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/dcg/ Dropzone/Dropfleet Commander General

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Thread replies: 330
Thread images: 22

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Hedgehogs In The Wire 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: If you are only here for DFC, are you now planning on possibly getting into DZC? If you are here for DZC, are you planning on getting into DFC?
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>>49048176
post yfw hedgehogs in the wire
>>
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>>49048327
>>
>>49048327


>>49048176
unfortunately for the thread topic, I'm actually into both and have been for a while. I remember trying to start a Dropzone commander thread pre reconquest phase 1 actually. It was a different time.
>>
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>>49048404
>hedgehog pussy
>sweet

It's time to go.
>>
>>49048176
>Setting far into the future
>crewed, fixed gunplacement
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>>49048404
ayyy lmao
>>
>>49048508
I don't think that's a fixed emplacement
>>
>>49048508
>man-portable AA gun, transported by APC and dropship
>fixed

Get your shit straight, friend.
>>
>>49048590
In his defense, this might be the first time he's seen anything in connection to the universe.
>>
>>49048590
>man-portable
Might be pushing it with that one. That thing is huge.
>>
>>49048662
They gotta get it out of the Bear somehow.
>>
>>49048690
A dolly would certainly help.
>>
>>49048709
>crew of movers stowed away in the Bear to set up the guns

Love it.
>>
Dave needs to become a hobbyist linguist so that we can know what the various colonial accents sound like
>>
>>49048508
>what are lightweight future alloys and drill stabilizers
>>
>>49048864
What exactly do drill stabilizers have to do with anything?
>>
how does this game play compared to others? is PHR a good starting army, and are their big retarded scorpion walkers any good?
>>
>>49048900
To keep them in place while maitaining a small footprint?
>>
>>49048920
Drill stabilizers help long drill bits make very straight holes.
>>
>>49048903
>how does this game play compared to others?
I can't really say, but

>is PHR a good starting army, and are their big retarded scorpion walkers any good?
PHR are a good army, being the slowest and toughest overall. I would say that they play more like "traditional" war gaming armies.
As for their giant scorpion, yes, it's very good; it can wipe out squadrons of lesser tanks quickly, it has anti-infantry capability, it has limited artillery capability, and it can heal itself and others.

It's an all-in-one package of "fuck you"
>>
>>49048903
Dropzone commander plays a bit more loosely in deployment compared to other games. the big appeal of the game is the idea that you bring your troops on to the board in dropships, instead of deploying them before the game starts. This gives a lot more mobility and encourages more planning around air units and ground tanks being present for the battle. Thanks to that, you usually see lists being built that are a lot more versatile and able to handle any problem that could be tossed at them.
Also in thanks to its 10mm scale, things like artillery and fast moving aircraft are better represented. Instead of fast attack aircraft acting like they do in warhammer 40k, they buzz across the table before disappearing back into the sky each turn. Artillery reaches across fairly long distances, from one edge of the table to the other, with spotters lending a hand for accurate bombardment. Additionally, this is a wargame where the standard unit to play with are tanks, and that can be appealing to people who aren't a fan of the usual skirmish style of playing.

PHR is pretty noob friendly in my experience, considering their walkers are a bit more durable than other vehicles. They do move slower than other factions, but you have to pay something for having the most durable tanks and having good ranges on their weapons.

The Scorpion walkers are pretty good, but there's other options if you aren't fans of them. They're pretty heavy point sinks, so buying a lot of smaller cheaper units can work too, but as >>49049121 its got a lot of tools to help it be versatile in a battlefield where you're not sure on what you'll need.
>>
>>49048903
The only armies that might qualify as bad for starting are resistance and shaltari, and even then I would say just pick the one you like. Most of the game's depth comes from the rules that are common to everyone.
>>
>>49049121
>it has limited artillery capability
Of note*, by artillery I mean it has an indirect fire area weapon, albeit nanomachines rather than a proper ballistic weapon.
>>
Breaking math: Seti has a 10% chance of killing a full health Hades in one turn
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>>49049252
>post yfw Seti one shots a Hades and begins menacing your ground walkers
>>
Ok, so was asking about Resistance in the last thread, so figured I'd ask some more questions here.

Are Berserkers any good? I love the idea of this savage horde, but I wonder if it's enough to build an army on. I saw that they just got a new transport, and one of the generals seems to be a Berserker as well.

On the other end, is the mining drill general a viable choice, or more of a gimmick? I like the idea of ambushing through the entire map(Sappers seem to be able to blow up stuff just about everywhere as well, which seems great), but I'm just curious if it actually works, or if the drills get destroyed too easy.

And in general, Resistance seem to favor swarm tactics, right? Like, shitloads of technicals just driving around, blowing everything up through weight of fire.
>>
>>49049252
>>49049278
>his vehicle has a massive fuck-off gravity cannon
>and the disruption cannon
>and the dragon cannon
>has answers to super-heavy units, clusters of lesser units at multiple ranges, infantry, and light vehicles trying to flank him
[SCARED]
>>
>>49049154
Shaltari and Scourge are not terribly noob friendly,
Shaltari because they have mechanics which differ from the base game that take some getting your head wrapped around and then there is a slight curve to remember what you can do

Scourge because they are very unforgiving, and are a bit tricky to play their units can be flimsy, and their deployment and movement is more important, making a wrong move can be more catastrophic than other factions.
>>
>>49049298
Drills show up a lot in lists at top tier tournaments from what I've seen. They're great for putting a unit into a critical position and just making your opponent's day a little bad. Plus if they'd miss and end up in impassable terrain you just correct back, meaning placing it in an alley between two buildings can almost guarantee its position and have it end up well protected and disgorging an army.

Berserkers are alright, and from what I understand taking them with their custom transport can be nice. Just remember that they aren't going to be the absolute tip top tier of other armies elite CQB units (eviscerators are currently so god tier in that discussion its not even fair to other units involved sadly) but against anything that isn't those they'll do pretty great in clearing the position.

In general you're absolutely right about the swarm tactics. Technicals are so cheap and can subterranean, meaning you can get a lot of good flanking done with them. Just keep in mind that using a drill for that means the units won't be on board for a couple turns.
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>>49049482
I disagree about the scourge. They're not really less forgiving. It's just more obvious how you fucked up.
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>>49048176
>If you are only here for DFC, are you now planning on possibly getting into DZC? If you are here for DZC, are you planning on getting into DFC?
Had toyed with the idea of getting into DZC on and off a few times but never committed to it. Then DFC got announced and has my attention 100% (I really wish I had spending money back when the kickstarter was live) and now I'm planning to get the DZC starter set while I wait for that to release and see where it goes from there.
>>
>>49049550
Interesting. I looked around and tried to throw together a list

3 Breaching Drills 150

HQ
General 150
Thunderstorm 205
Retinue 168

Gun Technical(6 units) 60
Kraken 38

Vehicle Detachment 1 228
Rocket Technical(7 units) 70

Rocket Technical(6 units) 60
Kraken 38

Gun Technical(6 units) 60

Vehicle Detachment 2 120
Rocket Technical(6 units) 60

Rocket Technical(6 units) 60

Resistance Band 1 242

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

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

Kraken 38

Resistance Infiltrators 1

Attack ATVs(2 units) 70

Attack ATVs(2 units) 70

1491

Basic idea when I was looking at the rules and stuff is that I have a shitload of technicals above ground between the Retinue and the two other Krakens, while also having a shitload waiting underground to pop out. I don't know anything about the attack ATVs, but at a glance they looked like they were great at killing stuff in buildings, so thought I'd bring them so I could drop a drill close to something important, them pop them out and chem the building a whole shitload.
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Kickstarter commenter purge when
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>>49049638
Same here; I'm waiting for Hawk to put out those painting tutorials so that I can try out that Scourge naval scheme on a starter set and Desolator that I have.
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>>49049677
Something to keep in mind with the technicals is that the Kraken is only 1" faster than the technicals themselves. the primary reason you'd have a hovercraft is to use its active countermeasures to keep your technicals and wagons from getting the shit blown out of them by usually unlimited range units firing. The list looks pretty reasonable to me, but I haven't played any resistance games and I've never used one of their drills firsthand is it's kind of hard to say whether that looks good to me.
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>>49049807
Kraken is actually 4" faster
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>>49049677
So, how are you dealing with A9+ across the board? PHR is going to give you a lot of trouble.
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>>49049849
than the technicals? my rulebooks says krakens are only 10" and technicals are 9". Krakens are 4" faster than wagons if that's what you're thinking, since wagons only move 6". Don't see any mention of speed changes in the errata either.
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>>49049888
I have no idea. How am I dealing with A9+?

