Pimp My Board Game

a pursuit of fruitless endeavors and endless refinements

Tag: dropzone commander (Page 1 of 5)

6 x 6 Gaming: Dropzone Commander and Pandemic Legacy

Early last week I got a reminder that a group of us were going to hit Dropzone Commander this past weekend.  I had some units that were still primed from my big priming spree before winter so I decided to blitz through a few and finish them up.

Up first was the new Skulltaker.  This aerial transport is the model for the special commander that first appeared in Reconquest Phase 1.  In Reconquest Phase 2, they made the model a general unit so that you didn’t need to work with the special commander rules (which are usually experimental in nature).  After some errata, the unit was actually playable and so I was happy to finish this one out.

This makes the fourth “Lifthawk” style model I have done and they are looking quite eclectic.  I also have a Hellhog (blue) in the back to round out my aircraft units.

While the Skulltaker is a big beast of a unit with upgraded guns and weapons, its main purpose is to transport psycho berserkers quickly to a key close quarter battle. These berserkers were the next item on my list.

With these quick paints complete, I was able to complete my list and be ready for the game.  I haven’t been keeping up with the Dropzone tournament scene but apparently 1250 points is becoming pretty popular.  We decided to try out that sized game. I went with a pretty balanced list with a good bit of anti-air, infantry, and anti-tank.

We had four players and split into 2 separate games.  I was on the ruined map layout and was going against my friend’s UCM list which featured a heavy load of air units and anti-tank but light on the infantry.

initial setup

The detail on the layout that our host setup was great.  His burned out cars and dead bodies really add to the atmosphere of the scenario.

We decided to play Secure The Flanks scenario and started up, each approaching from our respective corner.

We both settled in on our close objectives, me with my Freeriders and the UCM with their Legionnaires from a Raven A.

I started down the main street lane when the UCM sent a few air units to sweep by.  After a horrible whiff, they all fell to my Gun Wagons.  My front Kraken (missing in the pic above) was caught not far enough behind the building and was lit up by the UCM main force of anti-tank units.  I rolled especially bad and lost 5 of the 6 (red) Gun Technicals.

white primed dropfleet ship subbing in for another condor

The UCM quickly took up position around the right focal point. He had two Gladius, a unit of Sabers, and a unit of Rapiers all defending this spot.  The scatter terrain was really favoring this position since all his unit have articulating turrets to see over the debris.  For whatever reason, my massive Thunderstorm Hover-building with gunship lasers mounted on the top does not have the height or articulated turrets rule so I could never really get line of site on anything and it became a huge waste of points. This seemed pretty ridiculous so for future games we’ll house rule that LOS will measure from the gun mounts.

poor thunderstorm. guns mounted 2+ inches off the ground but can’t fire over a simple rusted out car

Moving on! I decided to centralize my forces in the middle buildings for the middle objective.  Unfortunately, the UCM had came in with their 2 squads and got in the building first.  I sped in with my Skulltaker and shot up the building and flamed it but found that the flame weapon on the Skulltaker (usually a great anti-personnel weapon) is pretty lackluster.  I dropped off my Berserkers and in the ensuing close quarters battle, they wiped out the Legionnaire squad with a 4:1 dice advantage.  Since the UCM had two squads in the building, they only needed to commit one squad to my Berserkers.  The other unit got a lucky roll and found the objective in one turn and was off the map before I could do anything about it.

We both still had our close objectives but his anti-tank and orbital laser-firing commander soon reduced my objective building to rubble. Playing tit-for-tat, I rushed my Barrel Bomber over to his objective building and launched my goliath bomb to knock the building down to 2 hits remaining.  The debris falling killed all but 2 Legionnaire figures.  My next salvo did no more damage and I couldn’t finish off his objective.  His next turn, the Legionnaires got another lucky roll and found the objective on their second try, then got out and left the map again before I could stop them.

Things were looking grim.  I was down 4 VPs to zero and there were no more objectives on the board.  The only way I could win now was to occupy both focal points at the end of the game and make no unit of his could make it within 6 inches, and then also win on kill points.  I had three rounds to defend and eliminate his units.

First, I sent my Cyclone helicopters in to assassinate his commander.

Then I cleared out some entrenched Legionnaires from a building near one of the focal points. This time the flame weapon worked, though this one unit only had 2 guys left.

And finally, I wiped out every last one of the crazy armor 10 tanks from his entrenched focal point.  It was round six and he had one dropship unit left: a Condor carry a single Bear APC with 2 units of Flak squads.  They set up in the building I previously cleaned out (getting them in focal point range) and I sent the Skulltaker back over.

Again the flame weapon did it’s job and wiped out a full flak unit and then I launched a salvo of rockets and heavy machine guns to knock the building down around him to try to finish off that last unit.  All my salvo shots failed and that was the end of the game.

