I find I'm enjoying this game more and more, for its combo of infantry, armour, AA and air units giving a true combined arms feel to the entire game.Popular Styles: Long range Sniping, High Mobility, Signature Management And never take your eye off the objectives. So next time, don't be greedy and stay in the CENTER of the building (where infantry can't be shot at from outside) unless juicy targets of opportunity present themselves in which case all they needed to do was to move to a building edge and fire. But are still squishy as heck, being infantry. So now I need to learn to play the Scourge properly if I'm facing a canny opponent that doesn't want to rush in.Īnd final lesson: yes, the infantry can dish out serious damage. It was a puzzle the Scourge commander couldn't crack in time. Whereas before the Scourge were bold, darting in to rip up the PHR armour, now they had to play a cagey game of remaining outside the PHR threat range while still being able to deal damage themselves. It was the Scourge turn to flounder, as the PHR didn't try to chase after them with their ponderously slow units. This game, the PHR escaped with just a scratch. That and area/objective denial instead of rushing forward to kill off the other side (which, to be honest, is what I'm more used to doing). Technically, they could have tried but if they got picked up by a dropship and chased after the fleeing Neptune, they still couldn't shoot in the same turn, and the Phobos AA walkers were still waiting to shoot at the Scourge dropship, and the Ares AT walkers would've shot at them had they disembarked.Īnd so the PHR got their revenge and won the game handily 2-0.ĪAR: That was such a different battle! I needed to wrap my head around the PHR limitations, as well as their play style, and also the DZC philosophy which actually ENCOURAGES destruction of terrain as a viable tactic for victory. There was no way the Reaper AA tanks could reach the fleeing Neptune in time. but it was already 2.30am and there wasn't any point. Sure, the 2 sides could still have continued to duke it out, since the game officially runs to turn 6. Which the PHR proceeded to do and just like that, the game was over! They failed, but all the Scourge units disembarked. A lucky roll of 6 on a d6 was all they needed. The Scourge, seeing this, decided to take advantage and sent their Warrior squads into two buildings to attempt to grab the objectives. They did not rush to commit their forces. So in this game (same mission and forces as before, although I did add some more buildings to the 3x4 table) the PHR did some pre-measuring and made sure to keep out of the Scourge tanks' threat ranges. There's also some other strategy that can be done: PHR focus on a narrow front, don't commit too early because they can't easily reposition. And the only way to get the objectives are Infantry for this mission (although armour squads can carry them off table). In this case, win or lose, the PHR need to focus on the objectives. (Yes, that's so blatantly obvious, I know). This time, after reading a bunch of online blogs, I realised the key is, as always, FOCUS ON THE MISSION. This, my third game of Dropzone 2.0 (hope I'm not boring you guys), was soooo different compared to the first two.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |