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/dcg/ Dropzone/Dropfleet Commander General

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/dcg/ Dropzone/Dropfleet Commander General

>letting the thread die
edition

Last Thread:
>>54214493

>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

>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

>free DFC fleet builder
http://dflist.com/

Reminder to ignore bait, unless it is masterfully crafted.
>>
First for the Resistance!
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Scourge done, pls be proud of me.

Now time to paint all the other fleets. Fucking Dave and his delicious model design
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RESISTANCE IN SPACE WHEN?
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Problem with the space station kit: it's way too easy to go overboard with adding on the smaller bits and now I'm unhappy with how busy some of them look, but I used plastic glue so damn. Wish I could get those cylinder things off at least.

At least once the stations are painted I'm finally 'done' with the two fleets I've had since last year. At least until the order with battlecruisers and new sectors and launch assets arrives in a couple weeks.
>>
>>54359035
Never

>>54359060
That doesn't look bad.
>>
>>54358863
No corvettes, still not done, it's never done.

Did you magnetize the battleship? I did with mine but fucked up and could only do it with magnets that are visible if you look from below, but it should be able to be done far better with more careful drilling.
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>>54359102
It's probably a bit of post-paralysis analysis from how many possibilities there are building the things. I spent weeks deciding what to do and finally just made myself sit down and build them in an afternoon.
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>>54359102
>Never
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>>54359185
>kickstarterAndFacebookComments.gif
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>>54359185
Unfortunately, those were Dave's words. They are unable to muster the resources to field a fleet capable of doing anything. He isn't changing the fluff to shoehorn them in.
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>>54360646
It wouldn't be the same guys as the ones on the ground. It would be a collection of fleets that fled during the invasion but didn't make it as far as the new core worlds.
>>
Rather than Resistance fleets perhaps something that would work better would be scenarios with space stations manned by the descendants of people who managed to hide away in old mining stations or whatever that have been running silent and unnoticed until the reconquest kicked off.

Or just stick giant skulls on UCM ships and paint them rusty and say your admiral is a Resistance cosplayer.
>>
>>54361446
You'd get maybe 2-3 frigates in a gang before the Scourge start noticing, and even then maintenance and supply on that scale would be near impossible for a resistance. UCM ships take several hundred people to crew and those are the guys with one-man heavy tanks, old EAA ships would probably need even more. That much food and air in space is a tall order.

An alien resistance seems more likely. A big coordinated refugee fleet of Lizardmen that fucked off to space to escape the Scourge or something.
>>
>>54360646

Yeah, the best fluff has done is an EAA-era private yacht on Asgard.

I could believe *a* corvette. That actually might be useful and doable if you sunk the resources that would get you an armor brigade into it for some insane reason. The Resistance has insane reasoners, after all.
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>>54362226
Honestly, I feel like the best the Resistance can do is transatmospheric fighters and craft; not even something as big as a corvette.
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>>54359060
Don't forget to craft yourself a moon!
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>>54359060

Knives, anon.
>>
>>54359060
>>54366981
This; get a very fine serrated knife or file and just start sawing them off at the base; you lose out on the peg for future uses, albeit, but you can still use the gubbins and gribblies.
>>
I wonder how to make Legionnaires actually good. Their anti infantry is bad and that is okay, but their anti tank is not convenient long range like Immortals or Braves but not strong like Warriors or Resistance either. Their missile cannot become longer range or stronger without ruining fluff. Only thing I can think of is cheaper, maybe? Or is UCM meant to have only good utility infantry and bad normal infantry?
>>
>>54367200
Allow their rocketman to use a rifle when he's not rocketing.
Alternatively, give them some excellent vert close in AV as well (thermite grenades or something) that cam be used in addition to rifles.
>>
>>54367023
>serrated knife or file

Bro, jeweler's saws work wonders, and are significantly safer than a knife or file in this situation.
>>
>>54368752
Sorry, yeah, that's what I meant. Something small.
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>>54367453
Honestly legionairres could probably just use a point decrease. They're the backbone of the reconquest, its pretty reasonable to believe a lot of them get deployed at once.
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>>54361777
Yea I could see a few EAA ships popping up for scenario play. That would be interesting to see as the fluff says EAA ship have shields. (though that probably needs to be retconed) Regardless the same over engineering rules would apply so you miight get a few silly powerful battleships or something.
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>ordered the wrong size KS backer t-shirt
>Hawk's faction logo shirts are con-only
>posters are on the backside of my demo playmats
Gimme merch, Dave
>>
>>54374490

I need more rage face art prints for my room so I will wake up and know how pissed I need to get at fucking hedgehog and jellies.

