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/dcg/ Dropzone/Dropfleet Commander General Contemptuous Hed

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/dcg/ Dropzone/Dropfleet Commander General

Contemptuous Hedgehogs edition

>>50057346 Last thread

>Hawk Wargames 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 Rules and Scenarios
http://www.mediafire.com/file/9o0mghzvf3gsnzg/Phase2-rulesScenarios.pdf
>DZC Phase 2 Units
http://www.mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
>DZC Phase 2 Fluff
http://www.mediafire.com/download/novaydro2mxo074/Phase2-fluff.pdf

>Dropbox of rulebook pictures
https://www.dropbox.com/sh/ci1w3beqaeu5nca/AADismn1gX0dYWShk45csdRca?dl=0

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

>DFC Rules and Scenarios
http://www.mediafire.com/file/li17bl14bute5ee/DFC_RulesScenarios.pdf
>DFC Units
http://www.mediafire.com/file/oa35v9pq7gfe1fs/DFC_Units.pdf
>DFC Fluff
http://www.mediafire.com/file/oysd2f64iytbd69/DFC_Fluff.pdf

>Where to order DFC from
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

Reminder to ignore bait, unless it is masterfully crafted.

Initial Topic: Are there any glaring changes to the rules or unit stats that you would make? On a scale of 1-10, how balanced do you think the game is based on what you've played so far, or via inspection of the rules?
>>
>>50086741

I'd say there are some obvious discrepancies between ships, and a whole lot of errors that should have been caught by a proofreader. The game seems fun but it's in need of more diversity with respect to the roles and special abilities of ships.

Some ships are clearly inferior to others. The St Petersburg against the Avalon, Jade against Topaz, Hector against Bellerophon etc.
I'm concerned that since everything dies so quickly, Battleships are deadweight in comparison to the equivalent points in Cruisers. The exception is the Diamond, which is so absurdly deadly that it gets a pass.
Until Corvettes are released, Strike Carriers seem unreasonably hard to deal with. The Medea is especially problematic, while Voidgates seem overwhelming without dedicated removal ships.
Corvettes should have squad sizes bigger than 3,and the Beijing would have been really cool at 250pts.

I think that enforcing a 1-ship-1-gun rule was a poor decision. I think that ships could have been given a 'Gunnery' rating that allowed them to fire a certain number of guns under standard orders. As it is, Weapons Free seems utterly necessary to get any mileage out of BC/BS.

I've heard that a lot of games devolve into scrums over critical points. Hopefully this is a 'Git Gud' issue and not something inherently wrong with the game.

Just being honest. The game is still great and looks amazing on the table.
> Traffic James
>>
>>50086867
>Beijing would have been really cool at 250pts.
Fuck off with this bullshit already.
>>
>>50087070
>more than one person thinks the same thing
Inconceivable.
>>
>>50087213
That's exactly what the one person would say :^)
>>
>>50087266
>5 posters
>5 posts (not including this one)
:^)

>Diamond has over a 90% chance to do at least 4 damage per particle volley, and over 55% chance to do 6
[Scared]
>>
>>50086867
One Ship, One Shot is a bookkeeping measure. There's currently just enough information space on the dial to track spikes resulting from orders and the stealth state applied by Silent Running. Linked-X allows for multiple weapons profiles to be used together without opening the table to the confusion and potential shyster games of mix-and-match dice pools.
>>
>>50086867
sounds like the game is completely fucked.

also, scrums in the middle. This is definitely not a git gud issue.
>>
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>>50087883
Oh hai, haven't seen you recently.
>>
>>50087883
It seems to be expected. Have to move forward, have to contest centerboard objectives, most vessels don't have aft arcs.
>>
>>50087966
first time posting
>>
>>50087997
So we should just expect all games to be big blobs?

This doesn't sound enjoyable.
>>
>>50086867

>Hector against Bellepheron

Hectors competition are Orions and Leonidas, not the Bell
>>
>>50088121
Sure role takes precedent, but tonnage class matters as well. Particularly for those precious heavy slots.
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>>50086867
>>50087883
>>50087997
>>50088032
I've played like twelve games at this point and this has never happened.

Just don't clump up all your control points in the center of the board you dumbasses. Most factions want to AVOID getting into a scrum, as it becomes hard to use all your weapons, Station Keeping drops spikes on you, and you become super vulnerable to one Distortion Bubble killing everything.

Even Scourge don't want to do this, as it's very easy for ship detonations to scuttle their vessels.
>>
>>50088285

Heavies really aren't that constrained since you get 4 total in 1500 points, you could run Hector+Leo and Scipio+bell if you really, really wanted for some reason
>>
>>50088336
>ship detonations
Slightly off topic, but why are ship detonations a thing?

I would understand if the models are actually to scale with the map, but we are told that the ships are actually the size of a dot and the base of the stand. If so, there are many hundreds of kilometers between each ship. How does one ship detonating cause another ship 200km away to detonate?
>>
>>50088336
One or two anons saying "I just hope DFC fights don't end up being clusterfucks over the sectors" turned into "WOW I HEAR EVERYTHING CLUMPS MID, NICE GAME IDORTS" with the usual shitpost swiftness, didn't it.
Thanks memers.

As much as I love my PHR, I'm honestly the most excited to give Scourge a try. Madly diving into a daisy chain of criticals sounds like an amusing learning experience for everyone involved.
>>
>>50088462
Max explosion size is 6", which is 125 km away in map scale; generally speaking, a kilometer long ship's worth of shrapnel or an uncontained space-time distortion event is going to fuck shit up.
>>
>>50088495
Fair enough I suppose.
>>
>>50088462
1" on the table is about 21 km

The maximum sized explosion is 14" from a battleship exploding and rolling radius 6+1

A mile long ship exploding and threatening a 291km diameter sphere with shrapnel isn't that unreasonable
>>
>>50088468
I wonder if having different front/side/rare armor values would stop the clumping issue?

At this stage clumping seems inevitable
>>
>>50088462
The largest explosion that can happen is like 120 kilometers.

I can believe that a ship of that size going utterly nuclear or imploding in on itself in some kind of Event Horizon type spatial collapse could maul stuff 120km away. Remember, there's nothing to slow down the immense burst of shrapnel that's going to be propelled outward from the explosion. Nor is there anything to diffuse the radiation burst of the blast.
>>
>>50088539
Rear*. Fuck.
>>
>>50088512
>>50088555
>>50088495
Thanks anons. This makes more sense in my head now.
>>
>>50088512
>The maximum sized explosion is 14" from a battleship exploding and rolling radius 6+1
Where did you read that? Max catastrophic radius is 1d6"
>>
>>50088555

Remember the explosions are D6" radius, not diameter. So a bit under 300km which again, isn't ridiculous for a ship capable of instantaneous warp travel and unlimited fusion energy
>>
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Any cool PHR paint schemes besides this one and the yellow Homeworld-y one yet?

