Tactics: The Post-Human Republic
In
the past I’ve explored the idea of a Tactics series, but I’ve never fully
fleshed it out. Since I’m starting with a new faction in Dropzone Commander, it
seems like a good time to share the lessons I pick up from the faction as I
work my own way through understanding them and their way of warfare. My first
two games have been a ton of fun, and I feel like I’ve learned a lot already.
Today, I plan to cover the basics of the PHR, and how they fight on the tabletop.
The
PHR – Not My Typical Shaltari!
The
first thing I realized about the PHR was that they play nothing at all like my
Shaltari Tribes forces. They are incredibly slow, and this lack of speed
carries over even to their Dropships. The tradeoff, however, is that they bring
heavy armor, high Damage Points, and an absolute storm of firepower. Whereas my
Shaltari seek to fight the enemy from the periphery, the PHR plunge headlong
into the fray and determine where they want engagements to take place. Their
Dropships are also much more survivable than my Shaltari Gates, and they bring
a more sustained use in terms of offensive firepower to the table.
The
Battle Plan
With
my Shaltari, I always take a reactive approach to the battlefield. I’m looking
to enforce my will upon the opponent, but it is done in a very subtle method.
The Shaltari are constantly exploiting gaps and weaknesses, looking for an
opening to use against the foe. There is always a general idea of where to move
next, but it is fluid.
The
PHR are looking for something much more solid. I spent my first game playing
like a Shaltari general, and ended up spending a good portion of my time simply
moving around the table. The UCM had no problem with picking up and changing
their locale, just to keep my superior firepower off when they had little
chance of winning an engagement.
The
PHR benefit from a concrete plan that changes little over the course of the
game. You will obviously be responding to the locations and threats of enemy
units, but this cannot be the primary motivator behind the dropzones you choose
for your forces. Those big guns need to be on the table as often as possible,
which means developing a solid initial plan and backing it up with the
firepower at your disposal.
Knowing
when and where to drop is therefore essential to playing the Post-Human
Republic effectively. Sometimes it is worth sacrificing the first two turns for
good mid-field advantage. Other times, it is worth it simply to drop on turn
one, ready to open fire on aggressive lead elements in turn two. It is also
worth considering that some of your units may not actually shoot that often. A
Hades brings a ton of firepower, and the opponent will be doing everything in
their power to either avoid him completely or engage with enough elements to
bring him down all at once. As a result, the Hades can be used to drop in wide
open areas, projecting a serious zone of denial. If the enemy does decide to
come and get him, it allows you to focus all of your firepower on this area,
tearing them apart as they break from cover to do their thing.
This
is just one example of how the PHR can use their forces to project areas of
influence, even though they may be slower than the opposition. The point is
that the PHR need to have definite goals and points they plan to control before
their very first models enter the table. If the scenario involves Objectives,
determine which structures you plan to capture, and then move your pieces to
accomplish those ends. Seek to cordon them off from enemy encroachment, and use
your biggest advantage to insure that they spend the game wondering if entering
their own Buildings is a good idea.
The
biggest influence the PHR have on the course of a game is Building demolition.
Speed and Countered range mean little here, and the sheer number of Demolisher
rounds an Enyo squad can unleash is frightening. They serve as a fantastic
psychological weapon, and your opponent will do everything in their power to
insure that the Enyos are on the table before they ever set up their infantry
formations.
The
Enyos aren’t alone, with the Angelos Jetskimmers and Taranis MLRS bringing more
Demolisher to the table. There are therefore several ways to accomplish this
Building demo, and including multiples only makes the potential damage that
much higher. Use this demolition presence to crumple Buildings furthest from
your intended zones of denial. This will help to bring the enemy in closer, as
they have no option but to get those Objectives off the table.
The
PHR’s strength only grows in Focal Points, where the mission forces the enemy
into tighter kill boxes. The trick here is to watch for their approaches, as
they won’t necessarily move on the Focal Points until the end of the game.
A
New Beginning
I
hope you will stay with me as I learn this new force. I plan to share anything
I discover along the way through this series, along with showcasing each unit I
have tried, along with their strengths and weaknesses on the table.
What about it, PHR fans? Share your travails in the comments below!
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