Showing posts with label dropzone commander. Show all posts
Showing posts with label dropzone commander. Show all posts

Contest Time! Dropzone Commander Rulebook Giveaway

Hey folks!  Here we are, at the end of our Dropzone Commander adventure.  It's been a long, fun ride for Dethtron and myself - hopefully for you guys as well.

We'd like to thank you guys, our audience, for reading and for sharing your thoughts. You guys, especially the people who commented, are what make running this blog worth it.

We'd also like to thank Hawk Wargames for making this whole adventure possible.  Thanks to them, the House of Paincakes had a golden opportunity to try a bunch of new things.   It was pretty exciting to have someone in the industry send us some free stuff to dig into without any stipulations other than "be fair and honest".  

But here's the thing, they sent us too many copies of the rules!



That's where you guys come in.  We've got a brand new, unused Dropzone Commander Rulebook that we have no idea what to do with.

Well... I think you all know that that is completely untrue.  We know EXACTLY what to do with it.  Give it to one of you!

So we're having a give away slash contest thing.

The Rules

The prize:  a brand new copy of the Dropzone Commander rule book.  In English.

Who can enter:  Anyone!  Well, except the HoP authors (sorry dudes).  Residents of all nations are welcome.

How to enter:  Send an email to contest@houseofpaincakes.com expressing your desire to receive a free thing and with your desired contact email address.  Make sure the subject line says "DZC giveaway entry"

How long you have:  Two weeks.  Starting on April 23, 2012 and going til 11:59 pm CDT on May 7, 2013.

Winner selection:  After the two week are up, someone will randomly determine a winner from the pool of all eligible entrants.  We will then notify that person who will have a week to respond with a shipping address.  If we get no response, a new winner will be chosen.

Shipping:  Free!  We don't need your money.  If the winner is in the US, we'll even get some tracking info.  For the rest of the world, thanks to the depressing zaniness that is the USPS, we cant guarantee that you'll get the package, but we'll try our best.


Dropzone Commander Review: Part 6, the Journey Home

dethtron-  ...and so it is that Lauby and dethtron's journey to the past to save a bunch of whales to bring to the future, make out with green women,..... or perhaps just wrap up the Dropzone Commander review... comes to an end.  Who knows what the future holds for these intrepid travelers?

We've had a great time with this review and were excited to not only bring you guys our first ever legitimate product review but also to bring you our first ever real live battle report.

dethtron, Lauby discuss terrain and other matters
Lauby:  Yeah, man - it was a ton of fun to do.  Flattering even, that a game designer was interested in our opinion.  Or at least our free publicity.  Either way, we learned about a new game and a blast doing it.  Despite the fact that our time travel efforts only went forward (at regular speed) and despite the fact that we managed to make out with zero green ladies and save zero whales in the process.

dethtron- With that in mind, I'd have to say that I thoroughly enjoyed this game.  It's a rules set that provides fast (we'd guesstimate that a reasonably sized game shouldn't take over 2 hours to play - if that), streamlined gameplay in a well thought out universe.  While we had some initial gripes about the way the rulebook is laid out, we can't really find fault with the rules themselves.  They towed the line between quick and dirty and detailed enough to foster real strategic play nicely.

Lauby:  Additionally, Dropzone Commander included what so many games forget, completely ignore or just wont create- scenarios.  Well thought out, obviously play tested scenarios.  Without the drudgery having to wait 4 years for a campaign book implies. For me, that's a pretty big draw.  I've played a lot of table top games over the years and when I write up my imaginary chart tracking the various elements of these games, there are far too many hash marks in the 'no scenario' and 'shit scenarios' columns.

As an added bonus, it was quite clear to me that the scenarios were are part of the game design from the get go.  So none of that 'expansions will give you new units to fix the fact that your current army isn't capable of winning the new scenarios" bullshit.



dethtron- I'm glad that you brought up scenarios again, as I think there's some clarification needed on a previous statement of mine- 'there is no "fair fight" scenario.'  This is true, but was possibly ambiguously worded on my part.

For the record the numerous scenarios in the rulebook appear to be balanced without favoring one side over the other.  "Fair Fight" in this instance refers to the same old boring '2 sides line up and kill each other scenario' found in every game ever.  Instead the scenarios involve a combination of complex and not so complex tasks like holding objectives, gathering intelligence, and doing recon.  

This isn't to say that you can't make your own '2 sides line up...' scenario if you really are soulless enough to need that type of thing.  It's not really that hard to figure out.  Get 2 or more guys with roughly the same points worth of models, roll for initiative, deploy, and commence blasting the shit out of each other.  Whoopdee shit, sounds like a fucking blast.

Speaking of the number of players, we also failed to mention that most of the scenarios in the rules allow for multiple players in the event that you have more than 1 friend.

getting organized with the Scourge drop ship
Lauby:  That's true!  I even found some examples of that when I was googling around to see what a coherent Dropzone Commander battle report looked like.  Some fine folks from England did this 4 way bat rep.  If you're looking for a slightly clearer take on what a game of DZC looks like, I strongly recommend you click on the link.

dethtron- Moving along, we've got the aesthetics side of things.  Everything is in order for me.  Not only is the rulebook gorgeous, but I've got to say that the miniatures are some of the highest quality, best detailed examples I've seen of the kind.  Though I haven't seen them or handled them outside of the package, I can tell that they'll paint up gorgeously.  The majority of sculpts are resin cast and simply blow everyone else's resin out of the water.  The handful of packages I inspected appeared to have no bubbles, flash, cracks, or other defects.

prepare to smacked in the gob by all that tiny detail
Lauby: The models look just fantastic and the more I look at the factions, the harder a time I have deciding which one I would choose. Sadly, dethtron having actually seen the models in blisters is still miles ahead of me.  So if you're looking for some in depth reviews of the starter forces, then HendyBadger over at Tales of a Tabletop Skirmisher has done a write up for some of the factions.  He rates the models pretty highly, aside from some unlucky miscasts.  So it looks like the actual product lives up to the hype.  Plus, you don't have to wash the models  like regular resin kits.


dethtron- Which brings us to the elephant in the room- terrain!  As Lauby said, this game benefits from having a lot of it and certainly looks fucking rad if a lot of that terrain is buildings.  