I'm psyched to paint mine but I'm not currently overflowing with ideas. I may try something like the pre-Heresy World Eaters scheme.
>>
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>>50088604
>>
>>50088585

Derp it's +1 to the table, not to the radius

So yeah about 250km diameter explosion
>>
>>50088597
>>50088634
Diameter is a useless measurement here, radius is all that matters.
>>
>>50088658

Sure I could give you volumes of spheres if you'd like but for this thread I think it's easier to explain as circles that are X wide
>>
>>50088604
>:
>>
>>50088597
Also a ship blowing up is going to be ejecting a lot of pretty large, pretty high-velocity chunks of debris.

I wouldn't be surprised if the large radii were to represent something like shrapnel.

Or maybe it's just a small realism sacrifice for the sake of gameplay but that would just be absurd.
>>
>>50088776

Dat pearl
>>
>>50088604
>>50088624
I toyed with the idea of trying to do a sort of carbon-fibre effect but I don't think I'm good enough of a painter to pull it off.

Now I'm more liking black-and-yellow (or maybe orange), maybe because I want to play carrier-heavy and my brain is subconsciously suggesting BEES.
>>
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How "deep" (for want of a better term) are the orbital layers anyway? And where is the top of the atmosphere as far as DFC is concerned, is it down around the stratosphere/mesosphere, or up above the thermosphere?

Oh, I recommend opening the image in a new tab, not by clicking on it. It's quite tall.
>>
>>50088804
This almost certainly varies substantially depending on what planet your game is set over.
>>
>>50088801
I've been thinking a bentusi theme could work? Tan, dark gray with hints on gunmetal and orange-gold lighting.

Although I'm probably going UCM as my first faction just cause I think I could paint them better.
>>
>>50088731
>>50088658
Some of us (myself in particular) couldn't math our way out of a paper bag, so I appreciate you keeping it simple.
>>
>>50088820
Well, yes, alright, but most of the planets being fought over are fairly close to Earth in properties because the whole point is they were suitable for human habitation. There's exceptions like the moons, but most of the numbers should be in a similar ballpark.
>>
>>50088784
Also for reference, Tsar Bomba's mushroom cloud had a cap about 90km in diameter, so considering this is magical future-tech we're dealing with here I can see it working.
>>
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>>50088800
That is legitimately super impressive.

I'm thinking of going something like this. So, slightly darker version of the standard 'shell' colour, with alternating bits of lighter and darker shades of metallic for the industrial looking parts.
>>
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Haven't seen anyone posting a pic of the new deepcut mat yet so thought I'd add it here. I quite like it although they're not cheap.
>>
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Two pics for whoever asked for a comparison of black stem vs clear stem

Pic 1
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I just had my first assrape of a game as PHR vs Shaltari.

I thought it would be a smart idea to go full speed to the midpoint so I could land my bulklanders and dropships turn 1.
I thought this important as we had decided that it would be ok to use Military orbital defense, and so supremacy of these areas was deemed a necessity.

But yes. Bulk-lander boosted 10'' in towards the middle lane in order to be in range turn 2.

Then I met the Shaltari double-scan 8'' heavy movement/12'' scanrange/12'' spike/6'' signature combo that spans 38'' across the 48'' map. Needless to say, my Bulklander did not survive past turn 2 with the shaltari going weapons free unto the board turn 1.

Now I will never make the mistake of doing this again with droplander turn 1, but that could easily have been any other ship in my roster.

>Remember; Debris is not an obstacle or an enemy. It's your only friend in hedgehogland.
>>
>>50086741
Question to /dcg/:

This has been bugging me for a while: are the little beelydoppers on the flanks of UCM vessels the laser point defense turrets, or are they the Close assault missiles with names like barracuda and shark?
>>
>>50089354
Laser defense turrets.
The missile launchers for CAW seems to be internal, at least on the New Orleans which has 4 prow mounted torp tubes.
>>
>>50088800
can you please post a step by step?
>>
Any cool dragon names for Scourge ships. So far I can think of:

Ancalagon (reserved for dreadnought)
Fafnir
Illuyanka
Apophis
Vermithrax Pejorative
Glaurung
Tiamat
Scatha
Bakunawa
Nidhoggr
Zirnitra
Maleficent
Puff
Smaug
Ghidorah
Kalameet
>>
>>50089459
Speaking of Ghidorah, you could probably raid godzilla names for a ton of scourge ships.
Djinn battlegroup rodan
Akuma battlecruiser named Destroyah
Ifrit cruiser Gigan
Gargoyle troop lander group as Destroyah's spawn
Sphinx cruiser as megalon
and ucm battleship godzilla, supported in system by the enigmatic PHR Ajax cruiser Mothra
You could make it monster of the week
>>
I had the idea of doing king arthur themed names for a UCM fleet

BBor dread- King arthur
Avalon
Camelot
Gawain
Lancelot
Morgana
Merlin
etc etc
>>
>>50089425

Its not mine.
Dude said it was the stock bone scheme, then some pearlescent ink over the top.
>>
>>50089829
problem is there is no step by step for the stock bone scheme
>>
>>50089354
>>50089401
The upper hull for the UCM cruisers has a set of VLS tubes that are very faint. Those are their launchers.
>>
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>>50090008
These?
>>
>>50090008
>>50090030
That does indeed look like missile tubes, but damn so tiny. No wonder I missed them.

I can't find anything similar on the New Orleans though, but I suspect they might just not be modeled on the plastic ones.
>>
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>>50089338
Shaltari is extra bad, but all factions can easily get 30'' Threatrange on the first turn by scanning something twice.

8'' Thrust + 6'' Scan + 12'' Spike + 6'' Signature = 32''
PHR is still up there, missing maybe 2-3'' or so on thrust by having to go at a 45 degree angle.
>Somebody should shoop something DFC related on pic related.
>>
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>cumminity
>>
>>50090823
>conterdicted
>flustration

Good god, my eyes hurt after reading that.
l2paragraph
>>
>>50090823
Was Charles that shitposter that constantly said DZC was unbalanced and that everything was better, even age of sigmar? His spelling and paragraphing seem shit enough.
>>
>>50090310
>PHR is still up there, missing maybe 2-3'' or so on thrust by having to go at a 45 degree angle.

Actually my friend and I are pretty sure this is the reason they are Scan 8". I would guess that during early playtesting they realized the broadsides lost out on range due to positioning requirements and they compensated by bumping their scan up.
>>
>>50090030
>>50090008

That dosen't quite seem right. The fluff implies that CAW's work by numerical superiority, and those tubes are too dinky and too few to be the missile bays, at least in my ill-informed and probably incorrect opinion.

I'll just assume the missile bays aren't large/distinctive enough to point out on the model
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Magnets : PHR Edition!
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>>50091551
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>>50091571
Need to work on those Light Broadsides. They're a tight fit so I think I need to shave a bit of plastic off the ends so they don't pop out as much.
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>>50091585
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>>50091602
>>
>>50091522
Well, the New Orleans only got 4 tubes, with 12 Titanian Ordnance barracuda Light D-class Void torps. Which translates to 2 CAW.