Final score:

UCM: 5 VP  581 kill points

Resistance: 4 VP 1,021 kill points

Definitely an interesting game.  When the objectives were found and removed before the end of round 3, I figured I was out of the game and we could have called it.  I was surprised that it actually remained as close as it did and I almost wiped out his entire army.  I need to rethink my use of the Thunderstorm Hovercraft as it seems to really struggle to do much in a game and can fall very quickly to concentrated anti-tank fire.  Couple that with the need to keep anti-air units around as protection and it becomes a big point sink.


A few weeks back, we also finished up our game of Pandemic Legacy: Season 1.  The second half saw us lose a few more game and definitely got a little tougher but we were able to pull through and finish the entire campaign out with the best ending result.

I was happy to see that my character, Bobdoh Johnson, survived the whole campaign and was pretty key to our success.  With two scars, he had a few close calls but my wife bailed me out to keep him around.

I can’t really go into detail (even in the redacted style I did last time) as it starts to spoil too much so I’ll just talk about some final thoughts in general terms.

While I thought the campaign worked very well and I liked where the story went, I didn’t really ever have an incentive to switch characters.  They kept adding new characters throughout the campaign (even in the second to last month) but I felt such history and duty to stay with my character that I felt that was only an option when/if my character died.

In the last few games, I got a particularly nasty scar (the orange stickers on the lower right of the character card).  Initially, we didn’t think it was a problem but then things changed on us and the inability to trade cards ended up being pretty crippling.  Even with that major handicap, I still was loathe to just ditch him and start with someone new.

The other thing that became tiring was the hidden bonus cards that you got to scratch off when you completed certain tasks or won a previous month.  This was novel the first couple of times but soon became a real chore to do and the mess it created was less and less novel.

Other than the lack of a compelling reason to change characters and the lottery scratch off cards, the game was a lot of fun and we’re looking forward to trying out Season 2.

from BGG (taken from the publisher)

Dropzone 2.0 Is Coming

Last Friday, Hawk Wargames capped off a week of image teases with a major announcement for their flagship game, Dropzone Commander:

image from Hawk Wargames

The game is now five years old and the publisher/designer felt like that was long enough to gain feedback and refine the system’s clunkier rules.  Dave Lewis from Hawk Wargames sat down for an interview from the folks at Beasts of War and it looks like several welcome changes are coming:

  • Renewed emphasis on using Dropships
  • Dropships disassociated with Battlegroups, lessening their restrictions.
  • Revamp of how Fast Movers operate
  • Streamlining force building and making it less restrictive
  • Updating Command Cards and allowing for customization

There was a bit more in that video link and none of it is fully vetted but Hawk is looking to release the new ruleset in time for the Christmas holiday.

Over on Facebook, Hawk did confirm that the two supplement rulebooks, Reconquest Phase 1 and 2 are not getting updated but rather, an errata sheet will be provided.  Dave said in the interview the stat lines for units will largely go unchanged but we’ll see how that plays out.  My faction is the Resistance and all of their content is in the Reconquest books so not updating them is an interesting decision.

Overall, I’m pretty excited and will definitely be hanging around the Hawk booth at Gen Con for more details.

6×6 Gaming Challenge: Mid-year recap

Now that we’re in July, I thought I’d take a quick moment to recap where I’m at with my 6×6 Gaming Challenge. I always keep the running total up-to-date at the top, under my “About” header.

The good news is every game on my list has been played at least once. Even better news is I’m sitting at 20 games/sessions played out of 36 for the challenge so I’m beating the curve by a good 5%.  Let’s look at the details:

The Walking Dead: All Out War:
Dropzone Commander:
Santorini:
Batman Miniature Game:
Pandemic: Legacy:
Championship Formula Racing:

As you can see, Dropzone Commander and Batman are a bit behind the curve.  Batman may be the toughest to get all the way through before the end of the year since it is completely self-driven.  Dropzone Commander still has regular monthly get-togethers so I’m not too worried about finding a game.

CFR, Pandemic, and The Walking Dead have been going quite well with a lot of interest still peaking for those games.  The next few months are going to be a little tough as I prepare for Gen Con and a vacation later this summer but I still have a lot of plans for all the games on the list so at least the drive is still there.

CabinCon Prep: Tiny Ass Numbers on Tiny Ass Cars

With CabinCon (our yearly friend meet-up where we catch up and play games up in the mountains) starting Wednesday, there are few things I want to get done before I leave so today was a major prep day.

One thing I want to host this year is a Championship Formula Racing mini cup, a “CabinCon Cup,” if you will.  This will be two or three races with point scoring to determine the overall winner.  I picked up a set of 1957 F1 cars on Shapeways to serve as each player’s cars and as is our custom for CabinCon, these will be given away to each player along with whatever placement prize they achieve during the CabinCon Cup.

