This is my first battle report with the v2 beta rules! There are no official scenarios yet for v2, so we used Targets of Opportunity and added the gun emplacements.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
Really good to see this game is still evolving. Amazing system to get into. One of the few games where it’s all about the objectives.
Yeah, I am a big fan of DzC, too. Very fun and balanced game.
I’ve been into DzC from the beginning. ( I even got a FLG mat off of frontline ) I can’t wait for v2 to come out.
What’s changing in the new edition? I am a bit out of touch on DzC these days.
And thank you for your business!
Towards the end of v1, the consensus was that the game was too dangerous for infantry. It became too easy to build a list that could completely drop huge buildings in one turn, and part of the cause of this was that the designers inadvertently released some units that weren’t meant to be good demolition units, but actually turned out to be great at it.
So they changed demolition rules so that regular shots do less damage to buildings (they never get double damage), and specialized demolition shots do about the same as they used to. They also made falling masonry E5 instead of E6, and made it apply less often. Now in v2 infantry are much safer in buildings, so the game has focused back towards infantry.
The “occupiers advantage” rule now makes it much more rewarding to be the first into the building. It used to be that going in first was bad, since you would just get softened up with falling masonry rolls.
They buffed APCs so that now they give you an advantage to objective search, to compensate for their reduced mobility vs. light dropships.
Probability for finding an objective is now based more on how well you have secured a building, instead of how long you have been in a building (which I like). You can also search as the attacker now, but it will be low probability.
Dropships are no longer locked to specific squads.
You can now drop and shoot in the same action, but with a +2 penalty, and with restrictions on certain weapon types (such as AA and MF 0″ weapons). This combined with the transport changes makes it more viable to send your vehicles deeper into the opponent’s territory, which is another good change.
Buildings can now catch on fire if you flame them, which does ongoing damage to the infantry inside. IMO the current rules for this are way too deadly and have re-created all the problems we used to have with building demolition, so I’m lobbying to get that changed.
Yeah I haven’t played many v2 games ( life keeps getting in the way ) but what i have played i like a ton and I agree completely on the fire rules being too harsh. But that’s what beta rules are for π
Off the top of my head… you can now drop out of a transport and shoot at a penalty to accuracy. you get +1 to search for objectives if you are the first in a building and have “occupiers advantage” you can get another +1 if you have a ground APC outside to assist.
I think that the biggest change is that the transports are no longer tied to their squad so you can reallocate a transport to another squad if you need to. Also Transports are kind of their own detachment kind of like shaltari in v1. There are a bunch of little changes too but I cant remember them all π
Oh buildings can catch on fire now as well. and it sucks π
That all sounds super positive. I especially like being able to get in a different transport and the bonus to finding objectives as it was so annoying when you rolled all game and never got it, lol.
Yeah. My favorite is when I roll a 6 to find an objective on turn 5 after 3 turns of rolling low, lol.
Also Fast movers are changing to buying attack runs so rolling for availability is gone.
Nice! I loved using Fast Movers but they were just too risky with rolling for availability. That sounds like a great change.