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.
The Ferrum has already been a test bed for a new special rule (Focus Fire) which is going to be in use by the resistance, likewise the “transition” mechanic is in use with some PHR and Scourge units.
In addition there will be a number of new rules, including a “barrage” rule, which Dave has mentioned in part 2 of his Beasts of War interview, won’t be restricted to Resistance. This new rule allows for the overwhelming of countermeasures using massed fire, and potentially allows you to decrease the size of a blast to increase it’s countered range.
There’s new rules such as “rare” (which may apply to ferrums), which limits the number of a certain unit you can take in a list. We know this will apply to the resistance fast mover, which can convert into a gunship seemingly after it begins it’s attack run. Continue reading
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.
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?
In nearly every game of DZC, the most important compulsory unit in terms of damage output, is going to be the main battle tank or equivalent. All four (released) races have a mandatory armoured group to go with the mandatory infantry and command at 1500pts. What do you get for your points, how useful are they, and more importantly, how are they best used? Continue reading