Rasmus’s PHR reborn – DropZone Commander Revisited
Recommendations: 130
About the Project
I have been a DropZone Commander and a PHR player since the very first BoW Boot Camp - but my army does look a lot worse for wear after a few Invasions in Crydon plus a transatlantic move. And 2 trips to Origins and 1 to GenCon. So it is time to relaunch it for DropZone Commander 2.00 and before that the MI GT in October in Lansing MI. Mitchigan done. Next step is a meet up with the Ohio Drop group in Toledo the 10th of November.
Related Game: Dropzone Commander
Related Genre: Science Fiction
This Project is Active
Meta-Gaming or the list building
How does everyone else go about list building ?
For DzC I would normally follow the steps below – Unless I want to challenge the meta by doing something odd :
1 Ask you self what do you want the list to do/look like i.e. what is the core?
2 What the counterplays?
3 Are there any hard counters to the counter play ?
My core that I try to build the list around is flying AT, a Tiamat and 2 Njords.
The counter to an AT prescience is (unless you are cheating and going for boosted P countermeasures) is to not be on the ground or be in the ground in great numbers with Technicals or Prowlers or the like the my big guns just blow few up in a turn
Then the 3 question – my answer is at the moment in Zone often the Phobos for the PHR as the enemy will fly and the Helios need to be further up the board than suit the rest of the list. The Phobos also have a lot of shoots against mobs on the ground.
Adepticon
So I have not had much time for updating here, that damn thing know as real life – But I did take the chance to go to Adepticon – and my friend Josh film the 1st game for his Scald YouTube channel.
My list was :
- Tiamat
- Njord + 2 Phobos +1 Phobos + 1 Apollo B
- Neptune + 1 Phobos + 1 Phobos
- Njord + 3 Immortals + 2 Juno B + 2 Angelos A2
- Trident + Sirens
- Trident + Valkyries
Over all I finished 2nd in Zone and far down the list in Fleet
Cleveland Clash - list
While I hoped to write a little more from the Cleveland Clash a few weeks black – I gotten sidetracked by real life but for now here is the list I ran under a new test update
SR30 Flag battlegroup (460pts)
1 x Remus – 460pts – S2
+ High Director (40pts, 5AV)
SR9 Line battlegroup (303pts)
1 x Ganymede – 135pts – M
4 x Andromeda – 168pts – L
SR9 Line battlegroup (298pts)
1 x Orpheus – 130pts – M
4 x Andromeda – 168pts – L
SR7 Line battlegroup (176pts)
1 x Ajax – 100pts – M
1 x Medea – 39pts – L
1 x Calypso – 37pts – L
SR3 Pathfinder battlegroup (90pts)
3 x Echo – 90pts – L
SR3 Pathfinder battlegroup (126pts)
3 x Andromeda – 126pts – L
————- dflist.com ————-
Reinforcements
Had a day off so I had the time to get started on a new lot
PHR in the sky
There are more than boots on the ground
Michigan GT list reflection part 4 Infantry and Special groups
Immortals in an Triton light dropship the job was to get in and challenging any objectives as quick as possible, in the first game the objective they were going for was taken just in front of them so they did end up in a building almost on the opposite back line where they could man the windows and take out the Artillery which caused me issues on the other side of the table. 2nd game they were a speed bump as planed but “their” objective was stolen from them any was.
Sirens and Valkyries, the transport was too slow so I did get less out of both of those units than I hoped for.
The Mercury drones – a great “dead activation” for cheap points
Michigan GT list reflection part 3 Standard Groups
Standard 7 Phobos and 1 Apollo B.
Phobos – PHR commanders don’t leave home with out a few Phobos for your standard AA needs, sure the Helios are faster and have twice as many shoots. But the Phobos hit on 2+ and at E7 and have more armour, add to that a R (c) of 24″ vs. 12″ for the Helios. I come down of the Phobos side of the fence. With the new rules for fast movers and need to get dropships for all units I did go heavy on AA.
In the GT the Phobos were a treat in every game and a priority target of the opponents, 2nd game they were swamped with technicals and in the other games they did account for most of my looses.
The Apollo B were a last minute addition to the list due to a miss calculation – but with a 48″ range and letting the dropship move a full move on and then drop it was a great addition, next version of the list will see more of them.
Michigan GT list reflection part 2 Transports
The basis of my transports were 3 Njords – 2 attached to the Standard units and one with 4 Angelos A2s filled with the special group more on those in a bit.
The Njord is a mean if not too lean fighting machine, I did not loose any of them in 3 games but the size had me misdeploy the special group in the last game keeping my Sirens from much of the game. The new transport rules let you use the Njords as a iron fist with the Tiamat.
I would expect the Njords to get hit with a Nerf before the final stats are locked down.
The Angelos A2 is a great anti infantry unit when they get to go in – but in hindsight I think the points might have been spend better elsewhere.
And the single Triton … well if you want to get there fast that is your unit.
Michigan GT list reflection
Tiamat – a great command unit and my MVP in most games, the reach of 36″ hitting on 3+ and when it hit likely to kill on all but 1s. For the PHR I have a hard time looking beyond it, I love the Nemesis type 4 command walker but it is much more likely to get hurt and would need a Posidon dropship in version 2.0 or else you are with out commander turn 1.
The other choices are the Hera command walker, with or with out a 2nd Hera guardian and a number of Apollo A walkers – I were tempted by this before the Tiamat as they can be played very aggressive from turn 1, but they are no match for an airborne commander.
Last option is the Type 2 heavy walker block – you put them down and have an unmoveable brick – a bit of old school PHR – despite the fact that they are all but unkillable it would have been my last choice, given the missions at the GT.
Michigan GT after action
Sorry I have returned from Lansing, MI – the list did alright but got swamped Resistance in two games.
I ended up being on Command Value 1 – a Drop podcast – and my 2nd game against Rob the winner is on SCALD
Sorry about the sound quality on the video the wireless mic on me seem to be turned off
MI GT
So this weekend in Lansing, MI – is the annual GT, and part of that is a 1 day DropFleet and 1 day DropZone tournament sponsored by TT combat – I will play in both but I mainly care about the DropZone which will be run using the V2 beta rules. Including new beta-beta units (rules for all the units that was not in the original book, but in Reconquest phase 1 or 2 or not yet in any book at all), see the unofficial units on http://michigangt.com/rules-and-mission-packets/
So as there is a chance to play V2 and play with new toys I will take the V2 army here on the road, so time to haste paint the missing parts in the list I came up with.
Second half of the 2 × 2 player starters
The plan for the UCM and Scourge is to have something for demos
Base colour down - on the first half
Base a high gloss black primer and then Green Stuff Nebula Copper colourchange paint in several coats.
Ohh 4 Centurion did sneak their way in there too