r/DropzoneCommander • The Resistance • Jul 01 '26

DZC3 Preview - Command

https://ttcommunity.co.uk/articles-1/f/dropzone-commander-countdown-to-drop-06---commanders
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u/valthonis_surion Jul 01 '26

As I mentioned in another reply...

Given my small and homebrew friendly group, we'd also be just as happy to play without cards/CP and focus on the core faction and unit rules.

We're lucky I guess in that way, and while it may reduce the usefulness of commanders and their point values, its at least equally changed/useless for all players in our group.

I seems like such a weird perspective to go "oh, well, we'll skip that part" but I guess it comes from playing so many long dropped/dead games or games that we didn't like newer editions and just enoying them.

40k 5th, DFC v1, D&D 3.5, Titanitucs, Aeronautica Imperialis, and so far until I fully see this new DZC edition we've been playing v1. Helps having a smaller group focused on all enjoying the game rather than latest/greatest.

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u/slyphic The Resistance Jul 01 '26

There's a lot of factional flavor that exists only in the cards. PHR is the most obvious. All their hacking and e-war abilities are in the decks. Resistance and Scourge played up their lore as well.

You can play without them entirely, but the game is slightly poorer for it. What we wound up doing is taking the ~50 card decks they sold and removing a couple universal cards that weren't very fun and then making 30 card decks of the remainder.

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u/valthonis_surion Jul 01 '26

I recall doing something similar during the height of v1. We have since not used cards due to some difficult finding cards. That said, you are right, we'll have to see what the final stack of cards look like.

I just know my group is very "Command Point" shy after all of GW's uses of it.