So the issue that many people have had with Dropzone revolves around the cost of their resin terrain.  Because it's super expensive!  What most people glance over is that it's also super not required to play the game.

lookout fucktards, demolition of you wrong ass opinion forthcoming
Lauby: And thanks to the massive sense of entitlement some people have when it comes to their plastic mans, this issue has lead to accusations of extreme greed, 'making a mockery of the community" (whatever the fuck that means) and the inevitable armchair analysis of the relative merits of Hawk Wargames as a money making enterprise by people who don't and never will own their own business (or bothered to do any research).  I'd be willing to bet good money that someone, somewhere has even taken the e-rage to it's inevitable off-the-rails conclusion by completely not understanding the difference between morals and business ethics and then accusing Hawk Wargames of lacking a good sense of both.

But in real life, where I live, this is what happened:  Hawk Wargames owns a not insignificant amount of resin casting equipment.  Using this technology they already had, they created building tiles to make some amazing scenery with which to make the Dropzone Commander rulebook look gob-smakingly amazing.  Then they thought they might sell these models - again, which they already had the molds for - as a web only, on-demand extra.  Because why not?


dethtron-  Well look at you Mr. I bothered to ask the manufacturer what's going on.  

Lauby: I know, right?  The best part for me is that I was actually just confirming a theory when I asked them what was up.

dethtronMy own argument is a little more simple- don't like the cost of the buildings?  Then don't fucking buy them.  There's a plethora of other options out there for you.  Build your own, get model train buildings, find a cheaper lasercut alternative, proxy a god damned battlemasters tower in there if you have to, just don't bitch at me about the cost of something that is COMPLETELY FUCKING OPTIONAL.  

You see, making all those buildings is phenomenally expensive on the small scale that I'm assuming Hawk is casting them at.  And by small scale I refer to the number produced- not the 10mm scale.  So to continue to make money and do simple things like continue to exist as a business, Hawk can't exactly give their buildings away.

Well, except out of some bizarre reaction to the Internet fucktards, they do kind of give them away.  Not that the fucktards have noticed.  Hawk has gone out of their friggin' way to provide you with more options than most companies.  You want to talk about customer service- they've made printable versions of all of their buildings available for FREE on their website.  Get some decently thick paper, print 'em, glue 'em, and bam- scenery.  Not sure I know about too many other companies that would just give you a no cost alternative using models that they created at a huge expense.

Lauby: At the risk of being wildly insulting, I imagine that the people who were up in arms about the cost of these buildings while willfully ignoring the existence of the free ones probably don't have cars. Since the Honda Civic just isn't as good as a Ferrari F12berlinetta, there's no sense in getting the compact. But, obviously, they can't afford the supercar.  Or, to be less flippant:  anyone complaining that loudly about the resin buildings was looking for things to complain about and wasn't likely to buy into DZC anyways.

Listen, if we here at the HoP didn't eat every meal like this it really wouldn't be worth eating, would it?
dethtron Still not good enough?  No time to print that shit?  Never hear of this model railroad?  Well there's another option.  And that would be 30 measly quid for a whole 6'x4' setup.  For $45 you get 20 card stock buildings and 24 1'x1' card stock tiles featuring roads and parks and shit.  

This is where I drop my microphone.

Lauby: Uhhhh...   I guess that's me getting the final word.  Man, we got a little crazy back there.  Right.  So...

Obviously, this game isn't going to be for everyone since no game ever is.  But that's a cop out.  Here are some things that are not:

  • First and foremost, while rulebook is not without it's organizational faults, the rules themselves are well written and present a well defined, deliberately designed and coherent game environment.  Further, the four playable factions are created in such a way that while each of the four races has, roughly, the same basic building blocks to craft an army, at the same time each of them has unique advantages and play styles.   
  • However, the movement values of the units in DZC and what that represents in terms of tactical challenge and pacing will take some time for many players to wrap their heads around.  Especially given the movement ranges in comparable scale games.  This is more an issue of expectation management, but still bears mentioning as there will be people who just won't like that aspect of the game
  • The upfront start up cost is not entirely cheap.  While not nearly as expensive as the standardized unit of measurement that is Games Workshop, Dropzone Commander does cost noticeably more (like $200+ for a single good size army - $80+ for a starter) to start up than the type of 28mm skirmish games that have been gaining popularity of late.  However, this will tend to level off considerably once a model collection reaches a certain size.  
  • On the other hand, startup cost is greatly mitigated by the upcoming release of the cardboard buildings set.  The fact that $45 gets you an entire 6x4 table is pretty amazing.  It also means the game is actually capable of being played on a dining room table and will not take a million years to get a good looking terrain pool built.
  • Speaking of time investment - anyone who has painted up a Flames of War army, will know that the time it takes to get a model fully painted and ready to rock for the table is pretty low.  We expect this to be the same with DZC given the comparable scale of the models.
  • Aesthetically, the models for the game are pretty damn cool and actually start to wander over into 'stunning' territory once you take scale into account.  This is actually what we consider to be one of the biggest draws for the game.  Models can make or break a new game and Hawk Wargames has gone well out of their way to firmly plant their stuff on the 'make' side of that.
  • Importantly, Dropzone Commander is still a very new game and made in Europe.  The first ever DZC tournament was just held  in January of this year.  Unless you've got some buds, a local group that is really into starting up the game or a wad of cash for two armies, it may be hard to find opponents.  Further, getting your hand on models (for the Americans) is likely to involve online shopping unless you're lucky enough to have a an LGS that carries the products.  If and when DZC picks up popularity, these issues will be less of a hurdle as we are now starting to see with Infinity. 
  • Hawk Wargames has a pretty brisk release schedule and despite the young age of the game, there are no units in the first book that do not have models.  
Bottom line:  Dropzone Commander is worth the time and money to explore if you're into the aesthetics of it all and dig on the 10mm thing. It's a well thought out game and most of our criticisms of it have to deal with the growing pains of a new system from a new company.  Dropzone Commander is HoP recommended.