Can't I Focus Fire on the rockets to crack heavier armor? Or just pour shots into them with the Shaped Charge rule?
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>>49049923
That's an option, but that's a big gamble. The thunderstorm is awesome, but an Alexander is pretty nice, especially if you can get hull down, that Dev 2 is great.
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>>49049909
>>49049849
>>49049807
So, is it viable to just not take Krakens and turn those points into more technicals?

Or perhaps given what the other poster said, find some anti-armor choices?
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>>49049807

You can also used it to get yourself into position much quicker. You get your drive, your disembarks, vehicle movement, and you can still fire because of the hovercraft rules.
>>
So, now that the UCM have a proper super-heavy tank, what are some possible variants you can see it getting?
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>>49049774
What's wrong with them? Buncha scourge sympathizers?
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>>49050193
No, just a bunch of whining and entitlement.
>muh we're investors
>muh kickstarter is a investment/ pre-order website
>>
>>49050046
True.

>>49049953
I think in your list the technicals work. With Focus-2 you'll still be nibbling on units. You're just going to have to group up the technicals and focus fire them down a bit more heavily.

To give an example, say one of your rocket technical units runs into a 2 man squad of Ares. You get first shot off, and put them all into the front Ares. you'll hit 5 of the 6 shots, which allows you to focus some shots. An Ares has 9 armor, so we really want to get our damage up. we'll use Focus-2 to combine 4 shots at energy 7 into one shot at energy 13. that means on a 2+ that shot will hit and deal one damage, and on a 4+ the Ares is destroyed outright. The last shot we'll leave to shaped charge, because getting a 6 on it is fine rolling.

Lets say you get lucky and roll a 4+, or rolled a 2 or 3 and got a 6 on the second shot that wasn't used for your focus fire. Thats one Ares down, and the other fires back. It'll probably destroy one of your techincals, but its 5 against 1 now and you can probably guess how that's going to go. (stastically I think you do 1.625 damage there if my math's right)

Obviously the battlefield isn't always going to work out that way (for one thing other units that can see your technicals will probably be able to fire since they don't have countermeasures) but those 2 similar points units fighting should give you an idea that the rocket technicals aren't as useless as all that. just make sure you pick fights that you'll get to shoot first in or have overwhelming numbers on.
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>>49050422
Gun Technicals are my next thing worth talking about.

I've got the units because they're AA troops, though I guess I don't know how important that role is. Should I swap a unit for more rockets?
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>>49050563
No. AA is extremely important.
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>>49050563
I'd say they're pretty good. They aren't going to be doing their maximum job (which would normally be spotting for indirectly firing storm wagons or other artillery pieces) but they'll guard your army from encroaching air units like gunships. I think 2 units of gun technicals is reasonable and that if you cut anymore you're going to end up vulnerable to everything, from fast movers to gunships like Falcons or Reavers to enemy dropships picking on your army without recourse. If you wanted to cut anything, the Attack ATVs might be what you want to cut. You cut instead bring 2 occupation veterans in a battle bus to give yourself a little more anti armor since they can reliably put together an E 11 hit and slap a unit with it.
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>>49050563
What >>49050618 said.

In general, you want at least one unit of AA (one unit of AA being an AA tank squad, an interceptor, etc) per 500 points, give or take down to 2.5

For example, in a 1500 point UCM list, an acceptable amount of AA would be two Rapier squads and a squad of 4 Wolverines.

In a gigantic 2500 point game, it would probably be prudent to take around 5 units of AA.

Of course, this depends heavily on your meta.
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>>49048176
>mediafire and not mega
you niggas need to step up your fileshare game
>>
>>49050769
Mega is dead until 2017, anon.
>>
Speaking of, I forgot the phase 2 units scans in the OP.

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

Taking bets for double-overseer being the new Scourge meta.
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>>49050944
I'm betting it won't. I don't think the second one will be worth the points at 1500.
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>>49050794
works just fine for the 40k and 40krpg thread
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>>49049677
Id consider maybe figuring out how you can throw in some occupation veterans in that list, those guys in buses will be absolutely nasty
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>>49050944
Gonna make a bold prediction and say that this might become a popular build not only because it gives all your hunters and slayers a bunch of benefits but also because Overseers can act as your AA and let you spend points on more ground tanks. I expect a list running it to maybe run a Corsair swarm for AA and two overseers, with the goal being to have the Corsairs double tap targets while giving aerial support, and that's all. Everything else will probably end up being Slayers and Hunters with dropships.
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>>49050967
It's pretty much the equivalent of four flying Reapers with some excellent support utility, I think it's worth the points.
>>
>>49050618
>>49050695
Ok, what I figured

>>49050692
The ATVs are something I'm curious about, I just love the idea of popping them out of a drill and filling a building full of chemical gas.

The one thought I had was dropping them and downgrading the MGs on the battle busses and then bringing some of the helicoptors or some other fast moving unit.

On another note, I just read about Krell, and now I want to use him, so time to redo this.
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>>49050944
List idea for this.

1500 Scourge army list [1490/1500]

>Oppressors
Overseer [175 points]
Overseer, Enslaver [205 points]

>Vanguard
3 Hunters, Marauder dropship 146 points
3 Hunters, Marauder dropship 146 points

>Warriors
>2 warriors, intruder Alpha 94 points
>2 warriors, intruder Alpha 94 points
>2 warriors, intruder Alpha 94 points

>Invasion Host
>3 Reavers, 162 points
>2 Slayers, Marauder Dropship

>Attack Swarm
>2 Corsairs
>2 Corsairs

That'll give you 2 battlegroups dedicated to Anti Air, and a shit ton of plasma shots (including all those infantry in the buildings either firing farther or double tapping their rifles which sounds nasty considering you don't lose energy on the combined shots unless that'll get errataed.)
>>
>>49051336
Looks pretty good, I'd probably drop one reaver, split the remaining two into two seperate squads and take razorworms in the Slayers, however. Also, gotta make sure to use up all 6 battlegroups, broham.

Plasma Scourge
Clash: 1493/1500 points
Standard Army
Standard Roster [1493/1500 pts]

Scourge Oppressors [380 pts]
Overseer: Overseer(Enslaver) [205 pts]
Overseer: Overseer [175 pts]

Scourge Vanguard [200 pts]
Hunter MGT Squadron: 3x Hunter, Marauder [146 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Vanguard [200 pts]
Hunter MGT Squadron: 3x Hunter, Marauder [146 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Warrior Cabal [282 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]

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

Scourge Attack Swarm [240 pts]
Corsair Swarm: 2x Corsair [120 pts]
Corsair Swarm: 2x Corsair [120 pts]
>>
>>49051442
In fact, I'd probably consider dropping down to one Reaver and taking a CV4
>>
>>49051442
This just looks cruel. this is gonna end up rearing its head at the next major tourney, isn't it? Just too much fire multiplication, especially with all your dropships (although you're probably going to want them to extend range rather than have them double tap most times).

>>49051485
That seems reasonable. Oh, can we mark a warrior squad as forward air controllers? Would probably end up helping our Corsair Swarms.
>>
>>49051512
Yeah, this looks pretty damn nasty, even down to a single Reaver.

Plasma Scourge
Clash: 1494/1500 points
Standard Army
Standard Roster [1494/1500 pts]

Scourge Oppressors [435 pts]
Overseer: Overseer(Master) [260 pts]
Overseer: Overseer [175 pts]

Scourge Vanguard [146 pts]
Hunter MGT Squadron: 3x Hunter, Marauder [146 pts]

Scourge Vanguard [146 pts]
Hunter MGT Squadron: 3x Hunter, Marauder [146 pts]

Scourge Warrior Cabal [282 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]

Scourge Invasion Host [245 pts]
Slayer HGT Squadron: 2x Slayer(+Razorworms), Marauder [191 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Attack Swarm [240 pts]
Corsair Swarm: 2x Corsair [120 pts]
Corsair Swarm: 2x Corsair [120 pts]
>>
Also threw together this UCM list for fun.

