Dropzone Commander Battle Report – A Skirmish in the Streets
Several
months back I posted about a demo of Dropzone Commander that Josh and I played.
The Tyranids kept all of my spare funds to themselves for several months, but
we finally reached the point where we were able to construct our starter armies
and get a table’s worth of terrain to go with them. We spent the latter half of
last week constructing the armies, and I managed to get the two airbrush coats
on the models before the call to war became irresistible. Josh and I played our
first true game Saturday, stumbling through the rules as we clumsily brought
our forces to battle.
A
fair warning to any DzC veterans that may read this article; we are complete
rookies. I have only read the rules twice, and the second reading was mostly
focused on my own forces and how they interact with one another. I have no
doubt we committed unspeakable butcheries on the rules set. Just remember,
chefs make delicious bread, and kids play in the dough! What we lack in total
understanding we more than made up for with fun! With that in mind, I am
writing for an audience that primarily understands 40k, so much of my input
will be geared to helping potential new players to understand basic game
mechanics.
A
Skirmish in the Streets
The Mission
For
this mission, we played the most basic of the games from the rulebook. The
terrain was set for our battle in a very precise way, with objectives in six of
the buildings.
The
six red tokens represent the six objectives for this mission.
The
objectives on the central line were worth two points each; if your units
managed to extract them from the table, then they were worth double. The same
applied to the objectives in either table half, except that their base value
was one point. Either way, you are encouraged to find the objectives and get
them off the table before six turns are up.
The Armies
Ubii
Tribe Scouting Party
Shaltari
– 1,500
Court of Elders
COMMAND
– Coyote Warstrider with Shaltari Elder
EXOTIC
– Firstborns
HEAVY
– Ocelot Warstrider
Shaltari
Swordpoint
STANDARD
– 3x Tomahawk Main Grav-Tanks
STANDARD
– 3x Tomahawk Main Grav-Tanks
SUPPORT
– 3x Kukri AA Grav Tanks
Shaltari Warrior
Clan
INFANTRY
– Braves
INFANTRY
– Braves
SUPPORT
– Totem Warspire
Shaltari Warfist
HEAVY
– Jaguar Warstrider
HEAVY
– Jaguar Warstrider
SUPPORT
– Dreamsnare
Wings of the
Chieftain (Gate Pool)
Gaia Heavy Gate
3x Eden Medium
Gate
2x Spirit Light
Gate
2x Haven
Terragate
1st
Bn 9th Infantry Co A “The Peacekeepers”
United
Colonies of Man – 1,500
Field Command
COMMAND
– Kodiak ACV with Colonial Captain
SCOUT
– 4x Wolverine LAV – Type B
SUPPORT
– 2x Longbow Howitzers
Armored
Formation
STANDARD
– 6x Sabre MBTs
SUPPORT
– 3x Rapier AA Tanks
Formation deployed
by Albatross Dropship
Legionnaire
Corps
INFANTRY
– Legionnaires
TRANSPORT
– Bear APC
INFANTRY
– Legionnaires
TRANSPORT
– Bear APC
Formation
deployed by Condor Dropship
Legionnaire
Corps
INFANTRY
– Legionnaires
TRANSPORT
– Bear APC
INFANTRY
– Legionnaires
TRANSPORT
– Bear APC
Formation
deployed by Condor Dropship
Expeditionary
Group
SCOUT
– Praetorian Sniper Team
Transported by
Raven Light Dropship – Type A
EXOTIC
– Praetorian Team
Transported by
Raven Light Dropship – Type A
Pre-game
In
Dropzone Commander, you roll for initiative at the beginning of each turn,
adding the Command Value (CV) of your commander to the result. The player with
the highest initiative can either choose to count their initiative as 1 and go
last, or they can take the first activation. Each side then takes turns
activating one group in their army, going back and forth one at a time until
all groups have been activated. Initiative can change from one turn to the
next, and you can never be certain of which order your opponent will choose to
activate their forces. This makes for a very complex strategy when moving your
forces and engaging the enemy!
My
Shaltari Elder has a CV of 3, while Josh’s Colonial Captain has a CV of 4. This
means he will have a better chance of going first each turn, and he will also
hold more command cards from his deck. However, this means he had fewer points
to spend elsewhere in his force!
The
UCM won the roll for initiative and moved their Albatross onto the table,
dropping the Sabres and Rapiers into cover behind one of his own buildings. My
Warrior Clan came on with several of the Gates. The Spirit Gates pushed up to
take shelter behind the central buildings. One of the Eden Gates teleported in
a Haven Gate, and then the Braves teleported through it and charged into the
central buildings on either flank to begin searching for the objectives.
A
unit must be in the building for one turn before they can start searching, and
the roll is more difficult depending on the size of the building. Since this
objective was in a difficult location, I would have to roll a 6 on Turn Two to
find what I came for.
The
artillery drops into position and the Praetorians rope into the building.
In
the mean time, Wolverine scouts can be seen rushing forward in the background.
The
UCM artillery rolled on into positions of security, followed by my walkers in
the center of the table. The Praetorian special forces used their fast rope
ability and descended through the skylights of another building that held an
objective.
