| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/06/23 21:57:03
Subject: Dropzone Commander News/Rumours
|
 |
[DCM]
Dankhold Troggoth
|
Orlanth wrote:From what I reckon three armies are on rough parity of tech quality, with UCM being the poor relations. UCM will need to buy extra to keep pace in points, that is almost certain, I am not sure about anyone else.
You don't think that Scourge will be the most "horde-style" of the factions? That would actually be quite refreshing- aliens with advanced enough tech that they're not the most horde-y (in Halo terms, "elites" instead of "grunts"  ).
|
|
This message was edited 2 times. Last update was at 2012/06/23 22:04:14
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/23 23:51:04
Subject: Dropzone Commander News/Rumours
|
 |
Fresh-Faced New User
|
I actually think that the UCM will be horde-y. From the sounds of it the Scourge are glass cannons and glass cannons do not fit the horde style. I do like the idea of a hit and run faction so I will dabble with Scourge. I still don't like the top-down drop ships mostly because they look so different from all the other drop ships. I would argue that they really are...alien.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 00:24:42
Subject: Dropzone Commander News/Rumours
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
There will likely be more Scourge than Shaltari, and possibly than PHR, but UCM will be the real horde facrtion, it implies so very strongly.
|
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 10:15:21
Subject: Re:Dropzone Commander News/Rumours
|
 |
Regular Dakkanaut
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 10:35:32
Subject: Dropzone Commander News/Rumours
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
So there we have it. Hawk are still amending the rulebook.
Yet with only one guy on the job, the last thing he would want is an open beta with every yahoo sending in contraditory half baked ideas of what they think is better (for their preferred faction), who will be more likely to get pissed off for appearing to have their input rejected than satisfied they are being listened to.
|
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 11:12:07
Subject: Dropzone Commander News/Rumours
|
 |
Pestilent Plague Marine with Blight Grenade
|
will be interesting to see how Razorworms work if there isn't any melee outside buildings
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 11:17:05
Subject: Dropzone Commander News/Rumours
|
 |
[DCM]
Dankhold Troggoth
|
Quoting the text here for the click-lazy
The Shell Case wrote:Yesterday I had the extreme pleasure of going up to the nerve centre of Hawk Wargames in Kent and having a play of Drop Zone Commander.
The first I noticed when I stepped into Dave Lewis’ office was just how hard this guy works. His desk runs the length of the room with a computer at each end and in between the surfaces are covered in proofs, bits of models, piles of rulebooks from which to draw inspiration. Dave’s commitment is incredible and I’m not exaggerating when I say he works 19 hour days every day to bring his vision to gaming tables everywhere.
Of course the other thing on his desk was a cabinet. And in that cabinet was some of the most beautifully cast and painted models I’ve ever seen. They. Are. Gorgeous. And the love and care that they were painted with is evident. The photos on the website, although superbly done, just don’t compare to holding (yes he let me touch them) them and taking in all the detail.
The quality of the resin used puts Games Workshop’s Finecast, Forgeworld and Spartan Games to shame. As does Dave’s quality control. He showed us a ‘miscast’ that he had failed. He is, quite rightly, taking the quality of his product and his brand very seriously. Being a long time gamer he knows, as he puts it, what he hates, and cutting corners or cutting costs is just not an option.
Each force is very distinctive in both look and style of play to suit your particular brand of violence. But, to be honest, I could have been told the Post-Human Republic were made of paper mache and fired rainbows, nothing is going to stop me collecting those models because they are so damn cool. And this is a game where the rule of cool is very evident, to Dave’s eternal credit.
---------------------------------------------------------------------------
And his chosen resin mix is tough. ‘Watch this,’ Dave says as he picks up the hull of a Shaltari Gaia heavy gate from his desk and throws it against the wall. Both myself and Lee of The Chaps – who Dave allowed me to bring along – took a sharp intake of breath as we watched the model collide with the wall and bounce off clattering to the desk. I picked it up and checked it over. Not only was there not a scratch on it but the glued on aerofoils were still intact. So; impeccable detail, flawless casting, near indestructible. Yep, I’d say the models are worth the money.