The Wire
Clash: 1495/1500 points
Standard Army
Standard Roster [1495/1500 pts]

Field Command [385 pts]
Phoenix Command Gunship: Phoenix(Captain) [285 pts]
Falcon B Gunship Squadron: 2x Falcon B [100 pts]

Colonial Armored Formation [142 pts]
Katana Light Tank Section: 3x Katana, Condor [142 pts]

Colonial Legionnaire Corps [199 pts]
Legionnaire Flak Team: 2x Legionnaire Flak Team, Condor, 2x Bear [131 pts]
^ Sharing ^ Legionnaire Flak Team: 2x Legionnaire Flak Team [68 pts]

Colonial Legionnaire Corps [199 pts]
Legionnaire Flak Team: 2x Legionnaire Flak Team, Condor, 2x Bear [131 pts]
^ Sharing ^ Legionnaire Flak Team: 2x Legionnaire Flak Team [68 pts]

Expeditionary Group [350 pts]
Praetorian Team: 2x Praetorians, Raven A [124 pts]
Praetorian Team: 2x Praetorians, Raven A [124 pts]
Wolverine LAV Team: 4x Wolverine A, 2x Raven B [102 pts]

Special Ordnance Section [220 pts]
Broadsword Squad: Broadsword, Condor [110 pts]
Broadsword Squad: Broadsword, Condor [110 pts]
>>
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>They wanted to have the game shipped during August
>Three days left in August

Will they do it /dcg/? CAN THEY DO IT!?
>>
jesus fucking christ, Marcus Barros is fucking aesthetic
>>
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>>49052723
Who else /effay/ here?
>>
>>49052540
I hope so, I won't be disappointed if they don't.
Now, if we get past mid-september with no shipment, then that'll be officially three months after proposed shipping, and then I might be a bit worried,
>>
Ok, so looked at Krell. Still kind of shooting in the dark with this though.

3 Breaching Drills 150

HQ
Krell 170

Gun Technical(6 units) 60
Kraken 38

Vehicle Detachment 1

Rocket Technical(6 units) 60
Kraken 38

Rocket Technical(6 units) 60

Gun Technical(6 units) 60

Vehicle Detachment 2

Rocket Technical(6 units) 60

Rocket Technical(6 units) 60

Gun Technical(6 units) 60

Resistance Band 1

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

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

Kraken 38

Resistance Infiltrators 1

Gun Technical(6 units) 60
Kraken 38

Berserkers(6 units) 186
Jackson(3 units) 45
Lifthawk 55

Sappers 70

Sappers 70

Resistance Infiltrators 2
Attack ATVs

I mostly put the Berserkers in here because I find them kind of interesting. Given what everyone else has said, I likely will end up switching them for the Occupational Vets unless they really strike my fancy.

Also, is Krell actually available? I can't find him on their store
>>
Threadly reminder that PHR youths get drunk on nanomachines as a coming-of-age rite.
>>
>>49052757
nah we /fit/
/fa/ after i get /fit/ tho
>>
>>49052785
The newest commanders in phase 2 won't have their models out just yet. I assume the sculpts are being worked on at the moment, but won't be out for another 3 months or so.
>>
>>49053151
Ah.

Well, given that I'm likely going to start small, that likely fits my timeline pretty well.

Still, does Krell as a commander seem useful?
>>
>>49053180
As long as you keep in mind he isn't legal in tournaments he's pretty great! Encourages a theme, lets you play with both sides of the resistance, acts as a massive tank killer if anything is dumb enough to get close to him, and doesn't cost a ton compared to other commanders which means you can rotate him out of lists and not have a massive hole to plug.
>>
>>49053222
Oh, named Commanders aren't legal for tourney play?

Interesting.
>>
>>49053232
Correct.

Which is also a rule 40k should use honestly, but this thread isn't the place for 40k discussion so I'll leave it at that.
>>
>>49053232
yeah, they just cause way too much of a shift. You'd have to fine tune every commander, and I'm pretty sure Dave's explained that he just likes giving them big abilities that really clearly make the commanders unique and powerful. They also seem to act like testing grounds for new rules and models, considering the Broadsword and the Hera, along with the Crocodile I believe, were originally commander models. I wouldn't be surprised if Krell's warstrider, when we get to finally see it, eventually becomes an exotic weapon choice for either the Resistance or the UCM.
>>
>>49053232
what the other anon's have said, the commanders are more of a "big flashy OP game-changer" kind of deal that Hawk likes to mess around with, rather than properly balanced units.
>>
>>49053326
>>49053301
Interesting. Well, with that in mind, I guess I build a list without him, and then pick him up for fun later on once he's out.

So, what's standard list size for DZC anyways? People post 1500 so that's what I assumed, but I guess it's best to check.
>>
>>49053362
950 is pretty much the go-to size for skirmish games, 1500 for clash, 2500 for battle, but you can go up to 3000.

There's also rules for going 3000+, but that's where you basically append multiple armies together; for example, a 4500 point game might be three 1500 point clash armies, or a 3000 point battle army with a 1500 point clash army, or etc.
>>
r8 this all tank shaltari list, thread.

Standard Army
Clash: 1474/1500 points
Standard Army
Standard Roster [1474/1500 pts]

Gate Group [296 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Spirit Light Gates: Spirit [43 pts]
Spirit Light Gates: Spirit [43 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]


Court of Elders [360 pts]
Gharial Command Grav Tank: Gharial(Warchief) [210 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Firstborns: 2x Firstborns [96 pts]

Shaltari Swordpoint [249 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

Shaltari Warrior Clan [70 pts]
Braves: 2x Braves [70 pts]

Shaltari Warrior Clan [70 pts]
Braves: 2x Braves [70 pts]

Shaltari Warfist [225 pts]
Caiman Heavy Grav Tanks: Caiman [110 pts]
Crocodile Heavy Grav Tanks: Crocodile [115 pts]

Shaltari Speartip [204 pts]
Firstborns: 2x Firstborns [96 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
>>
>>49053652
yep, that's a tank list. I'm not sure if the yaris are going to put out enough damage to hold back enemy air attacks but that seems like enough to try.
>>
Resistance noob once again. Figured my army is kind of spammy, but went and priced it and I'm looking at about 325 dollars for the 1500 list. Is that about right?
>>
>>49054492
Did you take into account starter sets or army boxes? A 1500 point army should set you back around 250-275, give or take
>>
>>49054510
>>49049677
I'm using roughly this list. The big deal is that I've got 36 Rocket Technicals and 12 Gun Technicals, which seems to be costing me a pretty penny.

Looked at the starter set, it only has a single Kraken and infantry of what I'm building, so doesn't seem cost effective. Might be worth it just to have the other things for when I expand out, of course.
>>
>>49054548
Are you taking these direct off of Hawk's site? You could probably save 10-20% off via online retailers.
>>
>>49054561
Just pricing, I figure it will come down, I'm pretty sure my LGS does discounts.

I'm just looking ballpark at what I'd be spending. I wouldn't buy it all at once either, I don't think.

I think someone said earlier that 950 is a small jump off point.
>>
>>49054576
950 is actually pretty decent. It lets you play with different units, use command units if you've picked them up, and thanks to the skirmish force orgs things like hades or weird exotic choices are limited to 1 or 2 at most.
>>
>>49051567
>>49051442
>>49051336
>scourge lists without destroyers
It's funny, I was starting to forget that destroyers aren't actually compulsory troops for the scourge, given how much you see them in lists.

Speaking of the overseer, bullshit potential exploit time: how does the overseer interact with warriors' Combined Fire rule? Can they double their shots, then swap batches of 3 hits into E11 hits?
>>
>>49055148

Yes, you can use double fire for combined fire. But energy goes down for 10
>>
>>49049121
This is one of the epic fails of drop zone. Units that are great and autoincloude.
>>
>>49050618
AA is a joke
>>
>>49056129
>Hades
>auto-include

It's great, powerful, and highly versatile; it is not an auto-include, Mr. Sheltari.
>>
>>49056146
With how useful air units are, it's still pretty important.
>>
>>49056129

Every game has those units.

There aren't actually that many in DZ. Most of them you can get by with out just fine. The bigger problem DZ has is units that you just wouldn't take at all.
>>
>>49053652
Needs another squad of kukris and one fewer of yaris.
>>
>Shangri-la designs a walker for slaughtering native wildlife. Names it the Cortez class.
kek
>>
>>49055627
Is there an official Hawk ruling for this? From what I can tell from the rules, the overseer's ability doesn't affect the combined shot thing, they'd all be e11 still.
>>
>>49057222
Read the overseer rules again.
>>
>>49057229
The thing is though, is that the combined fire rule isn't a weapon profile, it simply states that you can combine 3 hits into a single E11 hit.

The overseer only affects weapon profiles with "plasma" in their name; what would happen is that each base of warriors would fire 10 shots at e3, and you are then allowed to combine them as per the combined fire rule.
>>
>>49057266
Basically, it turns a 3 base squad of warriors into a terrifying AV firebase, capable of putting out a max of 9 E11 hits per activation, split three ways.
>>
Speaking of units you shouldn't take, how does this stalker-heavy scourge list look? Just hypothetically on the basis that I don't really like the hunter and reaper models but love me some battlecrabs.

