Episodes

Monday Jun 22, 2015
Deadzone The Podcast 36.0 - Stuff Again
Monday Jun 22, 2015
Monday Jun 22, 2015
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!
.
~News
Veer-Myn Shredders



.
New Dreadball minis to show off
Mechanites



.
Mutants (Note no longer “Plague”)

.
Forge Father Giant

.
.
~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
.
.
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
.
.
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.
.
.
~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
.
snowy hoobinoo
First Warpath battle








.
.
~Our Stuff
Rob



.
Jack










.
.
~Review
Zen Terrain
.
Hab 1- Residential Module €9.46 or about $10US

.
Military Barrack €9.46 or about $10US

.
Military Outpost €16.22 or about $18US

.
.
~All Images Copyright Mantic Games, Picture Owners & Deadzone the Podcast~
~Contact us at DeadzonePodcast@gmail.com and Follow Us on Twitter @deadzonepodcast and Subscribe to our YouTube~
Version: 20230822
Comments (0)
To leave or reply to comments, please download free Podbean or
No Comments
To leave or reply to comments,
please download free Podbean App.