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/dcg/ Dropzone/Dropfleet Commander General

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Thread images: 46

File: UCM-1024x675[1].jpg (123KB, 1024x675px) Image search: [Google]
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Goddamn Xenos edition

>Hawk Wagame's website, with links to models, rules, and forums
http://www.hawkwargames.com/

>DZC rules, units, errata, etc
https://www.mediafire.com/folder/3e69ovwksc27r/DZC#3e69ovwksc27r

>free DZC army builder
http://www.dzc-ffor.com/

>dropfleet preorder, showing prices and lotsa pics
http://www.waylandgames.co.uk/3951-dropfleet-commander

>DFC Kickstarter, lots of useful information to drudge through
https://www.kickstarter.com/projects/hawkwargames/dropfleet-commander

Reminder to ignore bait, unless it is masterfully crafted.

Initial topic of the thread: Possible names for new battlecruiser, battleship, or dreadnought classes for all four factions.
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>Dat OP pic.

From what fevered mind and skilfull pen did that spring?
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>>49015649
I found them off of the Frontline Gaming blog
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>>49015739
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>>49015739
Good shit, man.
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>>49015759

>>49015778
I'm still trying to find that one Christmas pic, the one with all four factions around a table.
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>>49015739
B-brother?
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>>49015797
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>>49015818
Insufficiently Shiny or Chrome.
Or old grandma who loves explosives and drills.
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>>49015994
>Terrorist Hero
Scourge pls go
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>>49016239
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>>49014419

^ Discuss, since it kinda got lost at the end of the last thread, I'm interested in other opinions on this.
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>>49016295
I thought I heard that the standard board size for DFC will likely be 4x6.
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>>49016308
It's been confirmed to be stated as 4'x4' even in the actual rulebook. Whether or not tournaments will use this size may change. But I think for the sake of a better game it needs a larger board.
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>>49016383
Have you actually played, yet? Or is this just based on a reading of the rules?
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>>49016398
It's just based on reading, so I could be totally off. But doesn't it strike anyone else as wrong that there's a "major spike" mechanic in this game which doesn't even matter in many cases because most of the time a minor spike is enough to put any ship near the middle of the board in range of every single thing that could fire on it?
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>>49015994
Drillah Dame is mah Digguh
>>
>>49016295
>>49016470
The thing you have to realize, though, is that not everything will be crammed around the center of the table; clusters will be spread out around it.

In any case, let's just use the UCM baseline real quick.
Scan of 6, signature of 6 for a cruiser; assuming UCM vs UCM, that's a 12 inch range, going up to two feet with a major spike.

I don't know about you, but that's pretty much the point of the spikes system; you really have to decide if you want to take that spike or not, as doing so really will light your ships up massively.

I don't think the game should be balanced around every ship going full thrust, or weapons free, or whatever, every single turn; they should have a very real tradeoff of exposion your ships to a huge amount of potential enemies.

That being said, your concerns are really only applicable if you take a major spike in the dead center of the table; just maneuvering closer to the sides would drastically reduce the number of ships that can get at you.
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>>49016470
If I remember correctly, Weapons Free and Full Thrust are the only sources of a major spike, right? Maybe it's there to keep wide flankers from pounding your objective-takers with relative impunity.

I also get the feeling DFC is not supposed to play like X-Wing - in that being shot at doesn't necessarily mean you've make a game-ending mistake.
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>>49016567
>I also get the feeling DFC is not supposed to play like X-Wing - in that being shot at doesn't necessarily mean you've make a game-ending mistake.
This as well; pretty much all your ships except for your frigates are capable of taking a limited pounding, even before being crippled.

Your cruisers and battleships are only going to drop if they're being focused, or if you're on the wrong end of a super-heavy laser or particle lance triad.
>>
>>49016567
It's actually weapons free and active scan, but the original point I was making was that major spikes DONT MATTER because even just a minor spike is enough to open you up to fire from everything that would be within range in a normal game.

However, you may be very correct on that second point, maybe I'm overthinking the amount by which you're supposed to try and avoid getting shot.
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>>49016696
>because even just a minor spike is enough to open you up to fire from everything that would be within range in a normal game.
In the worst case scenario, that being you in the dead center of the table.
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>>49016729
Thing is the movement mechanics and objective based gameplay kind of force all ships to tend towards that center clusterfuck. You have very limited turning (unless you use a course change maneuver and spike yourself) and mandatory minimum movement, and if you fly off the board edge you're destroyed, plus there are very few weapons which can shoot in the rear arc. So, all ships are going to have to aim to maneuver towards the middle to avoid flying out of engagement arc/off the board/too far from objectives. I've seen the beta games on youtube, when it's a decent number of ships it's always a clusterfuck in the center, it's just unavoidable.

Maybe different tactics can be employed, or a different set-up of objective markers (they were very well spread out in these games but the major one was always in the center) or something. Or maybe the alternate activation rules will mitigate the amount of damage you open yourself up to when you spike. It just seems concerning to me that there is such a small table size suggested for a game which seems to assume you have maneuvering room.
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>>49016696
I think there is a ton of mitigating factors. Minor spikes wouldnt really matter to shaltari and scourge have a bunch of stealth and cloaked ships to deal with some of that pressure. UCM and PHR can tank with those 3+ saves, frigates can chill in atmos for those +6 to hit rolls.

Now I am not saying your concerns are unfounded as the math just checks out so easily. Hell, Battletech is best played on multiple mapsheets so bigger arenas arent an issue to me. I cant comment on tournament play as I dont care for that jazz.
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>>49016785
>maneuvering and turning
Good point, BUT, remember that pretty much all ships except maybe the Shaltari) have a thrust value of 10 or 8 inches; that means you can move a minimum of 5 or 4 inches a turn, unless you use station keeping or full thrust.

Keeping at the slowest speed and turning as much as you can, it'd take you 10 to 12 turns to cross the board from edge to edge; ships don't have to move as fast as you think they do.

We'll just have to see how the gameplay actually works when it ships, but I think it's be fine. If anything, just bump up to a 5 by 5 board for 1500+, and a 6 by 6 for 2500+
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>>49016932
>If anything, just bump up to a 5 by 5 board for 1500+, and a 6 by 6 for 2500+
Yeah this might actually be all it needs.
>>
Hmm- in the last thread, it was mentioned that the PHR heavy broadsides were still the secondary wweapons for those ship classes, for reliable plinking away on standard orders- in that case, what're the primary weapons?
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>>49017859
On the battleships, either a Dark Matter Cannon or a Neutron Missile CAW.
>>
Torpedoes, dark matter cannons, and neutron missiles
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DROP SOON YOU APES, UCM, UCM UCM!
http://www.youtube.com/watch?v=CIGHCoVzqtk
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>>49017859
I suspect battleship broadsides will have a worse lock value than cruiser broadsides, just because the sheer number of them is crazy.
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>>49018099
No, it's the same exact gun and the same exact lock value. The battleship sized batteries get 6 shots instead of the usual 2.
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>>49018134
How many batteries are on a battleship?
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>>49016239
Has she just shot it in the back with her disembodied hand?

Fucking sirens, man.
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>>49018145
I'm assuming one on each side, but it could easily be 2 to a side.
>>
We sure could clear up a lot of these questions if someone would POST THE LATEST BETA RULES
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>>49018169
Those are all out of date by several months now, anyway. A few more days and we should have scans of the official rulebook.
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>>49018176
They're no more out of date than anything anyone is saying
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What's the best looking UCM ship and why is it the Moscow?

I want a battle line of just like three of these fuckers that'll advance across the map on weapons free and blow everything to hell.
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>>49018197
It's definitely the New Orleans

Moscow is a bloated monstrosity
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>>49018181
They are, because some of the information cycling around now comes from the hawk forums, recent-ish interviews, demo games done at the events within the past week, etc.
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>>49018197
Moscow is pretty sexy, but something about the seattle just does it for me.
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>>49018204
New Orleans is objectively among the worst looking UCM ships, right next to the St Petersburg.

Gunships a cute.
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>>49018208
Everyone has access to those though. The one piece that keeps coming up which not everyone has access to is the beta rules.
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>>49018216
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>>49018215
I feel you.

I'm planning to make a Seattle, a Berlin, and a Moscow out of my first three cruiser sprues (which incidentally are the example ships they use on the picture of the starter set).

Not sure what I want for frigates though. A couple New Orleans are obviously a must but I haven't decided between Toulons or Taipeis for the other two.
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>>49018225
C'mon, anon, you gotta use the right pic for that.
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>>49017938
>tfw no fully bug faction to do a Starship Troopers campaign with.
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>>49018215

Probably because it combines that sweet Mass Effect vibe with the awesome aliens theme.
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>>49016239
>that filename

You may want to look a little closer at that image, anon.
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So is the Panther complete bullshit like everyone thinks it is?

Has anyone faced against it yet?
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>"Hello anon," squeaks Dave in his comedy voice, "I want to hear your ideas for what I could do with each faction's dreadnoughts. I don't want to just make them bigger with more hullpoints and more shots from their weapons, I want each to be different somehow."

