Dropzone Commander; My First Game


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Yesterday saw the get-together of us gamers here at the floating citadel and my first real game of the much talked about Dropzone Commander.  I had heard some good reports of DZC from my fellows; notably Zombiepirate and Cerebus and after playing a demo game at Salute last month I decided to dish out the cash and go with the Shaltari.  I’ve spent the past few weeks devouring the rules, assembling models and I have now started to paint a few.  Above are the ones I’ve finished.  Yesterday’s game was a bit of an eye-opener, as none of us have seen the Shaltari in action, so I’d like to share my thoughts on the game as a whole and the Shaltari in particular.

First off is my army list.  We had decided to play a 1500pts game (about average size).  For those who are unaware, DZC has a slightly different army selection to other games.  The army is divided into battlegroups (at 1500pts a maximum of 6), and each battlegroup is divided into units (at 1500pts between 1-3).  These battlegroups activate at the same time, though they don’t have to work together.  The battlegroups have different names and compositions depending on the army but are essentially; HQ, Armour, Infantry, Special (choice of heavy support or fast scout) and Air support (Fleet).  For my army I decided to max out on Battlegroups to give me some flexibility.  I also ended up with at least one unit of everything (part be chance, part because I wanted to see what they could all do).  I have not included the two new units.  So here is the list:

  • HQ Battlegroup; 1 Coyote Warstrider with a Shaltari Warchief upgrade
  • Armour Battlegroup; 1 unit of 5 Tomahawk tanks, 1 unit of 3 Kukri AA tanks
  • Infantry Battlegroup; 2 units of 2 bases of Braves, 1 unit of 2 Thunderbird Gunships
  • Special Battlegroup 1; 1 Jaguar Warstrider, 1 Ocelot Warstrider
  • Special Battlegroup 2; 1 unit of 2 bases of Firstborns, 1 unit of Yari light tanks with AA guns
  • Fleet Battlegroup; 1 Warspear Heavy Fighter
  • Gates; 1 Gaia Heavy Gate, 2 Eden Medium Gates, 2 Spirit Light Gates, 1 Haven Terragate

In one of those rarities in gaming the army actually comes to bang on 1500pts.  The Shaltari are different from the other armies in that their transports (the teleportation gates) are not attached to specific units, but instead form a pool from which you activate the chosen gate with any battlegroup you like as the game progresses.  Each one can only be activated once though.

So how did the battle go?  My opponent was Zombiepirate with his UCM army, and then came my first surprise.  In an event that almost led to a collapse in the space-time continuum and the end of the universe as we know it…Zombiepirate had more stuff painted than me!  To be fair to my long time friend and gaming opponent, he has been putting in some work on his DZC models.  We had decided on the basic scenario of a cityscape with 5 objectives to capture and take off the table (you get one victory point if you control an objective and 2 if you get it off the table).

The game began with me being lucky, getting both the initiative and having my reserve fighter turning up to perform strafing runs (more about this brave pilot later).  All of the units are kept in readiness off the table and arrive via transports when the battlegroup becomes available.  As units cannot shoot on a turn they disembark (or dematerialize in my case) the only shots came from my fighter who swooped in and took out a light transport carrying the Wolverine scouts.  Sadly both buggies survived the crash.  Zombiepirate advanced on the two objectives nearest to him on my right flank and also to the one in the centre.  I also went for the centre and an objective on my left.  This is I think, one of the biggest differences with DZC over other gaming systems; it is designed around objective grabs, not destruction of the enemy.  DZC is more like modern warfare’s surgical strikes and rapid insertion and extraction as opposed to a more World War I style annihilation found in other games such as 40K.  This I found to be a big difference in gaming style.  As a long time Tyranid player, I am use to just throwing my troops at stuff.  With this game I really had to think and there were moments where I took a few minutes to decide which battlegroup to activate, nevermind where & what they were going to do.

As the game progressed, there were units blowing up a plenty.  The first big casualty was my Coyote Command Warstrider, which got taken out by the UCM tanks and some excellent shooting on the part of Zombiepirate.  My shield rolls failed me, but luckily the escape module worked and my commander survived the game (unlike the UCM commander), allowing me to still use the command cards.  Casualties on my side were fairly light.  It may only be a 5+ save those shields give me, but I made some fantastic rolls.  My fighter pilot gained a promotion when he flew threw the entire UCM AA fire to strike the heavy dropship and come out the other end without so much as the paint being scratched.  The centre witnessed the biggest rumble of the game with opposing infantry fighting room-to-room for the objective and my Firstborns showing why they are elite infantry and cutting apart the UCM infantry.  The game eventually ended up with Zombiepirate scoring 4 VP to my 3.  So victory to the UCM.  This I put down mostly to lack of experience on my part.  As Cerebus can attest, I left an infantry unit out of most of the game instead of sending it to the final objective earlier in the game…I just thought too much about destroying my enemy instead of objectives… oh well learning curve.

