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/dcg/ Dropzone/Dropfleet Commander General

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/dcg/ Dropzone/Dropfleet Commander General

Battlecruisers edition

>>49575243 Previous Thread

>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

>DZC Phase 2 units
http://www.mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
>DZC Phase 2 rules and scenarios
http://www.mediafire.com/file/9o0mghzvf3gsnzg/Phase2-rulesScenarios.pdf
>DZC Phase 2 fluff
http://www.mediafire.com/download/novaydro2mxo074/Phase2-fluff.pdf

>free DZC army builders
http://www.dzc-ffor.com/
http://solomonder.com/scoldzap/

>dropfleet preorder, showing prices and lotsa pics
http://www.waylandgames.co.uk/3951-dropfleet-commander
http://www.miniaturemarket.com/table-top-miniatures/dropfleet-commander.html
http://www.thewarstore.com/dropfleet-commander-preorder.html

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

>All currently leaked photos of the DFC rulebook, courtesy of the facebook group and multiple anons
http://imgur.com/a/i48YR

Reminder to ignore bait, unless it is masterfully crafted.

Initial Topic of the Thread: What battlecruiser do you like the most, aesthetics wise? Rules wise?
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>>49597466

The thing with Scourge is the counters for a Kevin Sorbo isn't to throw their own BB at it, that's literally what he wants.
Instead, throw a pair of Stryx and a pair of Djinn at it and have them munch it down in a cavalcade of Scalding Close Action attacks, because if nothing else it'll force the PHR player to use his Launch capacity on fighters to ablate that, and since you're using Lights and Mediums, his broadsides caliber rule doesn't kick in.

That said, against Scourge I'd probably give them a taste of their own medicine and go for a Minos. A Crippling CAW with F/S arcs, 2+ lock and double damage is gonna give those close combatants some pause before they close, and a pair of Torpedoes mean that you can punch out anything on the board. Hell, you might even want to use them to straight up take out both of those Stryx's. Seems like a waste you say? That's 4D6+8 CAW attacks with Scald you've just removed from the game. You can handle his Battleships with your Bombers.
Then the Scourge player dumps both of his Corruptor torps into the Minos, or he has his BC's beeline for your Heavy Troop Ships and cripple it, and back and forth it goes.
>>
>>49597614
>What battlecruiser do you like the most, aesthetics wise? Rules wise?
The basilisk, and the basilisk. That shark fin crest is lovely, and flows nicely into the tail curves, and I like the "jaws" of the model too. And that much firepower with stealth and full cloak just looks like a hell of a lot of fun.
>>
The nice thing about the Leonidas and the Ajax is that with the caliber rule it takes exactly 12 shots to put 4 damage on a 4+ save frigate, so you don't have to worry too much about overkill
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>>49597614
>What battlecruiser do you like the most, aesthetics wise? Rules wise?

As I said in greater length in the last thread:

>UCM
Atlantis wins out due to it being an amazing multirole ship that combines the best of it's two costituent ships with none of the downsides.
The Avalon is cool, but bloom limits it's lifespan to one murderous hellblast, and then death, and it's too many points for that.

>Scourge
Both are great for taking on mediums and lights. The Bassie has a battleships amount of occulus beams, whilst the Mantie is an invisible Wyvern with a Torpedo. Both will want to kite opponents or hit them in the flanks.

>PHR
Leo is fine, Skippy is better. It just IS.

>Shaltari
The Adamant can do everything, the Palladium can do everything else. Which one depends on what you need in your fleet.

Best overall? Lookswise probably either Bassie/Mantie (the differences are minimal) or the Scipio. ruleswise, either Bassie/Mantie or the Atlantis. The latter for their cloak shenannigans, and the former for it's great multirole nature.
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Am I the only one disappointed the Atlantis didnt get all 4 of its heavy guns as a single weapons profile? Now its "just" a Moscow with Seattle launch capacity. It can potentially attack 6 targets at once, so that's cool I guess.
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starting hull points under 4 dont need to roll on here, over 10 you add +1 to your roll (this means scourge and shaltari light cruisers are less likely to blow up massively)
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Crippling table
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>>49597877
I'm so chuffed that this got 3+ armour.
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>>49597660
I think you're the first person in this general to say that the Basilisk is your favorite battlecruiser, most don't like the design.

>>49597945
To be fair, it is the only Scourge ship with 3+; it kinda needs it with its larger sig than other factions.
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>>49597977
It was seeing it from the right angle, really. I feel the low angles used in the official photos make it look fat rather than sleek, but seeing the basilisk from above (like in pic related) just made it all click.
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>>49598087
Damn, that does look much better.

The big bulgy occulus pods are a bit weird, but not necessarily bad imo.
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>>49598286
Something interesting to note about the factions, is that only the UCM and Scourge have "tiers" of weapons; the PHR have (theoretically) equal but different weapon variations, and the Shaltari only use two or three weapons, just in varying sizes. All factions, however, use tiers of CAW.

>UCM
>guns (per turret)
Tier zero:
Light mass driver; 4+ lock, 1 attack, 1 damage
Tier one:
Medium mass driver; 4+ lock, 2 attack, 1 damage
Tier two:
(2) Heavy mass driver 3+ lock, 4 attack, 1 damage
(3) Heavy mass driver 3+ lock, 6 attack, 1 damage

>Scourge
>guns
Tier zero:
Occulus rays; 3+ lock, 1 attack, 1 damage
Tier one:
Occulus beams; 3+ lock, 1 attack, 2 damage
Tier two:
Occulus beam array; 3+ lock, 2 attack, 2 damage
Tier three:
Occulus beam phalanx; 3+ lock, 3 attack, 2 damage

>CAW
Tier zero:
Plasma cloud; 3+ lock, 2 attack, 1 damage
Tier one:
Plasma storm; 3+ lock, d6+2 attack, 1 damage
Tier two:
Plasma tempest; 3+ lock, 2d6+4 attack, 1 damage
Plasma cyclone; 2+ lock, d6+2 attack, 1 damage
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>>49597977
>>
>>49597890
I'm in the same boat as you; it would have been even better if the profiles were linked.
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>tfw your savior has left you

Moth is the hero we need.
>>
Moth, pls gib UCM color schemes pages!
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>>49598851
Post pictures of bright lights to ensure Moth's swift and safe return.
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>>49598892
COME TO US MOTH

COME
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>>49598851
>>49598892
He's Euro, isn't he?
It's at the very least like 2 in the morning over there.

>>49598866
Shit, I did not think of this at all; the alternate color scheme pages would be great to see.
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>>49598916
pls do not zap moth
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>>49598892
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>>49598736
>Palladium hulls are ancient and have been replaced by Sapphires
Where were you when fickle shaltari aesthetics replaced a battlecruiser type with a near identical type?
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>>49598929
>Where were you when fickle shaltari aesthetics replaced a battlecruiser type with a near identical type?
We don't know what the Sapphire looks like yet, anon.
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>>49598866
I posted them all 2 threads ago

Uniform Grey (army painter primer)
or intermediate blue(model colour by vellejo_
over tamiya white surface primer

details
chrome, white (model air vallejo)

black,bloody red, electric blue, cadmium skin, camo green (game colour by vallejo)

shades
black shad and umber shade (vallejo)
>>
>>49598969
Scourge

basecoat- platemail metal (army painter)
or chrome (moderl air by vallejo) over tamiya fine white primer

details
black, bloody red, gory red, glorious gold, dead white (game colour by Vallejo)

shades/washes
black shade, umber shade (washes by vallejo)
green, magenta, plasma fluid (minitair by badger) Airbrush or water down

PHR
base
skeleton bone (army painter)

or aged white (model air velejo)
over tamiya white surface primer

details

chrome, golden brown (model air vallejo)
black, white, bloody red. electric blue, magic blue. camo green(vallejo game colour)

washes
black shade, wash shad (vallejo)
>>
Shaltari
base
dragon red (army painter)

yellow (model air vall) and red tone ink (army painter) over tamiya white primer

details

chrome, white (model air vallejo)
black, glorious gold, electric blue, silver, camo green (GC vallejo)

shades
black, umber shade (vallejo)
>>
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>tfw you have been checking your email at least 3 times an hour since last week
>despite having email notifications turned on
Help me.

>>49598969
I think anon means the pages where they have the alternate color schemes, like pic related in the DZC books.
>>
>>49598991
There are none only the main colour scheme probably didnt have enough time for it, I would assume those will come in in either 2nd dropfleet book or version 1.1 (may have photos of community fleets)
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>>49599012
Oh, well that's a tad disappointing. Thanks anyways!
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right im going to bed, for now have the sector bonus rules. someone else can repost the ship profiles from last thread as im lazy
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>>49599074
>>49599084
Night dude, thanks for all the pics!
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>>49599158
Why are UCM lasers better?
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>>49599212
What was the damage on PHR torpedoes?
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>>49599224
Same as it is for the UCM torpedoes.
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>>49599243
Next faction will have attack 2 torpedoes.
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>>49599167

The cobra isn't better than the double PHR laser, but the PHR put a smaller 1 attack 3+ hit burnthrough (3) flash on the Ajax and the BTL frigate
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>>49599346
Ah.
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>>49598892
>>49598916


This is great

>>49599074
>>49599012
>>49599084

Our hero returns!
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>>49599644
>Ships of the class: Alexander's Ambition, Socrates, Fireheart, Salamis
>Salamis

My dumb theory that the entire PHR faction exists purely to be a MSG reference continues to grow on me.
>>
>>49599828
Fuck, I linked the wrong post. It was supposed to be to >>49599158
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>>49599222
>The Crimson Monolith
holy god that name is metal.
>>
>>49600344
What do you expect for a ship that's a giant, spiky guitar?
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Daily reminder that Djinn a best.
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>>49600617

I have been dying to see the rules for the Taipei
>>
>tfw I thought the ships were about Armada scale.
>>
>>49599644
>43 points
>d6+2 of CA with a 3+ and scald
>12" thrust and 3" sig

I'm grabbing as many of these fuckers as I can. Fucking lethal little ninjas.
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>>49600856
How big is Armada scale?

