BoLS logo Tabletop, RPGs & Pop Culture
Advertisement

Unit Types of Dropzone Commander

3 Minute Read
Sep 30 2014
Advertisement

In a  previous article, I compared DzC to a game of Rock-Paper-Scissors-Lizard-Spock.  Let’s explore the different units of DzC!

Command: Depending on the selected level of your command unit, these units lead your army and have a command value ranging from 2-6 (1 if your command is destroyed).

Command value affects:

  • This value is added to a D6 to determine initiative during a turn (winner picks to go first or second).  A natural “6” will win initiative unless both players roll a “6.”
  • The number of command cards that you get each round.  These cards (kind of like “spells”) are played for global effects or to affect the battle within the command’s sphere of influence (SoI).  The SoI “bubble” radius grows with increasing commander levels.
  • Losing your Command Unit will not result in automatic defeat!

Transport: Armored personnel carriers (APCs) and Dropships.  They get your fighting units where they need to be.  After all, this is Dropzone Commander where mobility is important!
Standard: Basically, your main battle tanks (MBTs) or equivalent.  Their role is for ground board control and mainly to attack anti-aircraft (AA) units.  In general, Standards will battle each other and are strong against AA units (usually Support Units).

Troops: One of the weakest units in DzC, most scenarios cannot be won without them.  Although they usually have equipment to battle Standards from the protection of a building, they will get steamrolled in open terrain.  Their role is to search for and recover objectives – how you win the game!

Exotic: These units serve the same role as Troops but excel and are strong against Troops.

Heavy: The name says it all.  Heavys are the stronger versions of Standard Units and serve a similar role. Heavys include some really big toys in your army too.  If you prefer to drive a Hummer (or Sports Utility Vehicle (SUV)) over a sedan, you’ll like these units.

Scout: These units are usually fast and can best be described as forward “skirmisher” units.  They are there to harass the enemy, spot for indirect fire (these weapons do not need line of sight; scouts help you to hit things) and, most importantly, they extend the SoI of Command Units by projecting their own SoI “bubble” – think arc nodes for those familiar with Warmachine.  With their light armor and weaponry, Scouts are weak against most other units.

Air: While not consistent (you need to make a rolls to see if they are available), these units allow you to attack anywhere on the battlefield and taking out a key dropship can be the margin of victory.  Yes, air-to-air combat between Fast Movers (fighters) is possible as well!

Support: These units are usually AA. But they also include gunships.  All in all, they do what their names say and they support your Troops to complete their mission of finding objectives and can support the role of Standards.

Advertisement

With a variety of unit types and roles, Rock-Paper-Scissors-Lizard-Spock never gets boring in Dropzone Commander!

What’s your favorite unit in DzC and why?  For more detailed analysis of Dropzone Commander, please check out www.flightintheshade.blogspot.com.  Thanks for reading and Fly Safe!

Avatar
Author: Q Nguyen
Advertisement
  • Dropzone Commander Factions: The United Colonies of Mankind