But I'm not sure those 12 are a combat load or a single salvo. It does say "payload as required" after the description.
>>
>>50091692
Your fluff-fu is superior to mine. I concede to
>>50090030 and >>50090008
>>
Are there any groups in the Seattle area? I'm kind of interested in the game, but I don't want to sink money into it if I won't have anyone to play with.
>>
>>50091692
>>50091780
I weren't the one who found the VLS tubes on the cruisers though.
Been thinking on it a bit more, and I leaning towards that the New Orleans only carries 12 torpedoes, and shots 4 per salvo. Since payload probably refers to what you put inside the torpedo, which could be MIRVs (aka proper UCM brute forcing) or an ECM payload to protect the other torpedoes.
>>
>>50086741
Well, gentlemen, It's official. I am now hooked. I've created a Drop(*) Commander folder to keep all the rules and files that I've downloaded so they're save from the occasional purge.

Now I can move onto reviewing the rules wistfully sighing since I live in the middle of butt-fuck Egypt and actually buying models would be roughly equivalent to burning money, and a bigger waste because it gets cold during winters here.
>>
Quick, make a laundry list of balance changes/errat you want to see

>New York gets Swordfish missiles instead of Shark
>Dragon furnace cannon alt-2 becomes 2+
>Scylla is either dropped to 40 points, or is increased to 45 and gets 3+ on its grav cannons
>Leo gets its arcs fixed
>Hector dropped to 160
>all heavy calibre cannonades, broadsides, and batteries do 1d2-1 additional damage on crits against heavy and superheavy targets
>Perseus dropped to 100 points
>all Shaltari particle weaponry gets 2+ lock, with price adjusted accordingly
>increase Amethyst to 50 points
>decrease Glass to 20 points, possibly reduce number of attacks to 4
>>
>>50092139
Wait, fucked up on that heavy cannon change; another possibility is to simply increase their attacks by 50% when shooting at a heavy or superheavy.
>>
This just came up on facebook asking for suggestions, everyone's being too tactful to say "Thin your paints".
>>
>>50092518
forgot the damn thing
>>
>>50092518
Damn, that's a really blue fleet.
>>
>>50092542
>ELDER I AM M E L T I N G
>>
>>50092542
Damn, that actually is a really blue fleet.

For real, though, I like the idea, even though I'm not sure the gold metallic bits fits the faction. Still, he should thin his paints
>>
>>50092050
Why are you in Egypt, anon?
>>
>>50092542
why can i not open this picture?
>>
>>50092690
Anon is presumably Egyptian, I would assume.
>>
>>50092750
>>50092690

... I don't know if you are playing stupid, or if the colloquialism I used dosen't reach as far as I thought it does.

To give you anons the benefit of the doubt, I am far enough from any table-games groups, let alone a DFC group, that I can't actually play the games I collect the rulebooks for.
>>
>>50092800
Are you, or are you not, actually in Egypt?
>>
>>50092800
>or if the colloquialism I used dosen't reach as far as I thought it does.
Never heard of "living in Egypt" as an idiom to mean "living in bumfuck nowhere", sorry anon.
>>
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>>50092542
It appears we were wrong. They're not hedgehogs. They're crabs.
>>
>>50092818
No, I'm not. And as far as I know, the winters in Egypt aren't cold at all.
>>
>>50092823
Where I come from, there's bum-fuck nowhere, and then there's bum-fuck Egypt, for the really out of the way.
>>
>>50092869
The desert gets pretty fucking cold at night though.
>>
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Finished my first Cruiser, primer went on a bit thick but I don't think it's turned out too noticeable.
>>
>>50093014
At least it's not a crab.
>>
>>50093014
This is how>>50092542
should have done it.

Well done, anon
>>
>>50093014
>all those little points

I'm getting anxiety just thinking about it.
>>
>>50093014
>>50093369
I'm reliving the horrors of painting my shaltari DZC army.
>>
Is there collectively considered a good place to buy models from? I'm trying to figure out if the warstore is a good place to buy from or if somewhere else is recommended.
>>
>>50094969
In the US i have had good luck with Miniature market, and FRP games, I dunno if FRP has Dropfleet, but I know Miniature market does.

Dont have experience with Warstore, I know a bunch of people tell you not to order from weyland, think thats in the UK though.
>>
>>50088776
How?!? How did you do this?
>>
>>50094969
I've been dealing with WarStore for about three months now, they're pretty great. I live as far from New York as you can get in North America and they still get my stuff here in under a week.
>>
Yup would recommend against Wayland if your in the UK.

Often take your money then have no stock for weeks before refunding
>>
>>50092865
underrated post.
>>
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>>50096345
Urchins!
>>
>>50096379
Yes. but consider for a second that just like us, those UCM people just sit around and think up silly names for the other factions.
>Urchins are sea hedgehogs.
>>
Would anyone post a short summary of what the Admirals actually do?
So far, without the cards and suchlike, do they only confer a benefit to whom move troops last and a penality to whom drop things first?
>>
>>50096762

You add the Admiral rating to any initiative rolls you make, so if you want to go Strike Craft heavy, then a higher Admiral rating is an advantage.
>>
>>50096805
Well, RAW the person whom roll lowest on the Launch asset step goes first; just as the ground combat.
Only problem is that in ground combat you want to see where the enemy goes before deploying.
In Launch assets you kinda want your defense batteries down on the ground before the enemy does. But other than that I can understand why launching last would be advantageus.

>Shame it's not the winner whom gets to decide who goes first.
>Shame Admiral rank does not help your dice-roll when you roll for equal Battlegroup Rating.
>>
>>50096828
Eveything launches before launch assets take effect, so no, you can't drop defensive batteries and shoot down bulk landers the same turn since both are in the air at the same time.
>>
>>50096862
I did not know this. Thanks anon. =)
>>
>>50096880
>>50096862
Also means that your bombers can't destroy a troop ship before it can launch it's bulk landers. So shot them with guns instead.
>>
>>50088604
I plan to use orange/ochra gradient with some freehands on darker red. Though the exact style is a bit fuzzy atm, somethung circular?
>>
Thoughts on a 1000pt UCM list guys:

Vanguard (SV 10)
- Moscow (AV2 Admiral) - 183

Line (SV 10)
- San Francisco - 111
- Madrid - 79

Line (SV 12)
- 2 Osaka - 172
- 2 Toulon - 70

Line (SV 12)
- 2 New Cairo - 176
- 2 Lima - 74

Pathfinder (SV 4)
- 2 New Orleans - 64
- 2 New Orleans - 64
>>
Thoughts on a 1000pt UCM list guys:

Vanguard (SV 11)
Achilles + Calypso

Vanguard (SV 11)
Bell + Calypso

Pathfinder (SV 3)
3x Echo

Line (SV 5)
Ajax

Line (SV 6)
Icarus + Andromeda

Line (SV 7)
Ganymede + 2x Medea

999/1000pt

This list is orginally tailored to defeat Shaltari.
Shaltari makes it so you can't reach drop-points turn 2 without getting shot to shit, so I sorta want 3 Echoes to deal with the mandatory Turn 2 Voidgates then using the Medea/Ganymede to bombard whatever the hedgehog placed down and hopefulle be able to deply units turn 3 without any interference from gates.
>>
>>50097584
Forgot that I also took AV2 and the calypsos are spread to be able to scan things efficiently.
The plan is to have them both hug the Bell/Icarus depending on enemy priorities and I got 8 Launch assets which i think is nice to have against re-rolling shields which is negated against said launch assets.
>>
>>50097584
>UCM list
>achilles, bellerephon, calypso etc. etc.
You'll have to do better than that, abandonist spy.
>>
>>50097685
Bah! Foiled again!
>And I would've gotten away with it too if it weren't for you colonist kids.
>>
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>LZ is hot guy

>Orion is boring, I'm going to call the Ajax the Francis instead and say it's bad.