And then I white sphere stress ball to beat the fuck out of.
>>
>>54372874
EAA had a lot of shit too unreliable and inefficient for UCM. It's possible they saw Shaltari shields and demanded the same thing, but the tech didn't go anywhere worthwhile. I wouldn't double the cost and signature of a ship for a 6+ passive save.
>>
So hawk is releasing art each day in prep for a specifically DZC announcement at the end of the week... think this is a new 2.0?
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>>54378050
Either 2.0 or phase 3; probably leaning towards the latter, since it's been confirmed that phase 3 is the end of the reconquest arc, and that'd provide a good narrative segue into 2.0.
>>
>>54378202
Not all of Phase 2's units are even out yet... :(
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>>54378532
We're only missing the mech, aren't we?

Maybe the announcement is the commander's models being released, along with a tentative schedule for phase 3.
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>>54378640
None of the famous commanders are released. The mech hasn't been shown at all.
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>>54359035

Here it is, anon!
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>>54380361
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>>54380709
You're right, it isn't funny.
It's hilarious.
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Late night bump
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>>54378050
I think they are going to release pictures of art we have seen already.
>>
https://www.hawkwargames.com/products/advanced-sectors-pack

How many of these do I need you think?
>>
Are the PHR battlecruisers worth it?

I feel like for the Leonidas, I could just take an Ajax and Orion and win out.

The Scipo doesn't look as good as a Bell.

Meanwhile going up one step and the Herc and Minos bring something original to the table.
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>>54387654
>Are the PHR battlecruisers worth it?

Yeah, they're fast and tough and strong. The command cards really turn them on.
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>>54385526
Just the one pack. Those are meant to be rarer clusters due to their relatively extreme effects.
>>
>>54387654
The Scipio, with its improved hull and speed, is notably better at delivering bombers at 12". The Bell's slower speed and sole F(N) weapon locks it into backfield combat, which can make it harder to respond to your opponent's moves.
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>crossposting from /cm/
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>>54391725
Do scourge have heads up displays in their helmets?

This brings up that a lot of their stuff has to be designed to accommodate new species hosts. The initial human hosts would have been akin to zombies in the first wave.

I think we will see the scourge invade a weaker race to bodies post reconquest. Then you will have fresh scourge troops types to go with.
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>>54394077
Pungari Scourgehosts.
>Look on my works, ye Mighty
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>>54394815
>Pungari are too small to be armed with regular plasma rifles, so they're given plasma pistols
>>
>>54394077
>Do scourge have heads up displays in their helmets?
Legionnaires do, so I suspect so. Resistance and Pungari are probably the only ones without a HUD.
>>
>>54396436
Legionnaires don't have visors.
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>>54396505
They do on the models. Those might represent the goggles seen in some art, but goggles can still have images projected onto them. And considering how different Legionnaire gear looks between pictures, it seems like Dave lets artists have some artistic licence with that stuff.
The Huxley story in the original rulebook involved him connecting his HUD to a dropship's sensors.

Speaking of art, page 34 of the phase 2 book had something nice and interesting. Some fat Scourge crab doggies we haven't seen before. Could be a future unit, the Screamer got teased in a similar way.
>>
>>54396781
>Some fat Scourge crab doggies we haven't seen before. Could be a future unit, the Screamer got teased in a similar way.
Pretty sure those are the AA crabs, anon.
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>>54397243
The proportions are very off and the legs are bending in ways they really shouldn't, but yeah that does seem like a distinct possibility.
I never really pictured the Prowlers/Ravagers running like that. They always seemed more like something that would skitter. I guess that threw me off.

Oh well, at least I've still got the tentacle Annihilator and gigantic gunship from phase 1.
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For such a smallish community, dzc/dfc does have the dankest memes.
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>>54400157
You're goddamn right
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>>54400157
The art helps
>>
Out of curiosity, what does everyone think the worst design decision(s) are in DZC or DFC? The rules, mechanics, or units that you would change in a heartbeat if you had the chance to.
>>
>>54400540
Attack runs. Every time you want to use that expensive cool jet you dragged out of reserve on turn 4, it has a 1/6 chance to tell you to fuck off. It doesn't do anything but irritate people who field cool jets.

Demo, particularly first turn demo. It definitely shouldn't be removed, but I don't like the way it encourages drive-on and slaughters infantry in ways flame and CQB can only envy (except for A4 dudes and Sirens who don't seem to mind so much).