Dropzone Commander Review Part 5: A Battle Report

Lauby:  Hey Folks, we're cruising along with our Review of Hawk Wargames' Dropzone Commander.  For this installment, we have our first attempt at using the rules to actually play a game.  Now how often do you see reviewers try that?

Dethtron:  This is likely to be the worst and most awesome batrep ever.  While Hawk Wargames was kind enough to send us several copies of the rulebook, we did not receive any minis from them.  So it was time to proxy the shit out of everything.  Luckily, using Lauby's tech wizardry, we got our hands on some scale charts for  Dropzone (more on this in a bit) and were able to piece together things that were at least sized right, pilfering flames of war minis, some old battletech stuff, a few 1:144 model planes, and even some Eldar.

Sadly, we're also short on the copious amount of crotch shots in the pics below.  I know we promised them and most batreps deliver this in huge amounts, but we just didn't capture any.  It's not like any of us are endowed like John Hamm or anything, but ... actually, here's something that bugs me about the John Hamm thing- how is it possible that none of the John Hamm crotch memes have revolved around his wang being named Dick Whitman?  Surely there's a joke in that.  


Oh, right battlereport....


Lauby:  Armed with our handy-dandy smart phone cameras, a whole mess of beer and a dangerous amount of proxies, we began.

Arm lists were the first step and also the first challenge.  This is where we came face to face with the reality of writing an army list in Dropzone Commander.  Luckily we had decided to play with the forces suggested by Hawk Wargames' starter armies and so all we really had to do was figure out what the various battle groups of are respective armies actually contained.

Dethtron: If you close your eyes and dream real hard or just drop a bunch of acid, you could imagine that my army looks like this instead of the pic below.  The hodgepodge of random ass stuff below represents the starter set of the United Colonies of Mankind (UCM) force.  The P-38s are drop ships, the larger battletech tanks are rail gun toting MBTs, the smaller ones are AA tanks, the Panzergrenadiers are infantry, and the Kubelwagens are APCs.


Lauby:  And this is my Shaltari force.  Bravely represented by yet more Germans and ancient Battle Tech tanks.  Also featured are some of my Eldar Vypers pretending to be warp gates.  Pretend it all looks like this.

The "Shaltari."  Yeah, that's the ticket...
Interestingly enough, out proxies are actually fairly close to the sizes of the actual miniatures.  This was possible because the fine folks over at Hawk Wargames took the time to take photos of their models with coins in the shot for scale.  Using an iPad for some actual size screen pinching we were able to get pretty close on everything but the infantry.

Dethtron: Oh tech wizardry. 

Lauby:  Once we had our armies ready to go - so to speak - we set up the recommended 4x4 table.  Again, using a massive amount of proxies.  This time from my Infinity and Malifuax terrain collection and some of Dethron's 40k/Flames of War stuff.  Each of the structure-y type things represents a building in the scenario we decided to use. 


Dethtron: In answer to the question you may be about to ask, dear reader, yes that is a battlemaster tower.  One thing to note about this game is that a lot of terrain is required to play.  In part 6 of this review, we'll touch on that, but just keep that in your minds for now.

Lauby:  Incidentally, the above photo is also a shot of our deployments as well since the Recon scenario dictates that all of our battle groups started 'in readiness'.  Or "off the table and ready to move on during the first turn."  Sadly, this has made it impossible for me to figure out who actually went first.  Though this isn't too much of a problem due to the alternating activation sequence and the fact that the first turn was, basically, just a lot of maneuvering.

Dethtron: So, without further ado, let's jump into turn 1.

FIGHT!!!!

Turn 1: The generals boldly deploy their forces from reserve and begin searching buildings.  Each of them scoring a point.   
End turn 1

Lauby:  Keeping in my mind that there is a hard turn limit on this fight and the fact that some of the objectives may explode, both of us are spending a great deal of time trying to score objectives. Since Dethtron has the more advantageous side of the table in terms of building placement, I'm also planning on attempting to disrupt his efforts by shooting guns at him.

Dethtron: Honestly, that turn limit made me think differently about things.  I got a lot more tactical and less worried about shooting the shit out of Lauby.  It was a race to recon as many buildings as possible.  It was refreshing to feel the need to move and move quickly rather than digging in and shooting for 27 turns.  Later on I try and fail at preventing Lauby from taking some of his own, but we'll get to that in a bit.

Turn 2: Now that they've both deployed their forces, the shooting begins.  Both of their respective infantry units continue the main mission of looking for objectives. Lot's of embarking and disembarking ensue.  Note to future gamers:  the transportation rules are SUPER important for this game.
End turn 2

Lauby:  Turn 2 is where I started experimenting with the ranged combat rules in this game.  And by 'experimenting' I mean shooting at anything I could see.  I managed to down one of Dethtron's transports with my AA tanks and, as a side effect, shut down a lot of his mobility while making him very cautious with his remaining transports (a combination of slow movement speeds and not being allowed to use another battle group's transport).  I also shot up a building some of his infantry were in.  I had visions of obliterating a building, but they're made of tougher stuff than that.  Though the resulting falling debris but some hits on the infantry unit inside and was very educational.

