A ground transport has no way to embark and disembark a squad in the same activation due to the unit having used it's move to embark. It makes sense that the bold text "or" on aerial transports, means they get a free embark or a free disembark but can't use both on the same activation.TimeWizard wrote: ↑Sun Jun 23, 2019 5:09 pmBut there is nothing in the rule that specifically allows a squad to embark and disembark in the same activation.
Post your reviews of DZC 2.
Re: Post your reviews of DZC 2.
- TimeWizard
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Re: Post your reviews of DZC 2.
That's correct. And after the Marauder lands to disembark the Invaders, it can take off again (but not move) so it will be in the air and only fired at by AA units.
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Re: Post your reviews of DZC 2.
Egge has the right of it.
The PHR sirens got in because they have rapid insertion.
The PHR sirens got in because they have rapid insertion.
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Re: Post your reviews of DZC 2.
Regarding Scourge, when I was putting my list together I twigged that a Marauder and 2 invaders is faster than an intruder and cheaper too.
Being able to partner Scourge Warriors with Destroyers and/or Eviscerators is also pretty awesome.
Slayers and Stalkers are excellent units. I had fun with Minders too.
I'm going to try and get another game next week and see how that plays out. It was enjoyable enough, if you're looking for fast and furious but it didn't really scratch my Dropzone itch.
Being able to partner Scourge Warriors with Destroyers and/or Eviscerators is also pretty awesome.
Slayers and Stalkers are excellent units. I had fun with Minders too.
I'm going to try and get another game next week and see how that plays out. It was enjoyable enough, if you're looking for fast and furious but it didn't really scratch my Dropzone itch.
Re: Post your reviews of DZC 2.
Hmmm, I may be wrong... but maybe in 2nd edition of dropzone players REALLY should start to enforce door's location rule?
For example, make sure that door of the building with objective pointed toward the side of table which also doesn't serve as deploy zone of any player. Maybe it would change the flow of the game?
For example, make sure that door of the building with objective pointed toward the side of table which also doesn't serve as deploy zone of any player. Maybe it would change the flow of the game?
- Bushman101
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Re: Post your reviews of DZC 2.
Played my 1st game of 2nd ed today. It was a starter box game, UCM vs PHR.
While we spend time during the game looking up rules, the flow of the actual game seems faster than 1st ed.
We were wondering what happens to infantry in a transport that is on a destroyed air transport. Are the infantry automatically lost or do I make a separate roll for each of the ground transports?
While we spend time during the game looking up rules, the flow of the actual game seems faster than 1st ed.
We were wondering what happens to infantry in a transport that is on a destroyed air transport. Are the infantry automatically lost or do I make a separate roll for each of the ground transports?
Re: Post your reviews of DZC 2.
As a stop gap rule to prevent such fast extraction, how about making "pick up Objective" an action?
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Re: Post your reviews of DZC 2.
Same issues cropping up here: http://pimpmyboardgame.com/?p=7973&fbcl ... jTVoBQiK1E
He doesn't mention the flying circus, but that's probably because they only played 1000pts.
He doesn't mention the flying circus, but that's probably because they only played 1000pts.
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Re: Post your reviews of DZC 2.
Thanks! That is my blogStompzilla wrote: ↑Mon Jun 24, 2019 8:12 pmSame issues cropping up here: http://pimpmyboardgame.com/?p=7973&fbcl ... jTVoBQiK1E
He doesn't mention the flying circus, but that's probably because they only played 1000pts.

We played a little cautious and honestly, I didn't do the math on whether my transports could get to the garrisons in turn one. We also were a bit leery about getting jumped by troops entering second. Since the transport rules (especially aerial transports) were a bit confusing and contradictory, we didn't try to abuse transports dropping off troops, letting them search, and potentially getting into a second transport to get out.
Also remember we had PHR and Resistance. The farthest our dropship + APC + infantry can get is 20". If I'm using my hovercraft, I can get 22", which is just far enough to matter for a standard 4" building but you have to figure terrain into the equation and it wouldn't work on this map.