>>49600872
Don't forget their brothers, anon.
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>>49600906
>>
>>49599212
>Caliber (H&S)
So heavy and small?
>>
>>49600906
>>49600915

Fuck, I just started getting into DZC and bought a rifle recently. But I've always had a soft spot for space combat games and frankly, I love the Scourge aesthetics and rules. Fucking hell, I may just have to get a starter box. Or two.
>>
>>49600941
L- Light (corvettes and frigates)
M- Medium (light cruisers and cruisers)
H- Heavy (heavy cruisers and battlecruisers)
S- Superheavy (battleships and dreadnoughts)
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>>49600949
Yeah, the Scourge are pretty cool. Go for it senpai, 6 cruisers and 8 frigates is a respectable starting force.
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>>49600954
>breaking up HCs, BCs, BBs, DN
eeeh....
>>
>>49600981
I don't get it
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>>49600996
It just seems like they're making the caliber gimmick a little too wide-ranging. I think Corvettes-CLs, C/HC, and BC-DN would be a better range.
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>>49601024
I don't think so, because it heavily plays into how the fleet org is currently set out.

In any case, it's not like the heavy guns will have more targets to shoot at than light guns; at a clash level game, you can have a max of 4 heavies and/or 2 superheavies, if you tailor your list towards it.
>>
>>49600696
The Taipei is just the standard frigate profile, but with Shark missiles rather than Barracuda missiles. See >>49598286
>>
>>49601081
>In any case, it's not like the heavy guns will have more targets to shoot at than light guns; at a clash level game, you can have a max of 4 heavies and/or 2 superheavies, if you tailor your list towards it.
That's the point. They're overly niche. Just merge H and S.
>>
>>49599012
:(
>>
>>49601121
But there's no benefits to it, only costs, as now fleet balance is potentially thrown off.

Now there's no reason for flag groups, and you'll end up being able to take battleships in skirmish, or like ten battlecruisers in battle, and that entire portion of fleet org is now screwed over.
>>
>>49601190
I mean Caliber-wise, ya dong.
>>
>>49601245
Yes, but my point is that that ship tonnages are not just relevant for caliber, but are instead mostly so for fleet org. There's no benefit to merging H and S, besides saving two characters when typing out "Caliber (H&S)"
>>
>>49601081

The only ship the heavy guns negatively affect strongly is the Perseus, which is just straight up inferior to its alternatives.

The Achilles has been revealed to be very cheap for its torpedo (165 points) and 4 heavy guns aren't amazing but they will out DPS 8 medium shots against HCs, BCs and BBs.

The Minos/Heracles have 6 heavy shots which is just superior to 8 medium shots against all targets and much better against heavies. Its their secondary weapon anyway.

Thankfully heavy guns seem to be pretty damn cheap.
>>
>>49601277
>and 4 heavy guns aren't amazing but they will out DPS 8 medium shots against HCs, BCs and BBs.
Only barely so, by about 10% against 3+ armor. Against 4+ armor, they're identical to medium guns on average.
>>
>>49601291

Which for the Achilles is fine because you take it for the cheap ass torpedo. The heavy guns are a nice way of putting more reliable damage on a ship but with less overall potential.
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>scourge torpedo does 1 extra damage per round, not counting the one it was fired in, to the ship it hits for the rest of the game
>but it only does 4 damage instead of 6
>have to have the enemy ship get Razorwormed for 3 turns for a net damage profit

well it was a cool idea
>>
>>49601690
Can the effect stack? Because if so that's how you kill battleships. Smack em with 2, let them get chewed to crippled while you clean up the escorts, then give the battleship one massive whack to finish the deal.
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>>49601715

two torpedoes is either a demon (or is it the other BB?) or two expensive BCs. Its a neat combo but it had better for how much it costs.


And even then two normal torpedos can just do 12 damage up front without waiting.
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>>49601738
>two torpedoes is either a demon (or is it the other BB?)
Dragon is the one with the torps and launch assets.
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>>49601738
True. I think it should act as more of an implicit threat for an opponent to slow his roll a bit rather than come running full pelt at you. I've got a photo we were missing in this thread, anyone have the scourge launch asset stats?
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>>49601690
Are you surprised? Scourge have never really been great with long range weapons. They're more about getting up close and shoving their plasma dick directly down an enemy ship's throat.
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>>49601765
I got you my dude.
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>>49601819
Thanks! So if the torpedo gets into range its pretty likely to deal its damage. I forget, do you have to have the target in launch range to hit them with the torpedo? Or can you launch it early and let it drift forward for a turn?
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>>49601862
>I forget, do you have to have the target in launch range to hit them with the torpedo? Or can you launch it early and let it drift forward for a turn?
Launch assets basically get to everything within a turn if they're within 2*their thrust, withing two turns if it's 3*their thrust, and so forth, I think.
>>
Can someone please tell me the appeal of Dropzone/Dropfleet Commander?
I really like Epic 40k and Battlefleet Gothic, so what differences are there between the two?
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>>49601948
>Can someone please tell me the appeal of Dropfleet Commander?
Great models, rules co-written by Andy Chambers, gameplay that doesn't boil down to "kill everyone else", along with some unique mechanics that make maneuvering and fighting in orbit much more tactically rich and deep than Napoleonic naval warfare with a coat of space paint.

If you're interested, I'd be happy to detail some of the bigger mechanics present in DFC.
>>
>>49601982
>along with some unique mechanics that make maneuvering and fighting in orbit much more tactically rich and deep than Napoleonic naval warfare with a coat of space paint.

How does it accomplish that? That was definitely one of my bigger problems with BFG.
>>
>>49601948
>difference between epic and dropzone
Dropzone uses dropships to make the game more fast paced, has a smaller scale, and from what I've seen has more complicated rules involving urban scenarios. I'm not super familiar with Epic so I can't comment much on the accuracy of these statements or other things that might be true, but I am unaware of.
>BFG and Dropfleet
Facing some unaware information, but the obvious is a bit more apparent. Because of orbital layers and the emphasis on objectives, frigates and corvettes have a higher importance to them. You're encouraged to play the objective much harder, and these objectives require undergunned vessels that can create a more tenuous balance between lists. Additionally there's a lot of submarine warfare going on, as ships have to extend their scan range to meet the enemies signature. This can lead to some tense games where orders that give you a small scale tactical advantage could give you a bad long term advanage, as you might win a slugfest against your equal but his buddies will now suddenly be able to reach out at a much longer range and give you a kiss on the nose. Turns out 7 or 8 ships firing their one weapon on standard orders can still put down a ship going weapons free to fire all its guns, and the range advantage will be icing on the cake.
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>>49602029
>How does it accomplish that? That was definitely one of my bigger problems with BFG.

There are two or three big "selling point" mechanics for DFC, and are as follows.
"range =scan+signature+spikes"
"movement and special orders"
"orbital layers"

>range =scan+signature+spikes
In essence, every weapon except for Close Action weapons (more on those later) has potentially infinite range. The current range of a weapon is determined by the Scan of the ship that is attacking, and the Signature of the ship that is being attacked.

Let us imagine an example where a ship with a scan of 6" has two potential targets; a battleship with a signature of 12" that is 18" away, and a frigate with a signature of 3" that is 12" away.

If our ship were to attack the battleship, it's range would be scan+signature, which is 6"+12" =18"; the enemy ship is just within range.
If our ship were to attack the frigate, it's range would be 6"+3" =9", which is 3" short from where the frigate actually is; our ship cannot attack the frigate.
As you can see, absolute distance means less than relative distance, based on how big of a signature the target has.
In addition, a ship is ALWAYS targetable if it's within your scan range, even if it's signature is 0".

Spikes are status effects that modify the size of a signature, coming in either a minor (+6") or major (+12") form. These are caused by undergroing special orders such as firing all weapons, going max thrust, holding position, and so forth.

Fluffwise, this can be explained as follows; your scan range is the range at which your scanners can overpower any and all enemy attempts at cloaking, stealth, spoofing, or what have you. If an enemy's signature is big enough, even though it's outside your scanners optimal range, you can secure suitable fire control to be reasonably sure at hitting the enemy ship; the enemy ship having spikes on makes it "light up", allowing your sensors to get a lock at longer ranges.
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>>49602135
Speaking of fluff, what is the basic rundown of the setting?
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>>49602135
>movement and special orders
Every ship in the game has a "thrust" value. Under standard orders, a ship MUST move between half and all of its thrust, and may turn up to 45 degrees at the beginning of movement. In the absence of special orders, this means that ships are constantly heading towards each other or arching around, and cannot stay still.

Special orders, however, modify the movement and actions ship may normally take, a few examples are:
Weapons Free: While a ship may normally only fire one weapon profile (+close action weapons), under weapons free a ship may fire ALL of its weapons systems, at the cost of being unable to turn, having to move between half and all of its thrust, as well as taking a major spike (+12" to its signature)
Station Keeping: The ship may move between none or half of its thrust value, may turn 45 degrees at the beginning of its movement, and may fire one weapon system, at the cost of taking a minor spike.
Course Change: The ship may turn 45 degrees twice at any point(s) during its movement, move between half and all of its thrust, and fire one weapon, at the cost of a minor spike.
Max Thrust: The ship may turn 45 degrees at the beginning of its movement, fire one weapon system, and move between all and double its thrust, at the cost of a minor spike.

I forgot to talk about this last post, but Close Action weapons are basically just weapons that you can only fire at enemy ships within scan range; they usually have a large (but random) volume of fire, but can be negated by enemy point defense in addition to armor.
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>>49602232
>orbital layers
The battlefield is divided into three layers, High Orbit, Low Orbit, and Atmosphere.

Most ships cannot enter atmos, and will burn up and be destroyed upon doing so.
Ships firing between orbital layers incur an accuracy penalty.
Pretty much every single objective in the game can only be interacted with at low orbit or atmospheric level.
Dropping down orbits costs nothing, but moving up orbits takes a big chunk out of your thrust.
Weapons fired against ships in atmosphere are horrendously inaccurate, and are increased to hitting on a 6+ on a d6; in addition, ships in atmosphere are drastically slowed.

I forgot this one, but
>attacking, damage, and crippling damage
Every weapon has three values; Lock, Attacks, and Damage.
When a weapon is used to attack, it rolls a number of dice equal to its attack value. All dice that roll at or over the lock value are considered hits, and all those that roll 2 or more over the lock value are considered critical hits.
When a non-critical hits an enemy ship, it does damage to that ship equal to its damage value. The enemy ship then makes an armor save against each individual point of damage.
When a critical hits an enemy ship, the damage is applied to the enemy ship immediately with no saves.