Flame weapons only being able to target a single base. Overkill should transfer to a different base in the same unit.

Both the Desolator and the Overseer to an extent. Both nice concepts, but it falls apart when you remember that one is shit because it needs babysitting yet actively kills its babysitters and the other is basically mandatory because it makes a powerful combo that cannot be done any other way. Both fancy rules need some reworking.

Ferrum. Leave it alone for now, UCM would be garbage without it. But as soon as DZC 2.0 comes along that thing needs to be dragged back to the drawing board and reworked. Infinite number of anti tank anti skimmer anti air scout drones with MF15" is pretty fucked, especially in a faction all about specialised units working together to get the job done.

Destroyers. They don't die to machine guns, or flamethrowers, or falling masonry, or CQB, or basically anything. Fuckers have the shielding of a Shaltari commander.

Panther. Unlimited range AA. Fuck.

The way focus weapons work. Right now they're effectively E13 weapons that can occasionally split apart to fight lighter targets, and I don't think that was the intention.


It's still a great game, but personally I can't wait for DZC 2.0. You can tell that Dave and the team have learnt a lot with how smooth DFC is (aside from a couple of dud units and slightly bullshit special rules), I'd like to give them a chance to start fresh with DZC. Smooth out the bloat, and really look at each faction with a purpose.
>>
>>54400257

The order should be changed.

Bottom Left: New Recruit
Bottom Right: Experienced Vet I am tried of all these aliens shit mode
Top Right: We SF Now FUCK YOU!!!!!!!!!!!!!!!!!!!!
Top Left: This isn't even my final form anger mode ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHH!
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>>54401535
>This nigger both gets it and posted it.
>You make me proud Anon.
inb4 Ares Walker design.
>>
>>54394815

>I should have accepted that Minder
>BuT i Love YoU sQuId-SeMpAi!
>If I had been a Minder, I could blow myself up
>>
>>54401535
>Attack runs. Every time you want to use that expensive cool jet you dragged out of reserve on turn 4, it has a 1/6 chance to tell you to fuck off. It doesn't do anything but irritate people who field cool jets.

I wonder what the math is for how much Fast Movers would cost if they were 100% reliable.
>>
>>54404496
Hard to judge but as it is they feel just a tiny bit too worthwhile. I feel they already have counters everyone should be packing, anymore feels silly.
>>
>>54404496
>>54408846

The issue is fast movers can do things other units can't like strike at dropships before things are in place. (lol Panther) Or go for undefended zones out of the AA bubble. Even AA won't protect you 100% from that.

As it stands they are punished way to much, but unrestricted they would run amok. Gotta go with the middle ground.
>>
>>54404496
>>54408846
>>54410884
New idea; fast movers are in readiness at the start of every game, but once used, then they are placed in reserve and have to be rolled again to use.

To add on to this, a fast mover in readiness can be placed into reserve in an attempt to cause an enemy fast mover in readiness to be placed into reserve (out-of-field interdiction, as opposed to in-field interception); not exactly sure what kind of roll would be made, but the "attacking" FM would always be placed into reserve for the attempt, but the "defending FM" might avoid it and still remain in readiness.

Maybe a 1d6 opposed roll for each attacker against a 1d6 roll per each defender? If attackers get a high total, defenders are placed into reserve; if not, defenders stay in readiness.

>Example: 4 Corsairs attempt to interdict a 2 Seraphim squad; 4d6 vs 2d6: 11 vs 10; both Corsairs and Seraphim are moved into reserve.
>>
>>54412870

Seems complicated. I'd just take out the random mechanism and make them more expensive.
>>
>>54414498
The second part, perhaps, but just having them start off in-readiness at the start of the game ensures that you always have at least one ace-in-the-sleeve per game, maybe more if the dice are in the favor.

Simple, easy to implement, and makes sure that the points on a FM are never actually wasted.
>>
>>54412870
That sounds pointlessly complicated. Just remove attack runs and make reserve rolls automatically suceed on turn 4 so there's at least some certainty that your FM will reach the board. They're largely kept out of the early game for a reason.


Here's another thought. What if weapons weren't allowed to fire on the first turn when units come out of readiness (possibly excepting reaction fire)? It could encourage dropship use and cut down on first turn demo.
>>
>>54415551
>That sounds pointlessly complicated. Just remove attack runs and make reserve rolls automatically suceed on turn 4 so there's at least some certainty that your FM will reach the board. They're largely kept out of the early game for a reason.
The issue is that, if you ensure they come on too late, they'll have very little of an impact on the game.
Come in too early, like you said, and they can potentially blast a fully loaded dropship.

