It’s been a long time since I’ve posted on here, and I’ve found the motivation. The stats and game theory behind DFC is interesting.
In this short piece, I’ll introduce and explains some base concepts that I’ll refer to later on. I’ll hopefully be posting a series of articles on mechanics, all linked and summarised here. Continue reading
Arrived Thursday for the LVO.
If you haven’t watched the OB interview with Dave, check it out now!
Multiple builds per blister.
Art/unit stat cards included,
And a bunch of new options. Immediately, the overseer stood out for me. The rules discussed included extending range or energy of plasma weapons in an aura.
That would be huge for scourge!
I imagine there will be a lot of testing of those rules in the next few months.
Other notable options are some special commanders being generic choices too (not scourge though). Barrage taranis variant for AT attacks, scourge razorworm shooting gunships, and falcon B’s with AA/ground attack missiles.
Wow! What an awesome set of rules experiments for hawk to run!
Hawk Wargames have released the first dropzone commander expansion, titled Reconquest: Phase 1. It introduces the resistance, a new race of tough as nails humans who live under the bio-jackboots of the scourge invaders, new missions, final rules for the last set of experimental units, and famous commanders. We’ll cover what it brings to the table for each of these, but also a couple of hints/clues as to the future of DzC glimpsed from some rules.
Hawk wargames have released the UCM Eagle, Scourge Harbinger, Scourge Stalker, PHR Mercury, and Shaltari Caiman Heavy Grav Tank.
Each of these units, look like they are going to introduce some serious changes to the DzC meta. The Scourge Harbinger, for example, is a heavily armoured dropship, combined with capable demolition, and light AA. It’s going to take some serious AA to knock down a dropship with 4 damage points, and armour 6. With the threat of an E11 bomb and the capability to down light dropships on a 2+ followed by a 3+, it is going to be a great distraction unit once it’s dropped it’s payload, at 55pts.
During the pre-christmas days of December, Hawk showed off renders for their new models. Three have been debuted for January pre-order. Coinciding with pre-order availability, Hawk have released the current state experimental rules for these units.
This article will be my un-tested opinion on the units capabilities and costs. It isn’t based on play-testing, and it isn’t based on mathematics. It’s based on me eyeballing the statline and drawing on my experience with DZC.
Simon has announced on the hawk forums that the 1.1 rules for the Ferrum are live. At the moment, the 1.0 rules appear in the downloads sections still, so it’s not apparent how to get at the new rules 🙂
However, the summary that simon has given looks very promising.
The 1.1 DZC rules have been a big success, many of the included fixes have revived units that are never seen on the battlefield, and have improved gameplay immensely (looking at you, falling masonry rules). Dropzone commander’s strengths lie in a “combined arms” approach to materiel and logistics. Dropship deployment allow slow-moving units to strike into the heart of the battlefield, in a game where seizing the objectives is the most important factor. What are the key improvements I’d like to see in the next version of DZC?