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+.

Thursday, December 12, 2013

RULES Compendium

I'm gonna compile the questions that I see most on the forums.  Feel free to ask a question and I'll try to research it!  (Current as of Dec 15 2013).

Scourge Desolator Ion Storm Generator (Wide) - Eye of the Storm

  • Does NOT affect aircraft (no AA)
  • Skimmer defense bonus for moving (+2) applies
  • Hull Down does NOT apply
  • Infantry in buildings are only hit when on the wall but can be hit by falling masonry as normal

Embarking/Disembarking and Buildings


This is a big NUANCE of the game, so here goes...

In one turn, you get two (for the squad - combination of air/land/infantry) disembark/embark moves. Infantry that are within 1" of a building can directly enter a transport (or vice versa).

Here's an example of why IMO Light Dropships are the way to go.

EXAMPLE A
1. Infantry in building.
2. They go into Light Dropship that is within 1". (ONE MOVE)
3. Transport goes half to within 1" of another building.
4. Infantry go can into the new building. (TWO MOVE)

EXAMPLE B
1. Infantry in building.
2. Infantry leaves building (ONE MOVE) and can be picked up by a transport up to 3" away. (TWO MOVE)
Leaving/entering a building counts as a MOVE.

(Dec 12 2013 --- As "Fate" points out, perhaps, I'm being confusing in how I describe this.  I broke it down to show how TWO MOVES were being used. Furthermore, infantry leaving the building in this manner use up their total move.)

EXAMPLE C
1. Infantry in building.
2. They go into a Bear APC that is within 1" of the building. (ONE MOVE)
3. The Bear APC is picked up by a Condor. (TWO MOVE)

As you can see, you want transports to be within 1" of a building. Furthermore, Example A gives you the most mobility.

If no building is involved, the Condor/Bear/Infantry move is slightly faster (3").
(Thanks "Grimjaw" for pointing out my previous error.)

1. Condor gives 9".
2. Drops off Bear +3". (ONE)
3. Bear half-moves 3."
4. Bear drops Infantry +3".
5. Infantry does half-move +1." (TWO)
19" Total

1. Raven A moves 12".
2. Drops off infantry +3". (ONE)
3. Infantry half -moves 1". (TWO)
16" total move.

Remember, you can hand over objectives to the Bear (vehicle).

As far as disembarkcing/embarking, "jgcpalmer" got an official response, and also searched through the forums (and the rulebook), and the answer is:

Infantry count as having disembarked once if their APC disembarks from the dropship.
Abandoning a building (and not directly into a transport) counts as disembarking, and it also counts as having moved their full amount of movement, so they cannot move any more, but they could embark on a transport up to 3" away, but would not be allowed to disembark it on the same turn as they would have already taken 2 embark/disembark actions.

Shaltari Dreamsnare + Totem Combo


From Hawk Simon, the Dreamsnare would increase the save given to a building by a Totem, but the Dreamsnare would need to be in range of the building, not the Totem in order to improve the save.

Shaltari Totem


In regard to shooting, can materialize and shoot OR shoot and dematerialize but cannot do two "transport" moves while shooting.  If no shooting, they can be dematerialized/materialized as normal.

From Hawk Simon, "Yep, infantry would get the save as the shot would have to pass through the shield to get to them!" (when using the shield on a building)

Fast Movers


You can choose to defer them for an intercept run although once you have made that decision you cant decide to activate them later, they either intercept or don't activate that turn. - Hawk Simon

Attacking Buildings


Buildings are ALWAYS hit on a 2+.  There are no exceptions to this.  Yes, Scourge arc casters will hit on a 2+ too.
 

Passive Saves


Remember they apply to HITS, not damage (like a certain other game).  When combining hits from Scourge Warriors and or Ferrum Starsprite Drones (you roll for hit and combine for the stronger shot if appropriate) and then you take the passive save.