After painting a set of the cars up, I wanted to work on the “trophy” stands that will also serve as prizes for the event.

This is a pretty simple stand with a little wooden bit at the bottom and a dowel post at the top, which will support the car.  Magnets for the post and the cars will make it so the cars stay on the stand and can be interchangeable.

So here we have the concept all primed up.  I then had to drill into the cars to magnetize them.  This always sucks but I’ve gotten used to it after all the Dropzone Commander that I’ve magnetized.

Just make sure to mark the magnets for polarity so that everything lines up at the end.

Next came the painting of the actual cars.  Unlike my last set of painted Formula 1 cars, I used google image search more for inspiration rather than trying to find the actual car color schemes.

The 1957 formula 1 cars are pretty conservative on detail which made painting them up pretty quick.  I decided to enhance that detail by adding numbers this time.  Not sure how soon I’ll be doing that again though.  It is really time-consuming and a bit nerve-wracking.  I’m pretty happy with the results but it’s not something I want to jump back into tomorrow. Luckily, I don’t have to as I’m all done with the cars.

Now to complete the trophy stands.

Dropzone Commander: Bringing Tanks to an Infantry fight.

A couple weeks back, I was able to get in another game of Dropzone Commander at Funtastic Games‘ Dropzone Commander monthly get together.  This time, my friend and I went to a 999 point Skirmish battle.

I don’t recall the name of the scenario but it featured a reinforced bunker in the center that was used to house an objective marker and two downed UCM Bear transports to use as focal points.  I decided to go thematic with an Allied Resistance force who was trying to recover the wounded UCM soldiers and get the last bits of intel reports from the bunker.  My friend had his Scourge force coming in to sweep out the area.

We both knew that this game was going to center around that bunker.  The grey pieces on the side were the only entrance points to the structure.

I actually messed this game up by starting on the wrong corner of the map.  We decided to let it play as we were already through the first round before we realized the mistake.  My Lifthawk trundled in to get as close as possible to the bunker.

Followed by the rest of my forces: a duo of Cyclone Helicopters, a Thunderstorm commander craft, some Anti-Air units (Gun Wagons and Gun Technicals) in their Kraken hovercrafts, and some Attack ATVs and Freeriders to take up the rear.

My friend brought in his Scourge Prowlers to stalk the side of a building with car debris as cover.  Then he drove on a whole division of tanks from the board edge two sets of Anti-Air Reapers and two sets of Anti-Tank Hunters.

By the start of round 2, he was able to get one group of Warriors into the bunker at the cost of their light transport.  That transport thought it was going to be a badass and stay “to the deck” but must have clipped the bunker taking off as it spun out and crashed to the ground.

My Kraken launched a bunch of Gun Technicals to take down more light aerial transports but only got one.  The Prowlers came in to respond, one even trying to take a leak on my shiny Gun Technical.

Bastard.

The Scourge are able to get a second group of infantry into the Bunker as I drop all three of my infantry groups inside.  I definitely have the numbers to hold out in there but we’ll see if the Scourge can find the objective next turn and get out before the battle gets too pitched.

Round 3 starts with the infantry battle and I wipe all the Scourge clean down to one lonely Warrior on one final infantry stand. I send my APC’s around the side and ‘nade that last stand but it totally fails.

My Cyclones get in on the action after seeing the Scourge Anti-Tanks come around and shred my Thunderstorm command unit.  I can’t have those Hunters running free so my Cyclones go full out and wipe out three tanks.  At this point, each Hunter unit is down to one tank.  My Cyclones fall quickly to the Scourge Reapers but it was worth it.

And I get a lucky Objective find and get an infantry group out of there and head home.

Meanwhile my Freeriders have been hopping building to building until they got over the far focal point, where they will camp it out.  The Scourge only have a Reaper to try to claim that focal so I’ve locked that one in.

My Attack ATVs try uselessly to weaken the Scourge Reapers but get taken down instead.

My objective is still trying to make it home while I repair my Thunderstorm and keep my Gun Wagons covered, waiting for the Scourge Overseer to try to come out and make it’s final push for the focal point.

The Overseer comes out but shrugs off most of my Gun Wagon hits.  It won’t take the focal point so my side has this one secure.

I run my remaining APC over to the far side focal point as insurance and take this one at the end of the game as well.

Finally, my Lifthawk makes it to my starting zone and takes the objective home.  The final result for this one were firmly in the hands of the Resistance. I got some really lucky rolls in the mid-to-late game that took out a few key Scourge tanks but I think the biggest thing was being able to overwhelm them with my infantry. With only one objective, this swung the game pretty well in my favor and starting in the wrong corner next to a focal point didn’t hurt either.

Page 1 of 5

Powered by WordPress & Theme by Anders Norén