Dethtron: So I tried shooting the buildings too, but with heavy machine guns.  Apparently heavy machine guns cannot damage buildings.  So, my goal was to shoot buildings on Lauby's side of the table to destroy the delicious objectives inside.  This would have worked much better if I'd upgraded my dropships to carry missiles pods because- and I cannot stress this enough- machine guns DO NOT hurt fucking buildings.  Also take note that fucking machine guns can't hurt most fucking tanks.  So my dropship was good for transporting and shooting infantry.  Sadly, most infantry spent the game inside buildings or out of sight.


Another (blurry) shot of the end of turn 2

Turn 3 + 4: More buildings are being searched.  The opponents are now right on top of each other.  despite the fire fight our tanks are involved in, they're both being very cautions with their infantry.  Over in the far corner, Dethtron is leaving a building Lauby will soon be searching.
End turn 3 (or 4)
Lauby:  A sustained fire fight erupted at the center of the table there.  I managed to put a few points of damage on another of Dethtron's transports, but lost an AA tank to some fire from Dethron's AA.  This actually raised three important issues
1) AA tanks are really good at shooting down aircraft (duh) but pretty solid at shooting up lighter ground vehicles as well.  
2)  Be sure to look up the online errata and FAQs for the game.  At one point we thought my AA tanks had three hits rather than one.  Dethtron almost rage quit and I was ready to help flip the table.
3) The models in this game tend to be pretty resilient.  So destroying a unit requires a pretty concentrated effort.

Dethtron: Yes coordinated fire is essential.  And I concur with the AA assessment.  AA is also vitally important since only AA units can shoot at aircraft- unless your aircraft is currently landed.

Turn 5+6: Again, more buildings have been searched and the fire fight at the center of the table has continued on.  Lauby's main battle tanks are actually behind a building in this shot as they are chasing down Dethtron's AA and an APC.  Dethtron in return has managed to kill another of Lauby's AA tanks but lost a crucial second dropship.
End turn 5 (or 6 )and end of game
Lauby:  Turns 5 and 6 were all over the place for me in terms of succeeding at my goals.  My plans to disrupt Dethtron's objective grabbing were nearly derailed by my over attention to a fire fight with his tanks and the fact that one of my objectives ended up being a bomb (the far yellow building).  On the other hand, Dethtron's main battle tanks never did get stuck in (I blew up their transport as well).  A different objective ended up being worth double points for me assuming I held onto it until the end of the game (the near yellow building that Dethtron tried to shoot up), which I did.

Dethtron: Soooooo, massed firepower is needed to destroy buildings.  Massed firepower that was not available at the 500 points level we were playing at. 

This is the point in the game where I very quickly got excited that I may out-objective Lauby despite his overwhelmingly better maneuverability.  This is also the point where I quickly became saddened as Lauby also scored a double objective and we were tied again.

In hindsight I regret running my MBTs around the flank of the table only to have them stranded and without targets as Lauby's troops teleported away.  I should have kept with the plan of holding the table center with them as I would have had a huge firepower advantage and much better choices in targets.

Results and thoughts: Tied as they were on objective points, the game went to the secondary win condition: kill points.  After the destroyed models are tallied, Lauby is declared the winner by the points values of the models he destroyed!

Lauby:  Now that was a nail biter!  Dethtron and I were neck and neck on objective points the entire game.  Towards the end, however, the destruction of Dethtron's transports really put the squeeze on him in terms of mobility and drastically slowed down him down.  Meanwhile I was only down a couple of tanks and was taking advantage of my superior movement values as hard as I knew how to do to stay in the game.

The exploding objective and the double point score ended up being a wash; if i had only gotten one of those results, the game would have had a clear victor.  On the other hand, the back third of the game for me was spent frantically trying to catch with Dethtron's score after the unpleasantness of the booby trap.  For about one and a half turns, it looked like I was going to lose.

Dethtron: Yeah, like I said before I went from super pumped to sad panda in the space of about a half a turn. A curse went out to the dice gods on this one.  My careful attention to ABIB (always be in buildings) with my infantry almost helped me search enough buildings to beat Lauby.  Unfortunately he had some last minute bursts of teleportation that I couldn't do anything about in the last few turns and was able to catch up with me on number of buildings searched.

Lauby:  None of this isn't to say that the game was won or lost on a 'lol-random' chart result.  Dropzone Commander is still very much a game of skill.  You have to focus on the mission goals to win and we were both doing that.  In the end, if we had ignored the random chart, we still would have defaulted to kill points.

Dethtron:  I didn't feel cheated by the random chance either, though.  I think a mild touch of randomness adds a bit of needed excitement- as long as its not random movement.  I really mean this.  Knowing the result of every single action does nothing for me and makes every game a complete foregone conclusion. 

Lauby:  The photos we took for the bat rep didn't completely cover the action.  However, I think we covered the most important aspect of the game.  Looking back at the photos, you'll  notice that the drop ships frequently show up massive distances from where the were. Take a look at that if you missed it and then try to conceptualize how important transports are for the game knowing that infantry move 2". Probably a good thing, given that the game is called Dropzone Commander and all.  It'd be silly if the drop ships were worthless. 

Dethtron: Yes, Hawk certainly puts them at the center of the action.  I'd still like to see a gradual increase in overall movement values for land based units, but I still get where the game designers are coming from.  As I said before, I think I should have upped the firepower on my own dropships via upgrades.  This would have not only made them useful as a transport, but also added a significant firebase for my force to use.