>Perseus is too good for you, you're just too stupid to use it right.

>waaah why are PHR cruisers so specialized
>PHR ships only chip at enemies


>orbital bombardment guy

>Jakarta is overpowered
>>
>>50098047
Are you saying that LZ is hot guy is both wrong AND opinionated?
>>
>>50098064

He was correct in saying that the PHR battlecruisers are just really big light cruisers and should be used like a Theseus squadron and that's about it

Oh and he doesn't like the calypso
>>
>>50098098
What shit is he talking about my ship waifu?
>>
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>Scourge are able to directly interface with their ships through a direct neural connection.
>PHR are implied to be able to do the same even going further with using only one person.
>The Shaltari have mind transferance technology allowing them to put the mind of a dying shaltari into a cloned body.

All that is needed now is for the Shaltari to share their mind transferance tech with the PHR and for a giant wormhole leading to unknown parts of space to appear.
>>
>>50098156

He doesn't like that it's both rare and only able to affect one weapon system of one ship per calypso per turn.

I don't think he's caught on that it works on torps, bomber waves and grouped weapons yet

>>50098167

I attribute a lot of success to Hawk for being the polar opposite of CCP games
>>
>>50098047
>Orion is boring
May as well say the Rio, Sphinx, and Amber are boring.

>Ajax is bad
w e w

>Perseus is good
W E W

>specialized
>this ship kills everything
>this ship kills frigates
>this ships kills everything half as good and launches bombers
>this ship kills everything, but not as good
>>
>>50098209
>I attribute a lot of success to Hawk for being the polar opposite of CCP games.
In what way?
>>
>>50098286

He bought into the "Ajax is overkill against frigates" meme

>muh Perseus has a 50% chance to kill a frigate that takes two damage from its light gun
>what why would I ever want a 96% chance to kill a frigate or reliably hit something in atmosphere
>>
>>50098209
>grouped weapons yet
I don't think so; it specifically says one weapon system, and while grouped CAW counts as a single weapon system for the purposes of PD, I don't think that counts in this situation.
>>
>>50098349
>because you are not a normie
>>
>>50098349
Kek. Gonna be honest though, the Ajax would be AWESOME if it could independently target each bank, or more simply, have a special rule that allowed it to split its attacks equally among two ships.

Maybe something like:
Independent(n)- this weapon may target two ships at once, and split its attacks equally among them.
>>
>>50098390
That's the same thing as just having 2 linked profiles though.
>>
>>50098348

An immense understanding of their own game mechanics and a lot of goodwill towards their own players. Hawks in it to make a good game, CCP is not.

>>50098364

the gun stuff is muddy and the CAW is debatable but the true value of the calypso pair is 1) fucking over diamonds (sorta) and avalons 2) torpedo defense 3) making bomber waves hit on a 5+

>>50098390

It would be cool but frankly it's a really big strike carrier Hunter and I want those things straight up dead, not maybe dead.
>>
>>50098397
True, but it saves statblock space. It's also extensible to 3, 4, ... n targets, while linked would add an extra n-1 weapon profiles to the ship if used.

More importantly, it's also technically less flexible than multiple linked weapons; imagine a weapon with independent(3) and three weapons with linked.

Both systems are shooting at two ships.
The independent system has to spread its attacks equally among the two ships, while the linked system can put two thirds of its firepower on one ship. This becomes more apparent as the number of targets (and capacity for targets) increases.

You are right, however, that the two are identical in the trivial case of independent(2) and two linked weapons.

>Independent(n)- this weapon may target two ships at once, and split its attacks equally among them.
mat target up to n ships at once*
>>
>>50098432
>It would be cool but frankly it's a really big strike carrier Hunter and I want those things straight up dead, not maybe dead.
Of course, which is why it would be optional. On the other hand, I imagine that an independently targeting Ajax would absolutely devastate corvette squadrons.
>>
>>50098487

>devestate corvette squadrons

Eh, out of atmosphere sure but even in atmosphere you'll only land 2 hits on a corvette if you use all 12 shots on them and since they don't roll on the crippling table you can't hope for another 2 damage that way
>>
>>50098604
Careful using wording like "You'll land"

it's an easy trap to fall into with Math Hammer, you'd be much better tracking it out over a bell curve and looking at the probability of doing X damage
>>
>>50098739

You can look at probability distributions if you really want to turbo autism your fleet planning but for game length averages, 12 shots at 6+ should expect about 2 hits. It'll obviously vary.
>>
>>50098739
>it's an easy trap to fall into with Math Hammer, you'd be much better tracking it out over a bell curve and looking at the probability of doing X damage
Not him, and I would, but anydice a shit and doesn't support nested dice.
>>
>>50098766
why should you "expect" it? there's less than a 1 in 3 chance of that coming up.

For example, I believe it'd be much better to think of it as approx 62% chance to roll at least 2 hits, then you're much closer to getting a result you can depend on.

Having said that, dependant on the save of the corvette you're not actually working out how likely you are to kill it.

To do that we'd have to head even further into "Turbo Autism" but I won't go there ;)
>>
>>50098820
Yup, just tried that to illustrate my point and although I can show the hits it's not going to work out the final outcomes
>>
>>50098766
Expect anything. Dice are fickle creatures and can't be relied upon to give a certain number of successes or failures, never trust them.
>>
>>50098964

>you can't expect it to do 2 hits

>62% chance to hit at least twice

Okay.


I think you fundamentally misunderstand what a probability distribution and an average result represent and why they're different ways of expressing the same information.

>>50099011

Shoo shoo burger goblin
>>
>>50099011
>not blessing your dice with sacrifice to the twin sisters of Lady Luck and Miss Fortune
>not removing the bad juju with prayer to Ahr-Ehn'Geezuz
>>
>>50099070
Not at all, although I can understand "expect" is dependant on your perspective so we'll leave it there.

I would never "expect" a positive outcome on anything less than 80% odds, and generally make plans around those sort of figures.

I've played games where people have deliberately fired the "right" amount of shots into something because it "should" kill them.

That's the kind of Math Hammer I think is dangerous and why I think clarifying the exact maths allows you to make a much more informed decision.

Coming back to the Achilles example, this would lead to people "expecting" it to kill a corvette, whereas actually it's more likely not to kill it with 12 shots, than it is to kill it.
>>
>>50099211

>Ajax shoots 12, hits 2, corvette saves 2/3rd of 1 hit, ergo roughly 1+1/3rd damage a turn, requiring two turns of shooting to reliably kill a corvette in atmosphere

No spreadsheets required
>>
>>50099270
>Ajax shoots twelve times, hits only once through slight bad luck, completely screwing all subsequent calculations
>>
>>50099211
This. A reasonable level of overkill is a good thing in my experience because it makes for a more reliable kill, but even then you should have some sort of backup plan. Mathhammer is useful as long as you remember what the word average actually means, and that rolling below the average is always a possibility.
>>
>>50099294

That's how the cookie crumbles, I'm not exactly going to get mad about it when it happens
>>
>>50099333
Which is fine, but that (or worse) will happen more than once in every three times you fire it, so it's not insignificant.

