So I (henceforth, called the Zealot for my blind faith in pre-ordering Dropzone) at the suggestion of my friend Stephen (the Prophet - for telling our gaming group about Dropzone) played with the Starter Armies for practice...
We played a Scenario where there were 3 buildings (the downloadable buildings from Hawk were printed on 110lb cardstock) with objectives hidden inside.
In this scenario, the Occupying Infantry must roll a D6 to search for the objective in each building - the difficulty becoming easier with each successive turn of successful occupation.
Scourge:
Marauder Medium Dropship
Invader APC
3 Stands of Warriors (15)
Invader APC
3 Stands of Warriors (15)
Marauder Medium Dropship
3 Hunter MGT
Marauder Medium Dropship
3 Reaper AAGT
Points: 541
PHR:
Neptune Medium Dropship
Juno IFV A1
2 Stands of Immortals (10)
Juno IFV A1
2 Stands of Immortals (10)
Neptune Medium Dropship
2 Ares Walkers (Anti-Armour)
Neptune Medium Dropship
2 Phobos Walkers (Anti-Air)
Points: 559
After 6 Turns.... Zealot (1)(found center objective)... Prophet (0).
The key to victory was that the Immortals (with better Close Quarter Battle - CQB and A - Armor) were superior infantry to the Warriors. The Prophet and I think that Scourge Warrior Hordes should always upgrade to Aged Ones. Razorworms are better infantry but they cannot take or hold objectives.
The other important factor was that I won the initiative roll the first 3 turns and that allowed my Immortals to enter buildings and gain protection!
Some observations:
1 - PHR is the slowest faction in the Dropzone Commander universe. The Prophet destroyed the Juno IFV that carried the Immortals so they could not load onto the Neptune (carrying the objective off the board would have gotten me another 1 VP). Destroy PHR transports and their ground forces are going nowhere allowing you to destroy them piecemeal.
2 - With 2 DP (damage points) on all Walkers, they are resilient.
3 - Scourge can do extra damage from their Plasma weapons to infantry. Their weaponry appears to be like "shotguns" (short range, but devastating). I also believe that Scourge needs to demolish buildings as a battle tactic.
Transports:
"Two-Timer" Rule... they can do two "transport actions" per activation (so you can load (1) and unload (2) on the same activation). A Dropship can unload an APC (1) and then the APC can unload the infantry (2). A Dropship can unload one APC (1), move, and unload the other APC (2).
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