Oppressors battlegroup
>Oppressor (Champion - CV3) - 195
>Harbinger (AA) - 70

Vanguard battlegroup
>3 Stalker - 81
>Harbinger (AA) - 70

>3 Ravager - 120
>Harbinger (AA) - 70

Vanguard battlegroup
>3 Stalker - 81
>Harbinger (AA) - 70

>2 Corrupter - 160

Warrior Cabal
>2 Warriors - 54
>Intruder A - 40

>2 Warriors - 54
>Intruder A - 40

Warrior Cabal
>2 Warriors - 54
>Intruder A - 40

>2 Corrupter - 160

Attack Swarm
>Corsair - 60

>Corsair - 60

Total - 1479

Corrupters drop off razorworms to help with CQC. Corsairs are more in to make attack runs against backfield artillery than intercept stuff, (feel there's a decent amount of AA in the list,) although the versatility is why I went for them over reavers. I did consider dropping two corruptors for an annihilator to help with swarms of resistance cars etc., but can't quite fit in both it and some scouts to spot.

Oh, and I do know about Jungle Devil, and indeed did an alternate version of this where all the harbingers have been replaced by her. But I don't know how common it is to enforce that tournament no-specials rule.
>>
>>49054127
>>49057082
RIP, this is pretty much as small as I can get it.

Standard Army
Clash: 1481/1500 points
Standard Army
Standard Roster [1481/1500 pts]

Gate Group [276 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Spirit Light Gates: Spirit [43 pts]
Spirit Light Gates: Spirit [43 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]

Court of Elders [210 pts]
Gharial Command Grav Tank: Gharial(Warchief) [210 pts]

Shaltari Swordpoint [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

Shaltari Warrior Clan [205 pts]
Braves: 2x Braves [70 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

Shaltari Warrior Clan [205 pts]
Braves: 2x Braves [70 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

Shaltari Warfist [225 pts]
Caiman Heavy Grav Tanks: Caiman [110 pts]
Crocodile Heavy Grav Tanks: Crocodile [115 pts]

Shaltari Speartip [246 pts]
Firstborns: 2x Firstborns [96 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Firstborns: 2x Firstborns [96 pts]
>>
>>49057222

Yes, its official. I think the rulling is somewhat weird like you. but simon answered so at hawk forum.
>>
>>49057452
>I think the rulling is somewhat weird like you
R U D E

>>49057452
>but simon answered so at hawk forum.
Toss me a link senpai, I'm not going to drudge through their forums for that.
>>
>>49057407
Looks hyper-vulnerable to aircraft and dropship-assisted mobility.

Needs ravagers.
>>
>>49057481
Got 3, do I need 6 then? It's hard to judge how much AA is going to be required.
>>
>>49057431
Looks pretty good

>>49057531
Try this:

1500/1500

Oppressors
Oppressor [Master] 230
4 Prowlers w/ Intruder B 60

Vanguard 1
3 Stalkers w/ Harbinger 136
3 Ravagers w/ Harbinger 190

Vanguard 2
3 Stalkers w/ Harbinger 136
3 Ravagers w/ Harbinger 190

Warrior Cabal 1
Warriors w/ Intruder A 94
Warriors w/ Intruder A 94

Warrior Cabal 2
Warriors w/ Intruder A 94
Corrupter 80

Occupation Patrol
4 Minders w/ Intruder B 56
Destroyers w/ Intruder A 140
>>
>>49057476

hawk liam said so, but simon replied later that liam has mistaken.

in short, you can make e11 shot while shooting twice the rounds.

http://www.hawkforum.co.uk/viewtopic.php?f=12&t=8588
>>
>>49057735

also I found that corsair can't get a bonus from overseer.

>http://www.hawkforum.co.uk/viewtopic.php?f=12&t=8595
>>
>>49057735
Although to be clear he said you still only get the one per base, it's just more likely you'll get the three hits you need. You can't, for example, fire 10 shots from a base, get 6 hits, and cash them in for 2 E11 hits.
>>
Will Overseers lead to a renaissance for interceptors in tournament play?
>>
>>49057735
>>49057925
That's good to hear then, it makes warriors an absolutely incredible basic infantry in conjunction; if you were planning on combining fire anyways, there's really no reason not to.

>>49057928
I don't know, 8 shots at E6 sounds pretty dangerous for any interceptor trying to go after it.
>>
>>49057925

Right. for that reason, I prefer range bonus which makes warrior to have same range as veteran.
>>
>>49058092
I think it could help if you're going after skimmers or stuff with E countermeasures, the extra shots make it more likely you'll get the 3 hits needed. Otherwise yeah, range is probably better.
>>
>>49057735
Looks like they're ruling that the combined fire rule can only be used once per base.

ie Combined fire says that if you get at least three hits, you can remove three of them and replace that with one E11 shot. Unlike focus, you can only do this once, not as much as you want.

This means that they can double their shots against infantry by dropping to E3, and the odds of not getting the E11 shot against other targets drops dramatically.

E11 chance 5 shots/10 shots
2+: 96.5%/99.998%
3+: 79%/99.7%
4+: 50%/94.5%
5+: 21%/70%
6+: 3.5%/22%

Seems pretty fair.
>>
>>49057960
>I don't know, 8 shots at E6 sounds pretty dangerous for any interceptor trying to go after it.
They can all shoot it before it shoots them, and all cost considerably less. Plus you're going after the commander.
>>
>>49058252
Of the interceptors, only the Athena and the Warspear have a chance of alphaing the Overseer, and this vulnerability can easily be mitigated by just two minder squadrons.
>>
>>49058350
So use two?

And it's not that hard to get rid of a minder squadron.
>>
>>49058350
Plus, if the Scourge player bases so much of his anti-air play around protecting the overseen, his dropships will be quite vulnerable.
>>
>>49058466
Bear in mind getting Fast Movers on-board can be a bit unreliable.

Basically the Overseer is going to shake up how you have to plan to face a Scourge army, which I think is a good thing personally.

Also I keep almost typing 'Zerg' instead of Scourge.
>>
>>49058490
It's a dice-based game. Everything is unreliable.
>>
>>49058576
Well yes but the need to roll to see if you can even get them on the table adds an extra element of unpredictability.
>>
>>49058576
yeah but fast movers are even more unreliable that other units as>>49058593 said you need to roll to get them on the table. This involves two parts first a reserve roll, and then a readiness roll, thats before you even get to try and hit things
>>
>>49058466
>So use two?
That's a pretty big investment, and the Scourge need to use 3.

In any case, your overseers are what protect your dropships, and the minders protect your overseers.

Finally, it's possible that fast movers don't even show up until turn 3 or 4.
>>
>>49057928
Panthers seem a pretty good counter for them.

Then again they seem to be a pretty good counter for basically anything in the air.
>>
>>49058775
Overseer effect isn't blocked by LoS, so it can hide behind buildings without ever needing to peak out
>>
What do people think of the Aether? Useful or sort of gimmicky?
>>
Do Scourge players really have a problem with AA? I find that my PHR are better off flying as little as possible with all the goddamn Minders and Vampires on the table. Who needs reliable interceptors or shitloads of AA when you can just clog up half the board with disposable SKREEE?
>>
>>49058910
It seems like a useful mid-range artillery, I'll have to look at the stats again.
>>
>>49058910
Both. It's a gimmick, but a useful one. Not sure I wouldn't rather bring a Medusa or a Hades if I absolutely wanted nanomachines, though. It just feels that without the white nanomachines, it feels kind of redundant as an artillery piece.
>>
>>49058484
But all he really needs to do is position Minder squads on your approach vectors, which could quite easily cover most of his stuff since you're moving in a straight line across the board and he can easily bring a dozen or so for a pittance. For Scourge players, my experience is that Fast Movers are the least scary aircraft since they're quite easily stumped by a Minder blockade without the slow Minders actually having to babysit ships the way they have to against standard aircraft.

Just dump 'em so they cover most decent approach vectors. Bring along Vampires for the slow stuff that doesn't require reaction fire.
>>
What do we think about monitors? I think they're pretty gimmicky, if not a cheap spotter for Annihilators
>>
>>49059272
Being able to ALLAHUAKBAR your opponent is satisfying in a certain way.

Whether or not that counts as a gimmick I couldn't say.
>>
>>49059272
You can't really complain about flying spotters that can attack in a pinch. As purely offensive units, I've been thoroughly unimpressed.

I'd see the explosion as more of a "why the fuck not?" option. It's going to do something sooner or later, and you're only wasting 8 points.

