

Seizing ground and objectives wins games, but a. Speed is key in these warzones, with forces using dropships to quickly redeploy tanks, infantry, and colossal war machines.


Dropzone Commander is a game of mass battle combat in the far future. Infinity is the most unashamedly decadent game I have ever played. Dropzone Commander 2 Player Starter Set - TTDZX-ACC-001. A game which feels more like an RPG where not just the GM has to learn every little detail, but each player who wants to have a moderate chance of winning (and for some, a chance of enjoying) a contest. A game which clearly didn't care about the difficulty curve for new starters, or for that matter players with an intermediate grasp of the rules. Never before have I encountered a game which has gorged itself to obesity on such complex and layered rules, and gorgeous but fiddly (some would say badly cast) miniatures. In my wake of hitchers I have had the fortune to pull over and give a lift to Corvus Beli's game of anime science-fiction Infinity. With the passenger seat of the Gamesmobile now empty I have been looking keenly for any hitchhikers to play with, like a sinister old man from a horror movie. There's been a rather large void to fill in my life since Dropzone Commander has not just taken a back seat in my gaming car, but instead has been tossed in the trunk and forgotten about, rolling around like an old, half-sucked Chupa Chup collecting fluff and losing its flavour (Cola, if you were wondering). I'll include examples and explanations by number below the changes. So with that in mind I have set about using my experience of V1 and war gaming in general (which to those of you who aren't familiar with me, is plentiful) to fill in gaps and make V2 a, well, playable game, by issuing a completely unofficial, I'm sure soon to be shut down / made irrelevant, errata for those of who require RAW to play our games! This is a list of clarification, rules expansion, and some amendments to rules, but always made with what I have presumed to be the book's intention. That's not an exaggeration, on my first read through I had over a dozen questions regarding mostly core concepts! Completely setting aside the differences to V1 and whether they are better or worse, as this is a point of opinion, there are substantial holes in the core rules, which if followed to the word (and not to 'having fun rules', as alluded to in the second paragraph of the book) would make V2 almost unplayable. Let's not beat around that busy, bustling bush though, there are issues with the new rules. Well, I suppose you could say it's a little different, considering the development time, competent play test groups (meant sincerely, before salt gets ground out) and a great core rules set to build from. 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.When a new game is launched there's bound to be teething issues, right? A typo here, a clarification there, a Traffic James every so often, and the new Dropzone Commander rules found in Battle for Earth have proven to be no different. 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.
#DROPZONE COMANDER SERIES#
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.
