Wednesday, 24 August 2016
Dropzone Commander AAR
After a BIG brake from DzC I finally played a game again. A big thanks to Stefan for guiding me through all the stages again.
I really felt that I had forgotten lots of stuff rulewise and especially tactically.
I had made a list with lots of units I wanted to try out which led to a list that is far from the most effective. I wanted to test them when I had help with all the rules.
To make things even worst I was missing some Shaltari Jaguars from my collection so I had to make a quick rearrangement to the list. The good thing with this was that I could test out even more miniatures that I usually dont game with, double Ocelot unit and Tarantulas.
But I have literally no idea where my other Jaguar is... It should have been in the box with all the other miniatures.
The plan was to combat the enemy commander with these and my Tarantulas.
That could have turned out so much better with enemy hacking my gun systems forcing me to hit my own miniatures loosing a shot and when you least want it you always roll that one...
Thanks for a nice game Stefan.
The game ended with a big win for the PHR, I think the scores were something like 14-8. I did manage to catch up some points in the final turn but was behind and had try to catch up since turn one.
But it was a nice to once again field the Shalari on the tabletop. I have tons to learn but it was nice to try out some new units that I havent tried out yet.
So some thoughts about some units.
Tarantulas didnt actually do much in this game but nether did my Tomahawk tanks. I can still see potential with them. The Tomahawks on the other hand, they constantly fail to impress me. I really want to like them but the Tarantulas just feels like a better choice, that or fielding Jaguars. The choice is between Tarantulas and Tomahawks and the Tarantulas just seems better.
Double Ocelots was rather nice. Initially they opened up the game nicely but then really didnt do anything. But when I dropped them right on my target those big guns could have been nasty with some better dicing. Im sure there are better units to drop right ontop of my enemy rather then long range gunnery but it could be a viable tactics in the future.
The Warspear heavy fighter did some damage popping enemy dropships, nothing mayor and I think I will leave that one at home in the future. Its just not worth it.
Samurai, could have potential but I never managed to do anything useful with them. I this game they where chasing down Medusa but she was far to elusive for that. When I finally managed to catch her they failed to do anything, in theory their flamers could have done more against her.
Im not really sure about this unit. I think they will have a role to fill in future games but they they are not a unit that I must include. More testing is needed on this unit.
For future games if I wanting to get better results with my units I will have to learn to use the command cards better. I never felt I had any real use of them, no one suited me in the right moment in the game and that is a big thing. My opponent had managed to use his command cards much much better and had real worth of his.
The list have to be changed for future game, including more infantry besides other things. That is something I was aware of when I did my list so I could test out more units new to me.