I think we're all on the same page, I just get a nervous twitch whenever I hear "expect" or "should" in relation to an average
>>
>>50099270
That gives you the average overall, but you still don't know how likely you are to get the damage needed.
>>
>>50099350
Well, that's not strictly true. That anon might get lucky and never get less than 2 hits firing into atmos with an Ajax, such are the dice. The point is just that you should expect it to fuck up sometimes.
>>
>>50099326
Yeah- overkill is the side I come down on as well, as doing things purely by mathhammer leads to A- 60 MULTI MELTAS and B- the trap of slipping from "I should only need X shots going off average dice" to "I only need X shots" full stop which is how you end up in shit creek.
>>
>>50099387

Obviously because there are zero coefficients for probability anywhere in that equation.

>>50099350

I mean if it makes you happy I can say you will get 2 hits + or - 1 hit the majority of the time, that's certainly enough to plan tactics around.

>>50099446

>le anything can happen xD

>>50099480

I completely agree, I'm the guy who said he would prefer to overkill the shit out of strike carriers rather than try and split fire (if it were an option)
>>
>>50099504
Yup, overkill is the best way. A certain dead carrier is better than 2 half alive carriers.

Speaking of strike carriers remember that voidgate-chan is not a real ship
>>
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>>50099519
>bullying the voidgate
>>
>>50099539
Do not pretend it's a ship more like.

Probably doesn't even have any hedgehogs on it, only pungari.
>>
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>>50099578
>>
>>50099539
>She can't carry troops without her big sister there to help her

I might have bullied voidgate-chan too much, but it's hard to tell- after all, her and all her sisters look exactly the same.
>>
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>>50099608
>>
>>50099621
Please, tell me what the voidgate triplets are going to do when my avalon and 2 limas stroll up to big sister emerald-chan turn 1 and get a direct laser hit for 8 and blowing her out of the sky on cripple damage?

They'll be left all alone. Their sister and all her troops are gone, so not only are they useless at landing troops, they have nobody to protect them. They're all alone, and they don't even have proper weapons. They can't even ram anyone, they'd be like bumper cars bouncing off the hulls of proper ships.
>>
>>50099647

>15" signature
>6" scan
>8" of thrust

>48" board length

Assuming you both come in off the board turn 1 the emerald will have to go forward 19" to be in range even with double Lima

Feel free to do it next turn though
>>
>>50099539
Voidgate was made for bullying. She's a worthless leech, only kept around because of Emerald-chan's generosity and barely fit to lick a frigate's boots.
>>
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>>50099699
>>
>>50099752

You're a saint
>>
>>50099752
>not using nose goggles
>>
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>>50099756

No, all I am is a man adding another one to the collection, the origins forgotten. I don't even remember what threads half of these were made for.

Seriously, find a context for this one. I fuckin' can't.
>>
>>50099800

It's fine, not all heroes wear capes
>>
Ophanim heavy bomber and Cherubim support fighter when
>>
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>>50100152

>UCM troopship that can generate 3 bases of legionnaires every turn
>>
Quickly, design weapon special rules

>Phased
>if this weapon's attack(s) would miss on anything but a 1, reroll it; the rerolled attack cannot inflict critical hits (note: reroll special rules mean it can be rerolled only once)

>Cutting (burnthrough variant)
>if a critical had already been rolled, all subsequent critical rolls do +1 damage
>>
>>50101467
nm that did anyone notice the already existing special rule thats not on any weapon currently

Distortion: a distortion weapons damage value is equal to the number of hits the weapon makes, IE a Distortion weapon with 4 shots hits 3 times, each shot does 3 damage..
>>
>>50101580
Definitely going to be some kind of Shaltari fuckery.

>Gold class battleship
>Heavy Distortion array
>4+ lock, 5 attacks, * damage, F(N), Distortion
>>
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>>50099539
>>50099599
it's creators were faggots
>>
>>50098432
>CCP is not.
Except you're completely wrong. What is the CSM for 300, Alex?

I get the feeling that you plex tanked a shuttle and got blown up on the undock. Either that or a ganker in a Catalyst gave your Retriever the bad touch.
>>
Sell me on DZC.

t. someone whose LGS has been taken over by DZC players and choked out the other games' table space
>>
>>50101467
Weapon rules that are side grades, not direct upgrades

>Fine
>This weapon cannot inflict critical hits. If this weapon has not been used yet this turn, it may be used as PD; this weapon takes +1 to its lock value when used this way, and every hit counts as a PD success

>Collateral
>If this weapon would inflict a critical hit, it instead does an extra point of damage.
>>
>>50103057
>t. someone whose LGS has been taken over by DZC players and choked out the other games' table space
You lucky son of a bitch.

Big mechanics as to why DZC is great.

>combined arms battles
Both the units, the gameplay, and force construction all necessitate combined arms warfare. No one unit will be your bread and butter, skew lists are not very effective, and ignoring any one portion of the game (infantry, armor, or air) will most likely cause you to lose.

>alternative activation
Players take turns activating portions of the army, and very few units have the potential to wipe out a huge chunk of the opponent's force, making the game very fair. Additionally, army construction rules mean that there's an upper limit to the points limit of how much of your army you can activate at once.

>rapid movement and objective based gameplay
Games are fast and dynamic, lasting a maximum of 6 turns, and dropships are utterly central to winning. Very rarely will games be won based on who killed the most of the other dude, and instead based on how many objectives were secured, who held the most critical locations /focal points, etc.
>>
>>50103131
I wouldn't say I'm lucky; they choked out Infinity, 40k, and the last couple dregs of WHFB (no one moved to sigmar), along with MtG getting a fifth dedicated night in the week (canceling board games). I had already invested in all three.

10mm scale hurts it already, I like modeling a lot more than I do playing. Prices reasonable compared to the big 28mm names? I don't know how much goes into a force, so.
>>
>>50103216
>Prices reasonable compared to the big 28mm names? I don't know how much goes into a force, so.
A reasonably sized 1500 point (tourny/normal) sized army will run you about 200 to 250 dollars, last I checked. This also depends on what units you use, as in game point cost doesn't necessarily translate to model cost.

For the amount of plastic/resin you're getting, the game is expensive.
For the amount of models you actually need to buy, I'd say the game is pretty cheap.
>>
>>50102708

If you can't see how CCP has fucked themselves over due to their own internal mismanagement caused by over reaching greed, I can't help you.