Lauby:  Overall, we had a great deal of fun with the playtest with our only frustration being trying to look up rules without an index (thoroughly covered elsewhere in this review) .   I will also say to any future DZC players that wrapping your head around winning this game may take some unlearning of habits.  

Dethtron: Hope you enjoyed the report.  In the event that we ever collect some minis and more appropriate terrain, we'll try and put together a new battle and get a more coherent result. 


Dropzone Commander Review Part 4: Units and Army Creation

Dethtron- We're back again to finish our review of the Dropzone commander book and rules.  We'll be putting up a battle report later on (you ready for some crotch shots?) and giving our final thoughts on the game, but this is it for this phase of the review.

Lauby:  Today we're going to talk about flavor that makes our beloved table top games more than just overly complicated chess: the factions.

Dethtron- So we've got four races here.  As I am always wont to do, I went with the bog standard army of human federation space marine troopers generic dudes force, "The United Colonies of Mankind."  It's a standard sci-fi trope that I'm not ashamed to always gravitate towards.  Their tech might not be the best, but it's not the worst.  They've got a mix of airpower and landpower.  They have the ability to field a relatively average number of models.  They are the kind of many, mostly proud, the generic (a term I use in the most endearing way possible.)



Lauby:  I immediately gravitated towards the Shaltari Tribes since I like things that go fast, have big guns and frustrate the living hell out of my opponents. The Shaltari even have freaking 5+ forcefields and bizarre-o teleporting mechanics!.  More importantly, they also have some pretty high movement values on their basic units.  Something that goes a long way towards mitigating one of the initial frustrations we had with Dropzone Commander.  On the other hand, the units are pretty fragile once you get past all the fancy-schmancy horse shit.  Overall, the Shaltari play a lot like the Eldar did in their 5th edition heyday and since I played Eldar in their 5th edition heyday, it's a perfect fit.  I'm coming close to writing a love letter here, so let me just sum with saying that the Shaltari have a definite glass cannon vibe.

You kno what... I love them.  There.  I said it.

Dethtron- Yeah, those fuckers and their warpginas still confuse the shit out of me.  Their resemblance  however, to the models of John Carter is uncanny.



Lauby:  I hadn't noticed that until you mentioned it.  Though, I don't think many other people would have either on account of people being more familiar with Dropzone Commander than they are with Disney's flop.

Dethtron-  Next up we've got the Scourge.  And much like you'd expect, they are an army bent on colonizing the galaxy and are rapidly encroaching on mankind.  


Lauby:  Rules wise, they seem to be, mostly, a hybrid between what's going on with the UCM and Shalari with the added bonus of having a access to some of the only cheap, horde kind of stuff in the game so far on top of the main battle tanks that everyone else has.  My favorite part of the Scourge is the fact that one of their regular tanks has the ability to carry these deadly space worms around in addition to being a solid weapons platform.  

Dethtron-  They also do some stuff with host bodies and assimilation, so totally aren't anything like Aliens or the Borg.  Aesthetically I am, however, quite tickled by the almost goofy War of the Worldsishness of their models.


Lauby:  Lastly, we have the Post Human Republic.  As much fun as the Shaltari are, I think these guys have the coolest and most unique aesthetic of the four factions.  They've got this cool, super slick iPhone technology vibe and it is just great.  On the table, it appears that they fill the elite army paradigm.  The units are on the whole more expensive, but very tough and loaded with guns.  These were the guys I almost picked for our bat rep, but applying Lauby's Rule of Faction Picking (my first choice is always the wrong one), I went with the Shaltari.  The big contributing factor was that the PHR units are sloooow and Dropzone Commander is clearly a game about maneuvering (holy shit! I just spelled that word right on the first try!).



Like we said earlier, the units in the individual factions were presented in a very intuitive and easy to use format.  Actually using those profiles to build an force with the army creation rules was another matter entirely.


Dethtron- I was upset by the army creation rules too.  Then I realized that we both have advanced degrees and should be able to cope.

Lauby:  Almost immediately it became apparent that either we both went to institutions with vastly overstated academic reputations or the army creation rules were an impenetrable mess of charts and poorly explained dependencies.


Dethtron- True, it was only after realizing that we, in fact, couldn't cope that I found out that there was an app for that.  In an apparent nod to the weirdness of their force org charts, Hawk provide a link to a third party, officially endorsed army list creator program.


Lauby:  Having found the app and muddled through some practice lists after the fact, the army composition system is actually quite cool. If we hadn't been using the various starter armies for our lists, I have no idea what we would have done initially however.  For a game that relies so heavily on army organization for it's turn structure, we were thoroughly  baffled by how little time had been spent explaining a concept that had clearly had so much time spent on it's creation.  I think the army builder app is less weird for it's third party-ness (an increasingly common thing these days) than it is for being a near necessity for playing the game.  Which again, speaks to the reliance this game has on information that exists outside of the rulebook proper.

Overall though, the factions are fun, well thought out and offer the basic tropes people look for in a table top game without hammering you skull in with them.  The army creation rules, once we managed to wrap our tiny minds around them, really gave us some insight into the game design itself and are actually quite neat.  Again, they need to be better explained as they are an extremely important component of what actually makes the game work as a game.

Dropzone Commander Review - The Rule Book, Part 3

Lauby:  So we've talked about the relative strengths and weaknesses of the Dropzone Commander as a thing that has words one might read.  Now it's time to move past the standard review cop out and talk about the words themselves.  That's right folks, it's time for a rules review.

Dethtron- Here's where the book comes back into its own again.  It's certainly not perfect, but for a 1.0 ruleset, I think it shows a lot of promise (I almost said "heart" here, but decided that might connote some other shit).  Though it is hard remove the book's layout issues from this discussion.