But to be honest, why wouldn't you just take Minders for the same points?
>>
>>49059272

Cheap detraction unit. They can generate a lot of anti-infantry firepower. That can ensure some kills for anything manning walls. Its range really lets it sit way outside any threats.
>>
Third type of standard units when
>>
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>>49059950

>PHR type-Whatever walkers that are fast on foot and have a powerful E11 railcannon that's R(c) 12

>PHR orbital insertion infantry who come in drop pods, 6 DP for 3 guys per base.

If they get an objective they can have a triton spawn on them as it comes down from the upper atmosphere
>>
>>49060271
Rail guns universally have good range, R(c)12" would most likely be a conventional large calibre cannon.
>>
>>49059950
>>49060271
I kind of want mini-scorpions as a standard choice, that take up a full neptune, and come in squads of 1-3

For the other three factions, it'd be neat to have a slightly upgunned Sabre sans articulated, maybe give it the same gun but with devestator-1d2

For the Scourge, their own light grav tank could be interesting, possibly even going as fast as free-riders.

As for the Shaltari, combination terragates / grav tanks might be a useful addition, in the same way as the Firedrake.
>>
>>49059950
Trying to think what holes are in each faction's setup. Not all of them have an obvious hole in their design/theme.

>Resistance
This one at least is fairly easy, something that fits the "modern" military aesthetic of the hannibals/zhukovs/mehmeds etc. Currently if you want to make a modern resistance force you still have to have a couple of rusty converted civilian vehicles. A gunned-up version of the jackson, maybe.

>PHR
Also easy, an angelos variant. In fact, I'm surprised the one with the E10 gun can't be taken as a standard choice already.
(Could also do a standard variant of the juno chassis, but I can't really see that myself.)

>UCM
This is where it gets tricky. You can't really go lighter than a katana without making a wolverine, you can't really go heavier than a sabre without making a gladius. There isn't really space in their theme for another standard tank, that I can see. (Unless they go completely insane and make a standard Falcon-C, allowing an entirely airborne UCM army, or something ridiculous like that.)

>Shaltari and Scourge
They've got a standard grav-tank, and they've got a standard walker, so again I'm not seeing the holes in these factions' lineups. Shaltari could get a standard variant of the samurai/ronin, I guess? Scourge could get a creature between razorworms and the screamer? Clutching at straws here, both factions' "things" for ground vehicles are walkers and grav-tanks, and they've got those.
>>
>>49060366


I was envisioning a rail shotgun or something. Point is they'd have something short ranged but they'd be above the speed skew for PHR
>>
hawk dropped the ball on ks enjoy you pledges
>>
>>49060659
>Resistance
Definitely some kind of Light Battle Tank; being able to go full ex-military would be awesome.

>PHR
An Angelos mounted with a railgun and a minigun would be pretty good,

>UCM
I'd say a secondary variant of the Sabre, trading away its articulation and some move speed for a slightly more powerful main gun, possibly one with a longer range by maybe 6".

>Shaltari and Scourge
Simple, the Scourge need a light skimmer unit to complement their Prowlers, and the Shaltari could do with a slightly heavier main grav tank (mass 1.5, squadron size 2-6) to breach the gap between Tomahawks and Caimans.
>>
>>49061134
Wew lad, nice meme :^)
>>
>>49061168
All solid suggestions, I like it.
>>
This if fails makes the 3rd estimate missed so if it is missed I agree with old nick there in some respects it is very unprofessional to do this once is a mistake, twice is a coincidence and third is a pattern

now I know we are all looking forward to this game and thats why I think tensions are running high that and some other stuff hawk has done or failed to do or what ever the case may be. I do believe by now hawk should know what the hells going on with printers getting them or not so if the next update is a failed to ship then it looks very bad for the company and will call into question if they will manage to meet there retail release date as well.
>>
So, I played around a little more with that Scourge list; dropping the Corsairs allowed for vampires (for offensive AA), minders (for defensive AA), and two more reavers.

The best thing about Vampires, because their plasma cutters have a range, they can get the overseer buff allowing for either a 4" range, or 2 e5 shots.

Plasma Scourge
Clash: 1492/1500 points
Standard Army
Standard Roster [1492/1500 pts]

Scourge Oppressors [405 pts]
Overseer: Overseer(Champion) [230 pts]
Overseer: Overseer [175 pts]

Scourge Vanguard [216 pts]
Hunter MGT Squadron: 3x Hunter, Marauder(+2 Vampires) [162 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Vanguard [216 pts]
Hunter MGT Squadron: 3x Hunter, Marauder(+2 Vampires) [162 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Warrior Cabal [282 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]
Warrior Horde: 2x Warriors, Intruder Alpha [94 pts]

Scourge Invasion Host [261 pts]
Slayer HGT Squadron: 2x Slayer(+Razorworms), Marauder(+2 Vampires) [207 pts]
Reaver Heavy Gunships: Reaver [54 pts]

Scourge Occupation Patrol [112 pts]
Minder Swarm: 4x Minder, Intruder Beta [56 pts]
Minder Swarm: 4x Minder, Intruder Beta [56 pts]
>>
>>49061134
>>49061620
Ian pls go
>>
>>49061620
Is english not your first language or are you just retarded?

Jesus if all you're going to do is come into the threads and bitch at least learn how to type in a way that doesn't make people want to gouge their fucking eyes out trying to read this shit-dribble.
>>
>>49061663
He's memeing anon, that's a copypasted kickstarter comment.
>>
>>49061663
I'll give you the (You), rather than him.

In case anyone missed it, this was the last update I saw on the kickstarter's shipping, passed on by Faeit on 19/8:

>Some key updates including timings:
>Firstly, we want to give you an update on where we are at and what the last few steps are. We have every plastic sprue, and every resin model being packed currently into sets and rewards in our warehouse. Along with this, we have all the dice, tapemeasures, pins, dog-tags and UCM credits too, (as well as many other elements). We are just now waiting on a print delivery to arrive in order for us to begin shipping out rewards. This print delivery (all printed in the UK as planned) has been the main reason behind the extended delay to getting all rewards out, but we are committed, above everything, to getting rewards dispatched before any product is sold in a retail environment. We have a lot of your rewards being packed and have been collating all the various elements that feature in each backer reward. Here's a little taster of some of the packing that the team has been doing:
[pic related]

>Looking at timing, we are making every effort to have started dispatching rewards in August. Not only this, but we are committed to getting items delivered to you as quickly as possible, as soon as they are dispatched, and all items are being sent via courier (or will be sent via signed tracked shipping methods).

>Shipping will take:
> 1-2 working days to UK addresses,
> 1-3 working days to EU addresses,
> 2-3 days to US addresses,
> 3-7 working days to ROW addresses (depending on the specific country)
>>
>>49061891
>2-3 days to US
Jesus, I didn't know shipping came that fast.

In any case, I'm expecting it to be sent out by the end of next week, at max; hopefully by this week,
>>
Quick, post possible PHR gunships

>Triton armed with railgun turrets or heavy missile pods, a-la Njord
>Neptune armed with a single railcannon
>>
>>49061980

>A Nemesis with jump-jets for legs
>>
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>>49061999
Amazing
>>
>>49061999
Jesus has spoken.
>>
>>49061935

They used UPS express without any additional cost when I ordered some items from hawk store.

If they does the same for ks, it wouldn't be strange.
>>
>>49061999
>a Nemesis with Neptunes for legs
>>
>Take Njord
>put 6 missile turrets on it, instead of 2
>>
PHR exotic choice that is a fast flyer that can transform into a skimmer walker


Gimme dem LAMs
>>
>>49061980
A neptune that drops a carpet of nanomachines behind itself (a nepture crossed with an aether, basically). Has black nanomachines for killing tanks, white nanomachines for healing PHR stuff, and brand new grey nanomachines that can be injected into buildings via any skylights, allowing you to roll some CQC dice against anything inside.
>>
>>49062231


You know what scratch that, give me a PHR fast flyer transport that can drop pod infantry straight into buildings through the walls
>>
>>49062257
That'd be pretty neat actually, and it'd be the first true flyer artillery; the Annihilator doesn't count because it has to land to shoot.
>>
>>49062257
I would fucking love this.
>>
Quick, design an artillery piece for the Shaltari (area weapon, indirect fire) that is thematically, aesthetically, and game-design appropriate.
>>
>>49063068


Cheap flying drone-gates that allow one unit in its battlegroup to shoot through one gate and count a different paired mini-gate as its firing origin. Shots that are E10 or above destroy both gates at the end of the attack
>>
>>49063144
Nice idea, except that the shaltari REALLY don't like drones.
>>
>>49063144
Problem is though, that still doesn't give them an indirect fire area weapon.
>>
>>49063364


I thought gates were already unmanned? They don't have to be AI or anything
>>
>>49063144
>>49063438
Also, to be fair, Shaltari Gates aren't actually "gates", they're short-range teleport nodes.
>>
>>49063068
It's tricky, it kind of goes against how the army fights. They can teleport around, and have infinite range particle cannons, why do they need to bombard from a distance? Also, the honour thing of going face-to-face with their enemy.