>your retriever got catalyst ganked

I'm complaining about sov mechanics but reveal your care bear power level I guess.
>>
>>50102708
>>50103475
>spreadsheet simulator autists arguing
Where's the popcorn, thread?
>>
>>50103785

It's how you out the goons in the thread
>>
>>50103216
>Infinity surging because two of the three LGS employees responsible for war games play and push it like crazy
>X-Wing and WarmaHordes dying because the third guy doesn't actually do his job
>Sigmar product flying off the shelves, Sigmar events overrunning the entire fucking schedule
>40K continues to haul its undying mass along
>other games do not exist
Please trade with me.
I'm worried that even fancy spaceships won't be enough to break through the GW meme magic.
>>
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>>50101640
I guess it will be a 5-6 attack 5+ lock value or a standard 3 attack 3+ lock value weapon.
And then they will give shaltari a +1 lock buff frigate ;^)
>>
>>50104033
I'd gladly trade you, 40k is all but discontinued here except for a shop in our local Detroit equivalent that only runs KT. All I really want is that and maybe Infinity.
>>
>>50104164
>Jasmine class frigate
>all friendly ships within 4" gain -1 accuracy on all weapons against targets within the Jasmine's front arc, and an additional -1 accuracy against targets within its front(narrow) arc.
>>
>>50104220
Within it's scan+target's signature range*
Kind of like a markerlight weapon, I suppose, except it autotargets all ships it can "hit"
>>
>>50104462
I actually have enough faith in the devs to trust them to not do just that.
>>
>>50104577
>implying the Shaltari don't have at the very least a neutered version of that somewhere in the fleet
You underestimate how CUHRAZY Hawk likes to make the Shaltari.
>>
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>>50104600
Let's give the shaltari the exact opposite of the PHR's specialist frigate.
Now let's make it better.
>Good game design.
>>
>>50104617
It only affects one enemy ship at a time now, better? :^)
>>
>>50104657
Make it cost a VP to activate and we're good. :^)
>>
>>50104849
Rare unit, and it only comes in groups of 1 :^)
>>
Lads, design a new BC that has its own unique weapon system, Avalon tier, for any fleet.
>>
>>50106146
Siege drivers from sword of the stars.
>>
>>50106261
Yeah, and it locks on a 7+, right?
>>
>>50106409
Make it a flat "empty target sector of all tokens".
With the option for opponent to sacrifice an appropriately positioned ship to block a shot.
>>
>>50106527
We have nuclear missiles for that already, and not quite as broken
>>
>>50106261
>Memphis class Siege Battlecruiser
>normal BC stat line
>medium turrets
>medium turrets
>superheavy bombardment accelerator cannon
>2+ lock; 1 attack; 4 damage; bombardment, indiscriminate
>Indiscriminate: This weapon follows all the normal rules for bombardment, except it targets all sectors within a cluster simultaneously when its attack hits, and does its damage value independently to all sectors in that cluster.
>>
>>50106573
Nukes kick up radiation and shit. This is just pure and clean rock throwing.

Or go with >>50106633 if you want.
>>
>>50106633
Alternately

>12 damage
>indiscriminate: damage from this weapon is split equally among all sectors in a cluster
>>
>>50106633
>>50106798

Alright, alright, fine. Slap on L-2 and fluff it as some kind of MIRV/Airburst/Canister shot instead of one big rock, and you might have a contender.

One issue I have with the whole idea is that none of the factions would even want a asteroid chucking siege driver.

UCM is oriented entirely around the idea of retaking the territory, not leveling it.

Similarly, the Scourge are invaders, anda weapon of that scale would destroy anything of value that's too close to its target.

Hedgehogs probably have some sufficiently advanced bullshit that makes an asteroid gun look like a medieval catapult

PHR? Maybe, but this doesn't seem like their style. Far too crude.

Don't get me wrong, I'd love nothing more than to see Dave take a SoTS flying gun and build it in the UCM aesthetic, but it just feels so out of place in this setting...
>>
>>50108074

I have an idea for you.
A small moon.
With Thrusters.
8'' of Thrusters.
And cybernetically enhanced targeting arrays.
oh, and defense batteries for that PD rating.
>It's a torpedo now.
>Welcome to the PHR.
>>
So, with how good their launch assets are, is carrier skew for the PHR and Shaltari viable?
>>
>>50108229
Only problem I can see with this is that it's a whole fuckload of Disruptors, and the Diamond is too good to take a Plat instead and reduce the number of Basalts by one.

>Flag -350
Diamond, 2x Opal

>Line -435
Basalt, Basalt, Basalt

>Line -200
Amber, 2x Topaz

>Line -200
Emerald, Emerald

>Pathfinder -90
3x Voidgate, 3x Voidgate

>Pathfinder -180
4x Topaz
>>
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>>50108222
Not sure if bait.
>>
>>50108074
Race X.

But you're quite right, unless you rule that the non-nuclear nature (and the fact that halos can't kill it) is enough to make it worth it to the UCM.
>>
>>50108229
For PHR, I'd say so. PHR carriers tend to be multipurpose.

Shaltari have the Platinum, which is pretty much carrier skew in and of itself. I think it's a valid choice over the Diamond, it has a lot of support potential with fighters and can put out 22 3+ shots if it decides to go balls out with bombers plus disintegrators. Launch 7 is some good shit.
>>
The PHR's Ajax confuses me. The fluff says that it can take on 4 targets with its boradsides, but the rules say you can't divide fire from a single weapon. Am I missing something?
>>
>>50108595
They probably reworked it and forgot to change the fluff to reflect that.
>>
>>50108549
Another thing that's been bugging me: I know the setting seems ripe for a fifth faction to come in a throw off the plot's current trajectory, but do we have anything concrete that foreshadows this?
>>
>>50108577
>Shaltari have the Platinum, which is pretty much carrier skew in and of itself.
Fair enough, I'd suppose; the Diamond just has that insane near-guaranteed 5 crippling damage. Considering that I've decided all of my ships will be non-magnetized, I'll have to decide whether I want to triple cannon of fuck you, or the flying urchin nest.
>>
>>50108680
The Neptune incident.
The Shangri-La massacre.

Both are possibly Shaltari, but not confirmed.
>>
So, does anyone else think that out of the combat battlecruisers, the Adamant/Ruby is just hands down the best/most useful?

>extremely reliable F(N) weapon
>powerful side arc weaponry
>general Shaltari bullshit

I have a feeling that double Ruby (among 1 or 2 BG) is going to be an excellent combat core for the Shaltari.
>>
>>50109038
Ruby is really good, but to be fair almost all BCs are really good.

I'll have to see how Perth does in practice, but that big laser seems very nice even if life expectancy isn't too high. Johan is just a Moscow crossed with a Seattle, which is to say spectacular. I could easily see double Johan working out.

Squidkids have fucking stealth battlecruisers, with the Akuma being able to send out 8 2 damage shots every turn with no penalty. Banshee is less optimized for stealth work but that big old torpedo seems like a good investment, with an almost certain chance to completely fuck over any enemy ship.

Double broadsides on PHR BCs is some nasty business, especially with that extra speed. They're a bit more niche since they absolutely need to be part of a broadside group, but they're still really good.

