300AP Battle Report @ Dust-War.com

By em_en_oh_pee, in Dust Warfare

I posted up a new BatRep on Dust-War.com (fansite). Give it a read and let me know what you think.

is it possible that you get something wrong with air drop? I read the rules that way, that in the round you air drop a unit, that unit cant shoot or move anymore, or am i wrong?

You are right. When you are in reserve you have 2 options, do nothing or march move. If you do nothing, you stay off the table in reserve. If you march move you start on any table edge more than 12" away from an enemy as per reserve rules. What air drop allows you to do is when you come out of reserve, instead of having to hug a table edge, you simply airdrop in anywhere on the table as long as you are more than 12" away from the enemy. You still have to make a march move action in order to leave reserve and enter play and a march move takes up both of your actions. Of course the axis have better platoon upgrades than allies overall so axis has a good one too. Everyone harps on the whole "allies have airdrop" thing, but axis have "lightning war" which gives them fast when they come from reserve. So they can march move to come on from reserve, but still move 6" afterwards. So they can enter from any table edge more than 12" away from you and then move 6" more for free and be within 7" of you. Can you imagine 5 zombies starting within 7" of you? OUCH!

Pick a table edge to enter where the unit has reaction token already and Bob's your father's brother! 10 Panzer gloved, immune to suppression zombies down your throat! People talk a bit too much about how fast and awesome allies are with their airdrop, etc. Between Blitzkrieg, Lightning war, and fast, immune to suppression zombies and gorillas, I think people really need to rethink a few pre-conceived notions on these factions.

Love it. More pictures will be awesome.

Actually, at the time of this BatRep, we were unsure how to handle Air Drop. It doesn't seem to be as clear as we would like it, so we are waiting to hear from FFG for a final say on it. If you do need a March Move, it seems lackluster. If you don't, its stellar. So their word will make or break a few of my lists.

Actually, at the time of this BatRep, we were unsure how to handle Air Drop. It doesn't seem to be as clear as we would like it, so we are waiting to hear from FFG for a final say on it. If you do need a March Move, it seems lackluster. If you don't, its stellar. So their word will make or break a few of my lists.

FFG already has a final say on this…

Page 53…

Air Drop - (Shared ) Some units are equipped with parachutes and are trained to use them to enter combat from above. A unit with Air Drop may choose not to deploy with the rest of the force and is instead kept off the table using the Reserved rules (see page 56). Instead of entering as normal per the Reserved rules, the unit is placed anywhere on the board more than 12” away from any enemy miniature.

Page 56…

Reserved - (Shared) Some units are not committed to the battle during deployment. A unit with Reserved may choose not to deploy with the rest of the force and is instead kept off the table. When the unit would deploy, the controlling player declares that it will instead be placed off table, as a Reserved unit. While the unit is off the table, it must take a March Move action or take no actions at all.

If an Air Drop unit could fire on the turn it is placed on the table, it wouldn't be Steller. It would be game breaking! Being able to drop Rosie and a Bot Hunter unit in the rear arc of a Heavy Walker could potentially one-shot it. A medium or light walker is almost a guarantee kill.

I really think you are reading too far into the command phase rules in order to manipulate what is clearly delineated in the Air Drop and Reserved special abilities. The wording of all special abilities takes priority over regular rules. That's what makes them special. gui%C3%B1o.gif

^^^^ DING DING DING! Well said shadow4ce! Everything that he just said, except using my voice instead. gran_risa.gif That's the first time I have heard air drop referred to as "lackluster". Its a shared ability with the ability to give it to a unit in every platoon on top of that as a platoon upgrade. It's fantastic! Jackson gives it to these guys, devils get it automatically, platoon upgrade gives it to those guys, etc. Now I have no idea what my opponent is thinking since his whole army is off the table ready to drop right up my arse just outside of reaction range. Now I have to hope he doesn't get initiative next round so that in the command phase, the Bot Hunters and tank busters squad that he just dropped 13" behind my tanks don't get the call on the radios to unleash their bazookas into my rear armour without me being able to react…. sounds lackluster to me partido_risa.gif

I hope my buddies that I play with don't read this forum… I have been giving away way too many tips on how to use these units! gui%C3%B1o.gif

em_en_oh_pee said:

Actually, at the time of this BatRep, we were unsure how to handle Air Drop. It doesn't seem to be as clear as we would like it, so we are waiting to hear from FFG for a final say on it. If you do need a March Move, it seems lackluster. If you don't, its stellar. So their word will make or break a few of my lists.

Having used the Action Jackson platoon twice, it is far from lackluster using the March Move (which is clearly the rule). This game is all about positioning, and if you can get good positioning where you need it, it's invaluable.