When a ship is reduced to 50% or less of its original health, it becomes crippled and has to roll on >>49597914, usually resulting it in getting a nasty status effect, taking more damage, or outright blowing up.
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>>49602177
The background is that the Humans met the Shaltari (an ancient alien race) the Shaltari gave the humans coordinates for a series of rich systems which came to be called the cradle worlds. This lead to an era of peace and prosperity for humanity. However after some time this was disturbed by the crashing of a small alien object onto earth, a white sphere about the size of a tennis ball. This artifact was taken to a research lab where during study it hacked into the network and arranged for its own disappearance. It then began broadcasting a signal indicating an impending doom was approaching and anyone who was concerned should arrive at certain coordinates at a certain time. This began dissent in the human populous, at the indicated time a large number of dissenters gathered at the coordinates in a ragtag fleet of ships, the EAA Fleet ordered them to disperse and a battle ensued, and the abandonists left once the sphere sent the coordinates they were to jump to. The EAA fleet took heavy damage during the brief battle. Two days later the spheres warning came true and a mass invasion by the aliens known as the Scourge began. The Earth and cradle planets were quickly overwhelmed and occupied. Some refugees made it out to the outer EAA colonies sabotaging jump nodes as they left. These outer colonies formed the UCM (united colonies of man) and vowed revenge agains the scourge plotting a military build up that would result in the reconquest of the earth and the cradle planets.

The game is set just as this reconquest has begun. The UCM has launched a massive assault on the the scourge held cradle worlds in an attempt to reconquer them and liberate the human resistance left behind during the scourge assault. The Abandonists who fled with the white sphere just prior have returned as the PHR (post human republic) and seem to oppose the reconquest for hidden reasons they have yet revealed. The Shaltari are also clandestinely involved
>>
Also, just how popular is it? Is it the sort of game where I have to get multiple armies because otherwise I'd never be able to play it?
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>>49602177
>basic rundown of the setting
Here's the quick and dirty greentext of it

>humanity exits a long period of energy wars for oil and such from the 2300's an 2400's after finally developing working fusion power
>golden age of peace, prosperity, and decadence
>space exploration begins in earnest with the "foldspace" drive; it's fairly random and untrustworthy without a node with which to go to, so exploration into the wild black is very slow
>suddenly, the Shaltari appear
>the Shaltari are 4 foot tall grey-like aliens, covered in chromatophoric spines. They have mastered the science of consciousness transfer, and move their minds into vat-grown bodies as their current body reaches senescence; through this, some Shaltari have lived dozens, even hundreds (or more) of lifetimes.
>the make contact with humanity after seeing that they are truly space faring now, and lead them to a whole bunch of juicy Earth-like planets, pro-bono; these become known as the "cradle worlds"
>turns out it wasn't actually for free; this particular group of Shaltari wanted humanity to be grunts in a war against another group of Shaltari
>humanity tells them to fuck off, and they do; queue a few decades of conflicts and raids with other Shaltari tribes (never the ones that gave them the worlds)
>colonization of other, less hospitable worlds is going on all this while
>queue sometime in the early mid 2500's, a mysterious white sphere crash lands in South America
>it's about the size of a tennis ball, but so dense that it takes 4 men to lift it
>some eggheads try to study it, but it's completely impervious to all manner of scanning
>one of them gets the bright idea to stick an electrode on it, and within moments the entire South American computer network has been locked out and hacked
>a few hours later, some mercs show up and extract the sphere to parts unknown
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>>49602471
>big broadcast sent out to every human planet, basically says "something big is about to go down, prepare yourselves and meet me at Vega in a year"
>some humans take this seriously, about 2% of all humanity, and they become known as the "abandonists"
>among these are mutineering military personal taking ships with them
>massive abandonist fleet gathers above Vega on the date, and the reigning Earth government sends a fleet to stop them
>another broadcast, abandonist fleet is given the coordinates to a foldspace node in parts unknown
>as they begin charging up their drives, the bigger abandonist ships fire first to catch the fleet off guard
>humanity's first civil war in space happens over the course of a few hours; millions are dead, a good portion of the abandonists escaped, and the military fleet is heavily damaged and crippled.
>a week or so later, and the Scourge show up
>they utterly ROFLSTOMP humanities damaged fleet, and begin landing on the cradle worlds including Earth
>they sweep aside the meager peace keeping forces (humanity hasn't had a proper war in over a hundred years by now), and about 90% of humanity is either killed or captured, with the remaining 10% escaping to the non-cradle-world colonies
>the Scourge are neuroparasites that take over a host's body, and they did so to a huge portion of humanity
>the escaping humans shut down their foldspace nodes so the Scourge can't follow them, and lick their wounds for the next century and a half
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>>49602479

>since then, the United Colonies of Mankind (UCM; the escaped survivors of the Scourge invasion) have been building up a massive fleet and army with the intention of taking back the cradle worlds and Earth
>on the eve of the reconquest, a mysterious delegation of humans calling themselves the Post-Human Republic (PHR) show up, telling the UCM that they're going to be in for a world of hurt if they go through with this.
>UCM realizes that the PHR are actually the descendents of the abandonists, and effectively tell them to fuck off
>PHR do so, the reconquest begins, and humanity starts taking back its worlds from the Scourge.
>The PHR are pursuing their own objectives in all this, taking over one of the cradle-world systems, attacking both the UCM, Scourge, and Shaltari
>The Shaltari as well have their own (as of yet unrevealed) goals an motives in this conflict, and are likewise attacking the UCM, PHR, and Scourge

I'm purposely leaving out the story developments in phase 1 and phase 2, since the story itself is progressing with the expansions and it's more fun if you read them for yourself first.
>>
>>49602456
popularity is going to be relative to the area your in, there are a couple of locations where there are fairly established clubs of several people, and there are other areas where you will probably have to brute force your way in to the scene as a one man promoter. Id suggest if you are still interested researching which kind of area you are in before making a purchase
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>>49602456
Depends on where you live; DZC is fairly popular in the UK and in Europe, but it suffered from some bad distributors in the US early on in its original release that gimped a full community from forming here. There are still a lot of areas where you can find play, but don't expect it to be universal in the US, nor expect for their to be kits on the shelves of your FLGS.

Dropfleet, on the other hand, is the result of an ENORMOUSLY successful kickstarter that has generated lots of hype, so the community for that will be pretty strong in most western countries.
>>
>>49602386
>>49602494
Do the Shaltari even have a unified goal? They seem to spend most of their time infighting, I'd expect trying to make all the tribes work together would be like herding spiky cats.
>>
>>49602627
Not as far as we know, but it's been implied that most tribes are actually part of one of two larger coalitions, each in conflict with the other at a level fat beyond normal Shaltari inter-tribal conflict. Also, there's that big lore bomb dropped at the end of phase 2 to consider.
>>
>>49602517
I honestly have no idea what my local FLGS has considering the only ever went to the nearest Games Workshop Hobby store when I was big into miniatures. I'm in the D.C. area btw.
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Anyone have an unexpected shipfu? Don't know why, but I love the Madrid with its bombardment cannons (Tokyo is pretty cool too). When I put together the UCM half of the starter may end up building a Madrid just because I like the model, even though it's probably not very good, and almost certainly a terrible choice if you only have 3 cruisers. But I likes it, so I does.
>>
I can't say I'm much in love with the ideas put into DFC, but I do approve of plastic, fairly generic spaceships.
>>
>>49603542
>Fairly generic
I politely disagree. The UCM I can kind of see how you could have that conclusion, though I think they're fairly distinctive myself, but maybe that's because I've learned the ships and like the clever way you can tell at a glance what each does. The other three though I feel have really unique designs, with the smooth futuristic hulls of the PHR, the sleek curves of the scourge, and the art deco combination of curves and sharp edges on the shaltari. Especially the scourge and shaltari, I don't think any other company has the vision/skill to design spaceships like those.
>>
>>49603645
I will politely disagree. Shaltari are fairly unique, but scourge are organic spaceship design 101, and PHR are minbari/eldar sleek shell with fins style. They all conform to the same usual "sailing ship with jets" plan. I would love for some company to release proper battle planetoids in vein of Dahak for once.
>>
>>49603664
Anyway, that is missing the point. I was not criticising the ships for their design, I was actually happy that they will be easy to repurpose for FT and easy to put together.
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>One hero can save us
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>>49602703

I know there is supposed to be a decent ized community in Ashburn VA.
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>>49597877
The weapons on the Ifrit were called furnace cannons as well. Now, I know they will almost certainly have renamed them like a lot of weapons have been, and the standard scourge BTL cruiser almost certainly won't have stats that good on their weapons. But I can't help secretly hoping that they do.
>mfw
>>
>>49597945
whoa, AND the furnace cannons got massively buffed, guess i need to update my BTL worksheet, brb
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>>49598346
well, I think it's more accurate to say only those factions change weapon class with tier -- PHR and shaltari usually get more shots with upgraded 'tiers' of their weapons -- PHR for instance goes turret/battery/broadside/cannonade. That and they add more weapon profiles frequently -- UCM and scourge already have tons of weapon profiles even on smaller ships
>>
>>49604371
Damo has a pair of them and the cruiser only has one, so I'm assuming it will have halved attack and BT values.
>>
>>49598736
ahhh, gravity coils didn't change -- Dave just misspoke (he really ought to get more sleep -- after we get our ks packages)
>>
Also, speaking of weapons getting renamed, I noticed the UCM battleship from the Wayland previews has the old weapon names ("medium mass driver turrets" rather than "UF-4200 mass driver turrets"). So pretty much confirms that reprinting the rulebook was what the delay was.

Does also mean that we know at least the New York's page has changed since then though, even if only fluff-wise.
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>>49604419

I think all the ships saw a minor points up shift. So it has probably changed.
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>>49604401
It's got two, although looking at it the muzzles of the cruisers' weapons are slightly different to the battleships', so they probably won't have the same stats.
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>>49604447
Oh. I blame misleading camera angles on the KS and preorders.
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>>49604401
probably so, because these new guns are monsters.
OTOH with these there's a more easily defined reason to use the 4 lock version -- they are actually better against low armor targets or shields
>>
What are the playstyles of each of the factions' fleets compared to the ground armies?
>>
>>49604590
They're similar in that they fit the same basic archetypes. UCM are all-rounders, Shaltari are trickly long-range snipers, Scourge are swarming glass cannons, PHR are big, heavy, and tough.