Sapphire is something I'll have to see in action. It's either going to be a great close range ship to fuck with the opponent with or a complete mess.
>>
>>50109038
nope, not even close, its solid for the shaltari but the basilisk/akuma is by far the most bullshit one out there, it has stealth and full cloak, which means it can go weapons free with no spike, or go silent running with one weapon shot, its got a nasty amount of firepower, and can direct all of it in a front arc, you can basically silent running that thing up the field, then go weapons free once your in CAW range and put the absolute hurt on something.
>>
>tfw Dave's models are so precise that fucking up the cleaning in any way makes them impossible to fit perfectly
These Scourge ventral cruiser plates are the bane of my existence.
>>
>>50109839
these miniature parts are too accurate for regular designers, only autists are so precise
>>
>>50109877
surely a turbo autist would achieve a more perfect fit ?
>>
>>50109941
They are already perfectly fit, any deviation via improper cleaning, trimming, and sanding makes it imperfect.
>>
>>50109941
has Dave actually achieved turbo autism yet, I think he still has some way to go, until he builds a 1:1 scale working sabre (not the gun though) i dont think his autism is yet maximum
>>
>>50109971
i suppose you'll just need to git gud
>>
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>>50109971
Tell that to my broadside panels, the damn things buckle like mad unless I trim them just the right amount.
My Achilles has a nasty gap in the middle of its broadsides as a result of overzealous slicing that I didn't catch before the glue set.
>>
>>50110010
at least you got one to mess up, I think im going to riot if its not here by end of nov. I will be forced to join the ranks of shitters on the kickstarter comments.
>>
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>>50110137
That's what you get for not breaking down and ordering a starter fleet because your Commodore pledge made a blind foldspace jump, anon.
>>
>>50110199
Are you me?
>>
>>50110213
For the time being, it sounds like most of us are in the same boat.
Actually, is it mostly Ameriburgers waiting at this point? All I seem to see are UK pledges on Facebook.
>>
>>50110199
dont want to end up with 2-3 rule books or something though
>>
>>50110232
Soon, I hope. On the plus side, I've got one of each starter fleet to work through and to paint.

>>50110245
I'm glad I'm going to end up with two rulebooks, since the one I bought from retail was pretty much ruined while scanning for you guys
first twelve or so pages completely unbound, several torn pages, and the spine is creased to hell and back; RIP me for being a clumsy jackass
>>
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>>50110271
Your sacrifice will be remembered, anon.
>>
>>50109366
Opinions on the shenlong?
I like it, but it seems to hard to justify when the basilisk is only 30 pts more and does everything better
>>
>>50111409

35pts more is a lot though. That's a whole frigate.

I guess, the only real difference is that you can put 2 of them in a single Vanguard choice in a 700pt Skirmish or a 1050pt Clash game. Whilst the Basilisk need a 810pt Skirmish or a 1215pt Clash game to fit two in.
>>
>>50111409
That pretty much sums it up. Akuma gets better stealth, better thrust, better defence and better weapons. Shenlong is just there if you're on a budget or you want to field a greater number of stealth ships.
>>
>>50111473
>>50111801
Hadn't considered it from a list building angle, that's a good point.
It's still a great ship for the points, Ive had it perform really well in games. when my dice don't hate me. 3 damage from weapons free in scald range isn't funny at all.
>>
>>50108707
If it helps, the shaltari battleships look swappable without magnetisation.
>>
>>50110232
Nope, still waiting in fucking Plymouth. Starting to think there's been a clerical error at this point. My pledge really wasn't that complex. And people have been receiving their Commodores local to me.
>>
>Seraphim strike fighter
>Seraphim used as a singular
Ouch, right in the autism.
>>
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>>50112038

GATTAI DA
>>
>>50115540
Beautiful
>>
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>>50115540
>>
>>50115540

Is that a PHR Battlecruiser made out of 2 Cruiser halves?
>>
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>>50115586
>>50115540
>Can't be bothered to make another of these for PHR
>>
>>50115930
>Be strong, Skippy
>Be strong for the sphere
>>
>>50115596
yes I believe so, its subtle I like it
>>
>>50115586

>Not

>"Pomf!"
>"Wah! What are we going to do in Low Orbit Oni-chan?!"
>>
>>50115596
>>50116375
I can't wait for the kickstarter cunts to hear that people are doing this. It'll be just delightful.
>>
>>50117410
exclusives were a mistake, people are such entitled whiny babies
>>
I just picked up the resistance box for dropzone, just starting to get into the game.
How beginner friendly are they compared to the other factions and any recommendations on how to expand the starter box?
>>
>>50117782
they are sorta intermediate as far as skill goes, alot of their units dont do what you think they do upon first looking at them. A good example is the Hannibal, on paper it looks like an anti tank unit, but its really an elaborate ruse tank that is just a distraction while other things kill.

As far as expansion, id suggest picking up a command vehicle, both the alexander, and Thunderstorm each have their perks, if you get an alexander you will need a lifthawk to go with it as well. I would also suggest getting some occupation veterans to use they are some of the best infantry in the game. Some sort of scout units would also be helpful, could consider picking up some buses and another kraken to carry around the vets.

Lots of other great units to grab, the new artillery trucks look great, the helicopters both variants are solid. really arent any trap units in the resistance except maybe the light technicals are not super great. grab whatever takes your fancy, just try to make sure you can fit it in an army, youd want to build to having a 1500 pt list, and then want to have several variants of that list.
>>
>>50117860
cool, thanks for the advice.
>>
Until they errata the voidgate/mothership rules, I would be inclined to think based on fluff and fairness that voidgates could not transport troops through themselves while under max thrust orders.

Thats how I would interpret that
>>
>>50117410
I'm pretty cool with it in all honesty, it doesn't quite look right but I'm not a huge fan of the actual model either.
>>
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worst part about playing Shaltari is painting voidgates
>>
>>50119280
Play a superior faction where all you have to paint are real ships
>>
>>50119280
>a fucking basketball
>>
>>50119438
COME ON AND SLAM
AND WELCOME TO THE UNITED COLONIES OF MAN
>>
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>>50119460
>>
>>50119438
Shaltari are masters of basketball, they've got the best personal anti grav technology allowing them to dunk from previously unattainable heights.
>>
Dunkzone commander when
>>
>>50119511
some competition for Mantics Dreadball?
>>
>>50119511
>UCM: Excellent, all around balanced players, but rely on superior coaching to when
>Scourge: Fast, but tend to get extremely physics
>PHR: Tall, strong, and better in every way compared to the UCM, but they play with a third less players
>Shaltari: Short and weak, but in control of their movements and can jump very high, as well as [teleports behind you]
>>
>>50119580
>Fast, but tend to get extremely physics
physical*
>>
>>50119580
>but rely on superior coaching to when
win*
>>
>>50119644
That too, yeah.
RIP me
>>
>>50119580
I would think Scourge would be more split depending on their player types:

> Warriors are like slightly worse but cheaper UCM players, basically baseline humans but maybe a bit more aggro.
> Destroyers/Eviscerators are slow and punchy
> Razorworms are fast and punchy but terrible at ball handling.
>>
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>>50119498
>>
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>>50119460
Outstanding.
>>
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>>50119511
> Let us see if any members of your pathetic race have got game.
>>
>>50119783
>>50119852
10/10
>>
>>50119852
The jungle devils were disqualified after they filled the ball with scourge larvae and burst it on the opposing team, infecting several key players with parasites.
>>
>>50119498
I'm now thinking of Shaltari Globetrotters, who beam down from their basketball voidgates to talk smack about planets Futurama style and challenge their populace to basketball battles.
>>
>>50120331
I want this to be a thing.
>>
>>50120331
>>50120350
>I have balled for 7000 years, since even before your pitiful ancestors even knew how to play with sticks, and I will ball for 7000 more!
>Show me what passes for sick skills amongst your primitive kind!
>>
The Aslamdonists left after the white basketball fell itself from the heavens, scoring a perfect shot in the finals. It warned of a grave threat to humanity of a foe who's basketball skills would wreak havoc upon mankind etc etc

The heracles class basketship is the core of any PHR fleet, with its dunk matter cannon proving the bane of many a coach.

