Showing posts with label PHR. Show all posts
Showing posts with label PHR. Show all posts

Thursday, December 19, 2013

PHR: It's DEMO(lishing) time! Taranis vs. Enyo (Type-2 Siege Walker)

Note: All images are property of Hawkwargames!

It can be said that the PHR credo is... "when in doubt, make a parking lot." So let's compare the two things in the PHR Demolitions Armory:

Enyo

Taranis

The Enyo:
  • Superior Durability (higher A + Passive Save)
  • 4.44 Damager per Walker
  • Needs LOS
  • Can shoot on Turn 1 (if walking on)
The Taranis:
  • 2.22 Damage per Taranis
  • LOS is any PHR unit (indirect fire penalty does not apply as buildings are always hit on a 2+)
From a points perspective, we are really comparing the damage output of 3 Enyos (13.3) vs. 4 Taranis (8.88).  However, given the slowness of PHR, I think the ability to reach buildings "anywhere" on the opponent's side is invaluable.

What do the readers think?

For this discussion, let's also include the Athena which has "Demolisher" on 2x Stealth Cruise Missile.
Athena

Factoring the attack run availability roll, the Athena averages 2.72 damage to a building with the Stealth Cruise Missile.  However, using the AA Rail Repeaters... damage is 2.78!!  Use AA guns to strafe the building!

Tip:  SuperCruise will make it harder for you to go down but buildings will still be hit on 2+.

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 12, 2012

First Contact: PHR vs. Scourge

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).