Dropzone Commander: How Terrain Affects Tournament Play
August 8, 2014 by warzan
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Hadn’t really thought about the implications of raised areas on a DZC table. An interesting vid, very enlightening.
I love the multi-level terrain. Ramps eh? Cool, makes me think of my old micro machine sets with the ramps (I wonder if they’re the same scale? They could get a new lease of life with this game!)
good vid, I didn’t think of raised areas and ramps, definitely something to keep in mind if I ever do a proper table
Good tips from Simon on the ‘balance’ factor – generally a good idea for any system. I really like the Dropzone buildings, much nicer than my box of old Epic buildings, and a lot bigger! lol
Said it before but that game board looks terrific! And the monorail just tops it off.
Looking forward to XLBS coverage on this one.
I have never been a tournament player for any game system, but interesting discussion nonetheless. The general tactics were interesting. I like the dropship “redeployment” concept – strangely not something I had picked up on as being a big part of the game… doh! 😛
So much info packed into such a short video. The terrain implications are really intriguing and the use of drop ships adds some flavour to the game,Well I must say that I am getting really interested in the game. However, the size of the minis scares me.
Dropship redeployment, normally in the form of short “hops” can be the difference between winning and losing. I’ve found that in a lot of games another round of shooting from your battle tanks against their tanks probably won’t win you the game. However forgoing a round of shooting, to take a parting shot at a fleeing APC/flyer the next round has won me the game several times!
You can redeploy a good 10+ inches over intervening buildings with your sabres and a condor.