>"Oh, and tell that plonker to stop writing porn about my games. Gaw blimey, what a carry-on." he adds.

So, what would you do to make a dreadnought for each faction which is more interesting than just being a big shitkicker of a ship with All The Guns?

Here's what I'd do:

>UCM
Burn-through lasers on turrets. Because a dreadnought might actually be big enough to have turrets (yes, plural, one above and one below) the length of a BTL. Special rule: if you cripple or destroy a ship with a BTL turret, you can slew it onto another target within 6", rolling as many dice as were still hitting the last target.

>Scourge
Two words: Stealth. Battleship. On the basis that the difference between a scourge cruiser and heavy cruiser is stealth (and a few more guns), so the difference between a scourge battleship and "heavy battleship" can also be stealth. So, stealth motherfucking battleship.

>PHR
Burn-through laser broadsides. A bit close to the UCM one, admittedly. But it works - as the UCM's thing is turrets, the PHR's thing is broadsides. And again, the ship may actually be broad enough to fit them in (needs to be at least as wide as the BTL frigate they have).

>Shaltari
This is tricky, most of their ships are about directing firepower forwards, so it's hard not to just do a bigger Diamond battleship with even more particle lances. So, just to be silly, let's say that the shaltari's grasp of antigrav tech is so amazing, they're the only faction that can put a battleship-sized vessel into atmosphere. Their dreadnought is purpose-built to do this with xbawkshueg versions of the antigrav fins their DZC units use. Fairly ridiculous I know, but like I say, I struggled with this one.

What ideas do y'all have?
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>>49019448

>UCM

That Reinforced Armour rule that means you need to roll 3 or more on lock-on to crit them that currently isn't being used but was in the beta ruleset.
Give it another 6 dice heavy railgun weapon system on the top and a second BTL on top of the first. Otherwise keep it the same as the Bei-Jing.
Effectively, make it a Heavy Cruiser to the Battleships cruiser.
Oh, and maybe some hangars in the dorsal bays like the Atlantis.

>Scourge
Still pulling stuff from the unused rules: Give it the Beast one. Maybe give it Mauler CAW's?
So, you cripple it, and it gets a -1 to all lock-on rolls. Which I think means 3+'s now hit on a 2? But it cripples itself at the end of every turn.
If it get's close though it's CAW's work like BTL's. So give it 2D6+2 of them and watch them murder everything once it goes beserk.
Effectively, whereas the other ships should be more about surviving heavy fire, the Scourge one should be less survivable but a LOT more dangerous. So multiple 3 dice Oculus Arrays and maybe a trio of furnace cannons and Torpedoes.

>PHR
White Nanomachine shennanigans give it the Regen rule. Swarmer CAW's mean you need double the hits to stop any CA hits and finally 4 bank medium broadsides all with Fusilade +4 for 32 shot weapons free broadsides.
Get stuck in, go weapons free. Regret nothing.

>Shaltari
Built around a gigantic distortion weapon, maybe make it armour 4+? No PD's, minimal CAW as usual. It's basically a flying deathstar laser.
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>>49019448
>UCM
They've mentioned that dreadnought's aren't longer, but are bulkier. As such, I imagine its a giant break in a V shape with guns on both its top and bottom. Potentially has access to larger mass drivers across its nose.
>scourge
Scourge overwhelmed the EAA in their attack, in space and on the ground. As such it'd be interesting if scourge dreadnoughts have a massive dropship hangar, as well as plenty of oculus arrays and some bombardment weaponry.
>PHR
Giant space cube that rotates to broadside everything
>Shaltari
It'd be interesting if Shaltari dreadnoughts broke the mold and were reminescent of shaltari frigates. Large, circular, mostly open space except for a massive gem in the center. Lots of disentegrators and a single laser the center crystal generates that makes particle cannons look like pea shooters.
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>>49019913
>PHR broadside cube
That's fucking glorious.
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>>49019949
the white sphere can't decide if its jealous or turned on.
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>>49016470
Hawk desing
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>>49019448
>>"Oh, and tell that plonker to stop writing porn about my games. Gaw blimey, what a carry-on." he adds.
Top jej

>UCM
Take the Beijing's big upper arc, right? Now take four of them, arrange them like a cross in a manner similar to a UCM cruiser, and add wings.
On each side arc, 2 heavy railguns on top, 2 on the bottom, for a total of 8; along with medium mass driver turrets along the flanks and voidcraft hangers. No burnthrough lasers, but rather, the arcs actually function as a gigantic magnetic accelerator that shoots mass-driver rounds half the size of a torpedo.

>Scourge
Make it an absolute beast with CAW weapons, in that it has several profiles of them, but limited ranged weaponry. In addition, it should have a massive troop hangar, on par with motherships, so that it can clear out enemy ships in orbit, and then contest the ground.

>PHR
In the same vein as the Platinum, make it a super-carrier, but with respectable broadsides nonetheless as well as powerful prow weaponry.

>Shaltari
Death Star
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>>49020885
Its always nice to agree with other anons and revel in great taste. >>49019913
>>
>>49019448

UCM
Heavy Carrier that also has a super powered burn through laser, like the Midway from Wing Commander

Scourge
Mothership style ship that spawns corvettes and fighters

PHR
A massive ship with tons of guns and multiple torpedoes, has PHR shield prototypes. Has a nano machine hive to repair friendlies.

Shaltari
A massive void gate ship that works as an orbital bombarder/troop deployer while also being as CAW ship. Has an active shield that does not require an order (like double save 5+ shield, 4+ armor)

Pornz: A romantic comedy where Chad Cyberdong tries to date the stern but vulnerable Cato
>>
PHR Dreadnought

Torpedo broadsides, carrier capability, if it hovers over one of your cities it's doomed - bombardment of epic proportions and troop drop ships - nano and cyber wizardry to heal itself and screw other ships

UCM London Dreadnought

Rail launches mine fields across the board
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>>49019448
>UCM
More guns, some with 2+ lock
>PHR
Unlimited torpedos (1 per turn), long range OB from high orbit
>Scourge
A decent scan value, partial cloak, and stealth. Make them come to you (and your friends)
>Shaltari
Some sort of gravity fuckery
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>>49021635
>Minefields in space
That would take *way* too many mines to actually work.
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>>49021635
>torpedo broadsides
Jesus Christ

>>49021663
>Unlimited torpedoes
JESUS CHRIST
>>
Oh shit son, phase 2 just came in.

I'll try to get scans later today.
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>>49021710
>>Unlimited torpedoes
>JESUS CHRIST
Calm down, the game only lasts a few turns, and torpedos are less valuable in the late game anyway.
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>>49021693
They could work if you think outside the box- each "mine" isn't a mine per se but a single shot weapon / missile launcher attached to a load of passive sensor arrays. Upon detection of a ship in the vicinity, it will fire at it, and it should be harder to dodge as it should be coming from much closer in than ship to ship fire / at a different angle due to the mines themselves being hard to detect what with them just being passive sensors rather than anything actuve
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>>49021747
Thank you ScanAnon. You are far superior to LameExcusesAnon who got his last week.
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>>49021784
Perfect, now my PD can engage the missile during the boost phase.
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>>49021784
In space that's what mines should be; short-burn missiles.

>>49021820
Give 'em a gravatic launcher too, I guess.
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>>49021784
Why even have a launcher though? And why wait? You could just shoot missiles at the target.
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>>49021927
>And why wait?
...so that the target enters range?
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>>49019448
Scourge dreadnought only has CAW, beastly ones at that, and two long range cannons. Slap on the best armor in the game, give it a slow creeping speed and done.

These cannons do not do damage, but they cause enemy ships impacted by them to travel slower; friendlies struck by the blast get a speed boost - effect lasts for several turns, can be accumulative

each cannon has F & single side, close action weapons fired all around it

Class name: Kraken
>>
So what are the basic mechanics of DFC?
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>>49021927
Couple uses- area denial by seeding areas of space with them if it's an area you're wanting to defend- you could just passively set them in that case, or using them to fuck up areas where you're predicting a ship will be- you'd want a launcher for that.

Think about it- you're fighting another ship, you fire a load of mines out along the direction of their predicted path, while you're also firing at them properly so they don't see the mines coming. It's the equivalent of being in a knife fight with someone, and then shanking them with a second knife they didnt know you had
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>>49021957
You're in space. The missile can go as far as you want.
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>>49021981
alternative idea is to have the cannons be launched assets that once successfully hit, snares the target and pulls it D6 + 2 closer to the Kraken, raising or lowering it's layer to match.

this would make it more thematic, but I'm not sure if that totally neuters the effectiveness

would be cool to pull your own ships out of harms way though -- tactical retreat!
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>>49022085
The point of the mines is that they will be a lot closer to the target when they launch than shots fired from a second ship, so they'll be a lot harder to intercept or evade.especially as they'll often be coming in from a different angle than direct shots from a second ship would be coming
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>>49022085
Not accurately, and the further away they're coming from, the more time they'll have to swat them.
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>>49021747
You are a gentlemen and a scholar.
>>
On the subject of Mines, you have to think of it this way...

