Welcome to episode 36 of Deadzone the Podcast. Jack and Rob look at some news, shout outs and discuss the Leadership rules in the game!
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~News
Veer-Myn Shredders
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New Dreadball minis to show off
Mechanites
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Mutants (Note no longer “Plague”)
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Forge Father Giant
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~Rules Discussion
Initiative Responses
ERock
-standard 3 dice to start.
-head to head roll. And add all your strategist and tacticians in to it for one big dice pool
+1 per tactician
+2 for strategist
-1 for pinned
-2 for suppressed
-1 for injured
Make it like command. So maybe a 5+ or 6+ test?
Sounds random to me and puts the commanders against each other.
Brings exploding 8's in. An injured or suppressed commander won't be as effective at commanding his troops
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Clash957
-suggestion for Initiative is 3 dice (as per the standard dice pool) adding 2 dice to the player activated all their models first.
-Each player is looking for results at or under their Command total of their current commander with 1s exploding.
-3 dice pool broadens the bell curve more than 1 or 2 dice. It also matches most rolls in Deadzone. I see the better commander being the bigger deciding factor for who wins Initiative
-shifts who gets Initiative toward that 70% favoring the player that activates everything first
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Stormtitan on Mantic Forums (Link)
Created completely new Command/Initiative concept
- create a new statistic, Initiative
- Strategist gets +2, Tactician gets +1, Leader gets +1
(ex: a model with Leader, Strategist, now simply has I: (3))
-naming the current split Command statistic into two named statistics--Strategic Command and Tactical Command. So a model that is currently a 3-2, would become a S(3) T(2).
-we now have a 3-part command group: Command Initiative, Strategic Command, and Tactical Command.
-(CI) tells us how good we are at leading our men on the battlefield.
-(SC) tells us how good we are at preparing in advance, for potential enemies.
-(TC) tells us how good we are at making decisions in the heat of battle.
New initiative system
- beginning of each ROUND, all players take a (CI 5+) test. Each player will roll 3 dice, adding a number of dice equal to their current highest (CI) statistic. The winning player has seized the initiative, and may choose to take the 1st or 2nd turn.
-turns will alternate until all models have been activated or both players have passed.
-if tie, each player will roll 1 additional d8.
-player rolling the highest value wins.
Changes to Command
-rule change is made in regard to how many models may activate in a turn.
-player may only activate his (SC) Strategic Command worth of models in a turn.
-reduces the # of models a single player activates during a turn, allowing for a more 'back and forth' between the factions during a single round.
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~Shout Outs
Tony Hopkins
Congrats to Tony on winning the big prize on BoW!! We knew you’d win!
Winnings;
Urban A (X cross piece) 58
Urban B (big window) 31
Urban C (door) 31
Urban D (grabber) 8
Urban E (ramp) 8
Landing Pad A (tiled floor with hatch) 28
Landing Pad B (stairs) 25
Defence Line A (cannon) 14
Defence Line B (radar) 14
Fortification A (double window) 26
Fortification B (up armour) 26
Ruined A (big hole) 12
Ruined B (half tiled floor) 12
Accessory (lamp posts) 62
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snowy hoobinoo
https://twitter.com/snowyhoobinoo
First Warpath battle
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~Our Stuff
Rob
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Jack
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~Review
Zen Terrain
http://www.zenterrain.com/en_US/index
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Hab 1- Residential Module €9.46 or about $10US
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Military Barrack €9.46 or about $10US
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Military Outpost €16.22 or about $18US
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~All Images Copyright Mantic Games, Picture Owners & Deadzone the Podcast~
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