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DZC – photo AAR – PHR v Shaltari in Encroachment – 1500pt

My third game of DZC saw Dan’s Shaltari versus my PHR. Dan setup wild and rocky table with a few woods. No buildings. I selected the “Encroachment” mission. Basically it involves getting as much of your force into the enemy half of the table for the end of Turn 6 as you can.  At the same time you need to kill as much of the enemy’s force as you can. I expected it would be bloody!

The armies… red Shaltari…

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and the part-painted blue PHR…

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The table:

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Turn 1:

The PHR took the initiative (i think) and started moving in the Command and Janus scouts….

I had not experienced a Fighter until the Shaltari sent one screaming in and shooting down one Janus scout. As there was no AA on the table to counter it, it died.

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The rest of the Shaltari kept back…

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The two Phobos were flown in low to go up the hill.

The Four Hyperions were flown in low to the far right to keep away from lucky shots.

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The rest of the PHR kept to the left of the table and in as much cover as they could.

The two Phobos on the left pretty much kept covering that area and warding off air strikes.

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End of turn…

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Turn 2:

Shaltari get the edge and their fighter screams in – now I know why you need to push some ground based AA forward at the start of the game!

PHR infantry on the far left head to the big hill with the crater (the crater was deemed smooth but giving cover for its height).

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and … “phoom”! the PHR Neptune crashes and BOTH Phobos are destroyed. The AA for the right side of the table is gone.

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PHR infantry are dropped into a position behind the hill to the right of centre of the table. The dropships are all flying low to avoid the obvious problems from ground based AA units.

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The Shaltari Dragon doo-dad is activated, moved and then chews up the PHR infantry with one of its terrifying weapons…

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Aaagh – ten PHR infantrymen are wiped out – microwaved I think!

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Turn 3:

Shaltari infantry are dropped on the rocks – the second PHR infantry group make it onto the hill on the left middle, just an inch across the halfway line.

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A ranged gun battle ensues. The PHR lose a few men, the Shaltari more (the Juno’s add their gunfire)…

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PHR lose more infantry to the “Dragon”….

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PHR Juno’s take out one Shaltari skimmer…

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The Shaltari fighter takes full advantage of the lack of AA firepower on the PHR right and scream in. The Neptune is destroyed and one Hyperion with it….

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The Shaltari commander lands some more damage on the left-side PHR – one Juno is killed…

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Shaltari try and take out the Juno’s – and fail…

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Shaltari position at the end of the turn….

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Turn 4:

Shaltari fighter goes for a Taranis MLRs …. it kills one, passes within range of a Janus scout AA system…. but survives with its ECM package of tricks.

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The PHR pull the remaining Juno’s and infantry off the little hill as they Shaltari are about to advance into their faces.

The PHR Hyperion has a slim chance of a kill but fails….

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The Shaltari commander puts a point of damage onto the Juno…

The Shaltari infantry at the back have already been pulled off to live to fight another day….

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Turn 5:

Shaltari big boys(heavies)  push forward – they didn’t seem to do much in this game…

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The infantry Neptune is hit by some AA fire but survives with 1 point left….

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This is short-lived as the fighter roars over and finishes it off…

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The two Hyperion’s have been working their way over to the left flank in a Neptune. They are dropped in Turn 4 and now fire on a Shaltari AA unit. They both roll 6’s to hit and do 4 points of damage from their highly accurate weapons systems. A real ‘Death Star’ moment – shame it wasn’t on the Commander! Probably the highlight of the PHR game.

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The other Hyperion is hit and wounded…. despite it’s shields….

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That damned ‘Dragon’ again – rushes in and finishes off the Hyperion….

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Turn 6:

The Shaltari creep across the centre line.

They have a lot of kills and now are getting VP’s for being in the PHR table half…..

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The PHR are pretty much just what you see above. The last Janus scout was destroyed by a Shaltari ‘heavy’… overkill?

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Shaltari infantry “beam” to the far side of the table – damn Gates! They are over the halfway line as well!

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Shaltari move away from the Hyperion reach!

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End positions….

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Here are the Shaltari kills…

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And here the PHR kills….

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A clear win to the Shaltari! Thanks and well done to Dan. I am learning though! Get an AA “bubble” onto the table to protect your men at the start!



DZC – photo AAR – PHR v UCM in Recon – 1500 points

I fought my second battle of DZC this time at 1500 points versus the UCM.

We played the Recon mission – each building had a potential objective to find.

Here are some of the pictures from the game… unfortunately I only had my phone camera but did get the “highlights”.





Most buildings had an Intel marker. The UCM had a thicker mass of buildings near their baseline, the PHR less so. The UCM side had less to make up for the larger number of buildings.