Sure you've launched the cosmic equivalent of a beartrap into space, yes your enemy can see them and they can just go around

But that's what makes them effective even if they don't hurt anything -- the threat alone controls the flow of battle and makes your enemy think "is it better to risk the damage and follow through with my plans? Or do I have to completely rethink my stratgey now?"


Also I suggest you make mines deal no damage outright but cause a roll on the crippling table; much more thematic
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>>49022140
It won't be though, because you can shoot the launcher (Not that you would actually need a launcher for a missile, as it could just float there until needed)

>>49022141
>Not accurately
Doesn't need to be accurate. That's what sensors and terminal guidance are for.
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>>49022240
>Doesn't need to be accurate.
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>>49022103

I think the creative use of launched asset here makes the concept appealing to me. They're connected by tendrils of energy, but the 'torpedo' could be in the shape of a squid's feeding club


How do we contact Dave to make suggestions? Do you think he'd listen?
>>
>>49022240
The point of the mines iin this case is that they are small, and do nothing until the *passive* sensors detect a target- they'd be designed to have as little signature as possible to actually detect them by. Cant shoot down what you cant see
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>>49018150
That's what it looks like.
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>>49022303
Over-the-horizon anti aircraft missiles can be fired along a programmed trajectory, then at a designated time or location find targets on their own and engage them. You don't even have to be sure the target aircraft is there when you shoot it.
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>>49016239
>that gun

lel, I love when artists can't think up their own assets

>FREEDOM to draw whatever you want
>draw someone else's thing
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>>49022554
Hate to say it, but the design of these guns on the valkyries isn't helping disprove the seraphim comparison.
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>>49022474
You still have to get within a few hundred miles of your desired target tho.

Or else the final burn is going to be longer than the initial one.
>>
>>49022554
>>49022698
Eh, if there's anything I'm going to cut slack for its gonna be the handheld weapons in a wargame with this scale. Hell, the UCM rifles look really similar to Halo assault rifles. Its just such a small detail it feels silly to worry about it, considering its only going to pop up in artwork most of the time. If we ever get a heroic scale wargame I'll get concerned though.
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>>49022698

Since GW has basically squatted Sisters I don't see the point in anyone being butt hurt.
>>
>>49022226
Thing is, Dave seems strongly against covering tables in ordinance and whatnot. It's why fighters, bombers and torpedoes in dropfleet aren't moving around the battlefield (battlespace?) like they do in BFG, say, they're tokens you place next to their targets and resolve the effects from there. Kind of can't see them putting minefields in with that philosophy.
>>
>>49022798
I'm with you there, you really can't tell on the models themselves. It's just something I found kind of funny.

>>49022815
Not butthurt, just amused the artist has been a bit of a cheeki breeki.
>>
>>49022861
I didn't mean you were being butt hurt, I mean any of the dingus sue happy assholes at GW.

If anything I would look at it as a fun tribute.
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>>49022921
Ah, right, my bad.
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>>49022937

No worries Bruh, have a brew on me and lets go talk to some sirens.
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>>49022833
He kind of built himself into a corner with how streamlined everything is, if you think about it.

Mines and other deployables are not at all difficult to keep track of in games like X-Wing (skirmish level I know, but still)

to make a case for Mine specifically, they don't move -- they just appear and then blow up occasionally. Fighter craft on the other hand have to be tracked as their location isn't fixed, so his solution to that was fine I guess.


Without asteroids being a factor in the game, it makes things feel a bit too open. Being able to restrict certain shipping lanes is a key naval element.

Apart from mines, there could be launchable satelites - providing ECM or serving as target painters -- things like this will add a layer of strategic depth without making the board too hard to read.

Just my two cents anyways.
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>>49022980
>tfw chad cyberdick just wants friends
;_;
>>
PHR dreadnought's cyberwarfare suite allows the PHR player to swap two activation cards in their opponent's deck, and reduces PD of enemy ships in scan range
>>
UCM London class dreadnought has turreted Avalon level burn through lasers, and manufactures drone corvettes.
>>
>>49023265
That sounds a bit excessive, anon.
>>
>>49023265
>>49023325
Yeah I think you guys are way, way overestimating how big the dreads are going to be. Dave has already said they're going to be pretty much the same length as the current Battleships, just bulkier. Does that seem like something that can fit a TURRETED superheavy laser two thirds the length of a battlecruiser, let alone multiple of them? Jesus some of the suggestions here are really bad.
>>
>looking at Jungle Devil weapon profile
>E7 Sh 4 AC 2+ R(f) 18" R(c) 18" MF 4" Arc F/S AA
>it has two of these
>special rule that it ignores both reaction fire penalties and evasion countermeasures, unless both occur at the same time, in which case evasion still takes effect
>Stalkers, Ravagers, and Opressors gain infiltrate-18; cannot take Annihilators

[FEAR INTENSIFIES]
>>
>>49023325
>That sounds a bit excessive, anon
>[nervous spine rustling]
>>
>>49023389
>Stalkers, Ravagers, and Opressors gain infiltrate-18; cannot take [nobody cares]
>Oppressors gain infiltrate-18
>Oppressors.

Jeez, that sounds great. Starting those bad boys up the board... it's a huge savings on the cost of dropshippery to take the first focal points or critical locations.
>>
>>49023389
>>49023451
Oh, and also.

>Jungle Devil has infiltrate-18 and E+1
>if she did not fire or more in her last activation, she has E+3
>if she fired but did not move, she has E+2

>Oppressor
>with evasion
Fucking Scourge stealth tech
>>
File: UCM new cairo.jpg (113KB, 797x530px) Image search: [Google]
UCM new cairo.jpg
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>>49023365
Anon that first suggested turreted burnthroughs here, for the record I wasn't thinking of the avalon's, more something like the new cairo's laser which doesn't really stretch halfway down the length of a regular cruiser. I figured the extra gains of the dreadnought might make a rotating turret possible.

>>49023389
That sounds cool. I do like the idea of an army of battlecrabs, starting them up the board could certainly help. I love the idea of the stalker, but with its short range and slow movement I can't see how you're meant to use it.
>>
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>>49023451

Agreed you can really look at a lot of those as disposable anyway.

However, Oppressors infiltrating is a be silly. The Mobile Oppression Palace isn't sneaking anywhere.
>>
File: Screenshot_37.png (2MB, 1276x715px) Image search: [Google]
Screenshot_37.png
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This might be my favourite piece of wargaming art ever.
>>
>>49023525
>Looks like you really stepped in it, mate
>>
So, it turns out that Seti's firedrake does away with its gate (obviously), and instead replaces it with a suped up version of the Tarantula gravity cannon.

It's pretty much the same beyond MF, but it has 4 shots instead of 1, and can only fire facing forward.
>>
>>49023525
nigga is so cold-blooded he doesn't even need to look at the explosion to get an erection
>>
>>49023525
>Fried jellyfish, anyone?
>>
>>49023525
>That Hunter flipping in the background
>'Fucking asshole humans, blowing up my tank'
>'bet he's fucking jerking off in a corner, without us inside him to keep him off task'
>'my grav panels hurt because they've been fucking blown off'
>'I wish I had a host'
>>
File: Jungle Devil.pdf (1B, 486x500px)
Jungle Devil.pdf
1B, 486x500px
>>49019448
>>49020885
>>49021433

Hey, heroes. Chapter Three is up, and there's a bonus side story today. An adjunct, if you will. It's smut.
>>
File: Interrupted.pdf (1B, 486x500px)
Interrupted.pdf
1B, 486x500px
>>49024807
Enjoy.
>>
>>49024823
And then Marcus got fucked harder than he thought possible. Credit where its due writefag, you've been putting great work in the Jungle Devil story. I'm really enjoying it and can't wait to see where it goes.
>>
>tfw campus copy center is closed onna weekends
Sorry dudes, scan will have to wait until monday, or unless I can find an exceptionally cheap scanner at walmart.
>>
>>49024951
Thanks, anon. I've been enjoying writing it, but it's always good to get some feedback.
>>
>>49025000
Honestly I'd be find with just camera pictures of some of the stats for new units for now. We can live without the lore and cool new environmental rules for now.
>>
>>49025000
>checked
Thanks ScanAnon.
>>
>>49025028
Sure, I'd be happy to take a few pics; any requests, or just all of them?

>>49025031
Yeah, I think I found a pretty cheap one over at best buy; I need a scanner of my own anyways
>>
>>49025250
Give me a sec to check which units have their rules on Hawk's website. I know ronin, Samurai and Gharial command tanks can be skipped unless they've changed the rules for them in some major way, which I doubt they would.


Shaltari don't have rules that I can spot up for Leopards, Panthers, and Firebirds

PHR don't have rules for Thors, Menchit A2s, Angelos A2s, and Aether Jetskimmers.

UCM don't have rules for crossbows, and Seraphim Retaliators, as well as possible tanks for the famous commanders made generic like the broadsword if there are rules for them yet.