Shaltari army thoughts and the things I learnt.  They make a very different army.  Not having dedicated transports means you can do what I did a few times and relocate units across the battlefield in seconds, so long as the gates are there.  Such shannigans can be really good when timed well.  The disadvantage to this, any unit that dematerializes cannot shoot that turn.  The fact that Shaltari gates continue to carry objectives when a unit passes through it, means that the gate can get the objective off the field whilst your unit searches for another.  The 30″ movement of the light gate is scarily fast in a game where most ground units move 4″ or less.  The tanks have some awesome firepower (though I do hate the armour 10 on the UCM…it makes them so hard to destroy).  I would recommend always moving 6″ to give the enemy the to hit penalty and help make the most of your armour 7 and 5+ save tanks.  AA vehicles are  a MUST in this game.  Having my fighter flying up and down the UCM lines, picking out targets was a great advantage…though after my game I’d recommend attack small-medium transports as they will carry the infantry & objectives off the table…and not the big transports which deliver the tanks (once they’ve dropped the armour they really don’t do much else).  Without a save aircraft go down easily to AA fire and having good flak cover means your enemy really has to think about where to put their air support and “do I risk it?” moments are common.  The warstriders…mixed feelings about these.  My commander was unlucky getting one-shotted in the second turn.  The Jaguar performed well, taking out tanks and coming with its own AA guns extends your flak shield.  The Ocelot however I’m not sure about.  It is one of my favorite looking Shaltari models, but I found that its one-shot particle cannon not much use.  The problem is that it cannot move & fire, which restricts it somewhat and although the gun is epic in its power, it’s still only 1 shot.  The best use I can see for it is when your enemy brings their own heavy armour which will have multiple hit points, then the high chance of doing double damage will really pay off.  The Thunderbird Gunships are my other favorite Shaltari model, but they need to be kept out of AA range as they are vulnerable to it.  I’d still keep them in the army as if there is no AA guns, these units can roam free around the table.  After playing the game, I have realised what my fellow gamers have; Infantry is key.  You really need to get as much Infantry as possible…somewhat a weakness of the Shaltari as their Infantry only come in units of 2 bases (opposed to 3 for most armies) and they only have 3 hit points (unlike the 5 of most armies).  This being said they are very dangerous in combat.  With an Armour of 4 they can only be wounded on 6s in close combat, so get them into a building and they will be almost impossible to take out.  The Firstborns are even tougher having 12 attacks per base and a 4+ save in combat.  It was they who won me the combat in the centre and killed 3 bases on UCM infantry in a single combat with only 1 hit in return.  Another unit that will be a must I think.

Conclusions of the Shaltari;  Use your speed as much as you can: your skimmers are harder to hit if they move 6″ or more, the ability to move your infantry from objective holding in a building, to gate, to inside another building to find another objective is fantastic.  The gates holding the objectives frees up your limited supply of infantry to look for another.  This is perhaps their biggest tactical advantage.  The 5+ save is good, but don’t rely on it all the time.  My fighter pilot go lucky, my commander less so.  As for the game itself, different and fantastic.  It is very different to anything else I have played and really makes you think about your army choices and how you are playing.  You can’t go into autopilot gaming mode, you need to think.  Great game, look forward to more.

6 Inch Move Review – Hawk Wargames Cityscape


Cityscape_website_1_mediumMore grist for the Dropzone mill today as we take a look at the Cityscape terrain set from Hawk Wargames. When Carabus and I took a trip to visit Hawk and playtest the game prior to release we got to use the display terrain that we’d seen at Salute and that was in all the artwork. Dave explained about the customisation of the tiles and that they were going to be a premium product not designed for general consumption. I don’t think anyone was expecting it to be quite as expensive as it was, but there we go. Hawk also did release a lot of their terrain as free downloads which is more than a lot of other companies do.