What this means for how they play is a little different for each game. For example, the UCM fleet does something very well that its ground forces aren't so great at - they are the kings of focused fire. With all their guns on turrents and lots of lasers they are definitely the easiest faction to focus fire with. PHR are different in that, in Dropzone, they tend to take a position and hold it, whereas the way their arcs of fire are positioned in Dropfleet mean they want to be highly aggressive.
>>
>>49604590

They are still pretty similar. Assuming you have played DZC before --->

UCM - Still the all arounder faction, their ships tend to be heavy armor and have lots of ability to engage targets with strong weapons but not as many as PHR or as strong as Shaltari.

New: They use a lot of super lasers and have the best. There isn't a similar thing on the ground except for the Scimitar, which doesn't compare to the Cobra or Viper laser.

PHR - Heavy armor and slower, but with increases scan range and some really strong super weapons.

New Theme: Their ships use a lot of broadsides which means they ahve more guns than most, but can't use them on one target.

Scourge - Still the fast knife fighting faction with powerful weapons, but less range because lower scan value. There ships are fast. This stuff tends to be lighter armored

New: They have cloaking which helps them avoid spikes to close the range barrier quicker.

Shaltari: Their stuff is still mostly light armored using trickly like shields to get around this weakness and also have gate tech vs dropships. Still a quick, tricky faction.

New: They have powerful fighters and there carriers seem powerful as well. They like to use a lot of long range stuff, which while present in DZ isn't a focus.
>>
>>49604590
A lot of people have asked this question, I guess I'll put my own spin on this.
UCM:
DZC: nowadays seeing very flier-heavy lists is quite common, have quite a few cheap infantry choices that can fill several roles.
DFC: slow moving ships without many special rules but with tons of weapon profiles and lots of high-traversal turrets. Their low speed and flexible weapons means they should be easy to learn, but timing weapons free orders will be extremely important

Scourge:
DZC: fast, deadly, squishy, short ranged.
DFC: basically the same minus the speed but with some extra tricks based around hiding -- frigates that hide in atmo and shoot upward from safety, battlecruisers with stealth and full cloak that can release tremendous damage when the time arrives.

PHR:
DZC: originally the slow, ponderous heavy hitters, now tend to build lightning fast with slightly less punch.
DFC: back to their roots -- slow, extremely hard to kill, some tricky positioning made up for by ships with flexible roles.

Shaltari:
DZC: speshul roolz. Much as I love them the hedgehogs, they have been a bit overpowered since the beginning -- passive shields, ludicrous, safe mobility, and a few frightening weapons.
DFC: lots of special rules, but most come with some form of cost. Fastest, longest range, smallest signature, takes a lot of board for them to turn around, weapons are usually powerful but almost all of them only work in front(narrow) arc. Troop deployment is safe and flexible -- each mothership could potentially be putting down troops every turn to different areas, but by far the lowest rate of troops to ground per turn of any of the factions
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>>49604862
Scourge in space are still pretty speedy.
>>
>>49604967
that's fair
>>
>PHR ships are both slow and used fixed broadsides.
That sounds like it would be really easy for the opponent to avoid.
>>
>>49605133
Their lower speed is deceptive in many ways.

They can't move as far in a straight line, but it also means that effectively their turns will be closer together.
I think you'll find that it will be quite difficult to out-manoeuvre a PHR fleet in terms of firing angles for their broadside batteries.
Their F(N) weapons will be trickier to use though, as it won't always be easy to keep that narrow arc aimed at your target.
>>
Looking at the leaked stats, PHR ships seem to have the same speeds for cruisers and heavy cruisers as the UCM, and faster battlecruisers.

I guess Hawk decided they were too easy to avoid.
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>>49603945
what would you like

btw for ppl waiting on the next kancolle ship girl im nearly free from current project so will be back to work on it
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>>49605461
Personally I'd like to see some PHR ship stats that we haven't been privy to yet.

Are there any ship patterns that haven't yet been revealed?
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>>49605461
https://m.youtube.com/watch?v=E-lwPtNIGks

Mostly just the UCM battleships and frigates though. Also the stats for the Madrid's AG guns if that's at all possible.
>>
>>49605179
We'll see. I fear that they end up like sorylians in firestorm- theoretically they have speed and broadsides so they can engage many targets, but in the end they end up wasting 1/2 or more of their firepower as they can only bring one flank to bear, and the ships end up paying points for weapons they never use effectively.
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>>49605718
They have god tier bombers and their guns are pretty good even if you just use one broadside most of the time, so they'll probably be alright.
>>
>>49605718

The difference is that only a few ships are straight up broadside focused and PHR have a lot of forward facing firepower on other ships. Plus they have god tier bombers, very useful frigates and prolific launch capacity
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>>49601690
If you haven't torped by turn three, you're losing.
Sounds like normal scourge gameplay senpai.
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>>49605718
also consider that since this game is going to be heavily focused on the objectives not just murdering the other fleet, there is alot of incentive to break up your overall fleet into small groups and send them to different locations on the board, this makes it much more likely that both sides of a PHR ship may have a target
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>>49606016
>>49606036
>>49606053
>frigates
Cool, this is something I've been really interested to see, there's been lots of speculation based on cruiser stats but not much concrete info. If you've got time/energy once you've down PHR, could you do the other factions' frigates please? No worries if not, I know we'll get them eventually.
>>
>>49606036
>type 1-5
>type 1: battle walkers
>type 2: heavy walkers
>type 3: light assault walkers
>type 4: superheavy walkers
>type 5: ???
>along with the UCM mentioning an Osprey dropship
DAVE, STOP TEASING US
>>
>>49605960

>not linked
>107 points
>7

Why

>>49605972

The more I see the Ajax the more I appreciate it
>>
>>49606085
You know you love the teasing, deep down inside.
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>>49606036
>This weapon may be fired from atmosphere with no penalties to it's lock value.
>it's
DAAAAAAAAAAAAVE
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>Orion can fire only one broadside on standard orders
>Ajax can fire both
>Perseus can fire one side, with both weapon systems linked
>same for the Theseus
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>>49606127
>Yamato
>>
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>>49606016

>hull 5
>five
>FIVE

PHR FRIGATES CAN ACTIVE SCAN HOLY SHIT
>>
>>49606166
does mean they roll on the explosion table when they die unlike other frigates, so killing one can end up crippling the entire squad
>>
>>49606154
>maximum damage potential of 30
oh baby

>Daemon is 30 as well
>Heracles is only 21
>Diamond is presumably only 20
>>
>>49606127
>Under 250 points
So UCM can have two battleships in a single battlegroup at 1500 points (and the 2nd doesn't have to be another Tokyo). Crickey.
>>
>>49606185

Totally worth it considering a Pandora can active scan a ship and then shoot it with its BTL to give it a major spike
>>
>>49605972
Am I missing something?
Ajax fluff says it can engage 4 targets at once with its linked batteries, but it only has the two linked broadside profiles and I didn't think it was possible to split shots from one weapon system
>>
>>49606228

>no BTL

Look closer to the bottom m8
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>>49606217
Probably an accidental holdover from when the weapon profile had each individual light calibre halfside.
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>>49606127
>Yamato
>one Cobra BTL
Yessssss.

>>49606241
Yeah, I saw it just as i posted it.
>>
One thing that's interesting is that while most PHR ships either have one broadside type and bth sides are linked, or two broadsides where the left and right sides are linked, the Leo has it so that the broadsides are linked by type, so standard orders has you firing both light or both mediums, rather than both left or both right. - Makes me think it's designed as a straight down the middle ship.
>>
>>49606264

>two less hull than a Beijing
>as fast as a frigate
>most guns of any PHR vessel

Yeah it was to pull a full Traflgar
>>
hey spoiler anon, do you have the points cost for the Hector? Just wanted to see that detail
>>
>>49605960
This should be 17 less points or linked.

I feel like the Leonidas is currently the only medium broadside ship worth taking. PHR fleets are probably gonna be a bunch of huge ships surrounded by frigates.
>>
>>49606251
That's what I guessed, it would have been nice to be able to split fire though. Hardly a deal breaker and it can fire both sides at once, which was unexpected.
>>
>>49606127

Can bombardment cannons fire at orbit?

I'm assuming they'd hit on 6's or something
>>
>>49606348

Depending on the price the Hector might be okay. 125-135 would be a steal.

It still takes up a heavy slot though and that's a very populated slot for PHR
>>
>>49606264
>One thing that's interesting is that while most PHR ships either have one broadside type and bth sides are linked, or two broadsides where the left and right sides are linked

Really, the only ships I've seen that has both sides linked are the Ajax, Leonidas, and Scipio.

Every other one of their ships is only one broadside fired, but with both weapon systems linked if they're not the same, in which case they're collapsed down into a single profile.
I'm still a bit annoyed by that part, since it means that the Ajax can only shoot one frigate per side.
>>
>>49606353
>That's what I guessed, it would have been nice to be able to split fire though.
Agreed, and it would have preserved the same feel as other ships.
On the other hands, doing that for the Leonidas would means having 8 weapon profiles in total, which is a bit much.
>>
>>49606376

To be fair, it takes all 12 shots to reliably one shot a 4 hull 4+ save frigate
>>
>>49606375
Yeah. I don't see people sacrificing their bellerophon slots for a Hector.
>>
>>49606445

Price, that's it. Also it's trivial to hit the launch cap at clash level

A scipio + Bellephron + 2 andromedas gets you to 10 out of 15, add 2 more Icarus for your mandatory cruisers and you're at 14. That leaves quite a few heavy slots left over.

Which should probably go to at least one troopship. And maybe a Leonidas. Even the Achilles is alright for its torpedo.

And then the Hector.
>>
>>49606486
>Which should probably go to at least one troopship
The troopships are medium tonnage though, right? That's what it says for the Ganymede on Wayland.
>>
>>49606486
>check out these broadsides on the PHR ships!
>most of them are shitty though, max out on carriers instead
It's like the mechs all over again.
>>
Does a crit double damage, or just add one?
Can torpedoes crit?
>>
>>49606565
A crit has its damage ignore armor saves, no extra damage at all.
Yes, torpedoes can crit.
>>
>>49606565
They just bypass armour saves and automatically inflict normal damage.
>>
>>49606486
The other option is to just have a decent load of frigate carriers, which would free up heavy slots for your mincemeaters.

