Dropzone Commander Video Bat Rep #5 PHR vs UCM

praetorian

Rich from Greenstuff Industries takes his newly painted PHR army out against Reecius’ UCM in this 1500pt game on the new Urban Zone F.A.T. Mat, designed for DzC!

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Reece Robbins President
Co-founder of Frontline Gaming, and creator of the ITC, Reece Robbins has been a pillar of the tabletop community for over two decades. From developing Blood Throne to launching industry-leading hobby products and major events like the LVO, his career is defined by innovation and a lifelong passion for gaming since the 80s. Today, he remains a very active community organizer and business leader dedicated to the growth of the hobby.

23 thoughts on “Dropzone Commander Video Bat Rep #5 PHR vs UCM”

  1. Nice report.
    Couple back seat comments;

    Can’t fire longbows and dust off in the same turn, or any unit for that matter, well except units coming out of hover craft.

    Not sure when T5 started, but SIRENS could not move the turn they were in cqb, even if they won. But ti was hard to tell when T4 ended and T5 started.

    I just found this out @ Renegade, take a look at the FM rules, becasue when you interecpt it does not count as an activation. So if you can hold that intcepting FM until the end. You can intercept, then activated on your impluse. Interesting little cavat p47 2nd paragraph. Makes FM sweet arse if they have AA.

    Can’t wait for the next BR.

          1. There are still several “child deceases” in this game (directly translated from a swedish saying – don’t know i you have the same expression in english) so DZC has several of these contradictory rules. Though I feel the intent is clear in this case. 🙂

  2. awesome, more DZC content! Thank you kindly!

    I am away from home so I cannot check in my book, but a few questions.

    At one point you try to bring the Seraphim on and roll a 1, and then go on to activate a different BG instead. I thought it went more, declaration of Fleet BG activation then roll. Since you activated your Fleet BG your turn is then done. This is how I’ve been playing it at least.

    The other thing, which I am less unsure about as I have no personally used template weapons much, is when the nanomachines of the hades shot at the praetorians. It was done a base to base basis, but they are the same squad? Are the DP then consolidated as they are a squad? I would have thought it was done on a per squad basis, rather than base, but as I said, I have little experience with template weapons vs infantry (but Free riders have already changed that, need to finish my drake).

    1. We spent a bunch of time figuring out the template weapon vs guys on the wall. The way we read it is that you can hit a squad on the wall but can only ever do damage to a single base per hit scored. But, once you hit the base as a whole, you score 2d6 hits on the guys on the base. So basically, you have to roll a hit on the general area the guys are in and then if you score that hit, you pretty much do 2d6 DP to any single base. Second to last paragraph on p40 of rule book 1. A flame weapon is far more effective as scoring that first hit against snipers is pretty hard (I got lucky rolling a 6, which is what I needed).

        1. P.H.R. and Resistance require magnetization to hold fast to their dropships. UCM sort of snap fit and Scourge typically slide into place with little issue (barring Harbingers). There are a number of magnetization guides that you can find online.

          That said, the game is a ton of fun and the buy-in is really cheap with the plastic starters.

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