Still, with a 10mm scale game rather than the far more prevalent 28mm we’re used to dealing with getting the right terrain means getting something in fresh rather than reusing something bought years ago. I’d seen the cityscape on Hawk’s website but not really given it a thought, I mean, a 6′ x 4′ battlefield for £30, can’t be all that good can it? As we kind of experience a gaming drought post Salute last year things around the floating citadel just didn’t play out as we’d all hoped. This meant that we didn’t get to see our DzC stuff on the table, nor show it off to anyone else as we had planned to do.

So it was that when we went to Salute this year Dropzone Commander wasn’t really on our radar. We planned on stopping by and checking in with Dave but not much else other than that. Fate it seems like to give us a good nudge every now and again. Gribblin and nBreaker got to enjoy a demo game, suitably impressed they bought in, as we knew they would. However, we also got to see the Cityscape up close and personal. It may only be card but it’s of a very high quality and looked excellent. Free buildings from the kit were being handed out on the stand too so we got to have a quick look at what they were like. For £30 this seemed like a steal now that I’d clapped eyes on the things so I picked one up to give us a battlefield that would be compliant with the scale, the objective based nature of the game and friendly on the wallet.

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First up I need to tell you that the thing is heavy! We’ve actually got two of the things so I spent a lot of time with plastic bag handles trying to sever my fingers through the afternoon. This will also mean that we can have more than one game going at a time, or just use a really huge battlefield in a multiplayer game. When you open the box up everything is nice and securely padded with bubble wrap and it does feel like a meaty package. When you open it up you’re treated to all the flat packed buildings, pre-scored to make for easy assembly. I spent a couple of hours on Saturday putting the whole thing together. There’s a large stack of double-sided base tiles to use too. You may be better off choosing a layout and then gluing these to a board to give them some stability and stop them from moving on the table although obviously you’ll then have to store yet more terrain boards.

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That really is a wad of card you get. Each building just pops open, the roof is then glued down to make the structure rigid, each wall then has a fold on top where you fold down a small flap to “warp” over the top to give you a lip to stop stuff falling off as well as make things look prettier than just having bare white card. I used common, run of the mill PVA to glue mine together. Not watered down, just fresh out of the bottle. I applied this liberally to the roof tabs and also to the flaps. If you want to save yourself a lot of time sat still holding things then I’ll pass on a tip we got from Bex at the show, use bull-dog clips! I put forward exhibit A to show you how I did it;

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This works really well and I found that the glue stuck very quickly using this method. I only had the one pack of clips, which wasn’t a problem but I’d suggest people get two if they want to try assembly in this way as it would have just been a nicer experience if I wasn’t taking them off and using them again on the same walls of some of the larger buildings.

The only problem I see with the whole thing is that the buildings are probably going to easily be knocked about a little when gaming. Now this is nothing new but as this terrain is so light in individual pieces I can see this being more of an issue than with other, heavier terrain pieces, but for the price I’m not sure you can really argue against it.

We’re hoping to have a game using it very soon, if I’m feeling generous I might even take some piccies of it in use. However, from an assembly point of view and seeing it all together I must say that this really is a bargain and a very nice set, for the price you’d pay for a single kit from other manufacturers you have a full battlefield to play over. I am really looking forward to using it. Although I might let some of the other guys have a go at assembling the other set so I can get on with getting my army painted.

 

Shaltari, Salute and my first painted model


DSCF3831Well, it’s been a week since those of us here at the floating citadel went on our outing to Salute.  As had already been stated we all enjoyed the show and (some of us anyway) spent more money than intended.  My own bank account was somewhat lighter by the end of the day.  There was the usual displays and shopping opportunities, participation games and people dressed up as Imperial Storm Troopers.

For me the most influential event of the day was a participation game of Dropzone Commander.  Our regular readers will remember the excitement that this game created after last years Salute.  Despite two of my co-writers buying into the game when it was first released, I decided to wait until I’d played a demo game.  Unfortunately due to one thing or another one hadn’t happened, so last Saturday was the first time I got to see the game in action.  My overall impression…I see why so many people have been raving about it.  It is game unlike anything I have played before, being based on a 10mm scale sci-fi world with the emphasis on dropships, battlegroups and rapid insertion & extraction.  The game is fast pace, easy to pick up and yet very tactical.  Myself and nBreaker were playing the Scourge, and enjoyed the sheer destruction (between us and the UCM we took down 3 rather large builds, not bad for a beginner game), eventually wining by a single tank and dropship.