Scourge are missing rules for Corruptors, Monitors, and Overseers

Resistance need rules for Typhoons, Mehmed Siege Tanks, and thunder wagons.

Those are all the units that were added for phase 2 that don't have experimental rules up, though they might have had the experimental rules up at one point.
>>
>>
>>49025408
If it helps, the raw stats (although not special rules, or transport details) for a lot of the Phase 2 stuff can be found in these:
http://www.hawkforum.co.uk/viewtopic.php?f=10&t=7119
>>
>>49026455
That's a good catch. Some of this stuff is pretty cool, and might be worth adding to the OP.
>>
>>49026455
That definitely helps, though I kinda wish I could see everything at once just to get a better idea of what I might want to order for wave 2.
>>
>>49025408
So I ended buying a cheap 45 dollar printer/scanner, so scans for all three books will be forthcoming soon.
Turns out my phone camera is bad and can't capture text for shit

>>49026867
Hey, if you guys have any recommendations or requests for the OP, toss them out; I'd be happy to add them in.
>>
>>49019448
Poor Dave looks like he's gained about thirty pounds. I guess 10 hours a day of CAD will do that to you.
>>
>>49026455
I just realized looking through the Shaltari cards that you could have Ronin hop out of Havens and Spirit gates, which seems like a fine way to move some light anti tank around the board.

Also holy crap both the leopard and the panther seem like really solid heavy choices. The Leopard firing off 3 E12 shots at 9 inches seems crazy, plus you can start burning crap with that double dragon cannon.
Not sure what the Panther's special rule is on its gun, but the fact that it can fire off 3 E8 AA shots seems really disgusting, especially considering their accuracy.
>>
>>49027017
For a fa/tg/uy, he looks pretty fit
>>
>>49026449
xenocide
resistance are alright
>>
>>49027175
Good catch, anon. Fixed.
>>
>>49027175
What about the chipheads? Do they count as Xenos?
>>
>>49027175
>resistance are alright
>who is Salakhan
>who is Gunarr
>>
>>49027426
They ain't human, boy.
>>
>>49027426
We can kill them last?
>>
>>49022023
>nobody responded to this
Come on, thread.

Anyways, DFC has four primary mechanics which differentiate it from other space games.

>Signature and Sensor
Every ship has a signature value, and a sensor value. The range of your ship's weapons is determined by the sensor value of your ship, plus the signature value of your target.
In addition to this, there are status effects called "spikes", of both minor and major varieties, that increase a ship's signature by 6" and 12" respectively. As there is no cover or terrain in space, managing your spikes and your ship's signatures are critical to minimize the number of enemy ships that can shoot at you.

>Orbital Layers
The table consists of three layers that ships can move between; high orbit, low orbit, and atmosphere. Shooting between layers generally incurs some form of accuracy penalty, and most ships will actually burn up and be destroyed upon entering atmosphere.

>Crippling Damage
Whenever a ship reaches less than half its total number of damage points (health) it must roll 2d3 on a table of possible status effects, which range from causing it to drop an orbital layer, take damage, lose a weapon, lose sensors, die completely, nothing at all, etc...
While ships that are crippled can stay in the fight, they're very often living on borrowed time.

>Troop deployment and objectives
The game is based around planetary invasion and getting your troops down to strategically important locations, through specially designed troop carrier ships. Along with orbital bombardment and the like, the game is decided not by who killed the most, but by who has orbital superiority over strategic locations, and by who has the most boots on the ground.
>>
>>49022719
Well really to avoid that problem you want the initial trajectory to pass within about half the detection radius.
>>
>>49023082
>Being able to restrict certain shipping lanes is a key naval element.
Space is not an ocean. The UCM fleet is not a blue water navy.

>>49023640
Do all 4 shots need to be on one target?
>>
>>49028199
Although (and to be clear I'm trying to back you up) a lot of blue water engagements wouldn't involve terrain because, you know, that's what makes it a blue water engagement. Naval battles fought near coastlines or amongst small islands are brown water engagements, and it's in these that you'd get to hiding behind islands and whatnot.

tl;dr naval warfare would often be conducted out on vast expanses of water, with islands on the horizon if at all.
>>
>>49028199
>Do all 4 shots need to be on one target?
Yep, no Strafe rule.

Still, it's impressively powerful against big targets, and he still has the Distortion Cannon and the Dragon Cannon
>>
File: Screenshot_31.png (2MB, 1281x713px) Image search: [Google]
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>[HFY intensifies]
>>
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FUCKING XENOS.png
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>>49028659
>mfw fucking space hedgehogs
The art for this game has the best reaction faces
>>
>>49028717
I'm just glad we're getting art and not more endless pictures of miniatures.

They're beautifully painted, but they aren't able make the world come alive like good art.
>>
>>49028267
Yes, but brown water operations restrict shipping lanes locally at best. Non-riparian trade interdiction has traditionally been in the realm of blue- and green-water navies.
>>
>>49028784
>Green-water navy

Who came up with that shit?
That must have been a fucking great bullet on his OER.
>>
>>49028997
Came up with the name or came up with the concept of a navy equipped for open ocean engagement but not force projection?
>>
>>49029040
The name.
>>
>>49028659
>>49028758
I have to say, the UCM is probably my favorite HFY humanity in scifi.
They don't have super soldiers, no super tech, no limitless numbers (in comparison to their foes); they just have their grit, determination, and a well oiled and super-efficient military-industrial machine.
They're frequently out classed and out maneuvered, they don't win all the time and frequently have phyrric victories, victory itself isnr evwn assured in universe, but they just keep trudging on.
>>
>>49029239
Their tech is pretty advanced bruh.

Factions like the Imperial Guard would find the UCM a nightmare to fight. Countermeasures capable of making anything slower than railguns next to useless are nothing to sneeze at.
>>
>>49029732
True, but in universe they have the relativly least advanced tech.
>>
>>49029732
Now to start a thread on the matter and watch 300+ replies and constant wanking.
>>
>>49030166
>implying DZC is popular enough for that
It'd be maybe 10 of us from this thread, vs 50 40k dudes.
>>
Looking at this game, and at a glance can't find a rundown of the various factions.

Any place to get a summary?
>>
>>49030606
There was one in the last thread, I think. Let me see if I can find it.
>>
>>49030667
Missed it last time, see it now.

Thanks for letting me know, questions likely to follow.
>>
>>49030713
Wait, I think this is for Drop Fleet, not Drop Zone.

I'm interested in the on the group, tanks and such game.
>>
>>49030741
The races are the same for both games.
>>
>>49030606
Not that I know of, besides what little flavor text you can find on the website. In general though, the quick and dirty of the various factions are:

>United Colonies of Mankind (UCM)
The remnants of an earlier human interstellar civilization after they were invaded by the Scourge, they're currently in the progress of reconquering the old human core worlds in the largest military endeavor ever undertaken by man.

>Scourge
Jellyfish like neuroparasites that permanently bond to a host's nervous system in order to take control of their body, the de facto "bad guys" of the setting; they're currently trying to defend the old human core worlds while they prepare to move on to another race to assimilate.

>PHR
A branch of humanity that escaped from the core worlds before the Scourge invaded on the behest of an incredibly powerful alien AI, they are now led (at least in part) by this AI, make extensive use of augmentation and cybernetics, and are currently playing 3d chess with the UCM, Scourge, and Shaltari to achieve their own goals.

>Shaltari
Diminutive humanoid aliens (think greys, but with spines all over their body); they are the setting's "ancient aliens", with extreme technology as well as effective immortality, in that the Shaltari vat-grow new bodies to transfer the minds into when their current body begins to grow old. They are fiercely warlike, as well as being extremely manipulating, going so far as to being the ones that actually gifted the core worlds humanity, all for the sake of using them as mercenaries against another group of Shaltari.
>>
>>49018197
>What's the best looking UCM ship and why is it the Moscow?
She's cute
>>
>>49015431
Please don't darken these hallways with that retards artwork.
>>
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>>49030800
THIGHS
>>
>>49030741
For DZC (the ground game), the various factions can be summed up as follows.

>UCM
The faction that relies most on combined arms warfare, they have decent vehicles, but where they really shine is their huge diversity of infantry (even having the most cost-effective "elite" infantry in the game), as well as a huge range of aircraft.

>Scourge
Fast, powerful, and the second flimsiest faction in the game; their entire MO is based around harrying outlying enemy units, and having an extreme alpha strike.

>PHR
The "tanky" faction; they have the toughest vehicles and above-average infantry, some of the most powerful weapons, and extremely good building demolition. In the more recent expansions they've gotten more mobile assets, but by and large they're still the "wall of guns" kind of faction. Mechs everywhere.

