Can you point to Eden Prime on this map? |
Invasion is coming. Had
you heard? I'm not sure we've mentioned this before, but Invasion is
coming. INVASION IS COMING! What is Invasion? Only the largest,
hottest Dropzone tourney in the world at the moment!
We here at Orbital
Bombardment take tournaments seriously (another fact you may not have
realised), and as such this is our woodstock, nay, our site of pilgramage.
In fact, once an Invasion finishes we immediately start planning on
our list for the next one (the level of our geekness has just hit me
like a rock to the eye...)!
As well documented for
the last few months I have been playing with Scourge, and I would
like to think I have learnt a few things about our Jelly Overlords in
my short(ish) time as a host. This post is going to feature the
lessons I have learnt, and hopefully help some of you beautiful
readers out there (and the ugly ones too!).
Get a decent CV – The
Desolator may be poop, but having a high level CV is imperative to
get the jump on people, and also to get all those lovely Scourge cards.
Due to Prowlers and minders you should have scouts in abundance, so
the ability to play your many cards anywhere on the table can't be
overlooked.
Don't overstretch
yourself – Dropzone is a game of temptation sometimes. When faced
with 5 focal points, a lot of the time there is only one thought that
will cross a gamers mind; how do I win all five? I had an epiphany
playing Skullsword earlier this week; you can't. Deal with it and
learn how to win three instead. I've been told Scourge are a small margins
force, but I have been so used to playing with Shaltari that my old
alien greed ran through me like a Firstborn's blade, and I ignored
the advise.
Well I have leant the
hard way so you don't have to people; focus on three objectives, and
make the other two secondary factors. By objectives I mean actual
'objectives' and focal points. Although Scourge infantry is strong,
we lack bodies on the ground with any real points value attached to
them to control focal points. There may be Prowlers and Hunters a
plenty knocking about, but on average you will lose half of these
units, which ends you up with a paupers amount of points to allocate
to securing focal points. On top of this, to rub salt and pour
vinegar in our wounds, the Desolator doesn't count towards focal
points. This is a huge disadvantage! Every other race can, turn 5 or
6, dump their 200 point plus commander onto a focal point and start
pointing and laughing at you. Before the game even starts we are down
200 points on focal point claiming. I have moaned my balls off about
this, and will never stop until command units with a CV value can
claim focal points, be in the air or not!
All in we have to
restrain ourselves. We can't power forward and take every objective,
but you can make people think twice about going for yours and a
central one. Something worth remembering is that Prowlers are very
using for contesting focal points. Just one, one simple, little,
beautiful crab machine will earn you precious victory points in
tourneys.
Take as many Destroyers
as you can – I really mean this. We're talking two, minimum.
MINIMUM people. In order to facilitate my questionable need for
Prowlers (which sadly has had to be reined in) I ran one unit of
Destroyers, two Warriors and one Aged Ones.
“Aged ones you say? That's pretty cool. Like, old veteran warriors who use their bloodthirsty nature, guile and cunning to get loads of dice in CQB? That's awesome!”
No. Just no. It's more
like wheeling a group of agitated pensioners into a building and
having them flail their walking canes and zimmer frames about for a
turn, before being quickly shoed to death by any enemy infantry
knocking about. “But all the dice Zombie!!” Yes 20 dice is
awesome, but dieing like Warriors is not! And unlike Warriors they
are not expendable, as you have spent a whopping 84 points on that
squad! Add on the fact that a base of Destroyers is only 3 points
more expensive, well, the evidence speaks for itself really. It
doesn't? Okay, well let me explain:
Destroyers are the
biggest pain in the arse in Dropzone.
Mm, flakey |
They just don't die! In
addition to this they also get decent amount of dice in CQB, which
means in combats
stretching over a few turns you are likely to come out
on top. The requirements for any Scourge list should really be: 1 x
Command, 2 x Destroyers. In an army which flakes like, well, a flake, Destroyers offer something a little more steadfast and immovable.
Get the Alpha strike –
This is very important. By Alpha strike, I mean get the jump on your
opponent and shoot first. In order for our army to work efficiently
you have to use each of your units to its highest level. We can't
stand out in the open for long, which means you need to make sure you
kill what you target. Using more than one unit to lay the pain on a
squad which must die will make or break your game. Also, don't be
afraid to pump too much firepower into something. Dice are, as is
well documented by every wargamer in the world (except
possibly Skullword), backstabbing like cubes of remorselessness, and
will lay your best laid plans to waste. As I type this I'm having
flash backs to three Hunters triple 1ing one of Mega Mike's
Jaguars... Using more than the necessary amount of fire power will
normally guarantee you the kill. And don't worry about not getting
to kill the other stuff that turn- Scourge are quick, and we can
always catch up with any cowardly units running away!
Have a plan a stick to
it – Well duh, right? No not really. I have laid out plans in the
past, in my mind a tightly constructed a web of tactics and guile,
only to be caught out when being to greedy and moving my Hunters into
a stupid position which has lost me the game. This fits nicely with
my first point of not over-stretching yourself, that once you have
made up your mind stick to it as best you can. I'm not saying not to
move that one Prowler two inches to win you a game because it is not
'part of the plan', just simply know the foundations of what you are
setting out to do and stick to it.