Lauby:  And that's the big piece of our frustration with the book's layout.  The rules themselves are actually refreshingly simple, well, written, straightforward and easy to use in-game while at the same time being almost impossible to find if you have specific questions.

Dethtron- But let's move on past that.  I think we beat that horse to death and turned it into Whoppers already in the last post. 

At its core I was left with the impression that this rulebook is very clearly and concisely written and supports a fast paced, mostly intuitive system while also bringing a certain level of complexity to the table.

Lauby:  I absolutely agree with that assessment.  I was really struck by the fact that the rules didn't spend a lot of time breaking themselves.  You see that kind of stuff a lot in virtually every other miniature game out there. When I was reading the rules, I spent most of my time figuring out how I could work within the rules to win a game rather than trying to figure the rules themselves out so I could actually play the game.

so the rules aren't stupid or arbitrary or irritating, but did you see the helicopter in this pic?
This is one of my big gripes with HoMachine, Malifaux and Infinity.  Those are all top notch games, but you spend more time on the exceptions to the rules than the actual rules.  It can be a bit mentally exhausting.  Don't get me wrong, that kind of design philosophy can create some truly interesting tactical and problem solving challenges  but it also means that new players spend a lot more time learning to play and that you introduce a staggering amount of possibility for user error.  To this day, I'm pretty sure I still haven't played a game of Infinity 'correctly' and I never did learn enough about the various Malifaux factions to even come close to being good at that game.

What it comes down to is that almost everything in and about the rules is there to make this game be engrossing, fast paced and easy to get into.  A minimum of rules for a game to get the maximum amount of fun out of game.

Dethtron-  So we've got all the greatest hits of every game ever here- clear, well-defined unit profiles/stats, a clear delineation of turn sequence via turn phases, and the like.

I enjoyed the pacing of the game whereby each player takes turns activating a battlegroup (usually a smallish collection of minis).  During that activation all movement, shooting, etc takes place.  This leads to a more engaged game for MTV generation types like myself who are sick of waiting 20+ minutes for our slow playing opponent to move their whole fucking horde army.

Lauby:  The alternating activation was one of the things that really hit my happy spot when I was doing my initial read through.  I've played a lot of table top games over the years - which means that I have spent innumerable hours being bored out of my goddamn skull.

Lauby and dethtron enjoy the turn order- artists rendering
Any time a game designer goes out of the way to make my opponent's turn something other than the perfect time to take a mid-game dump is a hero to me.  In this case, it also means that Dropzone Commander works at larger point levels since the players wont be waiting to take turns standing around for 2 hours.  It allows the huge games to still be games (though they will, obviously, still be longer), rather than devolving into just being a spectacle.  I'm looking at you, Warhammer 40k: Apocalypse.

Though I will say, that as good as the turn pacing is, it can take a while to set up plans and actually achieve in-game objectives.  The unit movement in the game, as you might expect, is centered on your speedy dropships.  All the cool ground stuff that actually does the fighting is actually quite slow.  I don't want to say it's a disconnect per se, but the fast pacing of the turn sequence didn't quite jive in my mind with the much slower movement of the majority of the units.

we're fast and full of other transports
Dethtron- That's where the pacing did fall off for me a little bit too.  I get that drop ships and vehicles are fast and your troops shouldn't get out of them too early, but a 2" move for basically all infantry seems a little light.  Couple that with (dis)embarkation further hampering your movement and you've got a bit of a wrench in the works.  Certain unit types seemed not to have enough time to get around the board even with transports.  I think a little streamlining and movement range increase might be in order to make claiming objectives in some missions possible.  For the record in most of the many excellent scenarios provided in the rules, infantry play a key part- if not the only part- in claiming objectives.  This makes total sense since driving an AA tank into the middle of an office building to hack their Gibson and steal all their precious files doesn't seem too realistic.

and we are slow, but necessary to winning games
One thing I'd have to say gave me a super boner is the Russian Nesting Doll effect of transports.  This helps to mitigate the limited range of units a bit as your drop ship may be carrying APCs which are carrying infantry.  I seem to recall that there's a limited number of disembarktion moves a unit can make, but I believe it was possible to move and land a drop ship, shoot out your APC, move it, then disembark your infantry.  Since units leave within a 2 or 3" radius of their transport, you get to add a little bit of distance to your moves in this fashion.


Lauby:  Now we're getting into our, admittedly, limited play experience here, but the direction Hawk wargames went with movement in Dropzone Commander will take some getting used to for new players.  Especially when compared to the move distances you're all likely used to in other games.  We're not saying that this is a bad thing.  It's just it's a clear, intentional design choice that really dictates how the game works and you (as a potential customer) need to be aware of it.

The whole idea being that you'll be relying on those drop ships to move around and that you'll be spending a great deal of time protecting them.  It's where some of the real risk elements of the game are introduced. The dropships tend to be pretty fragile and you have to have them to have a shot at winning.

 Dethtron-This is probably as good a time as any to talk about scenarios a bit.  Here's the refreshing bit of 'Hawk Wargames you is so awesome' that I love- there is no "fair fight" scenario.  There's this really nice blurb in the book that can be summarized as: 'fuck you modern warfare isn't about two sides lining up on opposite sides of the field and meeting in the center to fight and neither is future warfare gawd dammit!'

Instead most of the 12 highly developed scenarios provided center around some real world concepts like taking/holding objectives, recon, and gathering intelligence.  The intelligence gathering is one of the more fun things as you essentially have to hop your infantry from building to building to search for data while trying not to die.


here be objectives


Lauby: And we do mean trying not to do.  Not only is your opponent likely trying to shoot up your 'scoring' models, but the intelligence has a one in six chance of being a booby trap.  In other scenarios you'll conceivably be fighting over 'possible objectives' where there are a bunch of markers on the table but only a few of them are real.   About half the missions deal with some kind of random objective stuff.

