a pursuit of fruitless endeavors and endless refinements

Tag: resistance

Back In The Saddle

It has been almost 3 months since I last picked up a brush. Luckily, this Tabletop Simulator project has got me to come back to work up a new model for Dropzone Commander, the Hydra Relay Command Hovercraft. It needed some help with it’s packaging so I decided to help things along.

O Dropzone, Where Art Thou?

Once the belle of the ball among my gaming group, Dropzone Commander has fallen far from the graces of our table and it wasn’t even the mighty COVID, the Destroyer, that did it in.

Dropzone Commander 2e: A Day Of Battles

A friend has made it a tradition to host a day long session of Dropzone Commander for his birthday. While the timing of when we host this changes based on availability, it is a great chance to get a group together and explore more of the Dropzone universe. With the recent rules getting a much needed FAQ and Errata, we were finally ready to put the official rules to more use.

Battle For Earth Is Here

I picked up the new Dropzone Commander rule book, Battle for Earth, and have had a little bit of time to start reading through. Of course the first thing I did was flip to the back of the book to go through the new 2nd edition rules. This has been a long time coming and with the force builder out, these rules helped fill in some gaps the unit stats were showing.

Dropzone Commander: Storm Damage

I was able to get another game of Dropzone Commander 2e in over the weekend. This time it was just two of us running 1,500 point builds.  Our resident PHR player and I decided to get some different scenario rules in play so we decided to hit “Battle for the Olympus Shipyards – Clear the Cargo Bays.”  This scenario features confined caverns and storms.  Confined caverns require all aircraft to make a “to the deck” roll at the start of their activation (aircraft destroyed on a 2d6 roll of 2). Also any structures, when destroyed, destroy adjacent units within 3″ instead of 1″. Storms will force the aircraft to fail on a roll of 4 or less instead of 2.

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