Dropzone Commander/Tactics/PHR

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This is the Tactics Page for Drop Zone Commander UCM

Why Play PHR[edit | edit source]

  • Cyborgs are cool
  • Their clean, rounded and futuristic style
  • Walkers for days
  • Playstyle-wise these guys are elite, slow, tough and unstoppable with very good firepower


Unit Analysis[edit | edit source]

  • Command:
    • Type-2 Zeus: Placeholder
    • Tiamat: Placeholder
    • Nemesis Command Walker: Placeholder
    • Hera: Placeholder
    • Proteus Mobile Command Post: Placeholder
  • Standard:
    • Type-1 Ares: A solid choice, especially when you know you'll be facing Scourge or Shaltari. As long as it hasn't disembarked from its dropship this turn it's accuracy get worse than 1+ from its native 2+, allowing its Energy 11 Rail cannon to reliably do it's work against their fast moving skimmers.
    • Type-1 Phobos: The MVP of the PHR standard choices, you'll likely be taking a lot of these. This is because it fills out your mandatory standard choices and your Anti Air in one go leaving your support choices free. This is your go to defensive AA unit and will pull its weigh protecting your forward positions from enemy dropships getting too close.
    • Type-1 Menchit A1: Largely overshadowed by the A2 variant this walker still has its uses. Although it lacks the versatility of the A2, this unit really focuses on Anti infantry capability. Unfortunately its Minigun Triad won't shine unless you find a lot of troops in the open... But the reason why you take this is for the Flamethrower, these are really useful for removing stubborn infantry from objective holding buildings, or at least weakening them to allow your immortals or sirens a much easier time. And being 10 points cheaper it won't hurt so much when it gets destroyed which either Menchit likely will being such front line units and a clear and present danger to your enemies objective finding troops.
    • Type-1 Menchit A2: A real "In your Face" unit that's at it's best in higher point games, like the A1 you aggressively deploy this unit to burn out enemy infantry from buildings before they can find the objective. By swapping its minigun triad for a minigun and foe slayer missiles, this variant sacrifices a few anti infantry shots for a whole lot of versatility. Miniguns are nice to have, but won't win you battles. Unless your opponent has left infantry out in the open for you to shoot, the Foeslayer Missiles will out perform the Minigun Triad as they are more effective against the buildings the enemy infantry will be cowering in and Devastator-2(vehicle) allows them to engage a wide range of targets.
  • Troops:
    • Immortals: Placeholder
    • Immortal AM Rifle Team: Placeholder
  • Heavy:
    • Bellona Type-4 Walker: Placeholder
    • Type-2 Odin: Placeholder
    • Type-2 Enyo: Placeholder
    • Type-2 Hyperion: Placeholder
    • Hades Type-4 Walker: Placeholder
    • Thor Bombard: Placeholder
    • Njord Assault Dropship: Placeholder
  • Exotic:
    • Medusa: Placeholder
    • Sirens: Placeholder
  • Support:
    • Persephone Type-4 Walker: Placeholder
    • Apollo Strike Walker: Placeholder
    • Erebos Strike Walker: Placeholder
    • Aether Jetskimmer: Placeholder
    • Helios Jetskimmer: Placeholder
    • Taranis: Placeholder
    • Angelos Jetskimmer: Placeholder
    • Angelos A2 Jetskimmer: Placeholder


  • Scout:
    • Type-S Janus: Placeholder
    • Mercury Scout Drone: Placeholder
    • Valkyries: Placeholder
    • EAA Columbus Battlewalker: Placeholder
  • Transport and Auxiliaries:
    • Poseidon:
    • Juno: Placeholder
    • Neptune: Placeholder
    • Triton A1: Placeholder
    • Triton A2: Placeholder
    • Triton X: Placeholder
    • Athena: Placeholder
  • Others:
    • Mauler: Placeholder
    • Daggers: Placeholder
    • Apex: Placeholder

Building an Army[edit | edit source]

For PHR the best place to start is with the new Plastic PHR starter set. This provides a solid core of infantry, standards and transports with a bonus resin commander. Placeholder.

Tactics[edit | edit source]

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Counter-Tactics[edit | edit source]

  • The PHR are slow. Make sure to use this to your advantage to avoid their heaviest war gear.
  • They are tough and elite, but not invulnerable. By focus firing down dangerous targets you can quickly leave your PHR player with few units to play with.
  • Their anti air is pretty mediocre and 3/4 of their choices are more designed to be active hunter AA rather than defensive. If you take our their Phobos Walkers you'll have a relatively free rein to use your dropships to maximise your mobility advantages, and deploy your troops and heavy hitters where they're needed.


Common Playstyles[edit | edit source]

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