I guess if I had to make something, I'd make a warstrider with something a little like a miniature totem on its back. It's able to project a region of charged earth/atmosphere (the thing gates do) at a distance.
>>
>>49063068
Displacement cannon; based on the firedrake's distortion cannon, but rather than warping space in a cone, it "projects" this field through a higher dimension, causing a sphere of destruction to spontaneously expand outward at the target location.

Due to the immense energies involved, a displacement cannon lacks the full area of effect possessed by the distortion cannon, and the complicated telemetry required to accurately fire the weapon necessitates a scout vehicle be in line of sight of the target
>>
>>49064088

There WERE rules in the DFC beta apparently that were never used by any of the ships in it, and a Distortion Cannon effect was one of them.

Basically, the more hits it got, the more damage it did. Maybe something like that, a 4 or 5 shot gun with 4+ accuracy where the damage or E (and maybe the AoE?) increase exponetially per hit.
>>
>>49064301
I'm kind of surprised by how little weirdness there is in the shaltari dropfleet stuff. They've got that gravity weapon which does shenanigans, but other than that their ships are armed with either a gun, a bank of bigger guns, or a really big gun. I guess their close action frigate has microwave cannons, so that's something, but for the most part it seems to be the scourge who've brought the weird weaponry.
>>
>>49064412

The fact that they are the only ones with shields, have 50% signatures compared to everyone else and are the only ones who can reposition their troops across the board in the last turn for maxium effect is pretty unique.

Then there's the fact that NONE of their weaponry works like the other races. Instead of BTL's they get Particle Cannons, which are straight up 2 damage prow cannons. Their CA weapons ignore PD, only their disintigrators seem to work like standard guns.

I was wondering if they'd make it so that Frigates can teleport via gates, but I guess not. It might be cool if Corvettes could though.
>>
>>49064088
Cougar Warstrider
A9; Mv 4"; Cm A, P5+; DP 4; Pts ???; Type Vehicle; Category Support; S+C 1 Standard; Special Walker, Mass-3

Weapons:
>Displacement Cannon
E 11; Sh 1; Ac 2+*; R(f) Infinite; R(c) Infinite; MF 0"; Arc F; Special Area-M

*Hyper-Dimensional Targeting: This weapon cannot be fired unless the target is both within LoS of a scout unit, and within 12" of that unit.
>>
>>49064522
Oh, and Special IF*
>>
How many people are planning to use the same paint scheme for their fleets as they do for their ground forces?
>>
>>49065236
I most likely will for my Shaltari but I don't play PHR in DZC so my fleet will be something new.
>>
>>49065236
Pretty much;

I plan on going with the studio blue for my UCM navy; for ground forces, I'm trying to choose between army green /fleet grey two-tone, navy blue /fleet grey two-tone, or maroon and bronze-gold for R O M A

For Scourge, I'm definitely going with the THANKS DOC studio scheme, both navy and ground.

I'm going studio scheme for the PHR navy as well, not sure what I'll do for ground; probably the studio scheme.

For the Shaltari, I'll definitely go Apache for both space and ground, although Masai, Amazons, and Comanche are tempting
>>
>>49065332
How the fuck do you intend on finding the time to paint all this stuff?

I only have two armies, and I very nearly had to nail myself in place in order to get both of them finished.
>>
>>49065236
Well, only getting into dropfleet for starters, but probably will try to use a consistent scheme if I ever get into dropzone.
>>
>>49065418
Well, in all honesty, I only have a starters set and a few odds and ends of UCM, the same for Scourge, and the Shaltari command tank.

However, I will be getting all four starter fleets in the KS, as well as the bonus ships, and the battlecruisers, and both 2-ups
>>
>>49065536
Sounds like with the kickstarter you've basically done what I had to restrain myself from doing.

My wallet just couldn't have taken it.
>>
>>49065571
Commodore was a godsend desu, Captain just wasn't enough.
>>
>>49065615
Be honest, were you ever tempted to take all the starter fleets from the same faction and make a massive fuckoff armada?
>>
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>>49065662
Who wasn't?
>>
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>>49065662


>implying I didn't

Post human pride world wide
>>
>>49065662
I was tempted, but all the fleets looked so awesome, so I couldn't choose.

>>49065748
>implying you aren't stuck with a UCM and Scourge fleet, but two PHR fleets
>>
File: image.jpg (28KB, 480x360px)
image.jpg
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>>49065791


And two (2) Leonidas BC's
>>
>>49065906
>he's only getting 7 PHR cruisers, 16 frigates, and 2 BC's
You call that a fleet :^)
>>
>>49065920


I'm hoping due to typical PHR point skew that 7 cruisers will be enough, gotta figure out carefully what to make though
>>
>>49066006
You're not going to magnetize? PHR seem like the best for it.
>>
>>49066084


Definitely willing to give it a shot although magnetizing the fore guns/lasers/torp seems like to might be non-trivial
>>
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>>49066238
well, let's look at the sprues and see
>>
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>>49066502
>>
>>49066502
>>49066520
Looks like the prow weapons slot into that indent on the very front, while the "jaws" slot into the second slot and that first hole.
Should be exceedingly trivial to magnetize.
>>
b u m p
>>
Medusa or Hades, famalams?
>>
Why are games this thought out so fucking rare?
>every army has coherent naming conventions
>visible hard points for future expansions
>best example of moving the plot forward of any game I have encountered
>fully realized vision of future combat
>good rules
>models are purty
Every detail is so precise and elegant. I can't believe Spartan Games shackled his genius to the point that he had to leave. I just wish that THE BOOKS WEREN'T TYPO CITY FUCK
>>
>>49067275
Because the guy who makes it is autistic in all the right ways.
>>
>>49067181
Medusa if you're looking for a cheaper option that helps shore up weaknesses in the PHR lists and acts decently in an anti armor role. Hades if you want to blow shit up and make Brocus proud.
>>
>>49067275
Because Dave is a fa/tg/uy at heart and has finally realized his dream game(s).

>you will never work as a proof-reader at Hawk to fix the one thing that's wrong with the company
>>
>>49058751
>Overseers protect dropships using their 9" range AA attack

How does that work?
>>
>>49068673
Simple, move up with them (and their cargo) and act as a super-minder to dissuade enemy FM.

Also, the Overseer has a MF of 9", and an AA range of 9"; that's plenty enough threat distance
>>
>>49067181
S C O R P I O N
>>
>>49065236
My DZC PHR force has 3 paint schemes. Army, Siren Corps, and air force.
>>
>>49068771
And how do you intend to extract objectives?
>>
>>49068984
With warriors?
>>
>>49068909
I want to see one painted up in dr. Mobius' colors.
>>
>>49068771
>counting MF in threat range against FM
>counting MF in threat range when you're planning to always be hiding behind a building

>>49069007
And what is protecting the Intruder alphas?
>>
>>49069077
>>counting MF in threat range against FM
>move 9 inches with the dropships to their location, plant overseer in likely attack run path

>And what is protecting the Intruder alphas?
The minders and overseers? We're not running to the enemy's side of the table.
>>
>>49069126
In the backfield and the frontfield? On both sides? With the minders protecting the overseers?
>>
>>49069813
Listen, we have 2 overseers (just as mobile as Reapers) and 2-3 squadrons of minders, that is excellent air coverage.

I don't see what the problem is.
>>
>>49069891
Oh, and vampires as well!
>>
>>49070252
>vampires
>actually doing anything ever
unlikely, but doubly so for FMs
>>
>>49070755
The Vampires aren't for defending against FM, they're for attacking enemy air assets. The Overseers and Minders are more than enough for defensive purposes.
>>
>>49070796
>vampires
>successfully doing anything useful
unlikely
>>
>>49070861
>implying they're not being buffed by the overseers\

In any case, they're exceedingly cheap.
What point are you trying to make, by the way?
>>
>>49070896
>Vampire buffed by Overseer
>1 E6 shot becomes 2 E5 shots
>Now slightly less likely to deal damage to dropships
>More likely to deal at least 1 damage to scourge and ucm dropships, but less likely deal 2 damage
>might actually be worthwhile against Shaltari, but still a pretty shit unit
>>
>>49071144
>e i g h t
>p o i n t s
>>
File: dawn of the second day.jpg (8KB, 480x360px) Image search: [Google]
dawn of the second day.jpg
8KB, 480x360px
Come ooooon Hawk, you can do it!
>>
>>49071144
They can also just buff them to 8" range, increasing the threat range massively.