>Shaltari
Extremely mobile, being as fast as the scourge with the added benefit of limited teleportation; their vehicles have worse armor than the scourge but often punch above their weight, they're the only faction with ubiquitous passive saves (energy shields), as well as having both extremely versatile and extremely powerful heavy units.
>>
>>49030805
rude
I don't even know who drew it, nor how he is a retard
>>
>>49030800
>>49030851

Moscow confirmed best girl
>>
>>49030851
I bet Beijing-chan has even better thighs
>>
>>49030902
Beijing-tan when
>>
>>49030860
>>49030764
What about the survivor faction? The Remnants or whatever they're called?
>>
>>49031190
Oh yeah, the Resistance

Basically, they're the humans on the core worlds that survived the initial Scourge assault, and have been living off the grid for the past century and a half; their aesthetic ranges between civilized Fallout towns, to full Mad Max.
Most of them support the UCM, a good portion don't, but all of them hate the Scourge.

As for their playstyle, they make heavy use of swarm tactics and good and varied infantry, along with very heavy vehicles and excellent building demolition.
>>
>>49030902
But is she a spunky redhead?
>>
>>49031427
Probably, but with even more freckles
>>
>>49031363
Interesting.

How would I go about building myself a list for them?
>>
>>49031474
Ehhh... I'll hold out for Atlantis-san or Achilles-tan.
>>
>>49031485
First and foremost, I would recommend reading the rules up in the OP if you haven't already.
>>
>>49031485
http://solomonder.com/scoldzap/
Unit rules are in the OP
>>
>>49031524
Going through them now, more or less. Reading about Resistance in Reconquest, figured I'd hit main rules after that.
>>
>>49031490
>not liking freckles
>>
>>49031537
Nah, read the main rules first; the Resistance have special rules that only make sense if you know the main ones.
>>
>>49026455
>http://www.hawkforum.co.uk/viewtopic.php?f=10&t=7119
holy fuck crossbows are 20 points. That is some crazy cheap area denial and pain you can put on the edge there.

Also holy fuck, the broadsword is actually reasonably cheap and a goddamn heavy hitter.

UCM got some good toys in phase 2.
>>
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>>49033270

Broadsword looks like a dud. Only one shot means it will still be doing nothing like 30% of the time. Most people aren't taking heavy tanks, but when they do they have ways of resisting single shots through passive countermeasures or evasion. Also I think its E is too low, it should be 12. Most of the time you are simply better of taking three regular tanks which have better damage potential.

The crossbows seem kind of nice, but really you are only 10 points away from just going longbow which seems much better. I am not sure I will be using this much.

I like the Raven-B.
>>
Ok, so looked some more at Resistance, and I wrote up a list with barely any idea of what I'm doing. I'm just curious at how well or badly I did.

3 Breaching Drills 150

HQ
Alenander 125
Lifehawk 55
-AA Cannon 15

Gun Technical(6 units) 60

Attack ATVs(2 Units) 70

Vehicle Detachment 1

Rocket Technical(6 units) 60

Rocket Technical(6 units) 60

Fire Wagon 54(3 units)
Kraken 38

Vehicle Detachment 2

Rocket Technical(6 units) 60

Rocket Technical(6 units) 60

Fire Wagon 54(3 units)
Kraken 38

Resistance Band 1

Resistance Fighters(3 units) 72
Battle Bus 15
-Machinegun Battery 15

Resistance Fighters(3 units) 72
Battle Bus 15
-Machinegun Battery 15

Kraken 38

Occupation Veterans(2 units) 80
Jackson 15

Occupation Veterans(2 units) 80
Jackson 15

Lifehawk 55

Rusted Fist 1
Mehmed(2 units) 96
Lifthawk 55
AA Cannon 15

1482
>>
>>49033502
I think the main appeal of the crossbow is the unlimited range and the marksman's touch. They play very different roles, with crossbows acting as long distance area denial and longbows acting as artillery support for engagements between your forward elements and your opponent's.

As for the broadsword, its got some appeal. With Devastator 2, its going to be really good at taking out PHR walkers and earning its points back doing so. It'll kill any PHR walkers that aren't their Hades or Nemesis in one hit, and against Hades walkers if you roll a 5+ on damage you're stripping half their DP. Considering you're paying a third of your points to do that, its not a terrible deal.

I don't think its amazing in the current meta, but we did just get a ton of new units that might encourage people to try different builds.

That said, you have a really fair point about the one shot. its frustrating but there's not really much to stop it from failing that 30% of the time.

I'm not sure I'm a fan of the Falcon-B, its reasonably cheap but only hurting PHR walkers on a 6+ doesn't endear it to me much. that said it'll be hard to kill and really shine against stuff like those ronin and samurai, and seems like it can do a decent job APC hunting if your opponent is running them.

I'm really curious about what the stars on the Seraphim's barrage mean. I feel like being able to drop a big pie plate of energy 10 on some scourge tanks floating around, and having the option to maybe just smack one tank with a big energy 12 hit seems okay. Not crazy about the points cost.
>>
Hey dudes, guess what; Phase 2 units.

http://www.mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf

I'll make a full scan of Phase 2 tomorrow, if y'all want it.
>>
>>49034339
Yeah man. That'd be great.
>>
>>49033628
My other question is if Berserkers are viable as troops, because if they are then I'm super interested in trying to run them.
>>
>>49033628
Looking it over you got all of it right from what I can tell. You even got the errata on the rocket technical's points cost, which I missed at first. The list seems pretty reasonable, I especially like all that infantry to make sure you don't have any lacking. One thing you want though is to put some points into picking up a Commander, which lets you add his CV to initiative roll and gives you the resistance command cards to use. That's covered in the main rulebook though.

>>49034475
they can work as troops, but they aren't great at objective finding. You usually load them into buildings that the enemy is already in and try to butcher them.
>>
>>49034339
>Eviscarators have CBQ of 6, meaning when they enter the building they get 18 rolls to hit

so you butcher just about everything that's going to be in the building except maybe if your opponent is lucky some shaltari warsuits. Holy god.
>>
>>49034339
Also, Jesus fucking Christ, Aurelia Felix is insane.

>super-heavy rail cannon; E 13, Sh 1, Ac 2+, R(f) infinite, R(c) 36", Mf 9", Arc F, Devastator-2
>she has two of these
>and a stealth missile array

>special rules
>all squads in an army containing her must be mounted in dropships; points cost of Poseidons and Njords are reduced by 15 pts, Neptunes by 10 pts, and Tritons by 5 pts. Taranis, Thor, and Longreach teams may not be chosen.
>Once per game, you may activate two battlegroups simultaneously
>C V 7
>V
>7
>>
>>49034727
36 rolls to hit, anon; they come in squads of 2 bases.
>>
>>49034780
Yeah, that's going to be a really terrible time for anybody inside when they get there.

>>49034339
Wow that ion cradle rule is really good on the oppresor. Considering the Oppresor's speed and the ability to just maximize range, you could give your hunters decent range on their cannons for a round of shooting then give them 2 shots when they're close enough to engage.Plus with 8 E6 shots you can skimp a bit on AA and bring more hunters.

Alternately just bring 2 Annihilators and double tap plasma bombards for massive E10 bombardment. let reavers put out 4 total energy 9 shots at 12", and another 2 E8 shots if you're withing 6 inches. I like the encouragement to bring Hunters and Slayers.
>>
>>49034886
>opressor
You mean overseer, yeah?

In any case, I totally agree; if I ever play a Scourge army, I'm going to be taking an overseer without fail, maybe even two of them; they'll make great front-line AA, in addition to their bonuses; just stick them behind some buildings and take potshots as you please.
>>
>>49034886
I wish the model of the Overseer didn't look so crap compared to the Desolator when it has what seem like far better rules..
>>
>>49034952
Tbh, only the lower half of the Ion Cradle is lacking a bit, the upper bit looks great.

It's not as awesome looking as the Desolator, but it's not horrible.
>>
>>49034938
Yeah, Overseer is what I meant.

The more I think about it the better it seems to get. your dropships get boosted range or can double tap. Hell, doubletapping on a dispersed plasma hose is going to be nightmarish if it's hitting exposed infantry.

I'm especially excited to try out those Slayers. firing 4 energy 10 shots is just what they need to start seeing more play.

Who knows, the Desolator might see a few buffs in the coming months to help it match up to its sister ship a bit more.

>Panther
>3 infinite range E8 shots with AA
oh fuck off, that's going to be frustrating as shit. Sure, they're rolling 5+ to hit on reaction fire, but you're still going to be taking a hit statistically each time it fires if you don't have evasion. that's going to lock down a flight path quickest I've ever seen.
>>
>Reading Reconquest Phase 1 because I'm climbing on this drop-universe hype train
>get to 'misc scenery showcase'
>civilian vehicles showcase
>it's just a bunch of hotwheels
Dave pls.
>>
>>49035073
>not liking the Neo-Deco aesthetic
Plebeian, swerve.
>>
Someone sell me on running stalkers/ravagers/harbingers instead of the usual hunter/reaper/marauder set-up. The walker models seem way cooler. Are they competitive?
>>
>>49035639
I think the way to make them competitive is to build an army of them around the Jungle Devil.

