Dropzone Tactics: The Scourge
As
most of you know by now, I switch armies as often as many of my fellow
southerners change clothes. Dropzone is no exception to this rule, and as a
result I have recently started exploring the Scourge as a faction again. Rather
than continue with the PHR tactics series, for now I am going to take a break
and explore the Scourge as I learn more about them.
I
played a 1,500 point game a few days ago against my resident UCM player, which
helped me to clarify my thoughts for this opening article. As time goes on, I
plan to let the article series take on an organic approach, growing in whichever
direction my thought process tends to take with the army. With the framework in
place, let’s dive into some army basics. These are obviously generalizations;
we will expand into individual units later in the process.
Incredible
Speed
The
Scourge’s greatest power lies in their speed. Everything in the army moves
along at a brisk pace, with a few notable exceptions (more on them in another
article). This is a tremendous strength, in a game system where many of your
opponents will be trundling snails in comparison. Dropzone is largely a game of
maneuver, meaning that the Scourge have an excellent advantage in their
baseline speed.
A
general should seek to control as many variables on the table as he possibly
can. Dice rolls are one of the variables that are more difficult to control,
but maneuver does not fall into this camp. A unit moves at a certain speed;
this isn’t random and gives you a working knowledge of exactly what a unit will
accomplish when moving. The Scourge’s advantage here means it is an advantage
that the enemy has less ability to negate. A Hades has massive firepower, but
bad dice can prevent it’s damage. A Scourge skimmer will move 9” regardless!
Vulnerable
Armor
They're just little guys...
With
great speed comes reduced armor, and the Scourge have to be particularly
careful in this department. They don’t have the Passive protection of the
Shaltari equivalents, meaning that they rely almost exclusively on their
Skimmer bonus being in place. With their insanely high Move/Fire values this
speed should always be utilized. The one exception, obviously, is on the turn
the Skimmers come out of their Dropships.
Use
the high speed of Scourge Dropships to get into position behind buildings along
the middle of the table, dropping quickly to prevent flanking enemies getting
into position before the Skimmer bonus is active. Scourge speed and firepower
make them an aggressive force, which means that they should be in position to
engage as quickly as possible.
Use
that infamous speed to press the advantage against a small area of the enemy
front, preventing an overwhelming number of enemy shots that would leave your
quick tanks as steaming slag.
Devastating
Firepower
Beware the bum-rush...
The
Scourge have extremely limited range on much of their weaponry, but once it is
in position it is some of the most devastating ordnance in the game. Plasma
weapons will bring down almost anything you point it at, and the Scourge bring
it in large enough numbers to threaten even the heaviest enemy targets in the
game.
Again,
natural Scourge aggression comes into play here. I call their playstyle “Rush ‘Em
and Crush ‘Em.” Your ultimate goal is to commit quickly and decisively to a
plan of action, bringing those devastating cannons online as soon as possible.
For me, this frequently means turn one drops. Hunters can be 19” into the table
with this initial landing, meaning they will have effective range to 40” from their
starting point. This is incredible coverage, but it has to be tempered with the
fact that you will most likely be skirting cover and trying to avoid enemy
return fire on the way. Still, it leaves very little reason for your main
grav-tanks to be spending any excess time in their fragile transports.
The
Plasma weaponry is almost entirely Demolisher-2 as well, which means the foe
will have to be thinking about the difficult placement of Infantry. Even in
lower game totals, Scourge will have an abundance of Building demolition,
leaving them with options that other forces will not have. Don’t be afraid to
use your grav-tanks to force the enemy out of position. The same uses can be
given to the AA tank, the Reaper. It is decent at damaging structures, and
excellent at aggressively hunting enemy dropships.
This
combination of speed and firepower gives the Scourge a hand-up in retaining the
initiative throughout the game. To master the faction, a Scourge general has to
constantly keep in mind force location, damage mitigation, and enemy presence.
If used like the predators they are, the Scourge will rarely fail to cause
spectacular bloodshed down the entire length of the table.
All right, Scourge generals. Tell us what works for you…and more
importantly, what doesn’t.
Good post!
ReplyDeleteI bought my first starter last week. So now it is 2nd Edition but still interesting and useful text.