Be sure to say thanks to JedKar
Also, some info from the tournaments and pics on Orbital bombardments blog.
Be sure to say thanks to JedKar
Also, some info from the tournaments and pics on Orbital bombardments blog.
You know the guys who are cool and capable of doing cool dzc stuff? I’m not one of them…
The AA wagons and technicals are sick! Absolutely sick!
1. Going out of a transport and shoot the same turn!
2. 18″ range on their AA!
3. 2 shots! Acc 2+
4. DP2 on wagons! and MF6″
Let me summerize that for you:
1. Hover craft move 5″, disembark 3″, move 3″ and shoots 18″ (countered). So it has an effective range of 29″ turn 1! They are by far more effective in AA range than anything else in the game among vehicles. They are officially the best AA in the game in my opinion.
2. Why? They are the lowest tech in the game. They are at Shaltari level in terms of technology.
3. What! Hits on 2 freaking +. This calls for some nerd rage. They have in other words the best targeting system in the game. They are the peak of technology advancement in the future. They are the same level of efficiency as the Zhukov. The targeting system in the wagons are controlled by optical technology taken from consumer video cameras. I would say the UCM and PHR and Shaltari are the stupidest group of people in the world!
4. To top it off the wagons must be as tough for a saber as a Rapier. And are as fast while firing at full efficiency as the Shaltari skimmers.
Again I’m sorry but the wagons, with the rules are representing the fastest AA and best accuracy in the game. It is way, way over the top.
They are freaking driving off an ramp! I can’t find a single way of describing how this could possibly be? With such an targeting system they must stand still to even be able to see an enemy from a far. The amount of bullets needed must be stupid high! The Resistance must have complete and unlimited resources to be able to have so many bullets in the air to represent guaranteed hits!
How should they be? Not being able to disembark and fire, not being able to move over 2″ and fire, not being able to hit a barn even if standing inside it and their AA range should be around 6″. I know Hawk wants an army that isn’t to expensive to use but is this really the way? The rules are just way off for some reason.
The rules could be around this; A5, 2DP, 3shots, acc 4+, countered range of 8″ if being able to move of and firing from an hovercraft or 12″ if MF 6″ or 18″ if Mf 2-4″.
I just feel they should not be better gunners than PHR’s high tech system from an slow moving vehicle, a truck should not have the same effective battlespeed as an Shaltari skimmer, they should not be more effective at getting of an transport than the higher tech factions.
Nerd rage over. Sorry.
So I have been reading up on the Resistance. In short, the models are awesome, the setting for the army is great. The way the models should be used…not so much. Ever the pathetic critic I have a lot of opinions on this book.
This is it, Folks! The last part of Jens’ series. I hope you have enjoyed it as much as I have. I thank him for this series and hope he doesn’t stop there.
In this last part of the series, I will review the final part of my Shaltari army list I used at the Dropzone Commander tournament at Wexio 2014. The article discusses the initial thought process followed by an evaluation and a final judgement on a battle group per battle group basis.
Once more Jens is rocking our world with the third part of his “lessons learned” from Wexio’s tournament. As always please comment to encourage him to continue with this! After all, if you read it and didn’t comment it meant you didn’t like it and think he should stop writing.

This time around it will be Infantry and Armour Battlegroups investigated. Though I feel that CQB can be “doing something right” in DZC.
In this third article, I will review the Shaltari army list I used at the Dropzone Commander tournament at Wexio 2014. The article discusses the initial thought process followed by an evaluation and a final judgement on a battle group per battle group basis.
Another Thursday and another post from Jens!

This time around we will see his analysis of his Command and Scout battlegroups.
In this second article, I will continue review the Shaltari army list I used at the Dropzone Commander tournament at Wexio 2014. The article discusses the initial thought process followed by an evaluation and a final judgement on a battle group per battle group basis.
So it is time for the next tournament in Sweden. This time in the city of Skövde the 26-28 or September. These are the rules we have decided upon for this tournament.

These guys are most likely miniature gamers.
Jens is back with more material! This time he is going to continue with the Wexio Spelkonvent theme. After searching his soul he finally decided to post his inner thoughts regarding his Shaltari army’s performance. Enjoy!

Though I must confess I think Jens is single… not that I have investigated the matter…
Hello, everybody! For this small series I will review the Shaltari army list I used at the Dropzone Commander tournament at Wexio 2014. The articles discusses the initial thought process followed by an evaluation and a final judgement on a battle group per battle group basis. Last this will be followed by some comments of the army list’s battle group composition and what I consider its strengths and weaknesses.
Let us get started.