She gives them infiltrate 18, which should do a lot to counteract their loss of speed compared to a skimmer army.
>>
>>49035639
Stalkers are pretty much equivalent in stats to the UCM sabre, but they have an e12 acc 2+ 9 inch primary weapon, and decent CC claws.

The Ravagers provide a longer ranged and more versatile AA than the Reaper, albeit only 6 energy rather than 8.

Harbingers provide some decent demo and some AV, as well as powerful close-range AA if you splurge for their mini arc caster.

Basically, they make the Scourge play more like a "normal" army, in that they are far less mobile and severely rely on dropships to get around, but they still maintain their energy superiority over other factions at the cost of range.

>>49035688
no famous commanders in tourney's, unfortunately.
They're specifically designed to be OP and unbalanced, and are really just for fun.
>>
>>49027871

Cool, thanks for answering my question. I was curious to see how similar it would be to BFG, but it doesn't seem similar at all. Are there special orders you can give your ship each turn?
>>
>>49035900
>Are there special orders you can give your ship each turn?
It has essentially all the same exact special orders from BFG except Weapons Free (lets you shoot all weapons instead of just one) replaces Lock-On, and there's two extra ones (Silent Running and Active Scan), and instead of requiring leadership tests they just add spikes to your ship (see previous mention of signature/scan mechanics).
>>
>tfw you can take three overseers at battle level

PLASMA INTENSIFIES
Battle: 2486/2500 points
Standard Army
Standard Roster [2486/2500 pts]

Scourge Oppressors [832 pts]
Overseer: Overseer(Puppeteer) [370 pts]
Overseer: Overseer [175 pts]
Overseer: Overseer [175 pts]
Minder Swarm: 8x Minder, 2x Intruder Beta [112 pts]

Scourge Vanguard [210 pts]
Hunter MGT Squadron: 3x Hunter [105 pts]
Hunter MGT Squadron: 3x Hunter [105 pts]

Scourge Vanguard [210 pts]
Hunter MGT Squadron: 3x Hunter [105 pts]
Hunter MGT Squadron: 3x Hunter [105 pts]

Scourge Warrior Cabal [338 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Annihilator: Annihilator [150 pts]

Scourge Warrior Cabal [338 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Annihilator: Annihilator [150 pts]

Scourge Invasion Host [382 pts]
Slayer HGT Squadron: 2x Slayer(+Razorworms), Marauder [191 pts]
Slayer HGT Squadron: 2x Slayer(+Razorworms), Marauder [191 pts]

Scourge Occupation Patrol [176 pts]
Prowler Pack: 4x Prowler, Intruder Beta [60 pts]
Prowler Pack: 4x Prowler, Intruder Beta [60 pts]
Minder Swarm: 4x Minder, Intruder Beta [56 pts]
>>
>>49035914
Cool, so I was watching a batrep on youtube and it seems like the battle just became a parking lot of ships in the center of the board. Will this be different in larger games or in games between different factions?
>>
>>49035900
Pic related.

The way special orders are used is that once activated, every ship in a group may either remain on standard orders, or go into a chosen special order.

For example, when I activate a group, I could choose "weapons free", in which case every ship in that group could either remain on standard orders, or go weapons free.

Also, what >>49035914 says
To be fair, Andy Chambers co-designed DFC with Dave, so it's surprising that a lot of BFG terminology slipped in.
>>
>>49035948
Which are you talking about?
As far as I know, there's the Beasts of War tutorial videos, the German guy, and maybe one or two others.

In any case, the clustering is likely caused by people being inexperienced with the rules, and not knowing how to take full advantage of their ships, or just rushing for the biggest objective.

Also, a big thing to remember is that ships are CONSTANTLY moving; for pretty much every order they have to move between half and all of their thrust value; if the ships bunch up in the center of the board, they'll go flying past each other in a round or two.
>>
>>49035922
You fucking madman. So I guess hunters and tormentors just have 30" plasma guns now? Or are you going for the way too many tap option, to leave man wondering how so much plasma could exist?
>>
>>49036000
Sorry, slayers not tormentors*
Also holy god that would be 4 energy 8 large pie plates from each annihilator. You're crazy man
>>
>>49036000
Unfortunately, Ion Cradle's do not stack, it seems.

HOWEVER, all this means is that I can use normal scourge tactics, and just sprinkle my overseers about the front line; keeping one back (the commander one) with my annihilators.
>>
>>49035984
This one:

https://www.youtube.com/watch?v=i0qyLEsuQzg
>>
>>49035984
Not him, but the German guy. He's done like a dozen videos now. In every single game, it devolves into a clusterfuck brawl in the center, and I think there's a possibility the rules pretty much ensure it's going to be like that almost all the time. The boards need to be bigger.
>>
>>49036097
Mind linking me to the german guy's batreps? Thanks.
>>
>>49036104
https://www.youtube.com/channel/UCl18ow2t5AACDhdhH9NeQdA
>>
>>49036091
Just skimming through the video, it looks like they used station keeping at the end.

However, if you notice (and >>49036097), that board is absolutely HUGE compared to the size of their fleets; they're not being cramped in there, the players are just doing so out of their own volition, most likely.

I've said it before, and I will continue to say it; until the game goes live and we can start to see metas evolve and people try to break the rules, it shouldn't be called this early on.

If it comes out that two months later, and 80% of all games devolve into a brawl in the center of the board by round 4 or 5, then yes we have a problem.

Just out of curiosity, does the German guy play against himself? I've never seen anybody else in the room with him. If that is the case, while his videos are excellent at showing the rules and mechanics, I don't really see them as objective examples of player vs player tactics.
>>
>>49036091
>>49036196
Yeah, just watching already, and I can see it's a conscious decision by them. The UCM have excellent firing arcs, and yet they decide to just run the Seattle straight at the center of the board.
>>
Also, found a batrep playing around with some of the new PHR stuff.

https://www.youtube.com/watch?v=Sc3xEqABCPQ
>>
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>>49034602
Interesting. Am I correct in thinking that I'm trying to leverage the mining drills to flood my opponent with technicals, while using my infantry to focus on objectives? I tried to take a lot of stuff to clear or destroy buildings as well, I don't know if that's a tactic to focus on or not.
>>
>>49034339
Resistance Sappers seem hilarious.

Three times per game you just get to pick something anywhere on the table and say 'yeah that blows up now'
>>
>>49034339
Thanks dude.
>>
>>49036343
Man, PHR look good in red.
>>
>>49034339
>http://www.mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
UCM got raped once again and PHR and Shaltari got buffed.
>>
>>49038694
I dunno, the fact that flak and mortar teams are Troops rather than Exotic is pretty darn useful, you can fill your compulsory infantry with AA now and leave the praetorians to do the heavy lifting. It's not like legionaries were that great in CQB before.

Falcon-B is a bit pointless when the archangel and falcon-A exist, but the phoenix is pretty legit.


I actually think the big winner of Phase-2 is the scourge, purely due to the overseer. Extra range, or extra shots, is pretty huge for them, low range and rate of fire were two of their weaknesses.
>>
>>49022468
>>49018150

There's a fluff piece on it in one of the online releases. It's basically the Brave about to kill her when she's on the ground, and she shoots it from behind.

>Haha, you're just a human
>Haha, you're just a manlet in a combat suit with weak rear armour.
>paralysing bang
>laff, coup de grace shot from point blank
>>
>>49038779
>>49038694

Agreed on the Scourge. They got a lot of much needed buffs. Monitors, Corruptors, and the Overseer are all great and will go a long way in powering up the faction.

Shaltari got some really great units, but the Panther is complete bullshit that unit should have never made it past the concept board. Nothing else is too over the top, but the Panther is going to make it tough for other factions to field anything larger than a light dropship with out having to hide. Combine that with already having the best maneuver due to gates it is going to make them OP for a while until its toned down.

PHR only got reasonable buffs. The main problem I see here, is their units simply widening the gap between some older ones. The Valkyries and skimmers make most walkers and immortals look useless. All their obscene stuff got toned down though from OP as fuck to just really good.

UCM got the shot end of the stick. The infantry units are pretty nice, but none of them are game changing especially with the little to hard but deserved nerfs to Hazards. Broadswords and Crossbows are units that look good on paper, but are far too one dimensional to be utilized effectively. Seraphim Retaliators look kind of neat, but fast movers are still not particularly effective in general and AA has only been getting worse. (The Panther basically means I will never take one) I an see myself trading out some legionaires for a base of mortars and flaks, but for the most part I am still just going to be relying on the Ferrum to do the heavy lifting.