---------------------------------------------------------------------------
But on to the game itself. I won’t go into too much detail about the fluff as I’d much rather save that for the full review in the coming weeks, and Dave has asked that I not be too specific about certain rules at this stage as things are subject to change. Although I can talk about the mechanic and phases etc. I’m quite proud to say that between us and the guys from 6inch Move, who were also invited along, we were able to contribute some cool additions which (fingers crossed) will be making it into the final version of the game.
In the game we played we used the Scourge, fast and munchy, and the UCM, slow and shooty. Somehow I ended up on the side of evil which may well explain my truly diabolical dice rolling through out because there’s always a part of me who wants my own side to lose. At least that’s my excuse.
Drop Zone Commander works using alternate activations, but with a twist. Rather than move and shoot a vehicle or squad or blokes, you activate a group. Allow me to explain; You’re army is structured in tiers. So for example, in the case of the UCM, the Command vehicle may have scout elements attached to it which allows it to better use its special rules. The Scourge command unit – the ominously named Desolator – can have light transports attached to it carrying Minder Swarms which are, basically, floating AA guns that allow you to completely lock down the local airspace. Which is way cool. If you activate one element in that group you activate them all, wherever they are on the board.
At first this seemed a little messy. A lot messy actually as there was more than on occasion we forgot to move all our units in their activation. But it does work. It’s just a very different way of playing. In 40k you move your army, shoot your army and then punch some people in the face. In Dystopian Wars you move a unit, shoot a unit and possibly punch some people in the face if you every get close enough. Either way from a tactical point of view, be you the one doing the shooting or being shot, you focus on one element of the battle at a time and, equally can make an educated guess as to what the enemy does next and plan accordingly.
In Drop Zone Commander, elements can be deployed and dispersed so when activated hit multiple parts of the enemy’s line at once. Or, equally, if kept together, punch a hole through lines to allow another task force to move through. It’s a very tactical game. Add in fighters streaking over the battle field and it feels every bit as cinematic as it’s intended to be. The thing about Drop Zone Commander is that it’s all about combined arms. No unit can survive for long without the support of the other elements, particularly its parent dropship. Not only are dropships armed but they’ll allow you to pull your forces out of a sticky situation. Equally, not everything can shoot at everything. The majority of vehicles cannot shoot at dropships. The majority of dropships cannot shoot at other flyers. Interceptors can shoot at bloody everything. But it means that your dropships will not get torn to shreds if they try to extract a unit, unless they’re foolish enough to fly over a hot zone full of anti-air fire. As I say, it’s all about combined arms. The game rewards you for taking a well-balanced force, however it will brutally punish you if you use it unwisely. But that’s war for you.
What this means is that although dropships are the focal point of the game and account for some of the coolest models they will not win you the game. Nor will you lose it if they all get shot down. What is cool though is that all flyers are assumed to be 6 inches off the board, even if the flying stand isn’t. This means that they can fly over buildings lower than 6 inches. But, more to the point it means that they can’t fly over buildings taller than that. This presents some genuine tactical problems and on a board full of skyscrapers your dropships are going to be as much a hindrance as a help.
Another nice touch is that infantry, despite all the cool tanks, flyers and walkers, are really important to your success, and they’re surprisingly durable. What Dave has recognised is that no matter how many tanks and planes at your disposal, its soldiers that will win the war. If soldiers make it in to a building the only way you can weed them out is by pounding the living gak out of the building and let the falling masonry do the work – which is massively entertaining – or you have to send in troops of your own to get them out.
Close combat can only be fought in buildings. At first this made no sense to me because I have been raised on a diet of Assault Marines manging people in the face. But ask yourself; when you’re fighting street to street why do you want to run at someone and mang them in the face when you have a perfectly good gun with which to shoot them in face? And, more seriously, when they have guns to shoot you in the face? CQB is brutal. I mean brutal. And therefore awesome. It’s also very slick so although it will have a genuine impact it won’t take ages to work out and there won’t be time wasted trying to find the combat resolution rules.