The game was fun enough for me to part with some money, and I bought the Shaltari Large Army deal with case.  Being Salute and a special event day the rulebook was included for free with any Large or Mega army so woohoo!  Then came lunch, and looking over my purchase whilst eating a sandwich I noticed that there was too much in the box…I been given a Mega deal by mistake.  Being a nice guy I went back to them and told the folks at Hawk Wargames.  The situation was resolved to our mutual satisfaction and I am the proud owner of a Shaltari Mega Army, so a big thumbs up to the guys at Hawk Wargames for their customer service!  I will be buying more in the future…just give me time to paint everything else first.

One and off this week I have started painting the miniatures, and above is the first one that is finished; a Shaltari Warspear fighter.  I look forward to my first game with my associates here at 6 Inch Move.

Dropzone Commander – Painting the PHR Athena WiP – Pt 2


So there has been a lot of support for my attempts at a digital cammo, thank you all :)

I have taken the Athena a little further adding some weathering and adding cammo to the bottom of the aircraft, it looks a little shiny as I have added coats of varnish to protect the initial layers and allow the enamel wash to flow better, have a look:

I used the Mig Productions Dark Wash on the Athena and I think it came out a little too dark for my liking, so I have been looking for something that should work better with the Greys and blues I have used. I found a product from AK Interactive that I hope will work, the AK072 Early Panzers Weathering Set

AK 072 Early Panzers Weathering Set

AK 072 Early Panzers Weathering Set

“We have designed this set for all those modellers who love early German vehicles, or to put it another way, all those painted in Panzer Grey. The set includes all the basic products you need to do a near total weathering effect. The set contains a filter, a wash and a product to do streaking grime over the famous Panzer Grey.”

Being a huge WW2 fan and loving German armour (Although not the early period) I had similar products for the Tricolour systems from Mig Productions, so to try the AK Interactive ones made by MIG was a natural step.

A lot of people seem interested in how I do my Digital patterns, well it’s no real secret I just use a mask and many thin coats via an airbrush. I think I may have to do a tutorial, if enough people are interested.

Cheers

Carabus

Dropzone Commander – Painting the PHR Athena WiP


So following on from ZombiePirate’s post, I thought I would add some images of a work in progress on my version of the Athena. I got this miniature off Dave when we went down to playtest the game and is not from my Mega Premimum I brought.

So my thought has always been to do a Digital cammo style for the PHR I thought it would suit them, especially as they are cybernetic. So I was torn on colour choice, desert style like the original’s painted by Dave, greens and browns for a more woodland style table. I decided to go with a desert sandy colour.

So here is my first test version:

I liked some of the colour choices, I didn’t like how I ended up with a ridge because I had put down to thick a layer of paint, it’s also hard to get all the lines to well line up together. So overall while i liked it I didn’t love it. So my next plan was to strip it down, which I did in a Dettol bath (it strip fine, no problems BTW) and re-primed for my next attempt. Before doing so I considered dropping one of the colours, also making the pattern of colours a little larger or more blocky (my word for it) but how to do this.

I started looking around on the web, as you do looking for inspiration and got a test game in with ZombiePirate and realized that most game are on city terrain types. So desert would not be the most effective cammo, urban would! So I looked around at urban style cammo on Google, found some I liked.

To make sure I paint with the right colours I have a painting book, a little book with which I write any recipes of colours used and paint in little swatches so I can see what the colours look like before painting. I did the same for the urban style I was looking at, it’s on the same page as the desert colours I used if you are interested from the Model Air range.

So with colours picked, I broke out the airbrush to give the cammo another try, this time urban. Here are the results:

I have to say I was really pleased with the colour choices, they seemed to work very well, even better in person. I was also pleased with the more “Blocky” style this seemed to work a lot better.

What do you think?

Carabus

DropZone Commander – Just for fun!


Well it’s been a while since my last post this is mainly due to a series of a bad luck, my hard drive dies on the PC, good old RAID Stipe kills 2TB of content and files. Work has a net issue effectivly cutting me off from the web anywhere other than on the xBox. How did we cope with out it?