At the same time, however, I feel like they -should- be that powerful; they're fairly expensive units (and aren't even guaranteed to pop an Albatross or whatever in one go), and a potential turn-1 critical kill befits them being these (supposedly) terrifying units that have an entirely unique mechanic dedicated to them.
Allowing them to come in right off the bat on turn 1 (or at least have a 4+ roll to do so, with a guranteed success on turn 2 if they didn't succeed) will necesitate the meta adapting to either A) bring FM's to intercept other FM's, or B) be all together more cautious in the initial set up and mobilization, making sure to pay close attention to what flight corridors FM's might have, as well as setting up advanced AA to protect them.

Also, Immortals.
>>
>>
>>54415551
That could be a restriction in particular scenarios, but it would be really arbitrary as a base rule.
>>
>>54418141
>The issue is that, if you ensure they come on too late, they'll have very little of an impact on the game.
They statistically should come on around turn 2 or 3. With the removal of attack run it's exceedingly likely you'll get to use your jet, but I'd rather not chance it. I've had games where fast movers just didn't show up, or only showed up for one turn. Having them guaranteed to be there for at least half the game would make most of them (the big exceptions being vanilla Seraphim and Corsair) worthwhile additions to their armies.

>(and aren't even guaranteed to pop an Albatross or whatever in one go)
What? What is your expectation of these things? It takes a full team of regular AA units to reliably bring down an Albatross, and those regular AA units can't hit anywhere on the board. Did you mean a Condor?

>necesitate the meta adapting to either A) bring FM's to intercept other FM's, or B) be all together more cautious in the initial set up and mobilization, making sure to pay close attention to what flight corridors FM's might have, as well as setting up advanced AA to protect them
And people would choose the former. They'd be near-mandatory because you can't afford to lag behind when grabbing those critical locations and objectives. A 1/6 chance to be deployed first turn is pretty appropriate, because I can tell you from experience how fantastic a first turn Archangel is. It's basically a license to remove a light dropship from the board. Changing that to 1/2 is nuts, I'd take at least 2 Archangels (in 2 separate squads to increase my chances) every game.
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>>54419409
Bunch of dumb BR's think a DZC table is a diorama of Pittsburgh in TLOU...
http://www.thelastofus.com.br/2017/07/the-last-of-us-maquete.html
>>
Hey guys, didn't realise you had your own general and this wasn't just a rarely-discussed game in /awg/. Recently been looking at other games and DZC/DFC strikes me as really interesting, it's basically a bloke's pet project except really well executed.

I'm looking at the DZC starter box, seems like pretty good value, it's not instantly outdated by FAQs, DLC and Errata though is it?
>>
>>54420560
There's a couple pages of errata to go over but nothing too major.
The box contents still have great value. The cardstock buildings by themselves are a great start to a full 4' x 4' table setup.
>>
>>54420560

As the anon stated, they are all great buys. Lots of useful stuff in every box. The player starter and a pair of command units is good if you want to go UCM or scourge.
>>
>>54400540
Land combat phase in DFC. I understand it is an important part of the game's theme, but it's essentially just book-keeping with extra dicerolls, and could have been resolved more elegantly and in a less time-consuming way. It's perfect candidate for rock-paper-scissors resolution method.
>>
>>54422386

BTW, that this constitutes the worst design decision in DFC really gets across how well-designed DFC is.
>>
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>>54423457

good game, BE MORE POPULAR!

>although the US distributors at least are pretty tapped out right now, which is sort of a good problem to have
>>
>>54423457
It is pretty well-designed, I enjoy the actual combat a lot, but the objective-capping phase (and to smaller degree, the Wing phase) are a slog. I've never seen a space game where fighers and small craft are handled in a way that isn't overly complex or downright useless.
>>
>>54422386
>>54423695
>>54423457
I think the wing phase is completely fine. What is throwing you off is having to do them back to back. Stacked together it slows down the pace of the game.