We
continued alternating deployment until our armies were in position. Since
neither of us brought Fast Movers, none of our forces remained in Reserve. Only
three of my Tomahawks and my Warspire remained Dematerialized, waiting to
teleport into battle once the UCM had played their hand.
The
Shaltari forces take up position to begin the engagement.
Turn One Score:
Shaltari Tribes 0, United Colonies of Man 0
Turn Two
The
Shaltari took the initiative for this turn, searching for the objective but
failing to locate it. The Ocelot scored a massive hit on the building the
Praetorians were occupying, knocking out eight of its twenty Damage Points in
one shot. Buildings are notoriously hard to destroy in Dropzone Commander, and
the Ocelot is one of the absolute best units for the job. Falling masonry
crushed one of the special operators.
The
UCM responded by moving their armor out from concealment and unleashing their
full might against the building on their left flank. The Building took terrible
damage, felling two of the Shaltari Braves in the rubble. The Warspire also
teleported into position on the Shaltari’s right flank, blasting apart one of
the Wolverines as it arrived.
The
Praetorian Snipers quickly found the objective in their own deployment zone,
quickly exiting the building and climbing back into their dropship. This then
exited the table, scoring two quick points for the UCM!
The
rest of the turn consisted of each force jockeying for position, attempting to
reach more of the objectives before the opponent.
The
Shaltari walkers push their way up the center of the table.
Turn Two Score:
Shaltari Tribes 0, United Colonies of Man 2
Turn Three
The
UCM started off Turn Three by moving their exposed infantry on the right flank
forward, disembarking from their APCs and moving in to threaten the Braves
inside with a potentially overwhelming Close Quarters Battle (CQB). In a one on
one fight the Braves would be far more than a match for the Legionnaires, but
my opponent had no intention of making this a fair fight! Whereas I had only
six Braves ready to search the building, my opponent brought in thirty
Legionnaires!
If
you have already activated infantry inside a building, there is nothing they
can do to avoid the CQB; they are simply locked in a bloody melee at the
beginning of their next activation. In this instance, though, my Braves hadn’t
yet been activated. They quickly stepped out of the building and teleported
through a gate back to the mothership, waiting for a safer place to land.
The
other thirty Legionnaires moved into the building occupied by my other Braves. I
quickly maneuvered them out of the building and back to the mothership as well.
Then I brought in my Firstborns, melee-oriented infantry that would see off all
but the most determined attack.
In
response, my opponent began to pummel the building once more, slaying three of
the six Firstborns. My skimmers advanced under the protection of my Dreamsnare’s
shield buffer. Whereas I normally received a 5+ Passive Save against incoming
hits, it became a 4+ due to the proximity of the Dreamsnare. This paid off, as
the Rapier AA tanks only managed to down one of my Kukris with all of their
combined fire. In return, two of the Rapiers were destroyed by my Tomahawks,
and the Kukris knocked three Damage Points from the Albatross Dropship.
My
position on the center of the board was tenuous at best, with my hold on the
left flank already broken by overwhelming numbers. As I contemplated a change
of plans, the UCM continued to press their advantage.
The
UCM begin to take one of the central buildings, forcing back the outnumbered Shaltari.
A
long march awaits my warstriders as they continue to push toward the center.
Turn Three
Score: Shaltari Tribes 0, United Colonies of Man 2
Turn Four
With
time dwindling as the game moved past the halfway point, the UCM continued to press
their advantage. When my Firstborns activated they were immediately assailed by
the overwhelming numbers of UCM Legionnaires. I wonder if I might have been
able to see them off with all my Firstborn intact, but my opponent made sure
that didn’t happen. He quickly dispatched me in CQB and prepared to start
searching the building.
I
knew the central buildings were a lost cause at this point, so I started
playing to deny my opponent access to the other objectives. My Braves
teleported into the two buildings with objectives in my deployment zone; I’d
have to find them both in Turn Five on a 5+ and get them off the table to pull
into the lead.
My
Warspire teleported back into play on the left flank and destroyed one of the
Bear APCs; the Tomahawks finished the other one a moment later, leaving the
infantry stranded in their building. Much to my chagrin, he managed to uncover
the objective on his first attempt, putting two more points in his pocket. I
now had to either kill those Infantry, or get both my objectives on Turn Five.
Neither prospect was looking too positive, especially since my Ocelot (who hits
on a 2+) had missed with every shot since Turn Two (and continued to do so
until the end of the game). The second group of Infantry in that building moved
to the wall and fired out at my skimmers with their Missile Launchers, doing no
damage.
With
my Firstborn all slain, the Warstriders returned the favor by punishing the
building with a flurry of Gauss fire. The structure was already heavily damaged
from my opponent’s firepower,
And
it could not withstand the barrage. The structure collapsed in on itself,
burying the thirty Legionnaires (and the potential objective) beneath tons of
rubble. The Dreamsnare continued the punishment with its Dragon Cannons,
slaying the soldiers on the wall with deadly radiation.
The
victorious UCM platoon disappears in a cloud of debris.