As it is, from hat I've seen
Both Battleships or cruisers are good
Bellerephon is probably your go to heavy cruiser.
Ajax is going to be a workhorse of the lighter cruisers.
Laser and launch frigates > the gun frigate.
With troopships and strike carriers being an obligatory choice for objective capturing.
>>
>>49606594
>>49606585
Damn, I thought crits did +1 damage or something. Alright.
>>
>>49606601
Trust me, them bypassing armor is MUCH more powerful than them doing extra damage.
>>
>>49606598

That will be annoying but doable, escort carriers are 42 points a pop and it takes 4 to get the same launch as a Bellephron but without the double BTL.

>>49606526

They're heavy cruisers with a H type but if they can fit in the medium slots then it's no big deal

>>49606558

Sort of. Maybe if it turned out the light mechs were amazing and the heavy mechs were mostly support
>>
>>49606664
>They're heavy cruisers with a H type but if they can fit in the medium slots then it's no big deal
No, they aren't
>>
>>49606558
This annoys me so much.

I don't like bombers. It's not the imagery I get into spess stuff like this for. Christ I hope the Hector's broadsides are linked.
>>
>>49606631
Depends on what you're shooting. A 6+ save is barely worth bypassing, while a crit against a 3+ can turn a crapshoot into guaranteed damage.
>>
>>49606680
How does that stack up compared to a San Francisco?
>>
>>49606680

>heavy cruiser amount of hull points l
>heavy cruiser weapon layout
>heavy cruiser thrust
>but it's medium

Well fuck me side ways, I ain't gonna complain about that one.
>>
>>49606699

The San Francisco has 4 4+ shots that can fire forward. It doesn't have it's own bombardment cannons. It's also undoubtedly going to be much cheaper
>>
Moth, are there any light cruisers for the PHR other than the Theseus?
>>
>>49606731
Landing capacity, I meant.
>>
>>49606598

I wouldn't underestimate a pair of the gun frigates. Two of them are 6 medium shots per arc, 10 hull, 10" of thrust with a 3+ save, sig 3" and all for 80 points.

Then again I think two pandoras for 100 points is a better Berlin than the Berlin itself
>>
>>49606779
I remember hearing that the SanFran can drop 4 per turn.
>>
>>49606779

Not sure, I wouldn't be surprised if it was 3 launch for its landing capacity
>>
>>49606798
get shrekt abandonists.
>>
>>49606680

I want to see the bombardment rule, I'm curious as to if it can be used against other ships at a lock penalty
>>
>>49606686
>UCM lasers are good for damage, bombers are good for long range work and cannons are good for support
Sure must suck to be forced to spam one kind of unit, abandonist scum.
>>
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>>49606896

>PHR have more lasers, better bombers and auto crippling cannons

Don't piss them off UCM bro, we need to think of a strategy first
>>
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>>49606884
Afraid not, bombardment weapons can only fire on ground sectors.
>>
>>49606695
Yeah, I just did some average damage calculations for a 3+ lock against the varying armors, and for a weapon to do the same amount of damage to a ship with extra damage on crits, compared to armor bypass, is as follows.
(x is the weapon's normal damage; for example, a ship of damage 2 and an extra damage of +(1/2) would need to do one extra damage on crits)

6+: +(1/5)x
5+: +(1/2)x
4+: +1x
3+: +2x
2+: +5x

So, as an example, a 2 damage weapon against 3+ armor would need to gain a bonus of 4 damage on crits for it to be as effective as armor bypassing crits.
>>
>>49606937

Huh, oh well. It does make me kind of wonder if we'll have enough bombardment on just our strike carriers to just use Orpheus' for our troop carriers, since they're actually quite neato
>>
>>49607003

Although that being said it does look like the Ganymede is going to be able to crack open orbital defenses on the ground before sending in the bulk landers.
>>
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>>49606053

>calypsos are cumulative
>can just have two little pilot fish following your Heracles so that avalons only hit on a 5+ and can't crit or so that the scourge CA monsters only hit on 5+'s
>other squadron in the flag group is another pair of BTLs

God damn it feels good to be superior
>>
>>49607129

>can only have one light squadron in a flag battlegroup

Okay fine just the calypsos pilot fish
>>
>>49606917
>use our superior lasers, literally twice as good as theirs
>increase Jakarta usage
>shoot first and shoot very hard
Any questions?
>>
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>>49607159

>literally twice as good as theirs

They just cut theirs in half, the cruisers with two are exactly the same and they can spam frigates that will have a Cobra between the two of them for cheaper than we can get 1 Cobra.

>increase Jakarta use

Takes two PD hits on a 5+ to nullify a bomber crit, which is on a 4+ for them. Even with a Jakarta it's going to be tough.

>shoot first and shoot very hard

That was my plan up until it was revealed they have active scanning frigates too.
>>
>>49607159
jakartas +6 to point defence to everyone around them will be very useful against carrier lists, gives UCM a minimum of 11 PD on all ships near them within 4" (32 points each can be taken as a single and not rare will be good for spamming around the army)
>>
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>>49607226

>have to take them in pairs or they'll just be targeted first
>62 point PD tax because our fighters suck
>have to take jakartas, New Orleans and scanning frigates. No room for fun.


Have fun with your frigates, PHRfriends, for me.
>>
>>49604862
>originally the slow, ponderous heavy hitters, now tend to build lightning fast with slightly less punch.
Seriously? I haven't been following DZC much recently, but it seems kind of weird for a faction to have its main thing upended like that (especially if that now means that the slow heavy style isn't getting support).
>>
>Scourge in DFC get stealth/cloaking
Please elaborate.
>>
>>49607307

It's less that they sucked previously as slow heavy hitters but it certainly pidgeon holed them. Now they have some fast moving support elements that orbit around their super big heavy hitters and it's very effective
>>
>>49607202
>That was my plan up until it was revealed they have active scanning frigates too.

Wait do they?
>>
>>49607129
Cumulative, but each frigate only affects one shot per turn. Damn good if the enemy has a heracles of their own or a diamond or something.

Have to say, I kinda like it, the potential for stuff like this or the opal (rumoured to also only work on one shot a turn) might tempt some players to go with multiple ships with good guns rather than automatically throwing all their eggs in one battleship basket.
>>
>>49607324
Stealth allows you to fire one weapon at silent running, cloak allows you to either avoid getting major spikes (partial cloak) or avoid getting spikes period (full cloak)
Helps them stay alive while picking on enemy flanks.
>>
Have we seen details for the Orpheus yet? Interested to know how it compares to the Ganymede.
>>
>>49607327

So the interesting paradigm of the scourge is that their cloaked ships are actually their heavy cruisers and their battlecruisers

They have three rules that make this work

stealth: let's them fire one weapon while on silent running instead of 0. Heavy cruisers and BCs both have this

Partial cloak: means they can never gain a minor spike to their signature, unless crippled. it's excellent as it allows them to do many maneuvers without any spikes and prevents them from being scanned. Heavy cruisers have this

Full cloak: they can never gain any spike to their signature, minor or major. Battlecruisers have this.
>>
>>49607202
>That was my plan up until it was revealed they have active scanning frigates too.
>>49607335
>Wait do they?

Their frigates can active scan because they have 5 hull points, but they are not detectors like the Lima. Their entire group has to declare active scanning as a special order, and only one ship per group can do so.
>>
>>49607335

Yes. All PHR frigates are hull 5, meaning any of them can active scan.

>>49607336

That's fine with me, being able to just deter a full Avalon shot is amazing.
>>
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>>49607353
>Partial cloak: means they can never gain a minor spike to their signature, unless crippled.
They can never gain a major spike, you mean.
>>
>>49607377

Oh they changed that, neat
>>
>>49607273
with the lima and avalon you should be able to snipe out the launch assets of PHR, lists ive been working with to maximise launch assets have very little fire power, to max out launch assets you need to spend like 700 points of your force on carriers which apart from a fairly average burn through on the bellerophon is doing very little shooting in the actual turn as bombers only come out at the end. With troopships and calypso most PHR carrier fleets will have 500 points ish of ships that can actually fight in the turn, also the bombers wont reach you for the first turn as the threat range is a maximum 22" from the scipio, so thats 2 turns of you fighting before bombers can even hurt you
>>
>>49607377
Huh, missed that. That makes shenlongs a bit tastier, the can go weapons free with only a minor spike (so don't light themselves up to the entire table).
>>
>>49607385

I wouldn't underestimate the amount of BTLs a PHR fleet can cram into even a carrier skew list. Also wouldn't help if they just run silent against a BTL fleet, even with scanning frigates.
>>
>>49607385

This gets a little muddy once you consider how many frigates are probably going to be in that list compared to how many corner deployed cruisers they'll have. An Avalon facing 16 frigates and 3-4 silent running carriers on turn 1 doesn't really have great options even with 4 limas.

Although to be fair the Moscows legitimately the better ship
>>
I'm actually curious as to how order of activations happen for battlegroups that can do multiple orders

If two limas declare active scan on one silent running ship, do they both roll to get rid of the silent running or do you do it one by one?
>>
I just realized I only need the points value for the Icarus and I can make a theoretical PHR carrier skew list for everyone to chew on.

Someone light the Mothman signal
>>
>>49607337
>>49607353
>fire one weapon while on silent running
>they can never gain a major spike to their signature, unless crippled
Well, that confirms which fleet I'd get. Do the BBs have cloak/stealth as well or are they just standard lots of armor and HP?
>>
>>49607446
>>49607446
launching assets causes a minor spike anyway, and im pretty sure you just cant launch in general when silent running

With launch assets both players launch any bombers they want, then they launch fighters before bombers hit, so you can direct extra PD to where the bombers are going, even just having launch 6 in UCM gives you 18 extra PD you can throw around. And unless the bombers form a bomber wing and pool their attacks on 1 ship each carriers bombers will be against a completely fresh PD roll each time.

