Dropzone Commander tactical reflections

So that's two games now where the PHR have been soundly thrashed by the Scourge, with very little means to reply.

I sat down, thought, and read some stuff on the Internet. Granted, most of it is all based on 1.0, but given that the core of the game hasn't changed much, a lot of what's written still holds true.

I realised I've been playing DZC like my typical tabletop minis game. Rush in, shoot everything up. Given that in Gates of Antares and Star Breach, Deadzone etc., most factions are more or less well balanced and all-rounders.

Not so in DZC, where certain units are specialists and in a tiny points game like mine, every unit counts, and each missed die roll hurts. Especially for factions like the PHR that normally start the game with a numerical disadvantage due to their higher points cost.

So I did a bit of number crunching... (yes, I know I should have done this earlier...)

Threat range for Scourge Turn 1:
Hunters : 12 + 2 + 9 + 12 = 35’ (!!!!)
Reapers : 12 + 2 + 9 + 9 = 32’ (no AA though)
Marauders : 12 + 6 = 18’
Infantry : 12 + 2 + 9 + 2 + 2 + 12 = 39’ (!!!!!!!)

Subsequent turns (no airdrop):
Hunters : 9 + 12 = 21’
Reapers : 9 + 9 = 18’
Marauders : 12 + 6 = 18’
Infantry : 2 + 12 = 14’

Threat range for PHR turn 1:
Ares : 8 + 2 + 2 + 24 = 36’
Phobos : 8 + 2 + 2 + 24 = 36’ (no AA)
Juno : 8 + 2 + 6 + 18 = 34’
Infantry : 8 + 2 + 6 + 2 + 2 + 24 = 40’ (!!!!!!!)

Subsequent turns (no airdrop):
Ares : 2 + (2) + 24 = 26’ - 28’
Phobos : 2 + (2) + 24 = 26’ - 28’
Juno : 6 + (2) + 18 = 24’ - 26’
Infantry : 2 + 24 = 26’

All these calculations make it a headache as to when battlegroup activation should happen. Do I set the pace early... or play an early reaction game?

So anyway, I decided to do the following for the PHR:

  1. Don't commit early. Wait to see what the Scourge do.
  2. Be aware of that first turn threat zone!
  3. Use range to advantage as PHR generally outrange Scourge weapons.
  4. Demolish buildings to deny objectives to enemy.
  5. Play a reactive game, points are earned at the end of the game, not beginning. Can be patient.

And that's what worked in my last game! Massive victory for the PHR, not just from a points standpoint, but also... the number of units lost was nil!

Now need to learn how to play the Scourge if the opponent doesn't push forward so the Scourge units can pick them off.


For those of you who've been quietly reading my posts... what are your thoughts?

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