Now, I have to be clear here - most of us are familiar with GW's LOL-random method of mission objectives.  However, the Hawk Wargames guys aren't hitting us with wave after wave of random bullshit.  So while Dropzone Commander is very British, I mean that in a positive way that has more to do with reality than what, say, the impression everyone seems to have due to the G-Dubs Chapter Approved party line.

Foreign perceptions of national stereotypes aside, when there is a significant element of chance in the mission goals, then there is also a significant pool of things to take that chance on.  So if you roll that first die and hit the dreaded one, you aren't screwed right away.    It's a good balance between the extremes of gaming a rigid objective system and having your chances of success being reduced to crossing your fingers and hoping you win.

Dethtron- Shooting was pretty straightforward.  Hitting and damaging units was a snap once we found the download chart.  The process made sense and followed a long tradition of similar games in its execution.  In range? Check.  Got LOS? Check.  Guns to hit rating?  Got it.  Cross reference weapons power vs opponents armor?  Donezo.

My only gripe, and this is slight, was that the "infinity" range designation on certain weapons seems myopic.  I like big games and regardless of the fact that I'm sure a railgun can shoot far as shit, can it really shoot 20' across my whole basement?  Yes this is niggling and neurotic to the point of insanity (as is my refusal to admit that 1/infinity is zero), but I said it- so there.

Lauby:  I was also a big fan of the shooting rules, but I also had a bit of a gripe (again,slight) with the ranges as well.  Most of the weapons have two ranges on their profile.  One for shooting at targets with active countermeasures and one for those without (where most of the 'infinity' ranges live).  It turns out that pretty much all of the units in the game have the countermeasures.  Except for infantry and buildings   Obviously the idea is to make the other super important unit in your army (infantry) also prone to a fair amount of risk, but it just seems like the way this was accomplished was a bit ham fisted in an otherwise elegant rule set.

Those stylistic complaints aside, I think the shooting rules are very well done and extremely easy to implement.

Dethtron- Totally, I think there was just the right mix and amount of special weapons rules.  It really added a lot of character and complexity, without throwing off the speed of game play.

Lauby:  Speaking of character, I think it's also worth mentioning that one of the really cool things about this game is how the designers managed to make all the races and units unique while constraining themselves to a few very simple and easy to parse stat lines. There are some special rules and so forth as you would expect, but you aren't going to be trying to explain 6 paragraphs of complication when they come up.  Similarly, there aren't 17 pages of racial rules to wade through and keep track of either.

seriously, how rad is this flyer?
Dethtron-  Closing out the rules are some more special rules for units like flyers.  These are pretty boilerplate and don't really fuck anything up.  Due to the speed of fighter aircraft (designated "interceptor" and "fast mover", they can pretty much show up anywhere at any time and that's just the way I like it.  The fact that they're hard to take out and are an effective way killing slower moving vehicles like drop ships and their smaller escort craft give the game a nice tactical edge in unit creation- how much AA do I need and how many flying units?  Answer- no fucking clue- haven't played this enough.

Drop ships have to land to drop troops (usually).  There's a special landing zone template that helps make sure there's enough space to do it.  This, again, adds some flavor without bogging things down.

Lauby:  Again, the game doesn't break itself to create variety.  Actually, that's a good segue into the next part of the review - the factions.


Dropzone Commander Review - The Rule Book, Part 2

Lauby:  Here we are at part 2 of the review of the Dropzone Commander main rule book - and, sadly,  it's no where near as positive as part 1.  But neither is it testicle and/or soul crushingly negative.  Oh, and in case we forgot to mention it, we are primarily reviewing the book as a physical object and information source at this point.

Dethtron- Correct, this won't be the free hand jobs for all affair that was part 1 of this review series, but neither will it be "Dropzone Commander: Operation Dumbo Drop."

Organizing a rulebook is, I'm sure, no small chore for those involved in publication, but I think there are a handful of decisions at work here that undermine an almost otherwise perfect first release.

Lauby:  Yeah, for all the amazing battle scenes, glossy paper, the pretty cool background material and the sheer amount of time that was obviously put into this book by a very small team, I felt like a lot more attention could have been paid to how all the super important information was organized.  Granted, those of you who know me are well aware that access to information is one of my things and that I tend to be a demanding about it.  However, just because the rules themselves were only 35 pages long, does not mean that a detailed index isn't required.

Not helpful.


Dethtron- The index did leave something to be desired.  I would have liked to have at least seen an entry for every special rule and weapon type.  It was difficult sometimes to find information in the rules for say a flying unit's movement when embarking troops.  Would it be in the section on flyers or movement disembarkation?  Fuck, I can't even remember where that did wind up.  I'd have to refer to the copious amount of post it notes in my rulebook to even tell you.

Lauby:  Now, we've all seen some pretty atrocious rule books in our days.  Hands down, I would say that the almost completely unusable first edition of Malifaux was the worst I've seen. Though even that had an index.  We've also all seen some really good rulebooks.  The most recent edition of Flames of War comes to mind.

Dethtron-  Agreed.  The FoW book is a textbook example in two things- 1) making a softcover binding so piss poor that it may not stand up to a single reading 2) getting your shit organizized.