Us Jellyheads and the
PHR have to do this the most of all races. UCM and Resistance are
manoeuvrable, come in abundance and can take a kicking, which means
they can alter plans mid-game. Don't even get me started on Shaltari
(It's not pot-black any more, I've been Hedgehog clean for 4
months!)... Because we are so frail (and the PHR so terribly,
terribly slow) we have to be careful about where and when we deploy,
which means sticking to the plan. This also brings me nicely into my
last point, which is...
Be patient – This is
important. Very important. If you can't make a meaningful impact on
turn three with your big unit of Hunters, just wait until turn four.
Typically speaking as long as you kill what you set out to, it
doesn't matter when it happens. Keeping your units in the air makes
them a little less vulnerable (depending on drones and FM of course)
than on the ground, and keeps your opponent guessing as to what to
deploy where. When we lay down the hammer on something, it is
devastating! However if you use this a turn to early, well, lets just
hope you enjoy removing your models from the table.
These are a few lessons
I have learnt over my shortish time playing Scourgey-Worgey. They are
an unforgiving race, but when it works, boy does it work. You will
get moments which bring a wide smile to your otherwise perpetually
gurning maw (at least my face does that whilst wargaming, it's all that
thinking), like one turning a Hades with 6 Hunters and a Despoiler.
It's so satisfying! The lessons above is what I have found to work and not work, and hope they help you in some format.
As a footnote it is
worth mentioning the awesome cards the Scourge have. They're awesome.
You want more than
that? Jeezus, alright here you go:
Abandon All Hope – Use on the turn you get it, and laugh to yourself after your CV3 opponent discards all their cards
Agression – Very useful on a Despoiler or a squad of Reavers (I have three in my lists, so being able to re-roll any of my NINE shots that miss is awesome)
Core Overload –
A Prowler favourite. Did you fail to kill that Ferrum, hang on
a tick... boom! Also I've just realised that this is really useful for
getting rid of free riders, as templates deal D6 hits to bases (which
happens even with DF)... Hmmm... BIG HMMMM!!
Enemy Within - “No
no, I'm sorry, your pathetic Legionnaires seem to have given me all
their grenades and six of their attack dice, enjoy your four.
MUAHAH!”
Jink and Weave – Only
being able to hit Hunters and Reapers on a 6+ is obviously useful,
but this is also good if you deploy in front of enemy lines, as you
don't get you skimmer bonus after deploying
Razorbirds – Just
really, really good. Try and use on low DP and/or armoured infantry
like Sirens and Freeriders, and then just after your opponent removes
the targeted base play them this clip.
Relentless Advance – There is nothing funnier than Prowlers scuttling 9” after a unit of terrified Kukri's
A few cards like
Paranoia, Overdrive and Take Them Alive are cool, but not that useful
really. More generic cards that you will find in each deck are also useful, like
using Assisted Targeting on your Despoiler (yes it get re-roll each
missed hit from its stupid Ion weapon) and Quick Thinking works well
to get that Alpha Strike.
If you have learned
anything you think is worth knowing, please share it below!
I agree with most of what you say. I prefer Agression on Prowlers though! But then I run 8 in a squad to your squads of 4. Make sure you read the card thoroughly though ;-)
ReplyDeleteI have now played a couple of times against 4 freeriders, sorry the Resistance. One thing that worked pretty good was using assisted targeting on a squad of infantry manning walls. As I use three squads that meant a bit more damage. Although our meta is different (with a population of 4 people getting more into DZC is kind of hard in Sweden) I prefer the larger infantry squads and 2 small squads. I might try 2 destroyer squads to Invasion but I'm not sure. All other Swedes keep using fast movers to take the transport out. Then again. If I only have one destroyer squad in a dropship it tends to die first. This way I would have two....hmmm.. I guess we'll see...
ReplyDeleteA good article! /Egge
There are only 4 people in Sweeden? How does anything get done! (I know it's not fair to ridicule your second language, considering I only speak bad English, but when an opportunity presents itself...)
ReplyDeleteYou got to have two squads of Destroyers! I had two bases hold up and CQB against two squads of Braves and one Firstborns the other day.
Great article. I got a Scourge army for Christmas. So I'm proud to know that I now have the two hardest armies to win with in DZC: PHR and Scourge! LOL
ReplyDeleteOne of the first units I've painted is... two squads of Destroyers. :D They look totally badass, great models, and I'm glad to read how useful they are.
I think that they are both hard to make a "take all comers" list with. If you play a casual game where you know your opponent and mission, they are both formidable forces. They are however completely opposing play-styles. Good luck with your learning curve!!! It will be steep.
DeleteDidnt the rules for flying commanders an focal points change? They contribute their points now, dont they?
ReplyDeleteThey did indeed, long after this post was written though. It could probably do with an update!
DeleteOh... Sorry then, I have been following the changes only from time to time and thought they were older.
Delete