Hi Guys, right I have spoken to Dave and he has ruled that the 3 hits combine into 1 hit and that you take the PCM save against the single energy 11 hit and not the 3 (or more) individual hits. - Hawk Simon

If you have 2 passive saving throws you pick the best one to use, you don't get to make 2 saving throw rolls! - Hawk Simon

 

Monday, September 2, 2013

AlgoriZone: Fast Movers and the Turn 1 "Auto-Win"

There's been a lot of discussion on the Hawk Forums about Fast Movers being an "auto-win" (e.g., your commander can be destroyed on Turn 1 and there's nothing you can do if your opponents gets lucky and rolls well).

Assumption: All Fast Movers are part of one squad.  There's a 14% chance that one squad will come out of reserve and be available to be on the attack run.  With two squads, that probability drops to 2%!

Zeus:  With only 2DP, this is the easiest commander to one-shot right?  For each Fast Mover...
  • vs Athena - 1.29%
  • vs Corsair - 0.39%  (If sending two to do 1DP each, then it's 1.35%.  The math gets more complicated to figure out if you send 3-4 Corsairs.)
  • vs Seraphim - 1.29%
  • vs Warspear - 1.03%
So assuming maximum Fast Movers in a squad, there's a 2-3% chance of losing your commander on Turn 1.

Assumption: For the Kodiak and Coyote, the Warspear, Athena and Seraphim must do double damage each to destroy them.

Coyote:  
  • The Coyote still has the Eject! rule so you will have to send another Fast Mover squad to take out the Command Module after the attack run that destroys the Coyote.  As a result, it's nearly impossible to take it out on Turn 1.  It's included here for discussion for fun.
  • vs Athena - 2.89% to do 2DP so 4DP is about 0%
  • vs Corsair - 1.16% to do 2DP so, at a minimum, 2 Corsairs to do 4DP is 0%!  A Corsair has about a 2.31% chance of doing 1DP each.  For all 4 Corsairs to do 4DP total (1 DP each), it is about 0%.  It's complicated calculating a mixture of 1DP and 2DPs so I do not do it here.)
  • vs Seraphim - same probabilities as Athena
  • vs Warspear - 0.77% to do 2DP so 4DP is about 0%
The Coyote & Command Module cannot be destroyed on Turn 1!

Kodiak:
  • vs. Athena - 5.79% to do 2DP so 4DP is about 0.34% 
  • vs. Corsair - 2.31% to do 2DP so, at a minimum, 2 Corsairs to do 4DP is nearly 0%.  A Corsair has about 4.63% chance of doing 1DP each.  For all 4 Corsairs to do 4DP total (1 DP each), it is about 0%.  Same comments as above, but the probability of a kill can be safely assumed to be very low.
  • vs. Seraphim - same probabilities as Athena
  • vs Warspear - 1.54% to do 2DP, so 4DP is about 0%
So to be generous, the Kodiak could be destroyed by 4 Corsairs with probably a 2% chance, if that?!

Desolator:  

Being the only airborne commander, how easy is it to take out with Fast Movers?  For each Fast Mover...
  • vs Athena - 0.24 DP (on Turn 1), 1.67 DP (normally)
  • vs Corsair - 0.08 DP (on Turn 1), 0.56 DP (normally)
  • vs Archangel - 0.12 DP (on Turn 1), 0.74 DP (normally)
  • vs Warspear - 0.18 DP (on Turn 1), 1.11 DP (normally)
Assumption:  The "best" Fast Mover, hits on 3+ and had E7... will do double damage 1.5% time on Turn 1 and 11% on normal attack runs.  You need at least 3 shots to take down the Desolator in one turn.  Even on normal turns that's less than 1% chance to take the Desolator down if only using 3 shots.

What is the probability of destruction if my Commander is in a Medium Dropship?
Successful Turn 1 availability, attack run availability, destroyed in air result... 2% and that hasn't factored in destroying the dropship!

Successful Turn 1 availability, attack run availability, crash landing result... 7% and that hasn't factored in destroying the dropship!