Initiative flows back and forth nicely and combined with the way units operate that balance of power in the game can change very quickly. In fact, the Scourge had the edge for much of the game despite losing the initiative 5 out of 6 turns. Strategy cards specific to each faction are drawn that can tip the game in your favour if used at the right time. Generally speaking they won’t win you the game but it’ll throw up some nasty surprises. Although the UCM managed to get an emergency extraction card getting the all important 5th objective off the board right on the last turn, but you win some you lose some. Which actually sums up Drop Zone Commander in some ways. Nothing is without cost. There isn’t anything in the game that’s too powerful or comes without a handicap. Even then Desolators super mega awesome energy field of energy (not its real name) isn’t without its drawbacks. For a start to get the best out of it you need to move it into the middle of your enemy lines. Which means keeping it alive. You then need to annihilate everything around it because if you don’t it’ll get torn to pieces in the subsequent activations. Plus, as we found out to our horror, it can blow up your own units as well…
Drop Zone Commander is a great game. I wouldn’t say it’s a pick up and play kind of game, but that’s by no means a bad thing. It’s incredibly tactical; from your formations to your deployment to how you activate those formations once the game has started. Combined arms is vital but so is balls and bayonets and holding your nerve. It’s a game that has replay value to rival the likes of 40k especially as there is tremendous emphasis on terrain and how that makes your vehicles, particularly flyers, perform so you can have some really incredible scenarios if you have the patience to create the boards. I rather suspect that Drop Zone Commander, especially those incredible models, will be an instant and enduring hit.
Scourge are sounding really cool in terms of gameplay. Trying to talk myself into them since several guys here are starting Shaltari.
Also, this again does make it clear that Dave is still finalizing the rules. Hence there not being a PDF / quickstart version / etc yet. He's just not done! You could view this two ways, but the way the guy describes it here, I'd view it as Dave being as obssessive about the rules as he is/was about the modelling, casting quality, etc. They sound very tactical and I'm pretty psyched for when they come out next month
Edit- I was just thinking that too, Charax. The razor worms might only be viable for going in and flushing out a building... although they're probably absurdly effective at that
|
|
This message was edited 1 time. Last update was at 2012/06/24 11:18:11
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 11:21:38
Subject: Dropzone Commander News/Rumours
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
All the elites are room clearers.
Notice none have any notable ranged weaponry, and some have no ranged weaponry at all.
Any infantry can hold buildings, elite infantry can enter held buildings and clear them of other infantry, standard infantry can shoot from buildings, each doesnt do the other job very well.
|
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 11:31:42
Subject: Dropzone Commander News/Rumours
|
 |
Pestilent Plague Marine with Blight Grenade
|
not sure how I feel about flyers always being 6" up. On the one hand, it sounds more fun than "This is a flyer, it ignores everything", on the other hand, sometimes that's exactly what you want from flyers.
Lots of tall buildings sounds like a great way to build a board, forcing interceptors and dropships to weave through the city over the smaller buildings.
I really love the "Your groups activate as one, no matter how spread apart the units are" thing - it opens up some nasty possibilities for pincer moves.
Overall, I'm looking forward to my Prowler-heavy Scourge force. as a unit specifically stated to work well against both vehicles and infantry, and accompanied by Minders, I should end up with a fairly solid core, to which I can add tanks (transporting infantry) and dropships (Intruder Betas mainly, with Marauders for the tanks)
The attention to QA mentioned in the article probably accounts for the (as some see it) high costs. if he's doing it manually, and rejecting even slight miscasts it's easy to see how he'd end up having to price the end product highly compared to companies who just send out anything and decide to only replace what's complained about (that said, I plan to convert a lot of my force, I'd love to take a box of miscasts off his hands!)
Hopefully a PDF will be incoming, but a prerequisite for that is the actual rules being finished. Given how tight-lipped he's been so far, and how much work he's already doing, not undertaking an open beta program makes a lot of sense
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 12:20:59
Subject: Dropzone Commander News/Rumours
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
Charax wrote:not sure how I feel about flyers always being 6" up. On the one hand, it sounds more fun than "This is a flyer, it ignores everything", on the other hand, sometimes that's exactly what you want from flyers.
Thats reaasonable, unless you have total air supremacy you stick to low level flight. Current operations allow high level flight, but thats because they face guys with robes. In a full on battle with advanced tanks and whatnot aircraft of all types would ground hug.
Charax wrote:
Lots of tall buildings sounds like a great way to build a board, forcing interceptors and dropships to weave through the city over the smaller buildings.