The Phoenix is great no doubt there. I think the Falcon-B will be great. Having one or two of these will be very useful in hunting down annoying units in light dropships. Their high speed and cheapness can let you simply leave them near buildings out of LOS until you need them to pounce.
>>
>>49038978
Yeah, I'm kind of wondering if there's any problem that a combined force of leopards and panthers can't solve. Massed resistance light vehicles maybe? Otherwise most other bases are covered.
>>
>>49039076
Panthers will have a hard time taking down Fast Movers because of their reaction fire penalty.
>>
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>>49034952
>>49034992
You could probably get away with using Eden's Dinosaur as a proxy.
>>
What do people think of the corrupter? It seems a lot of fun in principle ("You want objective? Too bad, here razorworms, fuck you!") but I kind of wish it could try to deploy more than one base a turn. It's got a set of pods under each wing, after all. As it is it feels like it'll probably be shot down before it can drop all its babies off (it takes 3 turns to deploy them all) and may waste its points. Oh, and it can just miss, 3+ isn't that great on a single shot.
>>
>>49039750

I think they are great. Worms can cause serious problems for elite infantry especially since they cost so little. I think you should really take the corrupter in pairs so you can launch two in at a time. Or pair it with a screamer. I think that will be a great unit.

My mine gripe would be the range is kind of low.
>>
Man I wish the dropfleet stuff happens soon I've gotten pretty interested in it now and the wait's a pain when I want to see things about it
>>
>>49034339
Huh, I expected Aurelia to be a hyperbitch, but apparently she's all honorable and shit.

PHR truly are the bro faction.
>>
>>49034339

thanks!
>>
>>49040633

>PHR truly are the cunt faction.

Traitor Plz Go
>>
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>>49040654
>court marshals his own officers for reducing human casualties
>calls anyone else a traitor
>>
>>49039076
I think a big part of the problem for that will be massed flyers. Panthers are 125 points and can only pop one air unit a turn. UCM spamming falcons are going to not lose too much to a panther or two points wise, considering reaction fire has to also go up against E+2 as well as only blasting one of them as they come in. Double ferrum would also, I assume, overwhelm mass panthers, as your flying drones aren't going to be too sad if one or two disappear.

As a sidenote, I just noticed the buffs praetorian snipers got. Anyone have an opinion on them having infiltrate 18 now?
>>
>>49038085
However, if you'll notice, they do not have IF; they have to have LoS in order to do their stuff.
>>
>>49038978
>>49040929
It's important to note that Panthers are heavy choices, not support; you're going to be forced to choose between their powerful heavy hitters, or the new AA.

That being said, a battlegroup of two leopards, a dreamsnare, and a panther at battle level seems pretty tight; that brick of leopards and dreamsnare will be devastating if they can get into range.
>>
>>49040797

Court mashalled an officer that agreed to a deal that let a dangerous enemy leader escape capture.

A leader whose nation views the human race as inferior and is not above dealing with murders and psychopaths to ensure the human race does not recover its home planets or rescue its people under occupation.
>>
The broadsword doesn't actually seem like that bad of a choice compared to the Gladius, in all honesty.
While it has one less shot, it has dev-2 and has the same maximum damage potential as a single gladius; by itself it's cheaper than a sub-squad of two Gladii, it has the benefit of a wide formation rather than standard, and it has 1" extra to move, allowing it to keep pace with sabres.
>>
>>49041364
To be fair though, I feel like the mythslayer is a little too weak compared to the godslayer; they should have either made it e11 with devastator 3, or made it e12 with devastator 2.
>>
>>49041364
It also won't be reduced in effectiveness as it takes damage.

A squad of Gladii is going to put out fewer shots every time a tank is lost. The Broadsword can keep swinging until it loses all 4 DP.
>>
>>49041344
Humanity has already recovered one of its home planets and rescued its people.

It's just the UCM that hasn't been able to so far.
>>
>>49041426
#shotsfired
>>
>>49041418
True, but it's also fair to note that a single broadsword only has half the potential damage as a sub-squad of two Gladii. As with all questions that deal with "more damage, less shots" or "less shots, more damage"; it comes down to whether you want consistent pinking, or a nice alpha strike. For example, a single broadsword drop has a reasonably good chance to drop a Warstrider in a single shot.

The lack of overall shots or higher dev makes it less effective against monstrous 6+ DP units, but it's great at bringing down more middle-of-the-road heavies like heavy tanks, warstriders, PHR heavy walkers, etc.
>>
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>>49041426
>"Humanity"

My phase 2 book isn't here yet. So I don't know the rest of the story yet.
>>
>>49041489
>single broadsword drop
single broadsword shot*
>>
>>49041426
>PHR
>human
>>
>>49041533
Human+ is still Human. :^)
C'mon, it ain't so bad. Let's grab some brews and you can ask anything you want, brah.
>>
>>49041600
>reading core rules section on PHR
>describes their coming of age, "The Binding"
>PHR youths are injected with a small amount of nanobots in order to begin utilization of further augmentations
>the process is painful, but causes several days of inebriation.
>youth are not considered full citizens until this event.

>PHR literally get drunk to become citizens
>>
>>49041685
SPACEBALL
B L E S S
L
E
S
S
>>
>>49041685
>the process is painful
is not painful*
>>
I'm surprised no one is talking about the Hera; it seems like a great alternative commander for the PHR, especially with a guardian Hera tagging along.
>>
>>49041827
>A9 DP3
Or A7 when getting reaction fired at. I just don't think it's going to survive very long.
>>
>>49041992
E+1 bruh
>>
>tfw with the Croc, you can finally go full grav-tank Shaltari without missing out out on anything
>>
>>49042008
>That shitkicker gun is now only hitting me on a 3+
Whoopedee doo. Helps with the AA reaction fire, I guess, but any ground gun that can see it is going to put the hurt on.
>>
>>49038779
>Falcon-B is a bit pointless when the archangel and falcon-A exist, but the phoenix is pretty legit.
>Flexible units are bad

>>49038978
Panther could probably be fixed by giving it MF 0". If that's not good enough then maybe make it Ac 3+, but that might call for a small points decrease. In a worst case scenario remove reaction fire entirely.
Another Panther rules change might be to drop E to 7 and give it Focus-2
Ares, Phobos, and Odin are still great if used properly (don't walk on)
>(The Panther basically means I will never take one)
Do you only ever play in tournaments?
>>49039076
>Yeah, I'm kind of wondering if there's any problem that a combined force of leopards and panthers can't solve.
Anything in an Intruder-B. Any gunship with evasion. Sabers. Apollos. A Nemesis. Seti. Playing the scenario.
>>
>>49041364
Looks great against PHR and bricktari, not so much others. Gladius will be considerably better against any 1 DP target. Also could really use one of the heavy machineguns like the Sabre has.
>>49042112
I think you're forgetting the Hera's biggest defensive feature: being somewhere else.
>>
>>49042363
>Looks great against PHR and bricktari
That's what I was thinking as well; it's going to reliably pop walkers and have the DP to engage a numerically superior force
>>
>>49042363
Every faction has gunships though. And if you want to fire those railguns it's going to have to pop its nose out.
>>
>>49042472
The PHR have one (1) gunship, and even that is a hybrid transport.
>>
Question, how do you see unit stats in the FFoR army builder?
That's one of the features, right?
>>
>>49042628

go for print and make a pdf with stat reference box checked.
>>
>>49042693
Ah, thanks anon!
>>
So keeping in mind phase 2 what would be best possible UCM 1500 tournament style list ?
>>
I'm contemplating on shaltari 1500 pts list of

Standard Army
Clash: 1493/1500 points
Standard Army
Resistance Standard [1493/1500 pts]
Gate Group [296 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]
Spirit Light Gates: Spirit [43 pts]
Spirit Light Gates: Spirit [43 pts]
Haven Terragate: Haven [20 pts]
Court of Elders [367 pts]
Gharial Command Grav Tank: Gharial(Elder) [176 pts]
Firstborns: 2x Firstborns [96 pts]
Ocelot Warstriders: Ocelot [95 pts]
Shaltari Swordpoint [249 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]
Shaltari Warrior Clan [200 pts]
Braves: 2x Braves [70 pts]
Firedrake: Firedrake [130 pts]
Shaltari Warrior Clan [146 pts]
Braves: 2x Braves [70 pts]
Thunderbird Gunships: 2x Thunderbird [76 pts]
Shaltari Warfist [125 pts]
Panther Warstriders: Panther [125 pts]
Shaltari Warfist [110 pts]
Caiman Heavy Grav Tanks: Caiman [110 pts]


I don't have much experience on shaltari play, how do you think about the list?
>>
>>49042794
>netlisting
>>
>>49043033
dikbeeing
>>
>>49042828
Seems fine. You've got most areas that might be concerning covered, I'm just not sure if you need 3 edens and a firedrake
>>
>>49031363
>Varied infantry
>>49031485
Anon, lemme tell you about your lord and savior Occupation Vets. Love them, and they will love you.
>>
>>49033628
>Fire wagon
>Ever
No anon, they're bottom of the barrel hot fucking garbage. Literally never take them unless you have 54 points left over. What level commander is your Alexander? Also, why aren't your Occ Vets in Busses? They can fire out of them. Also, Jacksons die to a stiff breeze, and then your expensive infantry does too.
>>
>>49041260
They have Infiltrate 18, not a lot is out of your LoS when you're in a large building
>>
>>49043850
Ah, fair point.
>>
>>49043889
It's kind of a shame, that they're too expensive for what they do. Sure, they fire their payload of 3 shot weird weapons, but then sit there doing nothing. I'd rather use those points on more Occ Vets.
>>
>>49042794
messing around with list building, this feels like a decent list but I'm not sure on it.


