![]() ![]() What you need to get going is the rulebook (£15) plus any one of the smallest starter sets (£68). Hawk sell 3 levels of starter set for each of the 4 factions. This is the easiest of all the calculations here. I don’t think that’s going to make a jot of difference to the review, I just thought I’d say in case you were wondering. Oh, and while I’m discussing ground rules, I should say that Hawk Wargames (who make DzC) kindly supplied the review copy (thanks Hawk!). I’ll also assume that you’re going to buy all of this at once so you can take advantage of whatever starter sets, etc are on offer. Currency fluctuations, varying discounts and so on make this a less than exact science, though in general the relationships between games should hold true. I’ll be using the RRPs in pounds to make these comparisons. The ante, for me, is all the paper products required plus enough models to make a start. You can always buy another model, but this is about the basics. I think that in order to really get to grips with a game you need the full rules and the full army lists (and card decks, special dice, etc for your faction – but not normal dice or tape measures as I’ll assume you probably have those anyway). Note that I’m talking about the full game rather than any cut down “try this out” version that may be available. My suggestion is that we compare the ante: what does it cost to “buy into” this game? How much do I need to spend before I can sit at the table with an army and any rulebooks, army lists and suchlike I will need? That sort of minimal game is seldom if ever the “real” game, but it’s enough to get the hang of the core mechanics and try the thing out. We need some ground rules so we can compare DzC to anything else. So where do we stop? If we’re going to say something is expensive or cheap, modestly priced or extortionate we need some idea of what we are measuring. The company responsible will keep adding cool stuff and you can always find room for another unit in your force. You and I both know that most figure games don’t have an end to the armies you can collect. So what is it supposed to be expensive in relation to? I thought I’d make a few assumptions and then do some back of an envelope calculations to see whether that criticism holds up. To start with, expensive is a comparator – you can’t be expensive in isolation. What I’m really interested in here is the notion that it’s expensive. I thought it bore a bit closer examination.įirstly, I’ll agree that it’s pretty. ![]() This seems to be a general reason for people not trying the game. However, before we delve into all that, I’d like to talk about something I’ve heard a lot in conversation about the game: “it’s pretty, but it’s expensive”. I will be looking at the book, the models and the game play of the beast in due course. From Alpha Legion operatives to the emissary of Horus, to a stranded imperial assassin, and a rogue Imperial Colonel, the answer will unite them all… and divide them.This is the first step in a series of articles about DzC (as Dropzone Commander is apparently known to its friends). The Iron Warriors aren’t saying, but others want to know. Why destroy all life on a planet, and then move to a ground war? Why remain there when loyalist reinforcement arrive and the whole thing turns into a muddy stalemate? The stories build over the course of the novel, slowly introducing new elements and twists, until you become driven to understand what the Iron Warriors are really doing on Tallarn. This novel is divided into a series of stories, and similarly to Garro by the same author, these sotries started as audio dramas first. Loyalist forces arrive to bolster the defenders as a war of attrition begins. Losses mount on both sides as the Iron Warriors commit ever greater forces to recover from their initial losses. The survivors have the advantage in one sense, which is that the planet’s shelters are linked by wired communications, allowing the survivors to listen in to Iron Warriors communications while being secure themselves. The survivors cautiously emerge from their shelters in locked down armoured vehicles, and discover the Iron Warriors have landed on the planet, and are roving the landscape in seemingly random patrols. Within a day all plant an animal life is destroyed, reduced to a toxic sludge, while toxic clouds from the bombardment settle over low-lying areas. Within a few hours all human life is wiped out, except for a few survivors in deep shelters. They start with a chemical bombardment, launching a series of toxic chemicals into the atmosphere. The Iron Warriors have arrived in orbit around the planet Tallarn.
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