Its more cinematic to weave through skyscrapers than go over, it also makes sense on some level. I wonder if rules still allow UCM Praetorians to fast rope onto buildings over 6" tall.
|
|
This message was edited 1 time. Last update was at 2012/06/24 12:21:16
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 12:44:28
Subject: Dropzone Commander News/Rumours
|
 |
Esteemed Veteran Space Marine
|
Orlanth wrote:Charax wrote:not sure how I feel about flyers always being 6" up. On the one hand, it sounds more fun than "This is a flyer, it ignores everything", on the other hand, sometimes that's exactly what you want from flyers. Thats reaasonable, unless you have total air supremacy you stick to low level flight. Current operations allow high level flight, but thats because they face guys with robes. In a full on battle with advanced tanks and whatnot aircraft of all types would ground hug. Charax wrote: Lots of tall buildings sounds like a great way to build a board, forcing interceptors and dropships to weave through the city over the smaller buildings. Its more cinematic to weave through skyscrapers than go over, it also makes sense on some level. I wonder if rules still allow UCM Praetorians to fast rope onto buildings over 6" tall. Especially if they want to make any impact what with the advanced countermeasures
|
|
This message was edited 1 time. Last update was at 2012/06/24 12:45:19
DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+
![]()  I am Blue/White Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical. " border="0" /> |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 14:14:25
Subject: Re:Dropzone Commander News/Rumours
|
 |
Sniping Reverend Moira
|
Drop Zone Commander works using alternate activations, but with a twist. Rather than move and shoot a vehicle or squad or blokes, you activate a group. Allow me to explain; You’re army is structured in tiers. So for example, in the case of the UCM, the Command vehicle may have scout elements attached to it which allows it to better use its special rules. The Scourge command unit – the ominously named Desolator – can have light transports attached to it carrying Minder Swarms which are, basically, floating AA guns that allow you to completely lock down the local airspace. Which is way cool. If you activate one element in that group you activate them all, wherever they are on the board.
At first this seemed a little messy. A lot messy actually as there was more than on occasion we forgot to move all our units in their activation. But it does work. It’s just a very different way of playing. In 40k you move your army, shoot your army and then punch some people in the face. In Dystopian Wars you move a unit, shoot a unit and possibly punch some people in the face if you every get close enough. Either way from a tactical point of view, be you the one doing the shooting or being shot, you focus on one element of the battle at a time and, equally can make an educated guess as to what the enemy does next and plan accordingly.
This is the part that has me a bit concerned. It seems like a fair amount of book keeping is going to need to be done to keep track of your squadrons if they can be split up all over the board like this. It's one I'd the things that originally concerned me and this only confirms it. "A lot messy" doesn't instill a ton of confidence in me :-/ .
Drop Zone Commander is a great game. I wouldn’t say it’s a pick up and play kind of game, but that’s by no means a bad thing. It’s incredibly tactical; from your formations to your deployment to how you activate those formations once the game has started. Combined arms is vital but so is balls and bayonets and holding your nerve. It’s a game that has replay value to rival the likes of 40k especially as there is tremendous emphasis on terrain and how that makes your vehicles, particularly flyers, perform so you can have some really incredible scenarios if you have the patience to create the boards. I rather suspect that Drop Zone Commander, especially those incredible models, will be an instant and enduring hit.
Sadly a bit of contradiction in this paragraph. There are very few games that can't be "picked up and played" that are "instant and enduring hits." I don't think requiring "tremendous amounts of terrain" is necessarily a positive thing either. Don't get me wrong; I enjoy infinity. I think its a good, if not great, game. But the great amount of book keeping and the necessity of loads of terrain are two things that keep it from being more popular.
I appreciate how much a labor of love this seems to be, and It now makes sense why QuickStart rules or a PDF version isn't available: they aren't finished (a bit ominous for a game launching in 30 days, if you ask me). And as laudable as Hawks QA seems to be, I think they need to be made more aware that maniacal attention to QA is one of the things that put Rackham out of business. I really appreciate that from a consumer standpoint, but having a margin of error of 0 simply isn't sustainable for a company.
Hopefully the squadron system becomes more refined or a least requires some squad cohesion we didn't hear about. At this point, it sounds like you're going to need to have counters for each model so you can tell when to activate them. If that's the case, this game may simply not for me. Still waiting to hear more, with baited but hopeful breath.