What I think a lot of gaming companies should learn from FoW and, more germane to this review, what Hawk Wargames should note for Dropzone 2.0 are the following:
  • Organize chapters in terms of turn sequence.  Try to avoid separating movement or shooting rules based on unit type.  Instead include them all in movement or shooting.
  • Include a summary of each turn step at the beginning or end of a chapter.  This makes the first few games players engage in easier.  Following down the rulebook in exact page sequence during each turn helps ensure players aren't missing crucial steps.  Turns out there's a download for this, but hey, I'm lazy as hell.
  • Highlight or overview key concepts in the rules after an entry.  FoW does a great job in distinguishing BS from rules by publishing core concepts in italics, while everything that is simply further explanation or just simply page filler is in a standard font.  I love the shit out of that.
Lauby:  Further complicating the matter of finding information in the book was the way the text was formatted.  For the most part, the rulebook was done in a pretty standard, two-column format.  No problems with that - lots and lots of other companies do that.  I actually quite like it since it concentrates the usually small amount of text for special rules into easily found blocks.

The problem with Dropzone Commander, however, was that from time to time, the format would switch over to a single column format- often on the same page and sometimes even in the middle of an explanation.  This made finding information a bit more difficult than it needed to be and made a few key pieces of the book fairly difficult to actually read and process.  It's just like a good film - good editing does not draw attention to itself.


Again, I may seem like I'm being picky, but rulebooks, at their core, are information sources.  The whole point is to make the game accessible to people and to communicate the rules to people who aren't familiar with them.  There was a definite sense of impenetrability in the Dropzone Commander rulebook.  While certainly not anywhere near the level that the main Infinity rules currently enjoy (despite the fact that I love that game, I have no rational explanation for how it caught on), it is a bit frustrating and frustrating people with your primary source of information is a Bad Thing (tm).

Dethtron- Well, this is the last of my major organizational gripes about the setup of the book.  I can't recall a single rulebook I've ever read- and that even goes back to that piece of shit shit-green leaflet of a battletech rulebook from the 90s- that didn't include a section in the front or back containing charts a-plenty.  I'm all for DLC, but we shouldn't have had to take a tube ride to Internet town to get a one page collection of all the to-hit charts and all that shit.



Lauby:   I will say this, as a positive   the rules themselves were very clearly written and very easy to understand on the whole.  Again, the problem is with how the rules are organized rather than the the rules themselves.

Dethtron-  Ahhh, but Lauby, that would take us into the next part of our journey.  See you next time, kids.

Dropzone Commander Review - The Rule Book, Part 1

Dethtron- Howdy, folks, the kind people of Hawk Wargames were kind, insane, or stupid enough to send us a few copies of their 10mm scale Futuristic Fighting game set in the 27th Century, "Dropzone Commander."  To that end, we, by which I mean Lauby and myself, have gotten together, gotten drunk, played a sample game or so, and written a review.

Our actual review copy!
Lauby:  We read the rules and everything!  Now, why drunk you may ask?  Let me answer your question with some more questions:  Who are you to judge me?  I can stop anytime I want!  Also:  I'm of the opinion that if you can't play a game with a good buzz on, what's the point and why is it so complicated?  Your move, internet.

Dethtron- Today we'll be talking about the book itself.  There are some huge wins in this one and some crashing nadirs as well.

Lauby:  And we absolutely mean that - there is a pretty wide gulf in between the things done right and wrong.  We, however, will be starting this series on an extremely positive note!  This is, hands down, one of the prettiest and most artistically evocative rule books we've seen.  It really gets the imagination firing (and me making pew pew noises while reading).


Dethtron- You're right, the art is amazing in this book.  All the photography puts other mini rule books to shame.  The level of detail on the scenery (and don't worry asshole who's going to bring this up and  is all ready for a flame war in the comments- we're aware that the building kits for this are priced pretty highly [we'll address this later], but we're also aware that you're an ignorant fuck...so there's that) and all of the vignettes is amazing.  If you look really closely, you can see a freaking basketball court in the city featured on the cover. 

No basketball court here, but still rad as hell.
Lauby:  Yeah and the crazy thing about all this is that this is the FIRST edition of this book.  I remember when I got my first Warmachine rulebook (pre-remix even) and what that looked like.  Or even the first edition of Malifaux to an extent.  The level of talent and effort represented in Dropzone Commander is pretty astounding.

Obviously the presentation of the models is always going to be a huge selling point for a wargame.  Bigger, more established companies spend tons of money on in house painting teams or Ángel Giráldez (or both). The guys at Hawk Wargames, right out of the gate, have produced the kind of fully painted models, terrain and battle scenes that are absolutely up to par with the likes of Corvus Belli, Games workshop and Privateer Press.

Dethtron- Yeah, I can't figure out how their art crew pulled off a bunch of those paint jobs either.

Lauby:  I know, man!  Each of the four factions had a page or two of alternate pant schemes and there were a few that we just absolutely could not figure out how to replicate with any kind of accuracy (though I'm guessing that an airbrush is involved).  I really hope that a first expansion has some sort of hobby content  - if not for our own selfish reasons, than because I know it would be a hit with the fans.  Or at the very least some downloadable stuff over at the mothership.

Make sure you click on this for the full size version.
Dethtron- As far as the book is concerned, it's your standard softcover 152 page affair.  The binding seems pretty tight, so it should hold up pretty well.  I'd have liked to have seen a hardcover available since they lay open better, but it's still nice to see a fledgling company not cheap out and print something that will either fall apart after one read or more closely resembles low quality vintage Swedish porno mags. I'm looking at you tiny starter rulebooks made by everyone else.

Lauby:  It smelled nice too.  Recognized by bibliophiles the world over as a true mark of a good book.  Which is why, to this day, I still consider shelling out money for Forgeworld books for this very reason despite the fact that my Eldar Guardians have seen more action as PanO Fusiliers than they ever did as glorious space elfs.  But despite the pleasing aroma and excellent glossy pages, a book - a rule book in particular - needs to be judged as a source of information.

Dethtron- Then there's the layout of the book, I feel like that's something that needs to be addressed.

Lauby:  Agreed.  But we'll save that for next time.