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Dropzone comander
Dropzone comander




Might have stolen this picture from TT-Combat I think this is a good step.Īnd the game is as beautiful as ever and with the addition of new models like the small HQ models it really shows TT have a interest in the game. The change to activating and just shooting at a target squad is much easier to grasp. Many new players found the calculations a bit tedious. The CQB in the first ed was something that often came up as problematic. Though I think they could be 1 for holding and 1 for having the most within 6". Just different and the models are important as the placement of the models are important.įocal points changed a little so now there is a point to be first on them. We can discuss how good those rules are now but overall they aren't bad per say. Now we have the option to play in a woodland scenery.įast movers are now models being used. Have a piece of square base and place a tree on top. Area terrain woods are still some of the easiest way to make terrain. With the new rules the addition of woods as Garrison you can really have a very versatile gaming table. And in many aspects of the points above they did alright. The good with version 2.So when version 2 came I was very eager to see on how the game were going to be improved.

  • Then we of course had many smaller things that could be addressed.
  • The new models tended to do several things at once. You had the Standard tank from UCM, the skimmer version with short range in the Scourge, the Skimmer version with passive save and longer range in Shaltari och Walker with double DP, less armour but better weapon in the PHR. For instance, the main tank in the four first factions was pretty similar and had only slightly small changes. Meaning they had played the mission instead of focusing on killing the opponent's models. I did a lot of rants about how Recon and Target's of opportunities usually gave the victory to the person with least kill points.
  • Focal points was a little to much focused on killing the opponent.
  • This was countered with variation in missions but it was still a little over the top.
  • Walk-on-demolish was a little to effective.
  • You have one large Battlegroup that you activate last in one turn and then first in the next making sure you get a double activation with that squad causing lots of problem.
  • I always thought that the "double tap" was very effective.
  • 6 in a battle meant that many people used "dead activations" where they didn't actually move anything into the table.

    dropzone comander

    The amount of battlegroups was a little to high.You tended not to use the models even as markers. Fast movers' models was completely pointless.It was missing rules for woods with similar rules as the buildings.Some balance issues was shown as well as some power creep. It had been severely tested (sucessfully) as a tournament game and had many types of missions that can be described as fun and casual. The first version of Dropzone - while a masterpiece - had some things that after a time could improve. There are as many opinions as there are people. Note that all this are of course just subjective opinions.

    dropzone comander

    while I think that version 1 is clearly superior I still think that version 2 did several things right. I thought to describe my opinion about 2.X. Several changes felt like a step back from the game I had come to love and I wasn't alone in thinking that the new version screwed up many things of what I liked about version 1. Perfectly for foundries and a large shipyard complex.Īs version 2.0 of Dropzone came out the game basically died here. Named after the Norse mythology Nidavellir, the world of the dwarves, for its rich mineral and metal resources. After the survivors made contact with the now formed UCM the area have been put to good use. The scatter of large rocks and the natural background radioactivity have created a hiding place. It is believed it was created after an extremely unlikely collision of two larger celestial body, with no stronger gravity pull in the vicinity this collection of minerals and rocks have held together by their own combined pull of each other. Exactly how this place come to be, far from any sun, placed in between systems is not known. A collection of large rocks, asteroids in different sizes and collection of dust and sand. And that’s how the Nidavellir belt was discovered. Many of this ships found themselves alone in the dark, to close to a star or a black hole and perished but some made it to an empty place in space. The Nidavellir Shipyard is a large UCM Shipyard hidden far away from any planetary system.Īfter the scattering of humans after the first Scourge attack many ships used their ftl drives and made an random Foldspace jump just to get away.






    Dropzone comander