Got a game in yesterday against Björn (finished twelfth of 62 last year at autumn-invasion 2016). With me having a 18 months daughter at home, are at a higher position at a small company and he having 2 babies as well as mainly aiming for 30k we haven’t had the chance to game for a while.
I wanted to talk a little bit about some details that makes the game very interesting. And I thought to use this match as an example (as well get you some insight to how I will play my army at Invasion).
First I wanted to note that after the Sandviken tournament (best terrain I have seen for a DZC tournament) I felt much more to add more elements to the battlefield. The big rocks seen in the picture above is really adding to it all. With some smaller scattered terrain it would be even more awesome.
The game yesterday was a nice one with a critical location in the center and objectives as a “plus” across the field. But it also showed how we have lost a bit by not playing as much. It is in the details. For instance, many times I forget what is what in a battlegroup and many times I had to ask to move again. This is not a problem (nor is it at invasion) but you might risk meeting “that guy” that want to use it against you and kind of rightfully so – it is according to the rules after all. But it shows on lacking routine. DZC is a game of details where you need to keep several plans together and thinking ahead a few turns. It is very complex and you feel you need to practice a lot as you can’t just jump out of a transport and shoot, double tap and shoot more before the opponent can react. Nor can you just throw away a transport because if you loose one it will be a critical one as nothing else can transport the squad that just lost a transport. (see what I did there 😉 )
Another example is that killing is not the best course of action. In this game Björn jumped out turn 1 with his Hades which gave me a double tap on it turn 2. I later killed it with the infantry. But had he saved it’s disembark he could have jumped out turn two directly on the critical location and taken a point off me. It would have most likely died next turn but then it would have scored a point. In the new DZC it would have jumped out and shot and next turn frog leaped and gotten the same result but been shooting twice instead of 0 times (so no choice basically).
Moving is very important in DZC and knowing when to shoot and when to relocate with your transport is very hard to learn and challenging. Had my opponent focused on the central critical location a bit more with his AA he would have gotten much better coverage. But it is easier to be Captain Hindsight.
Another example is that after I took out his closest AA I moved forward a light dropship for my Destroyers as I intended to have them flexible enough to take both an objective off or claim the critical location in the center. But the transport was shown a little bit and a Counter measure hack later it was dead and my Destroyers stranded. Just for fun, in DZC 2 the transports are as it stands now open and thus shooting an empty transport down has little to no impact in this case it would have made absolutely no impact on the game and would have been completely pointless. Other options would have been opened up, of course but in this case it would have made no difference.
But remembering that Counter-measure hack is a important part of the game. It is only 1″ difference inte movement and the light transport would not have been seen. It comes down to knowing this option exists and thinking about it. Many players are on a level where they can hardly remember the double tap strategy and most people will think that you do not want to risk it. But most of the time a double tap is like this; I don’t get initiative I might loose a squad and it is game on. If I succeed I have a clear advantage. Also, many people don’t realize how far a center objective can go in one turn with 2 infantry squads (off the table is very possible if you have set it rightly up) with one squad in the center line and one squad half way off your board in a building (first squad finds objective, enter their transport and jump over to the next line of building where the other squad in the same BG are waiting and they get the objective. Then you activate the second squad and they gets off the table).
Do you have any small random notes where the difference between skills and lacking experience are really shown?