The PHR had a greater CV rating of 5 and won most turn activation rolls. The PHR stayed back near the baseline and opted to take on the nearer buildings (to some degree). The Zeus went to the left of the board and the MLRs to the right. Infantry and AA Walkers more central.

The UCM pushed tanks up their left flank and Heavy tanks more centrally. Their infantry was in strike type drop ships and hung back. Their Commander stayed well back out of sight.




UCM found it harder to search buildings at first.

After 2 turns the PHR had 3 VP’s.

UCM were killing infantry and the odd vehicle. PHR struggled to kill one UCM recon element. Ouch.


The UCM had fire lanes on their left and in the centre. They also got lucky and found an ungerground monorail to the central building and their VPs shot up to 6 at the end of turn 4 I think it was.


The PHR were really hiding after losing so much infantry. Their infantry in reserve (they took the first found Objective off-table) struggled to get back into the game.

Stupidly, I had been putting two squads into each building when i should have just gone for maximum search power.

I guess that is a newbie mistake.

DZC AAR (10)

The UCM really had control of the table on this game. The tanks kept my forces at bay while their infantry mopped up ‘unmolested’.

The game fizzled out at 6-3 on Turn 5 as it was getting late and looking bad for the PHR. Thanks to Dan for another good game. I am learning a lot.


A not very optimal list from me for PHR (two Zeus and no heavy walker antitank assets) meant I couldn’t face down the UCM tanks. Where i came into the open i tended to suffer. I lost one Zeus to the Kodiak orbital strike as they were moving in the open and were spotted by UCM recon for a few turns. Even a save of 3+ can be failed sometimes!

Lots of newbie errors. Next time I will have some decent Anti-tanks assets in my list as well as infantry and AA. The extra Zeus and the points spent on a commander and sub-commander reduced the fire in my list (150 points on commanders).

The UCM was a joy to play against – the models looked great and I learned a lot about playing DZC.

DZC: Making rubble bases

I really like the artwork in the Dropzone Commander rulebook. Those images of abandoned cities gradually going back to the wild look really effective.

After ordering some 1:150 scale model cars (cheap ones) on eBay I used my bitz box to come up with some terrain pieces that looked old, rusty and going wild.

DZC bases (23) - Copy

Other than the little cars I used:

some old mini data CD’s

some Renedra 40mm round bases

a hot glue gun (to fix the cars to the bases).

broken cork to make rubble.

fine sand as a way to break up the flat surface of the bases.

PVA glue to hold the cork and sand on the bases.

twisted wire (barricades)

broken BBQ skewers as poles

Rust primer spray can to give the cars, cork and base an undercoat – not too heavy so you can still see the car colour.

grey paint for the bases.

lighter grey paint (as a drybrush) for the rocks.

off-white paint applied as a (very) drybrush for the cars to give a tarnished look to the paintwork and mark the edges a bit more.

green fine flocking material for a layer of plant growth

a matt varnish spray to damp down any leftover shine from the cars.


Here are the results….


DZC – PHR army progress

Here’s where I have got to so far with my PHR 1500 point army for DZC…

Standard Army
PHR Standard Roster [1500/1500 pts]
Hand of the Sphere [268 pts]
Command Squad: Zeus(Councillor) [136 pts]
Janus Squad: 4x Janus, 2x Triton A2 [132 pts]
Battle Pantheon [171 pts]
Battle Squad: 2x Phobos, Neptune [171 pts]
Battle Pantheon [171 pts]
Battle Squad: 2x Phobos, Neptune [171 pts]
Immortals [237 pts]
Neptune [45 pts]
Immortals: 2x Immortals, 1x Juno A1 [96 pts]
Immortals: 2x Immortals, 1x Juno A1 [96 pts]
Immortals [237 pts]
Neptune [45 pts]
Immortals: 2x Immortals, 1x Juno A1 [96 pts]
Immortals: 2x Immortals, 1x Juno A1 [96 pts]
Heavy Pantheon [416 pts]
Heavy Squad: 4x Hyperion, 2x Neptune [326 pts]
Taranis Squad: 2x Taranis [90 pts]

I am going for the “urban camo” look as per the rulebook images. I need to add another lighter blue colour and some silver work to joints, weapons and the like. I have used bases on the Walkers to give more strength.



Dropzone Commander – building a PHR army

I am starting to build my own PHR army for DZC.

It is based on two plastic starter sets, plus some resin and metal command and support options (MLRs and scouts).

The kits assemble fairly quickly, apart from the Juno transports (for the infantry). They were a bit fiddly.

I have about half of the force assembled. Here are some quick snaps…. once done, it will be a matter of undercoating and finding a paint scheme.