V era Dimension Police is clan that revolves around powering up the vanguard and providing pressure to the opponent’s hands with extra criticals. They have rear guards that provide power simultaneously to themselves and the vanguard as well.
The deck’s main goal is to ramp up advantage with the inherent pressure that your vanguard provides utilizing Force 1 and Force 2. This is achieved by using Dailiner to fetch combo pieces and provide defensive capabilities, while also serving as a strong offense.
Promotes resource management
Strong finishing turn
Can play grind game because of number of drive checks
Requires resource management
Not having the re-ride can reduce pressure significantly
Dimension Police has one of the weakest early games in Standard. You should be focused on attempting to conserve your hand to build up for your combo turn. As of EB08, the support for Dimension Police has fixed one of its problems, which was gathering the proper pieces for a combo oriented deck. Staying on Dailiner will allow you to assemble your pieces, while also acting as a way to pressure your opponent. Use Daibrave to fish for pieces in your deck (Great Daiyusha). Choosing between Force 1 and Force 2 is critical in this stage of the game, as Force 2 will allow you to accelerate the game state in your favor, if you can surmise your opponent does not have the necessary pieces to guard your attacks. Force 1 would be useful in a situation where you do not have many pieces to work with, in which you will have to play the grind game.
At this point in the game you are ideally on Super Dimensional Robo, Dailiner and pressuring them each turn with an additional critical or fetching important pieces from your deck. Analyze the matchup and decide whether or not it’s favorable to give them damage or allow a rear guard to stay. (This deck isn’t always about swinging for face.) Heading towards the middle of the game you should have already established your board with a few good front row rear guards to maximize for end game. Platinum Ace from the latest set allows your rearguard attacks to have more pressure. The placement of force markers is extremely crucial in this stage. The thing that separates the good Dimension Police players from the great ones are what they do here. Consider the game state and whether or not to place the additional Force 1 marker you receive onto the vanguard circle or a rear guard circle. If you don’t have enough resources to power up for another Great Daiyusha turn then it would be better to place it onto vanguard to ensure that you only need 15k for a superior ride next turn.
Assuming you have a full field and have acquired the resources necessary for the combo turn:
Attack 1: 33k+ or 43k+ from Dailiner (Force Marker 1 or 2 + Daiyusha’s skill and rear guards)
(Activate any on hit skills such as Daibrave which is useful for fishing for Great Daiyusha if you don’t have it.)
Attack 2: 43k (53k if you place the Force 1 on the Vanguard) minimum from Great Daiyusha
Attack 3: Lowest attacking Rearguard column
Attack 4: Highest attacking Rearguard column
Once you've navigated the mid-game securing victory is involves a repeat of what we've talked about so far. Dimension Police can see far more cards per turn than most decks, and that hand advantage is how you should be able to clinch victory. You should have ideally ridden 2-3 times with each rearguard circle populated with a Force 2 marker or Force 1 markers stacked on the Vanguard circle.