And BTW. Anyone know If Hawk plans on teaming up anyone so they can have a GenCon presence? Attending GenCon could be a major benefit to DzC
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 14:34:26
Subject: Re:Dropzone Commander News/Rumours
|
 |
Regular Dakkanaut
|
cincydooley wrote:
This is the part that has me a bit concerned. It seems like a fair amount of book keeping is going to need to be done to keep track of your squadrons if they can be split up all over the board like this. It's one I'd the things that originally concerned me and this only confirms it. "A lot messy" doesn't instill a ton of confidence in me :-/ .
I plan on using colored markers for each battlegroup. Maybe something that can be flipped to show when it's been activated.
cincydooley wrote:
I appreciate how much a labor of love this seems to be, and It now makes sense why QuickStart rules or a PDF version isn't available: they aren't finished (a bit ominous for a game launching in 30 days, if you ask me).
Meh. I've said it before, there's no way his rules can actually be worse than GW's flagship rulesets.
cincydooley wrote:
And as laudable as Hawks QA seems to be, I think they need to be made more aware that maniacal attention to QA is one of the things that put Rackham out of business. I really appreciate that from a consumer standpoint, but having a margin of error of 0 simply isn't sustainable for a company.
I thought pre-painted plastics and vaporware were what killed Rackham.
cincydooley wrote:
Hopefully the squadron system becomes more refined or a least requires some squad cohesion we didn't hear about. At this point, it sounds like you're going to need to have counters for each model so you can tell when to activate them. If that's the case, this game may simply not for me. Still waiting to hear more, with baited but hopeful breath.
Would counters really put you off? How is it different from wound counters or vehicle damage markers in 40K (which I admittedly don't often use)?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 14:55:14
Subject: Dropzone Commander News/Rumours
|
 |
Sniping Reverend Moira
|
40k is intended to be a beer and pretzels casual game. This clearly isn't. Im not interested in overly complex rules with loads of book keeping. I'm just not.
The fact that I'd need to use counters would out me off a bit, yes. Presuming you've played a wargames before, you know how easy it can be to miss a counter, or not move a counter, or to not see a counter. Needing to do this for every model so I know which is in what squad sounds rather meh to me.
Rackhams directors decision to continually have models resculplted if they didn't match he concept art exactly was what led to the plastics, which is what led to their demise. Again, the attention to detail is laudable when viewed as a consumer but is not sustainable as a business. There's a reason GW sends you a replacement box instead of a replacement part: it's cheaper for them to send a whole box han to employ a person to cut out bitz.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 15:19:37
Subject: Dropzone Commander News/Rumours
|
 |
Raging Ravener
Norwich
|
cincydooley wrote:40k is intended to be a beer and pretzels casual game. This clearly isn't. Im not interested in overly complex rules with loads of book keeping. I'm just not.
The fact that I'd need to use counters would out me off a bit, yes. Presuming you've played a wargames before, you know how easy it can be to miss a counter, or not move a counter, or to not see a counter. Needing to do this for every model so I know which is in what squad sounds rather meh to me.
Rackhams directors decision to continually have models resculplted if they didn't match he concept art exactly was what led to the plastics, which is what led to their demise. Again, the attention to detail is laudable when viewed as a consumer but is not sustainable as a business. There's a reason GW sends you a replacement box instead of a replacement part: it's cheaper for them to send a whole box han to employ a person to cut out bitz.
I can understand your concerns and I'd be lying if I said I didn't have any concerns myself regarding the rule set.
However at this stage I'm not overly concerned with the book keeping; reading that review I got the feeling that his interpretation of "messy" changed over the course of a few games as they simply became accustomed to a different style of game. The activation of units was mentioned in a previous interview where Dave suggested showing the slight differences with paint schemes (I suppose sort of squad colours) would help although I really like the angryboy2k's idea of using colored markers for each battlegroup and then flipping them when they've been activated. Also if battle groups are combined in term of "scouts + HQ" or "Heavy tanks and Heavy dropship" I don't see how easily I'd lose track of them.
angryboy2k also makes a good point about the booked keeping. All those counters used in 40k to denoted vehicle damage, combat drugs/pain tokens, speed moved last turn, etc; what if they're all replaced with battle group activation counters? Surely that can't be any more difficult to keep track of.
