von BK-Sebastian | 14.09.2025 | eingestellt unter: Dropzone Commander

Dropzone Commander: Balance Update

TTCombat feilen an der Balance von Dropzone Commander und bringen Version 2.7 heraus.

TTCombat Dropzone Commandeer Update

Im Update wird davon gesprochen, dass dies das letzte der aktuellen Edition ist.

It’s that time again.

With the announcement of the next edition of Dropzone, we thought we’d put together one last update for the current edition. Just enough to knock down some of the more prevalent units and bring up some underperformers. While this update isn’t as wide reaching as ones in the past, we hope you’ll find some new life in the game while it’s in that weird in-between stage between editions.

Das Regelbuch wurde überarbeitet

There’s been some rearranging of parts of the rulebook, things where they would be better suited to their own headings instead of being part of something else. We now have codified search, scan, and signal actions in their own sections just after the shooting section.

A few famous commanders have had their special rules adjusted a bit to make them a more reasonable foe to face or to bring their power level up a bit, as befits their station.

Units with long range flame have had most of the flame rule taken away from them. These units now have something a bit more reasonable that we’ll get into in the next section.

Einige Neuerungen wurden als Regeln eingebunden

Focal points have been added to the rulebook as a new way of interacting with objectives. These are areas on the board that total up units within range to determine who gets to control or contest them. You’ll find a lot of scenarios that use these in the Reconquest 2 scenarios document, which is old, but also new.

The Call-In rule. This rule is for those units that are able to deploy from drop harness or drill up through the ground. It’s a more catch-all rule than the several disparate methods we’ve had in the past, and all these units should now deploy in a more similar, equally telegraphed way.

Airburst is a replacement for long range flame that certain long-range units used to have. This rule is the garrison targeting part of flame brought out into its own rule. It lets you target infantry inside a garrison as if they were at a wall, though doesn’t come with any of the other benefits and detriments of the flame rule. Infantry targeted by this inside a garrison still get any benefits from being inside that garrison, like cover.

Shaltari get a completely new rule in Grav. This replaces the previous rules on grav weapons and is a bit more complex than simple devastator values. The Grav table changes up the energy and special rules of a weapon based upon what it’s being used against. More tough, higher damage point units get hit with more energy and better devastator values. This new grav rule should help differentiate gauss and grav weapons a bit more than they currently are.

We have a new set of command cards for each faction as well as a supplemental set of generic command cards. Now you can finally make use of the deckbuilding rules that we’ve had in this edition from the start!

Andere sind experimentell

Our previous balance update we didn’t include any new experimental rules, but this update we’re going big, we’re going bold, we’re going…simultaneous.

Simultaneous close combat is this errata’s big experimental rule and should prove to be particularly deadly, shaking up the infantry game like a jar of angry bees. Attacking and defending squads now duke it out at the same time, letting the entire squad fight before all squads take away any casualties. While you can only initiate close combat once per activation, you can defend as many times as you want (at least until your infantry become completely destroyed).

This experimental rule takes out the close quarters component of the shooting action and makes it its own dedicated section and action. These rules are designed to be used in their entirety, but aren’t necessarily designed to be balanced, so be warned if you decide to use them. Seeing as you’ll probably be needing more infantry with the new rate of CQ attrition, we’ve reduced the points of each faction’s basic infantry for those of you using this experimental rule. While it might not get you many extra infantry, it should help open up a few points for list building around this new paradigm.

Die neue Edition wird noch etwas auf sich warten lassen

Not yet, not for a little while. We’ll be making announcements nearer the time so keep an eye out for that, though it’s far enough away that you’ll definitely have time to get a bunch of games in with these last 2nd edition changes.

Die aktuellen Regeln finden sich hier.

Quelle: TTCommunity

BK-Sebastian

Redakteur von Brückenkopf-Online. Seit 2001 im Hobby, erstes Tabletop Armalion. Aktuelle Systeme: Freebooter's Fate(Alle Fraktionen), Bushido(Ito, Ryu, Ro-Kan),Moonstone, Summoners (Feuer, Luft), Deadzone, ASoIaF(Nachtwache, Targaryen), Dropfleet Commander(UCM, Scourge), Warmaster(Zwerge, Echsen), Eden(ISC, Resistance), KoW: Armada(Basilean, Ork) u.v.m

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