As
the turn drew to its bloody close, I knew it was going to be rough going for
me. The vast majority of the UCM Infantry had been cut down in a gruesome
display of firepower, but they still maintained the objective lead. I had only
the next turn and luck to lean against for a chance.
Turn Four Score:
Shaltari Tribes 0, United Colonies of Man 4
Turn Five
The
UCM again won the roll to go first and brought their Praetorian Snipers back
into play, rushing their Raven dropship forward to extract the infantry. My
opponent directed his artillery fire onto the Dreamsnare, but none of the shots
could find a way through its Passive countermeasures. My Warstriders continued
to pound the building with the UCM Legionnaires inside, but failed to do any
real damage. The Kukris moved to be in range of the Raven dropship as soon as
possible, firing on the Albatross and bringing it down in a rain of shrapnel.
The
Warstriders continued to pummel the structure as the UCM Infantry screamed for
extraction. Our battle tanks settled into an open engagement that resulted
largely in a stalemate. However, the highlight of the turn would come down to
my final action for the turn; could my Braves get lucky and recover the
objective in one go?
The
first squad rolled to locate their objective as a Spirit Gate pulled back to
extract them; six. They had located their piece! Then the second squad started
their search. The die skidded across the table and rolled to a stop against the
building; five. Both squads had located their objectives!
Now
I just had to hold on to them and get them both off the table; the game was now
sitting as a draw if I could do just that!
Turn Five Score:
Shaltari Tribes 2, United Colonies of Man 4
Turn Six
The
Shaltari continue to push, knowing the Infantry must not be allowed to escape…
Here
it was; the final turn of the game. The United Colonies of Man moved into
action first, disembarking the Praetorian Snipers from their Raven and
deploying near the building. My action then consisted of hitting the building
one last time with my commander’s section of walkers. I knew he could simply
step out beside the structure and end the game as a draw, so it was imperative
that I knock it down if possible. Instead the Ocelot missed again, and the
Coyote that housed my commander only managed one Damage Point.
My
opponent got out of the building at this point, but instead of going for the
side deployment he embarked on the Praetorians’ Raven. I suppose he expected me
to be holding a card that would give me quick shots on them in the open.
A
short move from the Kukris put them in range of the dropship, and it was
brought down in a fiery explosion. Only one of the Infantry bases survived the
crash, and they were quickly cut down by further firepower from the Shaltari,
leaving the objective in the street. My Braves quickly teleported into the
mothership and left their objectives with the Spirit Gates, which left the
table and secured four points for the win.
Turn Six Score:
Shaltari Tribes 4, United Colonies of Man 2
Shaltari Tribes
Victory!
Post-Game Thoughts
United Colonies
of Man:
This
game was our first attempt at Dropzone Commander without the training wheels.
My first thought looking back at this game is growing pains. There were mistakes
made by both of us that could have drastically changed the outcome either way.
However, I think it is safe to say we had a blast kicking the crap out of each
other. I know I did!
I
won the first initiative roll and used it to bring my armored battle group on
behind some cover in the middle of the table. My thought was to be ready to
pounce on my opponent if he got to aggressive in his opening moves. He did not
push forward as far as I believed he would, but ultimately it did not matter as
the tanks were set up perfectly to pound the central objective on my left flank
once the enemy had committed to it.
That
building turned out to be an infantry death trap, as the Shaltari lost several
bases in there and I ultimately lost an entire platoon! After my opponent
deployed his infantry I made a risky gambit and pushed into the buildings with
him in the hopes of making him drop back and reevaluate the ground. He did, but
I was not prepared for the punishment that Shaltari walkers can put onto
buildings. They destroyed an entire platoon when the building collapsed on
them!
I
cannot say enough good things about this game system, it is fun, engaging, and
easy to pick up. However, mastery of the nuance in each army and mission will
take some time. I am looking forward to the next mission, and am looking to
settle the score with the little guys!
Shaltari Tribes:
One
of our friends has had more experience with Dropzone Commander, and he said
that almost every game comes down to the wire. If our game was any indicator,
his statement was very accurate. I was holding my breath as I rolled for those
two objectives, desperately hoping that I could pull something back in the end
and make a fight out of it. Fate was on my side, and the dice fell exactly as I
needed them.
I
have so many takeaways, I’m not even sure where to start. I’m up in the air on
how to approach the Commander system; it almost feels all-or-nothing, as
investing in a middle tier commander seems fruitless when your opponent has
paid more to slightly outclass you. I need to experiment a few more games
before I can say so for sure.
Some
of the things I feared the most failed to do any damage to me. A big example is
the artillery; once my opponent’s scouts were eliminated, it became very
inaccurate. Even when it did hit, it either glanced from my force fields or did
very minor damage. I hope to see the artillery in action a few more times, just
to see if it was a poor showing for the support assets.
The
Ocelot is also a big question mark for me; it is hard to be a proponent of the
biggest gun in the game when it fails every time you pull the trigger! I want
to try it some more and hope odds improve and I learn what it is capable of,
but there are so many other things I want to try out for the points.
Look
for more Dropzone Commander in the near future!
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