If you've got strong doubts I'd suggest waiting until after the initial release, view some bat reps and see if anything goes wrong. If you're still interested pick it up then.
|
Codex Infestation, my Hrud Fandex, can be found here
Advice and constructive criticism is always appreciated. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 15:46:56
Subject: Dropzone Commander News/Rumours
|
 |
Trustworthy Shas'vre
|
@Rackham
Sorry, folks you both got it wrong. I was rather close when they folded up and the cause were some decisisons that were hauled through too fast and mainly a mother company that had bought Rackham just for the money that came with the package. That the mother company bought them just to postpone its own insolvency and quite some criminal energy was involved in postponing it did not help either.
The stuff you mentioned were rather minor problems compared with it and remodeling was never really a problem.
|
André Winter L'Art Noir - Game Design and Translation Studio |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 17:23:20
Subject: Dropzone Commander News/Rumours
|
 |
Sniping Reverend Moira
|
Duncan_Idaho wrote:@Rackham
Sorry, folks you both got it wrong. I was rather close when they folded up and the cause were some decisisons that were hauled through too fast and mainly a mother company that had bought Rackham just for the money that came with the package. That the mother company bought them just to postpone its own insolvency and quite some criminal energy was involved in postponing it did not help either.
The stuff you mentioned were rather minor problems compared with it and remodeling was never really a problem.
Well huh. I know I'd been a part of 2nd hand conversation involving former Rackham sculptors that indicated that they lost quite a bit of money because of the resculpting. But if you say I'm wrong, perhaps I was misinformed by some of the folks restarting Phoenix Edition.
I wouldn't be as dismayed by the counters if you didn't need one for every unit. It seems like you will. For a game that Hawk wants to tout as having a lot of models on the board, that just seems like a huge, huge, huge pain in the ass. Unique Paint jobs are of course the answer for the company; if I paint my model denoting one squad, to change it I have to repaint it or buy another model. Effectively, if I Paint my walker one color, then he's stuck in that squad forever. Cynical a bit, perhaps, but not far from the truth.
I think alternate activation is a great mechanic for wargames, but I think it works better in games where there are more unique models or models are clearly part of the same squad. With no squad cohesion, it seems like thats an impossibility for DZC.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 17:27:02
Subject: Dropzone Commander News/Rumours
|
 |
[DCM]
Dankhold Troggoth
|
I don't mind using counters- I've gotten really used to it playing Hordes, and even used some playing Brushfire this weekend.
Hopefully a 3rd party company comes up with some nifty way of designating battle groups. Some kind of marker would make it easy enough to remember, but I'm wondering if there's an elegant way to do it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 17:32:51
Subject: Dropzone Commander News/Rumours
|
 |
Helpful Sophotect
|
Hum, I think you guys are overestimating the complexity of remembering which squad belong to which battlegroup.
It's not that hard. No need for markers or anything.
It's not the only game without coherency (or, at least, enforced coherency,) and I have never seen any problem with that.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 17:33:49
Subject: Dropzone Commander News/Rumours
|
 |
Multispectral Nisse
Luton, UK
|
Very excited about what I'm reading re: the rules, sounds right up my street.
Alternate activation games work best with unit cards to denote a deck of what is left to activate. I think my plan will be to have a printout of the army listing what units are with dropship(s), then make up a batch of cards for each of the dropships I own.
|
“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.” |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 17:55:00
Subject: Dropzone Commander News/Rumours
|
 |
[DCM]
Dankhold Troggoth
|
Having switched over to Scourge allegiance, with all the local players picking the other 3 factions, I am pretty psyched after reading the unit descriptions. Because:
1) Their heavy tanks can carry a single unit of razor worms into battle. Just... awesome.
2) Their light dropships are primarily for bringing in Minders and Prowlers, which will give them a unique dynamic
Interesting that they're too merciless to pick their units back up into dropships, though! That will definitely make them a little more challenging to use- no chance to put an objective back up into a dropship and run away with it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 21:52:09
Subject: Dropzone Commander News/Rumours
|
 |
Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
|
Scourge look like they will be interesting. Speed and short range heavy firepower means concentration of force.
I am inclined to think they will do better with forces in heavy dropships.
The Razorworms get the advanrtage of being transportalbe in heavy tanks, but that is considered a strong point of the tank not the worm. Its clearly a concession because worms have no ranged combat ability. Yes they can takev a building but that cannot protect one from being recaptured by flamethrowers, nor can they fire outside.
Scourge will need their infantry and APC's to make use of buildings. Scourge heavy tanks can deny the use of buildings via the worms they carry.
