first wave

Podcast about Dropzone Commander by Hawk Wargames

November 1st, 2014    

Episode 16 is here

After a long wait episode 16 is finally here.

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November 1st, 2014    

Episode 16 is here

After a long wait episode 16 is finally here.

August 29th, 2014    

Finally! Episode 15 is here

Hi all!

After much fighting with the upload clients we finally have episode 15 for your listening pleasure.
In this episode we go over the new book, it's a long one!
If you just want the new units/Resistance it's around 1:04 ish mark
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June 25th, 2014    

Episode 14 hits!

Hi All!

Episode 14 is here! Featuring a quick rundown of a game where me and Steve swapped lists and also go over an expanding forces example.
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June 17th, 2014    

Madness in the Middle Rules pack

Hi All,

Rules pack is now up for Madness in the Middle!
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June 4th, 2014    

Not this month

Hi all,

Gone through what we have to talk about and it came to less than 10 minutes. Rather than release such a short episode going to save it for next month as well as a secret modelling project!

April 27th, 2014    

Finally! Episode 13

Finally. Gremlins fixed. Episode 13 is up for your listening pleasure.

Captaincon :
North West Gaming Centre :
Northern Strike tickets :
Orbital Bombardment blog :
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February 1st, 2014    

Episode 12

Hi All,

Episode 12 is finally here for your listening pleasure!

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January 6th, 2014    

Ferrum Thoughts

No actual episode but going to start using this more as a proper blog as well.

Recently there's been a big discussion on ways to 'fix' for want of a better term the imbalance of the Ferrum Drone base.
The Key issues with the Ferrum boil down to a few issues.
1. Drone reinforcements - With the recent update it can only deploy a maximum of 4 a turn (Apart from the first) though the drones themselves are free
2. Too much utility in the drones
3. Virtually infinite offensive resource

As you can see from the above the issue boils down to the drones themselves being able to do everything. So I'll give my thoughts below on some of my idea's to help balance the drones.

Keep the points cost of the vehicle but restrict it to 1 per 1000 or 1500 points. This way it solves the Ferrum spam that can be a huge game breaker.
The four drones a turn deployment I actually like, so I would recommend keeping that.
As for the drones themselves I would either give them a killpoints cost (IE 10/15 per drone) Or (And this may be controversial) have you buy a drone squadron seperately. Hear me out here before grabbing your torches and pitchforks. (Arbritary points costs will follow just for example)

When you get a drone base it comes with a squadron of scout drones that can do nothing more other than spot and extend your SOI (Squadron of 8 for example)
For 40 points you can get a squadron of 8 drones armed with an energy 6 AA weapon that can ONLY target AA (Possibly reaction fire but not too sure there) (5pts per drone for killpoints)
For 60 points you get a squadron of 8 drones pretty much how they are now. Though with focus 2 or 1 but cannot reaction fire. (Indiviual drones worth 8pts for killpoints)
Lastly for 80 points you get a squadron of 4 Heavy drones with an energy 9 or 8 SC anti-ground weapon (1 or 2 shots. Focus 2) and a weak (energy 5) short range AA weapon (1 shot, no focus) (10 points per drone for killpoints)
In all the above the drones are still scouts but now add to the cost of the Ferrum and provide killpoints for your opponent and IMHO bring the dronebase into line with cost vs effectiveness.

December 2nd, 2013    

Episode 11 is here!

Finally, the wait is over.

Episode 11 is up for your listening pleasure.

This month is a bit of a rambling one but hope you enjoy

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