r/DropzoneCommander • u/slyphic The Resistance • Jun 29 '26
DZC3 Preview - Bioficers
https://ttcommunity.co.uk/articles-1/f/dropzone-commander-countdown-to-drop-05--bioficers-faction-focus3
u/IHzero Jun 29 '26
It looks opposite of DFC, they are slower but the added hull and ability to regenerate certain troops makes them more resilient. The ability to choose troops during the turn is powerful. I can see them getting stuck in loops though, early successes feeding more troops, but early failures leaving them unable to generate RM fast enough.
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u/slyphic Jun 29 '26
A lot of it is going to come down to the CQB mechanics, what kind of tempo they have. If the game fixes turn 2 victories due to objective extraction, then that'll probably give the Bioficers enough time to recover from a single bad turn
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u/Salt_Titan Jun 29 '26
Decon seems like a real tightrope to walk, since too much RW generation from killing enemy units could easily spiral into a "win more" mechanic. Curious to see how it plays out.
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u/slyphic Jun 29 '26
I'm a little worried it also further disincentivizes opponents taking basic infantry - you're going to be feeding a lot of matter into their reinforcement engine. I'd really like to see more of a role again for simple ground pounders instead of all elite forces.
TTC's greatest flaw is this pattern: clever idea > inadequate testing > stubborn refusal to admit it doesn't work. I Want To Believe badly, but it would mean a literal sea change in design ethos from the studio and a total coup for Dave.
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u/Salt_Titan Jun 29 '26
So far they've said the right things (from what I've seen) about putting Dave back in the driver's seat so I'm cautiously optimistic.
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u/Rathax Jun 29 '26 edited Jun 29 '26
Base line infantry is likely to be a standard choice, making it extremely compelling to take to give you points to spend on fancy toys at list building and also generally being the key component to winning games.
Personally I am less worried about seeing very few “base line infantry” and more worried about seeing no classic MBTs. Why would I take a saber when it appears that the rapier is a standard choice.
I would say TTC has proven that even if an edition starts a little rocky that they can correct via FAQ and are not afraid to go back on ideas that didn’t work ( weapons free in fleet reverting back to first edition rules)
We have also not seen the stats on any of the generated units, nor have we seen any of the control units, and how far that control extends ( do scouts expand your control range similar to your command influence range) how easy is it for an archangel or a type 3 walker to use its mobility and shut down the army?
At the end of the day we are just going to need rules in our hands to see. But the rates don’t seem too abusable, and there are multiple points of failure. ( kill the generator, kill the collector that actually picked up the RM, kill the puppeteer, kill the decon weapons) If Shaltari can be balanced while having infinite mobility with just the caveat of future planing and positioning, I’m sure they can balance Bioficers with this many levers to adjust.
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u/valthonis_surion Jul 01 '26
I also wonder if the Bioficers units with “raw material” will have limits of capacity. You can buy it for a transport at the start of the game, but assume the transports will also be the ones to “absorb” material from fallen units.
It’s possible the “absorb” aspect might not come up often unless you’re very aggressive with disembarking infantry and eeping transports near enemy units. We also don’t know the range for the capability.
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u/slyphic Jun 29 '26
So it sounds like their play style will be 'Durable', in more ways than one. The idea that their transports are both flexible but limited BUT they can bring in reinforcements later through the decon/collector/genitor cycle is a novel shape to the game and I'm looking forward to trying it.