It sounds like you need a mega boxset so you get the six tanks and worms. Worms are only purchased as sets of six and buying those heavy tanks seperately will be costly.
Scourge Corsairs look like they deserve a closer look, primarily a ground attack tank, because of its short ranged high power gun. Minders are the dedicated anti air unit. It will be intersting to find out just how fast Minders go. It has already beern implied they have short range, something about them creating a small no go area for aircraft.
I do like the light transport and their attached units the Scourge have, most of the other Scourge units are frankly a bit bland. But then the faceless horde look may itself have a collective style.
|
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 21:54:47
Subject: Dropzone Commander News/Rumours
|
 |
Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
|
Riquende wrote:Very excited about what I'm reading re: the rules, sounds right up my street.
Alternate activation games work best with unit cards to denote a deck of what is left to activate. I think my plan will be to have a printout of the army listing what units are with dropship(s), then make up a batch of cards for each of the dropships I own.
I agree - the talk of the rules has got me really excited about this! And I'm glad the guy is being really banal about getting it right, Infinity reportedly took four years of playtesting and I would say is without a doubt one of the best rule mechanics in a game that I have ever played.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 22:41:26
Subject: Dropzone Commander News/Rumours
|
 |
Esteemed Veteran Space Marine
|
I would think that different coloured bases or different coloured tape on the base or flying stand would be an easy way to denote squadrons
|
DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+
![]()  I am Blue/White Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical. " border="0" /> |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 22:48:40
Subject: Dropzone Commander News/Rumours
|
 |
[DCM]
Dankhold Troggoth
|
I was thinking that, too- but then I realized there are some units without bases (Scourge prowlers, for example) so there'd need to be a solution for that, too (likely, a colored token?).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 23:24:46
Subject: Re:Dropzone Commander News/Rumours
|
 |
Sniping Reverend Moira
|
That card idea actually sounds pretty good.
@mrondeau - I don't think it's an over-estimation, as not all of the models for a faction like PHR look that different from one another.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 23:37:03
Subject: Dropzone Commander News/Rumours
|
 |
Esteemed Veteran Space Marine
|
A small coloured flag attached to a magnet that will then attach to the magnet where it joins onto the ship would be cool. or it could be a scourgey looking growth.
Obviously that only works if you want to magnetize your models but imagine a large fully loaded force.
|
|
This message was edited 1 time. Last update was at 2012/06/24 23:37:51
DT:90S++++G++M--B++I+pw40k08#+D++A+++/mWD-R++T(T)DM+
![]()  I am Blue/White Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical. " border="0" /> |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 23:39:03
Subject: Dropzone Commander News/Rumours
|
 |
Incorporating Wet-Blending
|
ChocolateGork wrote:A small coloured flag attached to a magnet that will then attach to the magnet where it joins onto the ship would be cool. or it could be a scourgey looking growth.
Obviously that only works if you want to magnetize your models but imagine a large fully loaded force.
That sounds like a good way of doing it.
|
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 23:55:00
Subject: Re:Dropzone Commander News/Rumours
|
 |
Helpful Sophotect
|
cincydooley wrote:
@mrondeau - I don't think it's an over-estimation, as not all of the models for a faction like PHR look that different from one another.
How many games without enforced coherency and with alternative activation have you played ?
'cause I have played a lot. Actually, I have played more games like that than the opposite.
It's not actually confusing. Whether or not the models look alike is not important.
I know, because I often interlace groups of similar models, so that I have something to activate at any point.
There's more coherency in DropZone that would I prefer, because I think that there should be no coherency whatsoever.
I have never seen anyone actually confused by it. At all.
Forgetting to activate a models because it's in a forest and camouflage works is much likelier than being confused about which models belong to which group and must be activated now.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/06/24 23:55:20
Subject: Dropzone Commander News/Rumours
|
 |
Sniping Reverend Moira
|
ChocolateGork wrote:A small coloured flag attached to a magnet that will then attach to the magnet where it joins onto the ship would be cool. or it could be a scourgey looking growth.
Obviously that only works if you want to magnetize your models but imagine a large fully loaded force.
This also sounds like a really good idea. I was originally thinking you'd need to do bases with flag spaces like in Battlelore.
|
|
|
|
 |
 |
|
|