PHR bombers are scary but with some minor tactics changes against them (3-4 jakartas spread around and 2-3 ships with launch) you can largely keep them at bay or atleast minimise the damage (even if they all crit and you somehow stop nothing they have a max output of 30 damage a turn which you can easily match and you will more than likely be getting the first damage off) id imagine a carrier force will only be getting of 10-15 damage a turn against point defence of 10+ and a 3-4+ armour save something that UCM ships should be able to massively out perform
>>
>>49597877
>>49607645

The Daemon doesn't have stealth or cloak, so I'm going to assume the dragon doesn't either. It does have an absolutely insane amount of firepower though, considering it's got all sorts of damage and even some utility in how you use its furnace cannons (Having the option to either do damage or put a minor spike on a target with Flash is very useful)
>>
>>49607644
see
>>49599171
>>
>>49607645
>Do the BBs have cloak/stealth as well or are they just standard lots of armor and HP?
The latter, but they're insanely powerful if they get in close with their Scald rule.
>>
>>49607650
Pretty much. Bombers are made for hitting things your guns aren't in a position to. The problem is that they do that quite slowly and they have to deal with PD, which is especially bad since the UCM has fighters the size of frigates to play around with.
>>
So why is the game called Dropzone? I assume that is related to the game mechanics, bu how?
>>
>>49607644
best carrier list I have come up with is

vanguard
scipio 210 (launch 4) as the admial ship (or a 2nd bellerophon for 30 less)

vanguard
bellerophon 180 (launch 4)

line
ikarus vanguard x2 230 pts (launch 2 each=4)

pathfinder
3 andromeda = 126

=746 (716 if 2 bellerophon list)

then atleast 4 medea
+ orpheus to bring troops= 286

=1032(1002) launch 15

as the core of a fleet list, I would be half tempted to take a battleship with calypsos and some frigate escorts as the final part
>>
>>49607788
The primary mechanic is based around rapid insertion and mobility of your forces via dropships, along with combined arm tactics.
>>
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>>49607788
Dropzone commander revolves around rapid deployment/redeployment of forces with the use of dropships.
>>
>>49607788
the game starts with none of your units on the table. You bring your army in on dropships, deploying on the field. The name 'dropzone' references the area you are deploying your fast moving dropships to.

If you're looking for explanations for the games, >>49601948
asked earlier and we got some pretty useful comment chains about most aspects of both games.
>>
The only ships that can't active scan are corvettes and gates, the rule is "Ships in atmosphere and/or with less than 4 hull points on their starting profile may not use this order".
>>
>>49607650

The issue with Jakartas is that they essentially allow you to ignore either 1 critical or 2 normal hits per Jakarta and a PHR bomber wave will be doing 1 crit .66 hits per bomber token. So as far as trying to apply a Jakarta skew, it's not going to negate the enemy as much as just mitigate. Filling your light slots with Jakartas is going to make you feel a bit under gunned if you try and do it for every battlegroup.

The best approach would be to try and close on the enemy carriers as soon as possible I think. If you can get the BTL shots on their carriers great but if not, play the objectives and close in.

The other unknown factor here is that apparently friendly fighters can reduce enemy PD for bombers in their wave. We'll have to see how that goes or if it's even still a rule.

>>49607689

Thank you my man.

>>49607798

Add two calypsos and as many pandoras as you can get in there and you've got a monster fleet I think.
>>
>>49607902
>abandons get an advantage they just thought they had snatched away
Kek
>>
So, did anyone play a game with the final rules, yet?
>>
Are there any mechanics in place for interactions between DZC and DFC?
>>
>>49607930

That kinda makes the Lima less useful, but not by much
>>
>>49607953
Yup:
>Five pages of the [dropfleet commander rule-]book are dedicated to integrating the two games together in various ways. How you do this is going to be massively dependant on the size of your gaming group and the amount of time available. As such, the rules give multiple options, catering for in depth campaigns with multiple players, 2 player time-lapses, campaigns days and much more! The close ties between Dropzone and Dropfleet Commander will be integral to some exciting global campaigns we have planned in the near future!
>>
>>49607962
Remember for normal active scanning only one ship in a battlegroup can do it. With limas you can ping as many things as you have lima frigates.
>>
>>49607930

>I role play a game that isn't out yet
>>
>>49607989

Yeah that's pretty good although I'm not sure putting a major spike on both your limas is going to be a turn 1 maneuver as much as people think. Still it'll be nice to be able to ping something and still have a Moscow go weapons free in the same activation
>>
It's one per group, so up to 5 in a line battlegroup.
>>
so if you have a battlegroup of two squadrons of two frigates each and one of them does an active scan, do the other three just do normal orders?
>>
>>49607990
>implying we haven't been doing this for the past 9 months
>>
Can we get a pic of the Calibre rules? The current one is cut off.
>>
>>49608045
We don't need a pic, we already know exactly what they do.

-1 lock against targets of that specific tonnage.
>>
>>49607915
You can trade 1 of your fighters to remove an enemy fighter but unless you are mounting a huge wave on 1 ship I dont know if it would be worth it over just throwing in more bombers

Alot of it depends on if the PHR fleet decides to spread its bomber damage or pile it onto 1 or 2 ships, if they spread out you will get more advantage from your jakartas as thats 11 pd against every separate bomber squad, while if they pile it into 1 you can offset by piling in fighters (which they either have to overpower or loose bombers to use fighters). Most will probably go somewhere in the middle and send 6-8 bombers at a single target so you will probably have 1-2 ships crippled a turn from them after turn 2

a full squad of 4 pandoras costs 200 points so your front fighting force will be 8 pandoras which while they are good I think they may struggle up against other factions frigates (and 1 of them dying has the 1/6 chance of crippling the entire squad)
>>
>>49608015
Oh yeah.

Still, that does involve 5 ships (including 3 cruisers) scanning and taking major spikes, compared to letting 1-2 groups of limas do it while the other ships do other stuff (and don't take spikes).
>>
>>49608101
It's only a D3 inch explosion, and coherency is 3 inches.
>>
>>49608101

There's not much reason to take 1 squad of 4 instead of 2 squads of 2 in a battlegroup usually. They'll be your bread and butter for removing Jakartas, which seems to be their born purpose in life.

theyre a nice deterrent as they can reliably get into range to fuck up an Avalon if it fires while remaining on normal orders at 3" sig.

What's scary about that list is that you'll have 4-5 cobra laser equivalents while still being pretty objective cappy and have a decent amount of light broadsides for frigates.

Enemy frigates are what you have the scipio and Orpheus for.

I personally am not going to go for launch cap but it's an interesting thought exercise to examine the capabilities of ones own fleet to handle certain skew lists
>>
>>49608101

As much as we all love Jakartas I don't imagine the average tournie fleet is going to be 6 of them.
>>
>>49608256
same im gonna be sticking around 10-12 at most as I have concerns about it being able to stand up to direct firepower

I also wanna try 2 leonidus, 1 minos, calypsos and a bunch of ajaxs and just charge in
>>
>>49608321
Less hammer and anvil, more just a really big hammer.
>>
>tfw you're almost as hype for seeing the non-KS BCs as you are to get your stuff
>>
>>49608321

That sounds fun as fuck.

As much as I love the andromeda I just can't get over the fact that I can bolt a cobra laser into any battlegroup for just 100 points. They're such awesome support pieces for Ajax's as they'll be shitting out 3 BTL shots and still have strong anti frigate firepower for just 200 points.
>>
>>
>>49608409
also running in small squads they make great spotters for the hercules troll canon, 1 hit puts a minor spike on the enemy, if the gun does 3 damage it does an extra minor spike
>>
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>>49608409

>PHR get a better Avalon for 5 more points by combining an Ajax and two pandoras.
>not only is it not rare, it satisfies the mandatory line battlegroup requirement
>doesn't give itself a minor spike by shooting


>>49608528

Cool haqqislam

>>49608560

I'm ready to die now
>>
>>49597614

Can anybody comment on the state of the game in terms of balance, OP units and must-have pieces for the DZC factions?
I'm trying to identify a favourite and am curious as to which units I'll be using/fighting most of the time, and which units are shelf-warmers. I appreciate that it's a pessimistic view and I'm not trying to comment on the balance as a whole, but rather which units are clearly above/below the powercurve.

For example, I've heard that UCM's cannot really work without Ferrums, or that the Resistance needs a hovercraft filled with trucks as a standard tactic.

Basically I'm looking for the Flyrants and Pyrovores of each faction.
>>
>>49608409
2 Supernova's is slightly better, guaranteed major spike against a single target, whereas a cobra needs to inflict 3 unsaved damage to bump its minor to a major.
>>
>>49608528
...Is that a Theseus there or are there full medium batteries instead?

>>49608578
You could do this with an Orpheus too, have troop capacity on top of all that.
>>
>>49608601
The game is generally pretty balanced faction-wise, Shaltari and PHR tend to do better in tournaments but that might be due to them being more attractive races for more competitive players due to their mechanics.

There's not really anything as drastic as autoincludes or totally useless units but there definitely are some units that get picked more than others.

For example scout units (especially the Janus) aren't great and UCM players tend to favour Katanas over their standard MBTs these days.
>>
>>49608578
>>PHR get a better Avalon for 5 more points by combining an Ajax and two pandoras.
>>not only is it not rare, it satisfies the mandatory line battlegroup requirement
>>doesn't give itself a minor spike by shooting

But that's entirely wrong; the Avalon has 4 attacks rather than the cumulative 3 for the 2Pandora +Ajax, and a critical hit on a Pandora or Ajax doesn't cascade to the others, while a single critical on an Avalon cascades over to the rest of its hits.
>>
>>49608683
Does have a damage cap of 12 instead of 8 though
>>
>>49608683
I thought the crits only cascaded to further iterative rolls of that die.

So on 4x attacks you'd roll 4 dice, if die 3 got a crit, any further rolls of die 3 would be crits, but further rolls of die 2 or 1 or 4 wouldn't be.
>>
>>49608719
A damage cap of 9, anon; Each supernova laser is only BTL 3
>>
>>49608683

>Avalon has 4 attacks
and burnthrough 8 instead of cumulative burnthrough 9

>doesn't cascade to the rest of the hits

It does you just have to follow the trees. It has a flatter bell curve but it's still pretty good.

Also like >>49608609 said, it's trivial to get a major spike on something with 3 supernova as opposed to one Cobra/Viper.

>entirely wrong

Everything besides one debatable point about criticals on the laser is correct

>>49608719

9, my dude.
>>
>>49608601
Seems rare to see a scourge list nowadays without at least 4 stands of destroyers/eviscerators. Also the overseer has a lot of people excited, although it may be a unit that makes scourge competitive rather than OP (some considered them bottom of the pile power-wise).