For 150 years, the UCM has trained its finest teams, and they are finally ready to take to the courts once more.

And so on and so forth.
>>
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>>50120615
Anon, please, lack of air is lethal to humans
>>
Anyone got any PHR kitbashed/converted corvettes?
I've made one by the eye from one of the earlier posted pictures, but I'm not sure if anyone have anything easier to make.
>>
>>50121185
It's look sorta ok, but the fact that i must manually drill a hole for the stand is a bit disheartening.
>>
>>50121222
>>
Drop Zone Coach -kickstarter when?
>>
>>50121222
Maybe just glue a widget to the bottom?
>>
>>50121331
You're a smart person. I like it.
>>
>>50121303
>wanting another kickstarter
>even as a joke
Hawk needs to grow to where they can actually hire a dedicated PR guy, and wait a few years, before they even think of touching that site again.
>>
>>50119783
Pugnari is not serving as the ball, 0/10.
>>
>>50121721
>shaltari actually physically touching pungari
U wot m9.
>>
>>50121721
>touching pungari with your hands
Ew. Those things are meant to be kicked.
>>
>>50121803
>implying you can kick anything with your tiny hedgehog legs
>>
>>50121859
>implying I need to when I've got this sweet as fuck tin can
Using your own shitty legs to punt lesser beings sounds like something a primitive would do.
>>
>>50119783
Please. We all know there's no such thing as a six foot Shaltari.
>>
>2Mothership 6Voidgate is pretty much mandatory for Shaltari at 1500 points
>leaving them with 1210 points to use on ships
Do you count motherships among the amount of cruisers that you're taking?
>>
>>50122165
Hey now, motherships are ships too.
>>
>>50122228
Yeah, but they're probably not going to be any direct combat unlike Sanfrans and Orphs/Ganys
>>
>>50122247
I guess you could just use them to get as many ground forces out in the first few turns then just ping those around with voidgates and send the motherships off to take potshots at things or get shot and explode near enemy ships.
>>
>>50122247
Emeralds seem like they'd be good for helping dislodge an enemy troopship or escort on approach. Disruptors have bad arcs but they can put out 3 times as many shots as a San Fran on normal orders.
>>
>>50122296
>>50122329
Fair points, and I hadn't considered that, technically speaking, the Emerald puts out the second most firepower after the PHR troopships.
>>
Speaking of Shaltari, what do you dudes think of the Azurite vs Aquamarine?

On one hand, the Azurite is an all around solid ship that can put out respectable firepower, has all of its weaponry condensed into one profile, and is generally a good ship for its cost, it (along with the Aquamarine) being the cheapest light cruisers in the game.

On the other hand, the Aquamarine has [Shenanigans]
>>
>>50122462
damage wise they seem like half a dozen of one, 6 of another, the impel effect is gonna be tough to pull off given youd need both shots to hit and do damage, which is possible but less likely, i think the Aquamarine is the safer choice damage wise.
>>
where the fuck are my ships, Dave?
>>
>>50124040
Blind foldspace jump, they'll be there soon(tm)
>>
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>>50088468

>One or two anons saying "I just hope DFC fights don't end up being clusterfucks over the sectors" turned into "WOW I HEAR EVERYTHING CLUMPS MID, NICE GAME IDORTS" with the usual shitpost swiftness, didn't it.

you do know humans developed from monkeys, right?
>>
>>50125578
APES, DAMMIT
APES
>>
>>50125578
And we got even more tribal in the process, yeah. Apparently there's some advantage to instinctively trusting monkeys who look and talk like you?
Anyway, REMOVE JELLIES REEEEE
THE ONLY GOOD ABANDONIST IS A DEAD ABANDONIST
>>
>>50125765
REMOVE JELLYHEAD
REMOVE CYBORG
REMOVE URCHIN
>>
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>>50125687
>>
>>50125687
YOU DAMNED DIRTY APE!
>>
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>>50125804
>>
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>>50125578
>waiting for ships
>reading The Expanse for my sci-fi fix
>currently on Nemesis Games
FUCKING BELTERS
Talk about groupthink, holy shit. At this point I might accept a hypothetical Resistance "fleet" just so I could slap the shit out of some space insurrectionists.
>>
>>50088495
If we assume a ship explodes with the force of 1000 megatons (1 gigaton) of tnt, at a distance of 125km's that explosion will vaporize 0.7mm's of aluminum.

Increase by another order of magnitude (10 gigatons) and you'll vaporize 7mm's of aluminum at 125km's

It's not until you reach 14.3 gigatons of tnt that your explosion might cause significant damage to another ship (with a hull made of aluminum) at 125km's.

If the hull is made of something tougher - let's say Tungsten - you'll need an explosion equivalent to 40.4 gigatons of TNT to cause serious damage to a ship at 125km's

What I'm getting at here is that the inverse square law really fucks with the power of a point source of radiation in space. Not even a tsar bomba, at 100 megatons, comes even remotely close to being a big enough explosion to seriously damage something 125km's away via direct electromagnetic radiation exposure.

And that means that a spaceship in this game shouldn't do anything to any other spaceship when it explodes. They would have to be mere kilometers apart for more reasonable megaton-sized explosions to even slightly damage anything.
>>
>>50088804
Earth's atmosphere, for most intents and purposes, ends at ~100km altitude.

There's a gaseous field around the planet extending 100's of km's past that, but it's extremely rarified gas and only really relevant to orbiting objects when you look at timescales spanning decades to millions of years (depending on orbit)
>>
>>50127158
That's explosive force, what about shrapnel? I'd expect chunks of that same hull traveling at very high speeds to do something.

Also the higher level radiation stuff involves dimensional fuckery drives going off, and we don't know what bullshit they're capable of so it's hard to speculate.
>>
>>50121303
Dunkzone Commander:
One central objective that must be taken to a building in the centre of your opponent's deployment zone and "dunked".
>>
Idle thought- I know the UCm corvettes use missiles rather than guns, but I'm still kinda tempted to try putting a bombardment turret on one conversion style to make it look like bote turret guns.
>>
>>50127494

Dunkfleet Commander

One cluster in your opponents deployment zone must be nuked from orbit.
>>
>58 posts
Shiet, this thread has gotten pretty big.
>>
New thread, commanders

>>50129472
>>50129472
>>50129472
Thread posts: 312
Thread images: 57


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