And I can take like 8 of them for the price of a dropship.
>>
Does the Overseer buff all plasma weapons in range or does it have to pick one unit per turn?
>>
>>49072415
All units, which is why people are really excited about it. Double tapping a 6 group unit of slayers and getting 24 E 10 shots off is really enjoyable to just imagine, as well as helping nearby infantry double tap, all your dropships, your Reaver gunships, and any hunters that manage to wander over.
>>
Hey do we actually have any scans of the fluff from Phase 2 up yet? I know one anon in a previous thread said he was preparing to scan his copy.
>>
>>49073008
Not yet, we've only got unit scans.
>>
>>49071336
Technically it's some whatever printing company we're waiting on.
>>
Hawk suck ass. My space ships aren't even sent...

Now for the touchy hawkets out there although what I have said is based on hard truth apart from the one of them was a plumber bit and my estimate of the time scale being wrong again as they have 1 day left all of it should be taken with a degree of humor as it is intended that way sad i have to write this part though
>>
anyone have any experience in building a scene for this game? I've been lurking and shitposting in these threads recently and both games look super fun but there doesn't seem to be anyone playing them near me which is irritating.
considering taking matters into my own hands but I don't really know the right way to do so, right now the local scene is basically whoremachine, a little 40k and age of smegmar, which is a largely unsatisfying mix
>>
>>49073835
Well this fame looks super fun but it realy isnt. Its a case of a fat bastard that could make miniatures but cant seem to write rules that support them. This is unfortunate but both dzc and dfc are subpar games that just cant compere to other titles out there. They dont offer anything that some other title doestn offer in better version. Just play malifaux, or guildball untill GW doesnt get it shit together and doesnt poop out Battlefleet and Titan (new Epic that will wipe a dick over fat dave retarded face)
>>
>>49073835
I got into this game because one dude just started showing up at the FLGS with two mostly-painted (eventually fully-painted) starter forces and offering to provide demo games.
The demo game was fun, buying in was fairly cheap since I could get started with just a small force (we all started small).

I've done similar things for other rulesets.
Simply having two small but nicely-painted forces and offering demo games is a good way to get people interested.
Once you have 1 or 2 people getting a demo, others seeing the demo can get interested as well, which gets the momentum for a local scene going.

I would also check with your FLGS about the availability of products through them.
Working with them can be a good way to get the minis to the players quickly ("you liked the playstyle of this army? Well, their starter box is available right here.") which reduces the barrier to entry.
>>
>>49073835

Leave a post on the Hawk forum and a few others letting people know you are interested in the game and looking for players where you are.

Get yourself a starter set from each army and paint everything. Make some friends and offer demos with your armies to see who digs it.
>>
tfw nobody to play either DzC or DfC with, much less both
>>
>>49073835
I just showed my mates the pretty space ships and they went full commodore. Then they told their mates and they went full commodore too.

Then we got bored of waiting and bought some Dropzone.
>>
>>49073008
>>49073152
Sorry, school got in the way; I'll try to get scans today.
>>
>>49073746
I almost thought this was a comment for a second, nice bait.
>>
>>49073835
pretty much what everyone else has said; get a starter box or two, paint it up, go to your FLGS, and see if anyone wants to try a demo game or two. Bring a few boxes of pizza with you just as a friendly gesture.

Also, make sure to talk to your shop owner; ask him if he'd be okay with carrying DZC /DFC if he sees that you've got maybe 4 or 6 people hooked,
>>
>>49075642
Fucking schoolchildren.
>>
>>49075784
Kinda hard to do this when you've never done tabletop wargaming shit though.
>>
>>49076485
Sorry dude, uni is uni
>>
>>49076518
Just get a job, you bum.
>>
>>49076557
What do you think I'm spending 80,000 dollars and 4 years of my life on?
>>
>>49076501
What are you concerned about? The painting, the game, what?
>>
Preorder end when?
>>
>>49076989
SOON (tm), hopefully
>>
am I missing something or if I want 4 cruisers I should just buy a starter box instead of two cruiser boxes?
>>
>>49077419

No, the Starter Box normally has 3 cruisers and 4 frigates for UCM and Scourge. KS backers however are getting an extra cruiser from each faction and an extra 4 frigates from each faction thanks to stretch goals.
>>
>>49077482
Backers actually get 8 extra frigates per faction, if they backed at the captain, commodore, or Admiral levels.
>>
>>49077482


Right duh, forgot it was 3 cruisers and not 4.
>>
>UCM have the Kodiak and Phoenix
>Scourge have the Desolator, Opressor, and Overseer
>PHR have the Zeus, Nemesis, and Hera
>Shaltari have the Coyote and Gharial
I wonder what the 3rd command options for the UCM and Shaltari will be.
>>
>>49077805
> Shaltari
Probably something that flies to fit the trend, maybe a Firedrake variant?
> UCM
Probably a ground unit that's a bit sturdier than the Kodiak, kind of like how Wade works.

Also Resistance only have two command units - the Alexander and the Giant hovercraft whose name I can't remember right now.
>>
>>49077852
I'd actually like if we got an entirely new sculpt for a Shaltari command flyer; speaking of the Firedrake, Thunderdrake when?

>UCM
I was going to say some kind of artillery command unit, but the Kodiak already fulfills that role; Maybe some kind of big AA gunbase? No other command unit besides the Overseer is dedicated AA.

For the Resistance, I'm betting it will be some kind of "junker" unit, to contrast with the military Thunderstorm and Alexander
>>
It is officially past 6 in the UK, It seems that we will not be getting an update until tomorrow.
>>
Is it going to be easy to magnetize the ships to switch them between ship types?
>>
>>49078661

Depends on the race really. The dorsal and ventral slots on the UCM cruiser look not too difficult to magnetise, but the engine outriders? Might be a step too far.

The PHR broadsides look like the easiest to magnetise, but I'm unsure about the Prow mountings and how easy they would be.

Scourge are, interesting. The wings look easy enough to do, so converting between Light, Cruiser and Carrier might be easy. But what about the chin mounts? The Heavy Cruisers stealth fin looks too small to easily magnetise, and would you really want magnets visible on the ship?
Same thing goes for the Mothership "beard".

As for Shaltari... Maybe? I mean, the prong mounts might be easy enough to do, but I'm not sure about everything else.
>>
>>49078661
Depending on the faction, it should range between "trivially easy" to "slightly difficult"

>UCM
Turrets and weapons that slot along turret wells, very easy to magnetize

>PHR
Prow weapons slot into a recess, along with most of the stuff that differentiates ships, very easy to magnetize

>Shaltari
Their prow weapons slide into recesses, which will be easy to magnetize. You may run into some issues if you want to magnetize the wings themselves to switch out between cruiser, heavy cruisers, light cruisers, motherships, and carriers, but with strong enough magnets it should be doable.

>Scourge
Their stuff will probably be the most difficult, as everything is articulated in hinge joints, and a good portion of their ship upgrades actually just sit on top of the base hull, on portions that would normally be visilble, rather than in recesses or slots. As such, you'll need to hide magnets beneath the surface a bit, and this will require stronger magnets.
>>
>>49078261

I thought Thunderstorm to be a civilian vehicle. moreover, they carry technical inside!

BTW, I think new command vehicle for resistance would be a generic version of Spirit of Manhattan which Rodriguez flies.
>>
>>49076574
Don't worry about the troll, dude, it's literally just that one faggot "sheltari" shitter who keeps coming here. Ignore his posts and he'll leave.
>>
File: dropbaitcommander.jpg (143KB, 738x637px)
dropbaitcommander.jpg
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>>49074033
>>
>>
>>49080498
Neat, but the engine bottoms themselves are universal amongst all cruisers, so you can drop 2 magnets from that total.
>>
>>49080498
God speed magnet-sama!

Anyone know of good magnets for this or are all rare-earth magnets pretty much equal? Figure Ill have a bigger magnet in the ship frame while the turrets and such would necessitate the use of a smaller one.
>>
Ok I’ve kickstarted this Dropfleet nonsense. Went in Admiral level together with my friend. We should be at least informed of why the fuck my minis are not en route to me. This is either because this company is a joke or is devoid of any common sense. You cannot shit on your customer base and expect it to shower you with money. I won’t have this faggotry any longer. I will inform kickstarter of this situation – and will get this sorted out. Hawk needs to be punished.
>>
>>49081267
It's funny because they have repeatedly informed people why they're not en-route.