The Orbital Bombardment blog has pretty decent faction summaries amongst its new starter info, they go into most units (depending on when the blog was written e.g. some miss phase 2 stuff, but there's separate entries about those) so may be the sort of thing you're looking for:
(Afraid you'll have to google it, can't post the link as it's apparently spam.)
In general this seems a decent blog, seems all the writers are tournament players (with some regular winners) so they probably know their shit. And no, I don't write there, just a reader.
>>
>>49608761
>I thought the crits only cascaded to further iterative rolls of that die.
>So on 4x attacks you'd roll 4 dice, if die 3 got a crit, any further rolls of die 3 would be crits, but further rolls of die 2 or 1 or 4 wouldn't be.
Nope, it cascades to the entire dice pool. See >>49606937

>If a Critical Hit is scored by a Burnthrough weapon, only that die will ignore the target's armor. Any subsequent hits rolled by this weapon against the same target during the same activation ignore the target's armor too.
>any subsequent hits rolled by this WEAPON

>>49608768
>and burnthrough 8 instead of cumulative burnthrough 9
One more max damage at the cost of having one less attack is not a good trade.

>It does you just have to follow the trees. It has a flatter bell curve but it's still pretty good.
But it doesn't; a Pandora getting a critical on its first hit provides no benefit to the other Pandora or the Ajax.

> it's trivial to get a major spike on something with 3 supernova as opposed to one Cobra/Viper.
That's the one major advantage it does have, yes.
>>
>>49608767
The twin supernova on the Bellerophon is BLT6.
>>
>>49608834
>The twin supernova on the Bellerophon is BLT6.
We're not talking about the Bell though, anon; we're talking about 2Pandora +Ajax.
>>
>>49608828

>but it doesn't

Again, you just follow the "trees" since each ship is its own initial die. The actual average is slightly lower but not by as much as you'd think.

>that's the one major advantage it has

Besides being a core choice, not being rare, not blooming itself when it shoots, being faster and having more cumulative hull while bringing better anti frigate firepower, sure.
>>
>>49608905
>Again, you just follow the "trees" since each ship is its own initial die. The actual average is slightly lower but not by as much as you'd think.
I am following the trees, and the Avalon only needs to roll a single crit on its first roll to get 50%+ of all further hits to be crits. Splitting up the dice into multiple profiles is a massive mark against the 2Pandora +Ajax for dealing with high armor targets.

>>49608905
>Besides being a core choice, not being rare, not blooming itself when it shoots, being faster and having more cumulative hull while bringing better anti frigate firepower, sure.
>core choice
"You have to take it" is not a mark for or against a unit
>rare
They're so expensive anyways, and in a highly limited slot regardless, that it's not a major problem.
>bloom
Fair point
>more cumulative hull
Except its spread amongst multiple ships; if you do six damage to an Avalon, it's still fine; if you do six damage to that group, spread amongst the two Pandoras, they're both crippled and have a decent chance of outright being destroyed by those crippled status effects.
The Ajax is still fine, but now the narrow arc firepower is reduced to a single supernova laser while the Avalon has all of its weapons online.
>better anti-frigate firepower
Of course, but we're solely comparing the beams relative to the ships, not additional weapon systems.
In any case, the Avalon's eight 4+ shots against any target, light or otherwise, isn't negligible either.
>>
>>49609052
Also worth noting is the higher PD on the Avalon, and the higher power CAW. add on to the fact that we're comparing ships that are in completely different factions, each with different strengths and weaknesses, and it's hard to just say one ship is outright better than the other ship.
>>
Is a six-inch spike from stationkeeping that big a deal?

Would having your BTL battery sit on the board edge and station keep every turn be that unrealistic?
>>
>>49609155
The problem is that after two turns of doing that, they all now have a major spike. If you have a minor spike (first turn of station keeping) and add another minor spike (second turn of station keeping), they now have a major spike.
The only way to get rid of these spikes is to either use standard orders (remove one minor spike at end of turn, which means you have to alternate station keeping with standard orders) or you have to use silent running (remove all spikes), which comes with the cost of not being able to use the weapons.
>>
>>49609155
My worry wouldn't be that the enemy can't see them, but that they may not see enough enemy ships to really affect the battle.
>>
>>49609259
I guess now that we have terrain, that's a fair point.


>>49609183
Stationkeeping+standard orders alternation would still be a nice and slow progression that would probably keep targets in the F(n) field.
>>
>>49609052

>I am following the trees

Yeah I know, the thing is that while the amount of crits you can expect from three super novas versus a viper isn't as high as what the Avalon will average, the actual difference in terms of averages isn't enormous. If my horrible napkin math is anywhere near reality it's around 2 crits.

>you have to take it is not a mark for or against a ship

It is when you have to pay for line group tax on your fleet

>spread amongst multiple hulls

If I take 6 damage on one frigate, that damage doesn't spread to the other frigate. In fact against BTLs the triple ship set up is superior as you'll only lose one ship at most. This becomes more likely when you consider it takes an entire active scan to ping just one ship in the group, ensuring that there's going to be focus fire in general.

>fair point

Huge point, there's no real reason an Avalon shouldn't be crippled after firing once because of its bloom.

>of course but we're comparing solely beam weapons

Considering all my points about the Ajax battlegroup being better came from its non beam components, I would argue I was not starting from that assumption.

>>49609124

>better CAW

If you're using CAW on an Avalon or Pandora it's game over anyway.

>it's hard to say one ship is outright better than the other ship

Not with bloom. If it didn't have that it would just plainly be superior, but since it has it the ship is a giant glass cannon compared to the other BTL ships in the game.

>completely different fleets

I can make this argument for two new Cairo light cruisers versus an Avalon too. The cairos are just straight up better.

>>49609155

It generally means you'll only outrange enemies who have a major spike and after two turns you'll have a major spike as well.
>>
>>49609259

That could be an issue as you'll only be able to see majorly spiked enemy ships and that enemies on normal orders could shoot your BTLs with no fear of retaliation from them. I think the spike on burn retros was pretty deliberate
>>
>>49609275
>the actual difference in terms of averages isn't enormous. If my horrible napkin math is anywhere near reality it's around 2 crits.
I'm not even going to attempt to map out the Avalon's tree, but it is statistically likely for it to get at least one crit on its first roll, and hit a total of 3 times. Next roll, that's a statistical 2 hits, both of which are crits. Next is a statistical one crit, one miss, and I'll stop there at four crits. That's a massive difference.

>It is when you have to pay for line group tax on your fleet
No, it's not. Calling anything a "tax" when it's straight up useful, and indeed necessary to proper fleet composition, is just dishonest.

>If I take 6 damage on one frigate, that damage doesn't spread to the other frigate.
Except that wasn't the situation, the situation was three damage on each frigate. The point I was making is that as this group takes damage, assuming the attacker is prioritizing the frigates, it will lose its beam firepower piecemeal. The Avalon is slightly tankier and can keep putting out an arguably better beam.

>Huge point, there's no real reason an Avalon shouldn't be crippled after firing once because of its bloom.
Bloom only adds a minor spike, and enemy ships may not even be in a position to return fire.

>Considering ... assumption.
But it's "non beam components" are literally just the Ajax's broadsides, which are subpar against everything that isn't a frigate. In addition, they're only side arcs.

>Not with bloom. If it didn't have that it would just plainly be superior, but since it has it the ship is a giant glass cannon compared to the other BTL ships in the game.
It's not a glass cannon though, it has 14 hull at 3+ armor!

>I can make this argument for two new Cairo light cruisers versus an Avalon too. The cairos are just straight up better.
Yes, the Cairos would likely be better than the Avalon, but Cairos are not 2Pandora+Ajax. The latter is inferior to an Avalon.
>>
>>49609451
In addition, depending on when the "end of a ship's activation" is, it having bloom won't even be a major issue depending on when it's activated.

If the end of a ship's activation is right after it moves and attacks, then the bloom rule only punishes the Avalon if it uses station keeping or course change, as the spike will be removed by standard orders immediately afterwards.

If the end of a ship's activation is after both fleets have entirely gone and during the roundup phase, then you can mitigate bloom by using the Avalon later in the turn to clean up wounded big ships.
>>
>>49609363
Not just that, but a ship on the base of the table won't reach far across the centreline (and then only against major spiked ships, directly in front of them). The enemy could sit in their half of the table, weapons free to blast away at your troopships over sectors, and the BTL ships on the table edge couldn't touch them.
>>
>>49609275
>Using CAW is game over
I don't know about that, the Avalon's not that fragile and you really do need to be prepared for close encounters of the Scourge kind.

>Not with Bloom
I feel like Bloom might be a non issue in certain matchups. If you're going against Shaltari and they're in firing range, you can bet you were probably already in firing range yourself. Similar deal with scourge, they want to be in their own scan range anyway so opening yourself up to some potshots to give their battleship a whammy isn't going to be that big of a loss.

>Two Cairos versus an Avalon
Have we seen Cairo stats? I hadn't seen them and they don't seem to be in thread. Besides, it seems like they won't have 8 shots from additional guns.

Who knows, maybe the avalon shouldn't be a sniper but rather a front faced brawler that just smacks a motherfucker with an all weapons free order and a massive barrage. Its gonna need messing with.
>>
>>49609682
The first is correct
>>
>>49609750
In that case, bloom is pretty much entirely a non-issue if you take the time to properly line up shots before hand, rather than relying on last-ditch station keeping or course change to draw a bead on your target.
>>
>>49609747

Cairos have a cobra each. They don't have the medium turrets which even the Avalon won't use all that much considering it requires weapons free.

I would not recommend going close range with any BTL ship as its a nice way to never shoot the laser again but the CAW on it is pretty neat.

