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"Human Resistance in Dropzone Commander" Topic


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388 hits since 29 Oct 2012
©1994-2013 Bill Armintrout
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Personal logo Pictors Studio Sponsoring Member of TMP29 Oct 2012 9:43 p.m. PST

I know it is a little early to be considering what is next for DzC given that they haven't even managed to keep up with demand on the first wave of products. I have been lucky to get my hands on 5 starter sets and a bunch of blisters so far.

Be that as it may, I'm thinking about what might be coming next. I can't imagine that there won't be some human resistance stuff coming out whether as an add on for a UCM army list or as their own list entirely. Given that they probably shouldn't have anything heavier than some sort of buggy as a fighting vehicle it seems more likely as an add on for UCM.

I was thinking about incorporating them into games almost as objectives at first but with some ability to fight.

The infantry would be pretty much like the Colonial Legionnaires, except maybe have shorter ranges. I can't really see making them any less powerful for their weapons although maybe only every other squad could have the missile launcher and even it would be less powerful, maybe E8.

Buggies would be:

A 4 MV 9 CM N/A DP 1 pts. 12 (?) type vehicle category standard S+C 2/4/6 Wide with either a gatling gun or a missile launcher as a weapon.

Not dissimilar to the Wolverine but less armoured.

Instead of drop ships, which they obviously wouldn't have, I was thinking they could have tunnels that they know about and maybe even are able to pop up anywhere given certain points restrictions and movement restrictions.

So you take 750 pts of resistance vs. 1000 pts of any other army and with 25% of the points they can move any unit up to 12" in a turn. For 10% of the points maybe 6" or something like that.

I obviously have not play tested how this would work. I guess you would have to give them some sort of primitive AA weapons if you were going to play them as a whole army.

The other option, if you were just using them as an add-on would be to run them as Legionnaires only with some up grade for them being able to move 12" a turn through the tunnels with the same restrictions as any other transport in movement, then have them cost as much as a squad of Legionnaires plus something less than a Raven drop ship, like 20 pts. So a resistance squad would be three stands at 26 pts a stand plus 20 pts.


Anyone else have any thoughts?

Chief Lackey Rich Supporting Member of TMP Fezian30 Oct 2012 8:49 a.m. PST

I think I'd be more inclined to treat them as an upgrade/add-on for UCM (and maybe PHR) infantry stands, maybe giving a bonus to searching for objectives as the "native scout" in the group shows the way. I could even see Shaltari being able to "hire" them – some tribes are pretty friendly with humanity and the Resistance can use any help it can get. You could also let "Resistance infantry" stands have some kind of advance deployment/infiltration ability so they start on the ground, although you'd need to let them mount up in transports or evac by hidden tunnels or somesuch if you expected them to be any use for getting objectives off the table.

Hadn't thought about using them as a standalone fighting force – the fluff seemed to suggest that they were staying alive more by being sneaky saboteurs than by force of arms. Pity the Scourge tech is so outlandish that retasking it is unlikely – having a Resistance force with captured grav tanks would be pretty funny.

Personal logo Pictors Studio Sponsoring Member of TMP30 Oct 2012 9:55 a.m. PST

The fluff does seem to suggest that. If they were their own force I'd only think they would really be viable as a skirmish level or below anyway.

I hadn't thought about them as upgades to other infantry forces. That is a neat idea. If you did that you could probably allow them in any force, including Scourge, if some of them have "gone alien" like the one group of humans did in Falling Skies where they are trading kids to the aliens.

All sorts of booby trap and scout possibilities there.

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