u/slyphic

Notes From a First Game of 3rd ed DZC

Finally got the game to the table this afternoon. My opponent and I are both pretty experienced with the system so were playing fairly slow and checking the rules to make sure we weren't just playing from memory but actually playing the new edition as designed. We didn't play with commanders because we don't have cards yet.

Overall impression is better than 2nd edition, but not as good as 1st or the Hawk Beta, with some really confusingly written sections. We had fun, but were confused by many of the new design choices. We spent almost as long as we played going back over it all, rereading sections, comparing it with the original books afterwards debriefing.

It probably didn't help impressions that we played Scourge vs Resistance and immediately found a slew of problems with the Res faction. So in the older editions, the Kraken and Leviathan transports had a rule that let them move their full distance before disembarking units. That rule didn't make it through to 3rd ed, so they could only move 5" and disembark which absolutely screwed them on getting to scoring zones. I sincerely hope this is just a boneheaded mistake and not deliberate design because it fuckin sucked. The bomb bus is also a weird mess.

Infantry sited on walls are committing suicide. Literally every infantry unit that looked out a window was murdered in one attack, including a squad of Demolishers. The other squad of Demolishers took two attacks to get wiped out. Infantry in the open died spectaculary. Freeriders, Razorworms, Occupation Vets, just obliterated if they couldn't get to some kind of cover. Small Arms weapon stats and the new auto-penetration mechanic feels miscalculated.

Fast Movers getting hit on a mere 4+ in reaction fire sucks. Driving a Zhukov closer to shoot them in non-reaction fire sucks even more.

A lot of the special rules feel overloaded, like they tried to "simplify" the game by combining multiple abilities into one key word which just makes them feel convoluted. Self Destruct references Field which behaves differently depending on range, which is different than Blast - seriously what the fuck is going on with the Bomb Bus? It also doesn't explode anymore if it dies inside a transport. How is this unit so hard for TTC to get right?

This all sounds very negative, but this game will always have to compare itself to its older selves and the things that were the same were the same, no notes, the things that were better were mostly in comparison to 2e and just not that major, while the things that weren't working were like sand in your icecream - impossible to ignore.

I want to play some more games of it. I want to figure out I misread something in the rules. I want to see what it looks like in a year of updates.

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u/slyphic — 12 days ago

Bioficer Starter Force Composition

We're debating proxying in some Bioficers for a first game of 3rd ed, but were collectively a bit at a loss for what the ratio of genitor:collector:decon-weapons should be. TT doesn't have a PDF of the starter play aids up I could find, so we had to look at blurry video stills to figure out what their suggested balance is.

Group 1

> Silence Heavy Gunship w/ Decon Cannon Pair

> * Grievance Genitor Ark w/ Decon Staff + 12 Raw Material 

Group 2

> Data Strike Dropship

> * Grievance Genitor Ark w/ Decon Staff + 12 Raw Material 

Group 3

> Device Dropship

> * 4x Tusk Main Battle Skimmers w/ Twin Barb Destructor 

Group 4

> 3x Digit Light Dropships

> * 6x Thorn Light Skimmers w/ Lightmaw 

Group 5

> Data Strike Dropship

> * 2x Tangent Support Skimmers w/ Winnow Web 

Group 6

> Gyro Aero Genitor + 8 Raw Material

Like we could easily tell what the contents of the box were, but weren't sure about the group organization.

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u/slyphic — 16 days ago

1500pt 3rd ed Resistance Army List

I've got a game scheduled for Wednesday to try out 3rd ed, vs either Shaltari or Scourge but I'm not really considering my opponent at all.

First pass at an army for the new edition, remembering no unit can be larger than 375 points at 1500, and Standard units must be the largest percentage of the army:

  • 1st Airborne Hardasses (115p) Swithawk and 2 Vets

  • McVeigh ISD, Route 1 (135p) Kraken with a Bomb Bus and a Rocket Platform Battle Bus full of 3 Resistance Fighters

  • McVeigh ISD, Route 2 (135p) Kraken with a Bomb Bus and a Rocket Platform Battle Bus full of 3 Resistance Fighters

  • Boring Co Liquidation Sale Lot 304 (30p) Model 109 Drill

  • Fury Road Stunt Crew, Morning Shift (80p) 2 Freeriders, held in Subterranean reserve

  • Fury Road Stunt Crew, Afternoon Shift (80p) 2 Freeriders, held in Subterranean reserve

  • Kazinsky Parcel Service (70p) 2 Sappers, Infiltrating

  • Hearts & Minds (70p) Barrel Bomber

  • Hind & Seek Doubles Champions (120p) 2 Cyclones

  • 12th Airborne Cavalry, Alpha Squad (265p) Lifthawk/AA with 3 Jackson APCs each with 2 Resistance Fighters

  • 12th Airborne Cavalry, Bravo Squad (160p) Lifthawk/AA with Hannibal and Zhukov

  • 12th Airborne Cavalry, Charlie Squad (160p) Lifthawk/AA with Hannibal and Zhukov

Total of 1470 points. 510 points are Standard so well covered there. 12 groups, when all the previous editions were limited to 6 or 7, is a big change. edited: I had a calculation wrong earlier, too many groups and over points. This is I think a legal, if questionably viable, list.

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u/slyphic — 20 days ago