>>49609750

If that's true the Heracles is an absolute monster
>>
>>49609807
>If that's true the Heracles is an absolute monster
As I said in >>49609759, I think it's less to necessarily light up that firing ship, but to encourage better approach vectors and to rely less on course change and station keeping to find your mark.
>>
>>49609747
The Cairo has a cobra and caw.
I think the Avalon is definitely a sniper, if it goes weapons free it can't turn so you need a target to be directly ahead for the laser.
It's the Atlantis that's a brawler, because if that doesn't go weapons free it's an expensive Seattle
>>
>>49609875

>deploy Heracles in corner facing opposite far corner
>drift forward 3" a turn
>crit the shit out of anything that has a spike
>get rid of own spike every turn

(Demi)God tier
>>
>>49609923

Unless the lasers on the St Petersburg are linked, it's going to be a complete shit tier ship as you'll have to line up that F(N) with zero turns to land both lasers on target.
>>
>>49609950
I can't remember if the F(N) arc is +/- 15 degrees or +/- 22.5 degrees from heading, but at the very minimum you can activate its group second in that turn, and assuming the targets that you had lined up for it weren't the first group to activate, it'll be fairly easy to line up a proper shot.
>>
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deployment styles
>>
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terrain stuff
>>
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couldnt get a good shot on this page for some reason, alot of the missions suggest 3-4 debris fields
>>
Literally everything would have been better if the EAA had listened to the sphere and made all of humanity the PHR.
>>
>>49609950
They are not linked. I wonder if the command cards will help it out.

>>49610015
F(N) is 22 degrees total, so +/- 11 degrees from heading.
I'd think getting out of it's way would a priority and most battlegroups will beat a vanguard in initiative so it'll still be tricky.
>>
>>49610032

>deployment zone is 6"

huh
>>
>>49610045
Oh man, this is pretty neat. This will definitely confound theoreycrafting, as well as disincentivize center-of-board brawls.
>>
>>49610111
Checked, but the EAA did nothing wrong (in that particular instance)
>>49610113
>F(N) is 22 degrees total, so +/- 11 degrees from heading.
Really? I was expecting it to be at least 30 degrees total. Good to know, anon.
>>
>>49610045

>can crash into a moon at both high orbit and low orbit

stop
>>
>>49610111
While I'm a huge fan of the "We apologize for nothing." attitude, that probably wasn't possible. Organize an evacuation of a hundred billion people from a dozen worlds in less than a year? You crazy, baseline.
>>
>>49610111
>Evacuate every human on every planet with limited amount of ships, because a ball said so
>>
>>49610230
>>49610232
Yeah, it wasn't gonna happen.

It was undeniably the right choice in the end, but it wasn't happening. The Abandonists were right to do what they did but the EAA couldn't have been expected to react any other way.

I imagine the UCM's butthurt over the issue is only tempered by the realization that the PHR, no matter what they call them, were ultimately correct.
>>
>>49610287
b-but muh fleet, muh abandonists firing the first shot!
>>
Are the new commanders from phase 2 releasing any time soon? I don't think I've even seen pictures of them.
>>
>>49610448
I'd bet on that being the next hawk release once Dropfleet is sorted out.
>>
>>49610217
>implying their HO and LO are the same as ours, because of gravity nullification
>implying they're not separated by about 100 or so klicks
>>
>>49610505

just stop
>>
>>49610518
No u
>>
>>49610045
I'm gonna have to make up rules for deep space and accretion discs and shit.
>>
Anyone know what PHR ships are on the "fast play sheet" that comes in the starter fleets? My gaming group will be using those fleets for our first games and I'm curious what I'll get to use.
>>
>>49610616

Hector, Icarus, Theseus, two medeas, two Europas
>>
>>49609950
What about the shaltari ships with multiple narrow arc weapons? Are they automatically bottom tier as well?
It will take some skill to use, but will ruin pretty much anything that looks at it funny.
>>
Thanks.
>>
>>49610679


Yes that is the implication
>>
>>49610064
Hey, Moth, thanks for posting up all this stuff!
If you're inclined could you share some of the Shaltari vessels? I haven't seen a lot about them.
>>
Thanks for all the pics Moth. Can I get a pic of PHR's Hector cruiser or the PHR fast play starter sheet?
>>
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>>49610724
>>49610868
Ill post some shaltari and scourge tommorow

after building models one thing I will say is scourge and shaltaris frigates are way bigger than I thought they would be
>>
>>49610868
>>49610724

I don't need a picture, but I would like to know how many points the Taipei is, and if the New Orleans is still 25 points.
>>
>>49611018
>Am Become Death
jej
>>
>>49611018
Cool. Thanks again for being awesome!
>>
>>49611034
toulon 35 pts
taipei 39
jakarta 32
lima 37
new orleans 32

all frigates went up in points, UCMs are the cheapest outside of void gates
>>
>>49611018
Welp, I guess that confirms that the only heavy PHR cruisers we'll ever see are Bellerophons.
>>
>>49611259

That depends on how quickly you hit the launch limit. Achilles are pretty cheap and fill their respective niche pretty neatly as well.
>>
>>49611259
>Bells can only put out a max of eight attacks total with their bombers
>which can be easily countered by PD and fighters, even ignoring the fact that carrier skew is going to be nothing more than a meme strat
>Hector can put out a solid amount of damage per side, only being outgunned by enemy heavy cruisers when they go weapons free
You dudes are putting way too much faith into bombers.
>>
>>49611360

You've read the rules for PD right
>>
>>49611360
Honestly, there's no reason to take Hectors over the Leonidas. Yeah, the Leo is more expensive, but then you just take less normal cruisers and more of those extremely useful PHR frigates.

The Bellerophon provides the Hector's twin supernova and 8 2+ bomber attacks that can hit things at 22". The Leonidas grants the Hector's firepower, plus some more - at thrust 10", and without having to go weapons free to match the Hector's broadside shooting.

The Hector and the Orion are literally useless. Three Europas put out more fire than the Orion on both sides, have more total HP, are faster, and don't have to go weapons free to fire both sets of broadsides. Oh, and they're cheaper.
>>
>>49611360

I have a feeling the people who say bombers are useless are the same ones who say they're going to spam BTLs.
>>
>>49611404
>>49611360

Totally stopping 4 PHR Bomber would require ASSUMING AVERAGE ROLLS, a total PD score of 30.

They're not getting stopped. Something is going to get through.
>>
>>49611404
Yes, I have.
>>49611468
>Something is getting through
Of course, but they have to deal with both PD and armor, not to mention the fact that enemy fighters can bolster PD, and that bombers are a time delayed attack.

>>49611424
>The Hector and the Orion are literally useless. Three Europas put out more fire than the Orion on both sides, have more total HP, are faster, and don't have to go weapons free to fire both sets of broadsides. Oh, and they're cheaper.
Europas can be blown apart piecemeal, while the bigger cruisers can tank the same amount of damage and keep going.

>>49611457
I didn't say bombers are useless, I said that they're not the ultimate weapon that can and will win the PHR every single game.
>>
>>49611457
That seems reasonable. If you think they suck, you ought to have some kind of backup plan.
>>
>>49611468

I think I might have to make an actual graph demonstrating how much damage bombers do compared to how much PD mitigates it.

Its pretty striking.

>>49611546

Except frigates will tend to get shot less due to their much smaller signature and can hide in atmosphere when appropriate.
>>
>>49611424

I like the Leo, but honestly I think the Scipio is worth the extra 15pts. It basically trades 8 Medium Broadside shots for 8 range 12 CAW shots with a lock on of 2+. That can also be used to add 16 PD to a friendly ship or a combination thereof.

Heck, for 30 more points than a Bell, you can get something that has 2 more HP, 3" more speed, and an Ajax's broadsides as well.

That said, more points are still more points.
>>
New thread, commanders

>>49611584
>>49611584
>>49611584
>>
>>49611468
I feel in a single bombing run your gonna get 4-6 damage out of a bellerophon, 2 crits and 2 normals PD + armour should clear out 1-2 of those bombers

The thing to remember is that these carrier heavy lists will really struggle against frigate heavy forces as launch assets cannot enter atmo
>>
>>49611546

>but I can spread 6 damage across your frigates and cripple all of them while my 11 hull cruiser will be fine :^)
>which holds up when its 5 damage or 7 dama- oh...
>>
>>49611259
That side firepower is the same as an Orion, which is 107 points to the Hectors 170 and doesn't take up a heavy slot. If you want a BTL the Bellerophon is only 10 points more.
>>
>>49611546
>Of course, but they have to deal with both PD and armor,

WHAT FUCKING ARMOUR. WERE TALKING ABOUT BOMBERS THAT CRIT HALF THE TIME. 8 BOMBER ATTACKS MEANS THAT ON AVERAGE 4 CRITS WILL BE INFLICTED ON THE TARGET, 3 HITS AND 1 MISS.
4 CRITS REQUIRE 8 SUCCESSFUL PD ROLLS. PD REQUIRE A 5+ TO BE SUCCESSFUL. THIS MEANS YOU NEED 24 DICE JUST TO RELIABLY STOP THE CRITS.

>not to mention the fact that enemy fighters can bolster PD,

I HAVE BEEN MENTIONING IT. AT NO POINT HAVE I EVER STOPPED MENTIONING IT.

>and that bombers are a time delayed attack.

FROM RANGES MORE THAN 12 AND EVEN THEN WHAT THE FUCK ARE YOU GOING TO DO? YOU NEED 30 GODDAMN COMBINED PD TO STOP JUST 4 BOMBERS. THEY ALSO FUCKING IGNORE SCAN AND SIG SO FUCK YOU BASILISK AND YOUR CLOAKING SHENANNIGANS.

Look. Only the PHR can run this sort of bullshit, everyone else's bombers are sensible, but PHR have crazy bombers. They also have some of the best Carrier access in the game at Skirmish and Clash level. UCM will have to spam Jakarta's out of his goddamn ass to survive and will DEFINITELY have to prioritise those Carriers first over that BattleshiOW WHAT THE FUCK WAS THAT.
Scourge is completely fucked unless they spam carriers of their own.
Shaltari wont give a fuck on account of actually managing to be able to PD that high.
>>
>>49611615
>Orion is crippled
>still has 5 hull points left, extreme low chance to die from crippling effects, only a 1/9 to have its weapons shut down
>meanwhile, crippled Europas will pop from pretty much everything on the chart, and now it's 1 Europa vs 1 crippled Orion
>Remaining Europa has to get every single damage point against the Orion to kill it, assuming it only took 2 damage from crippling effects
>:^)
nice memes, lad
>>
>>49611706
Fucking hell lad. Calm the fuck down.
>>
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>>49611706
>UCM will have to spam Jakarta's out of his goddamn ass to survive and will DEFINITELY have to prioritise those Carriers first over that BattleshiOW WHAT THE FUCK WAS THAT.
Even in wrath you are an entertaining and mercurial individual anon.
>>
T̶e̶s̶t̶
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