Fuckin' KS commenters mang.
>>
>>49081267
Is this more copypasta of kickstarter comments?
>>
>>49081344
Don't lie anon - latest info is from 08/19
>>
>>49081388
Yeah, and they said that they're waiting on the print deliveries.

This is a reason why they have not been dispatched.
>>
>>49081359
No, not as far as I can tell.

This is probably just sheltari trying to be cute.
>>
Is anyone on Kickstarter not being awful?
>>
>>49081267
>>49081344
>>49081359
>it's not a real comment
I'm both relieved and disappointed
>>
>>49081532
Yeah, it's only 3 or 4 commenters that are being entitled cunts.
>>
>>49081530
I don't have any clue what you are talking about man.
>>
>>49081585
I genuinely don't understand what they expect to happen. Do they think enough INTERNET ANGER will get the books printed faster or something?
>>
>>49081715
Some people don't get that kickstarter isn't a preorder and throw their toys out of the pram whenever things go a bit wrong.
>>
>>49081585
Sure and the rest will wait. Because it's only normal to let idiot from UK fuck us around. UK isn't even a country, it's a fucking 51 state. This shit of a human beeing should lick our feet for giving him money - i recived info from KS that ANYONE is entitled to refund - so let's show him who is on the top. And you fuckers blabing about some shaltari shut the fuck up - and bend over for your fat god.
>>
>>49081755
Dude we know you can do better than this.
>>
>>49081715
I think if you take people money you are responsible for the outcome. If they had better proofreaders this farce would not go down.
>>
>>49081755
>>49081791
These are some top tier baits, dude
>>
>>49081774
Don't know what you are implying anon and i do not care for it.
>>
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>>49081891
Oh you rascal, you.
>>
>>49081888
Nope, this is cancer response to legitimate complaint from top tier costumer. There were only 100 of admiral level pledges. I don't care if hawk is run by 5 people and a cat. I pay money for product and at least demand proper communication.
>>
>>49081755
>bullying our Anglo brothers in arms
Save the bants for the Krauts, the rest of the anglosphere are bros.
>>
>>49081935
Post a screencap of your pledge.

Also, if you really had a legit complaint, you'd take it up with Hawk directly, or at least Kickstarter, rather than bitching on an Indonesian claymation forum.
>>
Found this pic while idly looking for UCM colour schemes, thought I'd share it here in case anyone else was wondering how dropzone UCM might look in something close to the dropfleet UCM scheme.
>>
>>49081935
On the off chance that you're legit, you've been told why you don't have your models yet.

No amount of raging and/or complaining will make a printing company totally separate from Hawk magically deliver stuff faster.
>>
>>49082087
That looks pretty legit. Might do something like that for my UCM force.
>>
>>49082087
Man those are begging for some weathering.
>>
>>49082181
Yeah, they need some shading.
>>
>>49082087
Honestly, UCM is probably the one faction that looks best in different schemes; the army green, fleet grey, navy blue trichotomy is so beautifully simple.

However, this scheme is pretty good, although the blue could be a bit darker with some better edge highlighting.
>>
>>49082318
I find ground UCM in green dull somehow. Don't know what it is, the scheme just doesn't do anything for me.
>>
>>49082577
Fair enough, I find that they also look good in dark grey (more so than fleet) or light grey (moreso than fleet), but that gets a bit monochromatic with the guns and treads.
>>
>>49082318

I love it too, but I am all about the Colonial Marines aesthetic UCM has.
>>
>Hawk Simon is no longer working for Hawk
>his last day was the pre-launch event
w-what?
>>
>saw Independence Day: Resurgence a few weeks back
>there was a fucking white sphere in it
>>
>>49083645
Don't feel bad, they probably stole it from Destiny.
How shit is the movie?
>>
>>49083923
It's fun, it's got loadsa explosions and HUMANITY FUCK YEAH and all that kinda stuff, lasers and plasma and giant ships oh my
Plot is pretty shit desu, but you're not really seeing the movie for the plot anyways
>>
>>49083548
His work amongst the earthlings is now done, he must return to his people.

>>49083984
The original is still a fun good watch. Heard about some mentioned African ground campaign, that could have been dope.
>>
>>49083645
It literally does what The White Sphere does too.

When I saw it I really did consider that Hawk has been ripped off.
>>
>>49084121
>advanced alien sphere giving advanced tech or knowledge to humans
>not a fairly common trope in sci-fi, in its various incarnations

The fact that it was originally planning to remove humanity from Earth to its asylum world was pretty similar, though
>>
>>49083923
It is astoundingly dull. For all its explosions and cheese it remains utterly snoozeworthy. One of the few films that nearly put me to sleep.
>>
So what army size do big tourneys get run at?

2500?
>>
>>49084232
1500 from what I've seen.

That keeps games decently-sized while not taking too long.
>>
>>49081935
>Costumer
Lol yep, it's the same fucking sheltari shitter. Every time. Dude how are you such a lowlife that you have nothing better to do but come into this thread and bitch like an autistic child every single day?
>>
24 HOURS REMAIN
>>
Who wants to take bets on how long it will be before Dave does race-specific strike craft? I need my gribbly scourge bombers
>>
>>49084542
What's the odds on they do come out but only as event-exclusives
>>
>>49084542
Probably sometime after/around phase 3, during the next DFC expansion (however those will work).

It'd also be pretty interesting to have multiple variants of strike craft, rather than just fighters and bombers, all with their own statlines, and a "loadout" system for carriers that allow them to choose what to take. For example; super-heavy bombers that require two launches worth to take off, extremely fast interceptors, guardian fighters with better PD bonuses, combination fighter-bombers, etc; it could add a huge new dimension to DFC.

Also, 3d dogfighting game and/or 30mm skirmish game when.
>>
>>49084583
Pls no, I can't afford to fly out to fucking bongland. There need to be more events in America.
>>
>>49084612
A dogfighting game seems like it'd be pretty easy to do because you could use the existing fast mover models and just add some new ones.
>>
>>49084583
They tend to sell even exclusives online as well, for a limited time.

Only exception was that alternate Neptune sculpt, the Agamemnon or Aegean or whatever.
>>
>>49084612
>Also, 3d dogfighting game and/or 30mm skirmish game when
I'd rather they focus on continuing support for the two games they now have than stretching themselves too thin and dividing up the player base among different systems. Let's not go crazy here, there's still tons of future design space just for drop zone or dropfleet alone, let alone both.
>>
>>49084651
They only did that to get rid of excess stock, the alt-Neptune was actually available briefly, iirc.

It probably sold out fastest because it was a sick sculpt.
>>
>>49084660
I'm just memeing, but I agree.

I just want muh Legionaries and Praetorians in glorious heroic
>>
>>49084685
Ah yeah, that makes sense.
>>
>>49084703
There is the 'collector's edition' range of one model

The hope has not yet died.
>>
>>49084747
Actually that reminds me, I wonder if the 2-ups from the DFC kickstarter will get added to that range eventually.
>>
>>49084747
>tfw no 30mm Sirens
>no 30mm Braves
>no 30mm Destroyers
>no 30mm Hades
>>
>>49084758
I think the 2-up Ajax might, but I remember Dave saying that the 2-up Beijing is kickstarter exclusive and will never be sold elsewhere.

Thank God I got one
>>
>>49084768
> normal Hades is 135mm long
> 30mm would be 405mm long

Jesus, imagine how much that would weigh.

Would it be light enough to build a hexrotor drone 'Poseidon' to carry it?
>>
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>>49084827
>>
>>49083548
>>49084064
Actually, looks like he's starting his own FLGS/cafe thing; good on him, I hope it works out.
>>
>UCM has legionaires and praetorians
>flak and mortar teams aren't called auxilia
>no centurions
>no principes
>no triarii
>>
>>49085255
I would be super into DZC phase 3 having Auxilia in resistance troops joining the UCM and offering a wide range of abilities like sappers or freeriders. Make a guy with an anti vehicle weapon their 'centurion' keeping an eye on them.
>>
>>49085022
Oh cool, wish I lived in Britbongistan to check it out.

>>49085255
Maybe having semi powered armor compared to the full powered of the hazard suits. Or more mobile with jump jets, grappling hooks and chutes to go batman-mode.
>>
new thread soon, gimme a sec
>>
New thread, commanders

>>49085862
>>49085862
>>49085862
Thread posts: 330
Thread images: 22


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