 2x Tormentor, Marauder [149 pts]
                  Reaper Squad: 3x Reaper [117 pts]
              Attack Swarm [136 pts]
                  Corsairs: Corsair [68 pts]
                  Corsairs: Corsair [68 pts]



      Thanks to my friend Nate who painted these miniatures (my sneaky way of getting him hooked on the models and the game).