Any way enough rambling, I did have a go at some images inspired by the art work on the cover of the excellent DzC rules, and got a quick game in with ZombiePirate. Check out the images:

PHR

UCM

The Scourge

Sorry about the lack of Shaltari image it died with the hard drive :(

Carabus

Dropzone Commander – Rulebook Review


DropZone Commander Cover Art

Last night I sat down to start working out the basic force for my Dropzone Commander UCM army. I’ve read the rules cover to cover now and am therefore trying to make a list so that I know what to assemble and paint first, there’s no use me frantically putting everything together and then trying to get a game in and finding that the stuff I’ve yet to get to is exactly what I need. After some brief Maths I found that the UCM Mega army comes in at 2320 points. That’s without organising things into battlegroups and without taking any upgrades or paying for a commander. The Kodiak is included but you’d need to spend at least another 35 points to get a basic commander in there.

However, that’s not really what I want to be sharing today. After having spent a good amount of time with the rules I thought I’d share my thoughts on them as well as on the actual book itself. When the 6 Inch Move posse first clapped eyes on DzC way back at Salute we were blown away by the quality of the models and I believe that we weren’t the only ones. Reading various fora on the Internet has certainly shown that we were not alone. One thing that did concern us was that on the day Hawk were remarkably quiet on the pricing and any details on the rules. Obviously this trend continued as we counted down the days (and in some cases hours and minutes) until the various milestones were met.

While the models were screaming at us to buy them, they really are very nice after all, we were very worried about the rules. As with any game the rules are the meat and potatoes, without a set of rules these fantastic models would just be ornaments sitting on a shelf. After we saw the website go live and were then privy to the costs we were even more worried as we then saw that this game was going to require a significant outlay and we didn’t want to spend all that money only to have the rules suck and then we’d feel rather short-changed.

As you know luck was with us as we got invited down to Hawk HQ for a game with the man himself. A great day was had and although it was rather a long one (the Burger King on the way home helped) it left us in a much more favourable position concerning the game overall. After that initial taste Carabus and I both threw down our cash for a Mega Premium army each and all we’d done was play one game. Getting our greedy little mitts on the rulebook itself was something we were then eager for as the release date approached.

Now that I have the thing physically in hand I must say that my first impressions are very, very positive. I’d seen the draft during our visit and I’ll admit that I had concerns about the quality of the book, £15 isn’t a lot after all as I’m used to seeing books in the £20-30 range. However, once I opened it up and had a flick through it I can happily say that I ate my words as I’ve not seen many books that are of this quality. The heady waft of “new book smell” aside the paper is nice and thick, the printing very good and the layout is among the best that I have seen. Everything appears pretty much where you’d expect it to be as you go through. The wording is clear and concise, things are explained well with diagrams where necessary. I can’t see there being a lot of room for dispute with things in DzC, from a first read through things look very tightly written. Obviously final judgements will have to be reserved until we’ve got some games under our collective belts but I’ve read rules in the past where I’ve picked up on things very quickly that could be ambiguous or interpreted in various ways. GW are rather infamous for leaving things open to interpretation.

The book starts with a brief introduction into the history of the galaxy, all from the UCM’s point of view, something I like very much, not least because they are my faction but because it makes sense to see things like that. You learn about mankind’s contact with the various alien races as well as where those dirty PHR folks came from, traitorous scum that they are! Then follows the rules, laid out in a nice format that explains every section in the right amount of detail. There wasn’t much that seemed difficult to understand and nothing that was really tricky if you spent a few minutes looking things over and giving it some thought. Once you’ve gone through all the rules each faction has its own section of the book which explains their individual background and technology before giving you the complete army list to select your force from. Each army section also includes the battlegroup force organisation chart for that particular army. While these look a little complicated to start with they’re actually quite simple once you figure it out and all the information is there for you to do it. Building an army list is quite an involved process as you make sure you adhere to the various rules (no battle group may exceed more than a third of the total army value for instance). You need to make sure your stuff has the right transports for use in the game as well as working out where in an activation you want certain units if you have a choice of which battlegroup those units can go in. I must say that I like having to think about things like this.

DropZone Commander

What I have missed out is that between the rules and the army lists there is a selection of scenarios. These are also very well laid out, it gives you recommended terrain levels depending not only on the size of your game but also based on how many players there are. Dave has obviously put a lot of time and thought into what people are likely to want to do with the game and tried to cater to those possibilities.

For those of you still on the fence about the game let me give you a few details on the rules now things are out and about. Believe me when I say you could do far worse than spend £15 on the book and then let that guide your decision of whether or not you want to play.

A typical scenario runs for 6 turns in an alternating activation turn sequence. Activations are performed by battlegroups which is a collection of squads and their transports. There is plenty of customisability in just what you take in each battlegroup. For instance in a clash (the mid-sized game) you are required to take one command battlegroup, one infantry battlegroup and one armour battlegroup. Within each of those groups you have a choice again of what to take to fill that group, the options available fit with what type of battlegroup it is. For example you won’t be putting in your heavy tanks into an infantry group. There are also a maximum number of battlegroups dependant on army size.

When a battlegroup activates all the models in it activate, they can move and shoot or shoot and move, but all units have to perform those actions at the same time. This gives the order in which you activate your battlegroups an extra layer of importance, you’ll have to be thinking ahead as well, just because you’ve activated one battlegroup to set in motion your grand plan doesn’t mean your opponent won’t screw it up if he activates the “wrong” battlegroup in the following activation before you get to activate the group you want in order for your plan to work.

The fastest moving models are generally the drop ships, anything ground based is normally significantly slower although I will mention that the Scourge APCs little turbo boost rule came out of discussions between myself, Carabus and the Shell Case chaps when we were playing our demo game. Movement must be considered as you can only move up to half of your allowance if you want to embark or disembark transported units. You’ll also not necessarily want to be exposing your stuff on a drop-off. Movement is vital to how this game plays and will need to be carefully considered. Most units have weapons with which to shoot. Close combat only happens in buildings when troops fight each other, normally over an objective. Other than that everything is a shooting attack, after all, why bring a knife to a gun fight? Every unit with a ranged weapon has a chart which provides details of that weapon. They each have a number of shots they fire and an accuracy value. The accuracy of a weapon shows the results on a single D6 that is needed for a hit. There are also two ranges to the weapon, a full range and a countered range. The countered range is used against a target that has Active countermeasures (pretty much everything in the game), against anything else you use the other value. There is also an MF value which is the maximum value that the model can move in order to shoot that weapon. If a hit is rolled you use a table to work out the roll “to wound” this pits the weapon’s Energy value (a number between 1 and 13) against the Armour of the target (a number between 1 and 10). For instance if an Energy 8 gun hits an Armour 8 target then you need a 5+ in order to damage it. If a model has Passive countermeasure then they can take a saving throw to stop the hit. Otherwise it’s a single damage point with each unit having a number of DP. Once the DP is gone that unit is destroyed. It’s a simple enough system to learn but with plenty of variety that I don’t really have the space to go in to. There are also a number of special rules for other weapons that make things really interesting in how they are used. Generally each weapon falls into either anti-armour, anti-air or anti-infantry and they don’t tend to be all that good when used outside of their main purpose.

DropZone Commander

Battles are not really geared for a straight up shoot out either, you’ll be playing over objectives in every single one of the rulebook scenarios and I’m really happy with that. All too often some games systems come down to a giant melee in the middle where the vagaries of dice rolls have more to do with the result of the game than a player’s strategy and tactics. Personally if I want to win or lose on a dice roll I can play Snakes and Ladders.

Without wanting to sound like a gushing fanboi this is one of the nicest books I’ve had in my hands for a long time. I quite like reading rulebooks for stuff and have far more than I am ever going to use for gaming. We are all aware of just how much hard work and effort Dave has put into his products and this is another piece of evidence of just how important quality is to him. I’m very happy with it. Now, to properly review it I must put any negatives there are. Luckily, these are slim and easily correctable. We’ve seen the Errata grow in the past week to correct some of the errors in the book, overall all that I have found has been some typos and a few grammar errors (over my past two jobs I’ve edited stuff in a very unofficial capacity within the departments I’ve been in, I’m known as being a stickler for properly punctuated and grammatically correct sentences). These stand out to me because I’m rather hard on myself when these things crop up – so Dave, if you need another proof reader I’m happy to offer my services :)

I look forward to now sitting down with hobby knife and superglue and getting my stuff on the table so I can really start to enjoy what we’ve got here. Personally, I think there are going to be a lot of happy hobbyists out there as I think the excitement of this game is just beginning.

Dropzone Commander – Unboxing the UCM


It finally happened! Almost a week ago the long-awaited and much-anticipated Dropzone Commander appeared in the wild. Those of us here at the 6 Inch Move floating citadel have been positively aquiver with excitement. After all, we’ve been waiting since Salute and while we’ve been treated to a few news items here and there, information has been a little sparse since we first stumbled across the stand at Salute.

Due to various issues of home finance I didn’t get to put in my pre-order until very late. I had it all planned by then a spanner was thrown in the proverbial works and I had to wait. I managed to put in my order on the last day of the pre-orders being set for shipping on July 27th, although it was rather late in the day when I managed to get to do it. I received my goodies on the Wednesday of last week, which was good news as I had the rest of the week off work. Unfortunately my wife is on her holidays at the moment and therefore I had to share my time and actually had to go out and do things rather than being allowed to play with my new toys. Nevertheless I’ve managed to get some good time with the rulebook and have read most of it other than some bits of the background in the army lists. However, I’ll be reviewing the rulebook separately in another post.

As I made mention of on multiple occasions now I am a big fan of the large and mega army deals. I personally went for the UCM Mega Premium, yes it’s pricey but it contains everything I think I’ll be needing for a good while. I actually first unveiled this to Carabus as he had already received his PHR Mega Premium the previous day. We had a good rummage through before I put everything back in the box to save for later. I’ve therefore included some photos in this post to show how things arrive. The Dropzone Commander case is your basic KR cardboard one but with the faction specific foam for your army, this is really good as it gives everything a home right off the bat. All your models are crammed into the various holes and the cutouts are there to safely cushion and transport your goodies as they are taken wherever they’re going to give someone a good drubbing. It’s really nicely put together. My only real criticism (and it really is very minor) is that it would be nice to have a paper sleeve around the case to show you what you get in it and to give you some references to work from later. As I said this is a very minor concern and I understand why there isn’t one considering these deals are not available in any stores, online or otherwise, outside of Hawk.

When you pop it open there really is a lot of stuff crammed in there. Mine all arrived in good order. I’ve had a chance to look through pretty much everything that came with it and am very happy with the standard of casting. There are a few tiny miscasts which will be irrelevant once the miniatures are painted. In fact the worst that I have to deal with is literally two or three tiny bubbles on the rear engine cowl of one of my Albatrosses. Other than that everything is the same quality as what I saw at Salute. I know Carabus has a few more issues but we’re expecting the odd thing here and there with a new product line and I’ve not seen anything on the same scale that puts this in the same basket as Finecast.

Each unit comes in its own little bag so as soon as you crack one open you’ve got a whole squad ready to use there and then. As mentioned in the “Working with Resin” download from the Hawk site the resin glues together VERY fast and I am not kidding you when I say you will not break that bond. I think the resin will actually decay first before the glue weakens so another voice adding to the caution you should take when putting stuff together. Make sure you’ve got stuff positioned right because once you press two things together you’ve only got a few seconds before it’s stuck for good!

I hope the pictures help show what you get for your money. I’m really happy with the stuff that I have, I’ve not heard anything from anyone outside of Carabus yet so I’m just putting my personal experience out there. I’m a happy customer and looking forward to getting this stuff on the table. I have a colour scheme in mind and things are already starting to be assembled. I’m already anticipating not being able to fit everything I want into my army so we’ll have to see how I go. What list I pick will also determine what stuff gets painted and done first.

DropZone Commander – Newsletter and downloads available


Well i have had confirmation that my order is on the way, I am very excited! Sadly it appears that Zombiepirate will be waiting for his a little longer, which is not only frustrating for him but me as well. As some of you may know I forgot to order the rules with my initial order so Zombiepirate was kind enough to add it to his. (I had to buy him the 40k 6TH Ed rulebook in recompense)

So Dave has put up the first Newsletter from Hawk Wargames and uploaded loads of file from quick reference sheets, tokens and loads and LOADS of buildings to download and print.

Here is the Newsletter

Newsletter #1, 23/07/2012

It’s finally pre-order ship day!

It’s been a long road and a long wait, but at last Dropzone Commander is escaping into the wild! First off, I’d like to thank those who pre-ordered products and all those who’ve been patient with me in particular. It’s been a very tough month which has demanded a whole new level of exertion from all of us!

It’s been 2 years and 8 months since I first put pen to paper and I’m excited to finally be able to let DZC loose. We’ve given it absolutely everything we could and I hope that you’ll feel that our efforts and your patience have been well worth it!

Little bundles of joy

Little bundles of joy ready to leave Hawk wargames

Aside from this, we also have several other pieces of news:

1) Downloadable Buildings now available!