UCM army list, Clash level.
[1485/1500]
Command 425 points
Phoenix with captain 285 points
4 crossbows with 4 raven a's 140 points


Armoured Formation- 423 points
6 katanas, sharing an albatross with 3 rapiers

Legionnaire Corp 279 points
2 Legionnaires in a raven 80 points
4 Flak Teams, sharing a condor with 2 bears 199 points

Expeditionary group- 350 points
Wolverine Squad- 102 points
4 wolverines and 2 raven Bs
4 Praetorian Snipers 144 points
Hazard Suit Team 104 points, raven A dropship with rockets.


I feel like you try and stall and hold the enemy back while beating them massively in objective finding. Might cut the Praetorian snipers for 2 Praetorians for a little bit of CQB fighting.
>>
Since my copy came in I've been wanting to do a Helburn list, and now that someone with a scanner has spread the good news how can I best employ him? I have never actually played before. Does the 2+ accuracy and fort for basic dudes make them worthwhile?
>>
>>49043824
>I wrote up a list with barely any idea of what I'm doing

And why are fire wagons bad?
>>
>>49044074
1.) No countermeasures.
2.) It's a flameweapon with no means to get there
3.) It's slow enough, that even inside of a transport, when it moves and gets to fire, chances are your enemy won't be enough of a slackjawed retard to let you bust your firey load on their infantry.
Take a look at the new Stormwagons, the ones with the single shot fuckoff missle. Also, always take a Kraken with any of your wagon types. They're great, and have countermeasures, AND you can fire your wagons, then hop back inside.
>>
>>49044046
It basically makes all the infantry in his army into gods of war that will pretty much never run from CQC.

Keep in mind, legionaires have fortitude 5+ and accuracy 3+.

Same for mortarmen and AA flak teams, they have accuracy 3+ as well.
>>
>>49044163
Furthermore, Praetorians only have fortitude 3+, and they're already insanely efficient for their points cost.
>>
>>49043916
Pretty much everthing eats it. No cookie.
>>
>people bitchimg in KS comments
>other backers tell them to shut up and stop being greedy little shits
Feels good; on a related note, looks like we're going to be looking at a first-or-second-week of September shipping date, not August.
>>
>>49039750
>Oh, and it can just miss, 3+ isn't that great on a single shot.
But aren't all shots at buildings always resolved at 2+? And the corruptor pods can only shoot at buildings, essentially, since they have no energy rating.
>>
>>49044906
> But aren't all shots at buildings always resolved at 2+?
Nothing I can find in the rules that says that
>>
>>49044965
Check again, bro. Page 27, first paragraph.
>>
>>49045109
Fugg, why did they not think to put that in the section explicity marked 'Shooting at Structures'
>>
>>49044889
Considering how most kickstarters do, that's pretty reasonable.
>>
>>49044592
Maybe cut some infantry for more katanas then? Or should I bite the bullet and add a Ferrum in there or something?
>>
>>49044906
So if I'm getting this right... when you buy a Corruptor, you're really buying 3 razorworm bases that come with a 5 point flying transport which can deploy them directly into buildings from 6" away, with the only caveat being that you can only deploy one base per turn and each time you deploy one you roll a die and its destroyed on a 1?
>>
>>49045357
Also unlike a normal transport there's no chance of survival if it gets shot down.
>>
>>49045357
Pretty much, that's a good way to look at it.
>>
>>49045357
looks like it. So pay 160 points for 2 of them, so you can really make someone's day terrible in the building, and just empty out a bunch of razorworms. You don't even need to dump all of them in one building, you could be the razorworm fairy delivering horrifying death worms to all the good little humies and hedgehogs on razorworm eve.
>>
Reminder that the Pungari are the true good guys of the setting.
>>
>>49045914
I'm glad to see other anons understand Pungari are precious snowflakes amidst a vast furnace. UCM rescue rehabilitation and release team for pungari attack dogs when?
>>
>a single base of the mortar team has barrage-3
>a squad thus have barrage-6 when firing together
>against structures without active countermeasures, this is doubled to barrage-12
>but they're only E6, which means it's impossible to get critical damage on normal structures and the maximum damage potential is 4
Still though, sticking two or three squads of mortar teams in the back is some great long-range building demo for cheap, although they're not probably not going to do a lot of direct damage to structures.
>>
>>49046239
There's some hilarious imagery of a mortar setting up and pounding one building some infantry dug into for the next 5 turns, slowly killing them with falling masonary and giving them a concussive touch if they try to poke their noses out and bother passing armor.
>>
>>49046526
And the best thing is that you don't even have to bother giving them transportation or spotters, since they're only going to be targetting buildings and will be sitting on your edge of the map.
>>
So I just ordered the 2 player starter set from hawk and I have a couple questions:

1) Are the infantry white metal? It says so on the website but in images on Google I see plastic as well. Not that it's a big deal, but I'm used to handling plastics and resins, coming from 40K, just want to get shit straight

2) For the UCM, how would a Roman color scheme for the infantry look? Wish I could link a pic of a Roman Legionnary but on the phone at work
>>
>>49046934
Infantry in the plastic start kit are plastic.

Buy them in blisters or the resin sets if you want the white metal.

Roman scheme would probably look gaudy but might be dope. Follow your dreams.
>>
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>>49046934
This style? I wouldn't say it couldn't work but I'm having trouble imagining that much metal on a small model like the legionnaires without it being really heavy. Maybe mostly red with some metallic sections could work?
>>
>>49046980
I was thinking making the clothing underneath the armor red and then make the armor Abaddon Black or Leadbelcher. Maybe a bit of both.
>>
>>49047016
Hmm, that really seems like you'd have to mess with it and see how it turns out. Maybe just do a single stand of infantry in that style when they get here and see how it works?

I almost feel like that would translate better to the vehicles. I know I was tempted to paint my UCM red and leadbelcher, but I already have red shaltari and red PHR so I eventually decided against it.
>>
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>>49046934
Romans in Space worked ok for Urban War so I don't see why not.
>>
>>49046934

The older kits had the infantry in metal with the starter sets.

The metal infantry looks much much better.
>>
>>49046934
>For the UCM, how would a Roman color scheme for the infantry look? Wish I could link a pic of a Roman Legionnary but on the phone at work
Will probably look pretty good, and you could try extending that to their vehicles as well!
Standard silver/chrome/gunmetal for their guns and engines, red-maroon primary, with some heavily washed bronze secondary.
>>
>>49047039
From the way the UCM look, I'm pretty sure I can get something the would fit with the color scheme I want going, which is why I was curious whether they were metal or plastic, so I know what kind of surface I'm dealing with. I'll definitely post pics when I get the first base done
>>
>>49047062
This, the plastic infantry are Risk-tier.

It's more expensive, but do go for the metal infantry as much as possible.
>>
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>>49047073
It works just fine on the Age of Tyrants vehicles, same universe as >>49047045 so still Space Romans.
>>
>>49044118
You do realize that the goal of a flame unit is to remove enemy infantry from a building, right? Extracting the infantry does not counter that goal.
>>
>>49045419
Non-shooty infantry that survive a crash on foot will almost certainly be useless anyway.
>>
>>49047414
Unless you're Shaltari and have backup light gates to spare.

Seriously not having transports bound to specific battlegroups is one of my favourite things about playing them.
>>
>>49047339
>Remove from a building
>Takes 4 turns to get to a backfield objective
>2 to get to a midfield
Not to mention, again, they're wagons, and have no countermeasures. They're not good, because the other flame weapons are just a hundred times better.
>>
>>49047513
>2 to get to a midfield
Sounds pretty good to me.
>no countermeasures
They're going to be in the Kraken until the moment they're shooting anyway.
>They're bad because they're not good
They're also really cheap.
>>
>>49030868
It's one of those money grubbing parasites off BoLS.
>>
>>49047567
For 92 points, I can buy
>a squad of sappers
>a Pathfinder
>a Cyclone
>a squad of 9 gun technicals
>4 thunderwagons
>a Typhoon
Or, if you really want a flame weapon, your own Skulltaker, so you can have one on a Lifthawk frame.
>>
>>49047638
My interest is piqued, could you explain without memeing?
>>
>>49047645
And none of those can easily dislodge enemy infantry from a building so you can take the objective in it uncontested.
>>
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>>49047694
>Flying flame weapon
>doesn't dislodge troops
>>
>>49047710
>skulltaker
>4 flame shots at Ac 4+
>>
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>>49047739
>play Shaltari
>Put 20 Pungari into building
>mfw someone who actually takes the shittiest flame weapon in the game can't dislodge 4 full bases if they all hit and wound
That's 3 activations of me searching with 4 dice. I'm gonna find that breifcase, and gate off the board.
>>
New thread, commanders

>>49048176
>>49048176
>>49048176
>>
>>49047446

They should really do the same for all factions. That would really help solve the dropship tax problem.
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