![]() The worst bit is it’s not even modern naval wargaming. Often they’re just a straight copying across of the tactics, weapons and terminology from naval wargaming. I’ve got to admit my bias here: most current space games make me bang my head against the wall. The game includes a lot of well thought-out ideas. Motherships and strike carriers will be deploying dropships (or equivalent alien tech) to move troops down to the surface. I really like games that have some context at higher or lower scales like this.įleets consist of large capital ships and fight with onboard weapons as well as squadrons of fighters and bombers. It’s all about winning the space battle so that you can control the ground war. Opposing fleets fight to control objectives on the surface by dropping troops on them. The basic starter plus a commander and some exotic units for flavour.Dropfleet battles take place in orbit over a planet. A lot of minutaie was discarded (this might be a con to some gamers who like that sort of thing but I'm at a place in my gaming career now where clean, fast rules are preferred).Īfter this, I think a skirmish game of up to 999 points is the way to go. Everything just feels more streamlined and cleaner with less cruft to wade through. CQB in buildings was greatly simplified, thank the RNG deities! Unit stats are more streamlined and clearer. I think landing templates were done away with. Awesome!ĭZC 2.0 is definitely more streamlined than 1.0. ![]() ![]() Many exciting moments to be had with the failed PHR brain fart at least providing a cinematic moment when the fleeing Scourge Warriors made it all the way to their base, running under fire, away from a crashed dropship and a burning AFV. Other than that, the few rules questions I had were probably answered after reading the rules again. Can I search or do other stuff after I disembark into a building? What happens when I enter an occupied building?Īnd that brain fart ensured that the PHR (which could've won 3-2 or drew 2-2) in fact LOST 2-3. It’s pretty risky embarking onto their Juno APC when 2 Scourge Hunters are lurking around the corner.ĪAR: a bit vague here about embarking/disembarking. The Immortal squad found the objective in their building (finally!!!) and moved to the building edge. and got a rude shock when all shots missed!!! The remaining two Marauders moved in to finish off the Phobos. Not being able to evacuate in time, they moved into the Center of the building, prevent them from being shot at from the outside. The Warriors in the central building wiped out the remaining Immortals and grabbed the objective. Lesson learned: an objective in hand is worth 2 VPs from a fleeing enemy.) Then run for the Neptune dropship and it's off to the map edge. Should actually have evacuated the Immortal squad in the central building as it already had the objective, then embarked onto the waiting Juno. Including which side to move the Phobos’ to. ![]() Poor tactical choices on the part of the PHR. Now the Scourge have 3 VPs to a potential 1-2 for the PHR. The fleeing Warriors activated and ran to within 1" of the edge of the table! Thus triggering the mission's escape clause and that's 2VPs in the bag for the Scourge. The Scourge activated their Frontline battlesquads. ![]()
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