Saturday, October 26, 2013

DROPZONE COMMANDER : RULES OF ENGAGEMENT



Hello and welcome to the 2nd week of my coverage of Dropzone Commander by Hawk Wargames. In this week’s post we look at the rules and some of the game mechanics that I feel make this game very appealing.

THE TURN SEQUENCE

The game turn is broken down into 4 phases –

·         Phase 1 : Initiation

·         Phase 2 : Activation

·         Phase 3 : Actions

·         Phase 4: Roundup

 

Every game turn always start with the initiation phase which plays as follows –

 

ROLL FOR INITIATIVE – Each player rolls a 1D6 and adds the command value of their highest ranking commander present on the table. Please note to add you command value to you 1DR roll you need the command deck of cards which you do not get with the 2 player starter set. This is not an essential you must have and can easily just roll 1D6 and go with the highest roll, dicing off if there is a tie. The winner of the initiative roll may elect to reduce his initiative score to 1 making his opponent go first which sometimes can be a good tactical play.

 

DISCARD CARDS – If command cards are being used then you may discard any unwanted command cards at this time.

 

DRAW CARDS – Again, if command cards are being used then this is an opportunity for players to replenish their command cards.

 

CLEANUP – Any special effects form special rules may now be addressed.

 

ROLL FOR RESERVES – Each player, in order of initiative, may roll 1D6 for each battlegroup they have in reserve to see if their much needed reserves can be called upon this turn.

 

We now progress in phase 2 of the turn sequence: ACTIVATION. The player with the highest initiative activates battlegroup. Activating a battlegroup means that player can now perform the action phase. Once the first player has completed his actions with his battlegroup then the 2nd player with the 2nd highest initiative may activate a battlegroup and so on. Phase 2 continues in this fashion until all battlegroups have been activated and completed their action phase.

 

In the action phase battlegroups can move, shoot, engage in close quarter battle, embark and disembark troops and APC’s via dropship carrier. Note that players can shoot then move or vice versa. This is a mechanic I like as it give players more offensive or defensive as the case may be, capabilities.

 

Once all actions have been completed by each battlegroup in the player’s force it is onto the roundup phase. Any special rules and effects which occur in the roundup phase now take place by order of initiative. Players should check the victory conditions of the scenario they are playing. If the conditions are met or the number of stated turns has elapsed then the game is over. If not, the turn is over.

 

AIRCRAFT IN DROPZONE COMMANDER

This is a game mechanic I really like in this game so I want to share it with you guys out there. Just like the command cards, you do not get any aircraft fighters in the starter set so this isn’t a must have section but if you anything like me you will add some aerial support to you battle groups.

 Aircrafts in Dropzone Commander always start in readiness or reserve so you have to see if air support is available to be called upon at that time. This is done by rolling 1D6, on a roll of 2-6 air support may be called in to perform an attack run or make an interception. On a roll of a 1 however, the aircraft remains in readiness/reserve. I really like this as it reflects the realistic logistical side of calling in an air strike and that it cannot always be relied upon.  If the roll was successful, a fighter aircraft can enter the game from any table edge and then follows a pre-designated attack flight path laying down fire upon any enemy unit along that flight path. Your opponent has the chance to use his anti-air units to try gun you down whilst making this attack run, or even call in air support of his own on an intercept course with the attacking aircraft. Likewise, an aircraft called in to perform an interception will have to dodge the anti-air units of the opponent in question. It almost breaks down into a mini game in the game! I do not think this is a bad thing though and I think the rules for the aircraft in Dropzone Commander have been well thought out and add another level of excitement to the game.

 

THE GAMES-KNIGHT COMMAND BUNKER

I really like the rulebook you get for this game; it is one of the nicest rule books I have read for a long time. All the rules are explained in simple terms and have diagrams with them depicting in game play to help give you a good mental image on how this will look in action. I am massive fan of the rules for aircraft in this game. It gives them an important role to play in terms of the game but doesn’t lend itself to aircraft being a overpowered solution for players to dominate the game which is what has spoilt 40k 6th edition in my opinion. Other rules I liked that I will quickly mention was the LZ rules for dropships, including ‘LZ is hot!’ special rule, and 'exceptional ground' which grants tanks and APC’s 2+ inches to their normal movement value if moving on exceptional ground i.e. road.

I am itching to start playing this game! I am still painting my UCM and will start assembling the scourge army alongside this and start painting them once my UCM army is complete.  Once I have the 2 forces from the starter set completed I will be getting some game sin and reporting back to you here on Games-Knight my gaming experience with Dropzone Commander. I have a feeling it is going to be a very, very good experience at that.

That’s going to do it for this week, we take a little break from Dropzone Commander next week as I bring you a Halloween themed post next week looking at zombie board games and in particular The Walking Dead board game. Please join me for that next week and in the meantime feel free to contact me regarding this week’s post on Dropzone Commander or anything else hobby related at – contactgamesknight@gmail.com. Till next week take care. Ciaran.

 

 

 

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