What can you do to prevent the "auto-win"?  It is assumed that you know that your opponent has Fast Movers available.
  • Since Fast Movers cannot intercept Dropships, land your Commander on Turn 1.  Better yet, walk/drive them on Turn 1.
  • Use the buildings to shield from attack runs if possible.  Remember, building above 6" cannot be flown by.  The Desolator may have to hit the deck as well.
  • Walk/drive on AA Tanks so they will be available for reaction fire.
  • Use your own Fast Movers to intercept.
  • Take another Commander as backup.
  • Losing your Commander is not an auto-lose condition, you can still win initiative with a natural 6 roll.
Personally, I think walking/driving on a squad of AA is one of the best plays on Turn 1 (I'll talk about this more in another blog post).

TL:DR - There is no Fast Movers "auto-win" on Turn 1.
 

GenCon 2013 - Championship Match vs Shaltari

Daniel's Army - sorry, I can't remember the last 53pts!
Clash: 1447/1500 points
Standard Army
    Standard Roster [1447/1500 pts]
        Gate Group [196 pts]
            Gaia: Gaia [76 pts]
            Eden Gates: Eden [45 pts]
            Eden Gates: Eden [45 pts]
            Haven: Haven [15 pts]
            Haven: Haven [15 pts]
        Court of Elders [341 pts]
            Coyote: Coyote(Shaman) [145 pts]
            Jaguar Squad: Jaguar [100 pts]
            Firstborns: 2x Firstborns [96 pts]
        Swordpoint [244 pts]
            Tomahawk Squad: 3x Tomahawk [114 pts]
            Firedrake: Firedrake [130 pts]
        Warrior Clan [263 pts]
            Braves: 2x Braves [64 pts]
            Braves: 2x Braves [64 pts]
            Kukri Squad: 3x Kukri [135 pts]
        Warfist [187 pts]
            Ocelot Squad: Ocelot [95 pts]
            Thunderbird Squad: 2x Thunderbird [92 pts]
        Arrowhead [216 pts]
            Warspear Squad: Warspear [108 pts]
            Warspear Squad: Warspear [108 pts]

Land Grab:  There are 5 Focal Points (F) on the battlefield.  You get 3VPs for having the most number of ground units within 6" of a F.  If you have one ground unit within 6" you can contest the F for 1VP.  Focal points can be destroyed in buildings and eliminated from the game.

Pre-Battle Analysis:  (I have never played Land Grab or Focal Points before.  For ease of the tourney, Hawk Simon told us to deploy normally.)
  • Ground Units: 912 (Scourge) vs. 813 (Shaltari).  At the time, it "felt" like I was at a disadvantage in having a Desolator (airborne commander).  Looking back, Daniel brought an air superiority list.  In retrospect, the Firedrake is about the same points cost as the Desolator (without commander).
  • Warstriders: While Shaltari skimmers are armored like paper mache, Warstriders are pretty resilient.
  • Air Power: Two Warspears were definitely superior to my two Corsairs.  I've never encountered Thunderbirds (gunships) so I wasn't sure how good they would be.  The Firedrake can start firing blast templates on Turn 1 and the blast templates can negate skimmer defense bonuses. 
  • Infantry: Sure, I had two squads of Destroyers but Braves and Firstborns are scary!  Outnumbering Daniel's infantry (4 to 3) was not going to be that much of an advantage as there were no objectives to search for in this scenario.
  • Havens: Daniel only had 2 Havens so my strategy was to wipe them out and keep his infantry as spectators in orbit!
  • Overall: For all the reasons above, I was not feeling confident as I felt that Daniel's list had the advantage in this scenario.
https://mail-attachment.googleusercontent.com/attachment/u/0/?ui=2&ik=9993cdfc93&view=att&th=140dec62af53a91e&attid=0.1&disp=inline&safe=1&zw&saduie=AG9B_P9CNVsqYmr_h6-P5zTmOEkj&sadet=1378127186073&sads=67c4U_1_gOSrjta27fCK1zUh2qU

Highlights:
  • Turn 1 - I rolled two 6's and both Corsairs were available!  Daniel got one Warspear though! He moved his Firedrake down Column B before driving his Kukri AA down the center.  I chose to not use my Corsairs because I didn't have much AA and I was afraid of losing one of them to a Warspear intercept.  So our Fast Movers did nothing on Turn 1.  What do you guys think?  Should I have tried to take out the FireDrake when I had my chance?  In hindsight, I should have gone for it as the FireDrake wrecked face!  It was amazing!!!
  • Fearing the FireDrake's blast weapon, I drove my Hunters and Reapers behind building until they could spread out on Turn 2.  The FireDrake definitely slowed down my advance!  Daniel was in my head!  I hid behind Buildings 7, 8 and 9.  (So 3x Hunters and 3x Reapers to approach each Column (A and B).
  • Daniel's Ocelot walked on Column A and the Jaguar and Coyote materialised on Column A.
  • Daniel's Tomahawks were on Column B.
  • Daniel's Thunderbirds went to the deck behind Building 5 & 6.  Smart move as my Corsairs could only attack them by going along the centerline on Daniel's side and would be subject to all the Kukri AA reaction fire.
  • Daniel sent Braves to Buildings 1 and 3.  I sent infantry to Buildings 7 and 9.
  • My strategy was to take out the Havens to strand his infantry and make a late turn push to Building 5 and gain 9 VPs to win the game.
  • I sent my Prowlers behind Buildings 4 and 5 to defend/slow down his Warstriders.
  • Turns 2-4 - It was stopped on time at the end of Turn 4.  
  • It was really a Mexican standoff as we just maneuvered outside each other.  Personally, I couldn't risk losing infantry or other ground units because I needed them to "score." 
  • Daniel's Thunderbirds and FireDrake destroyed a squad of Reapers on my right flank.  I managed to shoot down the Thunderbirds with my Corsairs (attack runs from Building 8 to 6 to just stay out of range of the Kukri).  Overall, Daniel's air power dominated my right flank.
  • I tried to get my Tormentors up the field to threaten the Braves in Building 3 but they were destroyed.  In retrospect, I should have kept them back to try to win Focal Points.
  • My Prowlers kept his Jaguar and Coyote busy on Column B.  He eventually destroyed 6 of them but they kept him occupied.  Eventually I sent 2 Prowlers to help win the F at Building 7.  I could have risked them to contest the F in Building 1 but Braves were firing from the windows.
  • During the game, I kept on having more battlegroups than Daniel but I destroyed both Havens so maybe he forgot to activate his Firstborns from orbit?  They eventually marched onto the battlefield via foot.  Keeping the Firstborns from challenging Building 5 was huge IMO!
  • With the Reapers short AA range and the Corsairs being only 50% accurate, Daniel was taking out my AA piecemeal.  
  • Eventually, Daniel materialised his Kukri around Building 8 and his Ocelot at Building 7.  Luckily, I took out the Kukri.  Caught me by surprise!  I forgot that he could make a late game push to my side of the field. 
  • I had two Underground Monorails and was gonna send my infantry for the late push to Building 5.
  • We had no Close Quarter Battles.
Post-Game:
  • Daniel had the Fs at Buildings 1 and 3.  With his Ocelot he contested the F at Building 7 and he had one Tomahawk at the F at Building 9.  I clearly had the F at Buildings 7 and 9.  Daniel (8 VPs) vs Me (6 VPs).  It all came down to Building 5.  Did I have enough?  Drum roll...
  • I barely had more points (less than 10?) to win the F at Building 5 but Daniel contested it!  Daniel (9 VPs) vs Me (9 VPs).
  • It went down to Kill Points.  Remember, within 200pts is a DRAW.  Well, I think we were within like 50pts.  DRAW!
  • The next tie-breker was total kill points over the course of the tournament.
VICTORY!  GENCON CHAMPION!  (Barely, I think the kill point differential was 100pts?). 
  • Fast Movers did not do much this game but I felt my Corsairs were enough of a deterrent to keep Daniel's Warspears at bay.
  • You gotta really concentrate to take out WarStriders.
  • FireDrake - that's a great unit!  Gunships can be useful!
  • EPIC FINAL - thanks to Daniel for the great game and the closeness of the game cannot be expressed in words!
Post-Tourney:
  • So I finished the tourney at 2-0-1.  I'm surprised that the eventual tie-breaker went to kill points instead of Victory Points.
  • For the different variety of scenarios and armies, it's really hard to have a balanced army - part of the fun!

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.