Structures are important in games of DZC and we appreciate that many players don’t have a large stock of buildings already in place, especially in 10mm scale. We felt that for a new game the cost and availability of scenery should not be either a barrier to entry or to playing the game as it was meant to be played. As such, we’ve created a vast selection of self-print buildings available for you to download and build at home which are absolutely free!

Our Downloadable Buildings are totally accurate in scale, and are cross-compatible with all our future scenery lines. This means you’ll be able to add detailed resin accents to these buildings, use resin lobbies and card upper stories – anything you want!

Aside from this, we also have several other pieces of news:

1) Downloadable Buildings now available!

Structures are important in games of DZC and we appreciate that many players don’t have a large stock of buildings already in place, especially in 10mm scale. We felt that for a new game the cost and availability of scenery should not be either a barrier to entry or to playing the game as it was meant to be played. As such, we’ve created a vast selection of self-print buildings available for you to download and build at home which are absolutely free!

Our Downloadable Buildings are totally accurate in scale, and are cross-compatible with all our future scenery lines. This means you’ll be able to add detailed resin accents to these buildings, use resin lobbies and card upper stories – anything you want!

Free printable buildings from Hawk Wargames

Free printable buildings from Hawk Wargames

2) Token sheet downloads now available:

While DZC does not rely heavily on the use of tokens, some are always useful. The general token sheet is available in print form in the back of the rulebook, but has also been made available online to provide an easy print option. We will be producing physical tokens, but in the meantime these should serve you well.

We’ve also included a set of Carriage Tokens for each race except for the Shaltari, who don’t need them. These aren’t mentioned in the book since they’re not officially required. Their purpose is to indicate a dropship’s content easily, making it simple to remember what is carrying what (especially when you’re not yet familiar with your army!). Simply cut them out including the slot running to the centre, which allows them to slide onto the dropship’s flying base.

Quick Reference

Quick Reference

3) Other gaming aid downloads now available:

We’ve produced a quick reference sheet for all the general use tables in the rulebook. We hope you’ll find it useful during games! We’ve also released a quick prompt guide to The Turn Sequence.

4) New product photos

Product photos have now been added to the Hawk Wargames website for the Rulebook, Command Cards and for the Starter Army retail boxes

New product images

New product images

5) Facebook Live Chat 02/08/2012

Since the last Facebook Live Chat was such a success, I’ve decided to run another on Thursday, August 2nd. Just as last time, I will be on Facebook from 9am to 9pm GMT, hopefully giving most people a window in which to chat and ask questions. With a brand new ruleset and range I’m sure there be lots to discuss! In addition to this, I’ll be on Facebook frequently in the next few weeks and will of course be able to answer questions outside the Live Chat.

6) The Hawk Widget

We’ve added an extra component to all our kits which use flying bases! It’s a small, injection moulded, non-brittle clear acrylic part which can be glued to the resin hull (but NOT the flying base) of all our aerial units. This piece tightly holds the main stem of the flying base when in use through friction, preventing the dreaded wobble during games. Once you’ve finished playing, simply remove the flying base and store separately in transit. This makes it much easier to store and transport your models (all our custom cut KR cases feature spaces for detached flying bases).
Please bear in mind that these are small, clear components which are packaged loose inside blisters and bagged with flying bases – be careful not to lose them!

7) Demand and Stock Levels

The response to Dropzone Commander so far has been fantastic, and well beyond our initial estimations. We are working as hard as we can to keep up with demand, and are currently in the process of upgrading our tooling to double the rate of production. In the short term we feel we should make new customers aware that it may take a short while to fulfil new orders in the next few weeks while we undertake this transition. As such, we have updated the product descriptions on our site to state this.

8) In-store availability

We fully intend to make Dropzone Commander widely available in stores as fast as humanly possible. With the pressure of the expansion (not to mention getting everything ready on time!) we simply haven’t had the time to organise and coordinate a formal in-store release date.

Shipments to our distributors will leave us on Friday 27th, and should begin arriving in stores at the start of August. We will be able to deal with stores direct as soon as our production rate increase is complete (we are currently waiting on the arrival of new equipment which is due by the end of the month).
In the meantime, we thank stores for bearing with us, and will be prioritising and covering the needs of those who have already contacted us as soon as we can.

I hope you all enjoy your products!

- David J Lewis,

- ENDS -

All the files can be found in the download section of the website:
http://www.hawkwargames.com/pages/downloads

See you all on the Facebook Live Chat 02/08/2012

Enjoy

Carabus