Overall though, while a bit annoying its not actually that bad.
>>
>>54420560
Some of the boxes are mildly outclassed by other options (UCM tanks are mostly katanas instead of the gladius) and usually the lighter air transports are preferred for infantry. Still quite a good deal though, and great for learning the game.
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Beep boop
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>>54430295
God damn, infantry warsuits are good looking up close
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>>54423550
Is that a BFG Chaos bridge on that Beijing in the back? Have to say it actually fits in with the rest of the model pretty nicely.
>>
>>54430331
Man that looks great

Imagine the 28mm breach and clear game guys
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>five interested locals
>own three fleets
I wish my shop would stock games made in places other than Nottingham. Barebones demo games are starting to get stale.
>>
>>54434210
Order online, bruv; work with the locals and pool your guy's money together to buy wholesale from Hawk in one order for that sweet free shipping.
>>
>>54431519
Seriously, Dropsquad commander would be pretty fuckin great.
>>
>>54438102
It'd be interesting to see Dave model 28 mm figurines, at the least; dynamic models are a wholly different beast than vehicles and spaceships.
>>
>>54438411
I would happily buy 40 or so 28 mm legionaires. Be a fun IG platoon whenever I wasn't playing dropsquad.

As to how the take would be, I have to imagine crowded building fighting with lots of cover and walls. Very close quarters fighting. Also probably modeling about equivalent to the shaltari warstriders, with a few ball joints and adjustable angles.
>>
>>54431519
No. I know Dave is a Spartan ex-employee, but let's not have him follow their path.
>>
>>54440300
We already wrote the game anon. It was a building clear game. You set out your scouts. They move in first as radar blips. Once they are outed, you put down models. Scouts look around and then your blast holes in walls with your main body of troops grab objectives or murder you opponents. Then get out through the gap.

>>54440506
Spartan keeps failing for multiple reasons. A DS game would be cool, though really they need to probably focus on beefing up dropfleet and dropzone games and lore. However, eventually it would be something I would dig.
>>
>>
>check /dcg/
>No posts about 2.0

What the fuck is wrong with you all
>>
>>54443335

2.0?
>>
>>54443335
Cause there's nothing to post about? One image and "we'll let you know more later" is not news-worthy.
>>
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>>54443598

Model balance and rules update, from what they're saying. A rules consolidation is called for, I think.
>>
>>54443835
>>54443335
Thank god this was what was teased. We really, really needed a 2.0. DZC's a great game, but over time the meta has changed and there's so many 'discovered fixes needed'.
>>
>>54444911

I just want new models. Been so long....
>>
>>54443835
So whats the hope here? A massive rulesbook with everything up to 2.0 contained in it? A rebalancing of the corebook with new fluff? Mostly fluff, a few 2.0 units and replacement rules? Whats on everybody's wishlist for 2.0?
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>>54443835
>There is a reason Fast Movers have some gorgeous new art!
Aw yeah
>>
>>54446056
New units confirmed for release alongside 2.0 in FB comments
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Stuck with the scheme for my UCM, on a New Cairo
>>
>>54447803
Could use a color or some silver detailing to contrast the black-white range, but that's a nice clean paint job.
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>>54446337
>>54446308
(Resistance Intensifies)
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>>54447952
Thanks! He's not finished yet, I need to paint the PD and burnthrough
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>>54448697
Awesome scenery on those bases
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>>54446337
Fuck yes, 2.0 is gonna be great.
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>>54446111
I'd like them to have a big whiteboard with little doodles of all the units and talk about what they want each one to do. Overhaul the entire thing at once, working with the context of all the expansions is much harder and more limiting than just creating a new context entirely. You can't do these things piecemeal, at least not effectively.
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>>54453313
Sounds like they're going to try and make sure that everybody's collections aren't diminished or harmed with the changes; the general idea seems to be rebalancing everything, core and expansions, so that everything is useful.
>>
I know it won't happen but I'm hoping for a two player starter for DZC 2.0 that isn't UCM vs Scourge again.

Although it might end up being UCM vs New Faction.
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>>54455924
Probably won't happen in all honesty; UCM and Scourge are obstensibly the beginner factions for DZC, so it makes sense.

I am hoping for a good amount of bundle deals and the like.
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>>54452410
Here's hoping I can get anyone around here to pick up the game
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>>54459421
I'm have a similar problem. There is a group like an hour away and that is it.

Where are you at anon?
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>DZC 2.0 announced
W-will I finally be able to see Gladius-chan smile again? Just like the old times?
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>>54461487
Interior A L A S K A
Dispersed population and large transient military population means most people default to 40k/Sigmar on account of their high market share making them reliable for pickup games.
>>
>>54463521

Oh man, you boned dude.

Move to warmer climes
>>
No changes: I hope the stop-gap Ares fix of making their worst possible dice roll a 3+ carries over.

Changes: I hope traction APCs have something going for them.
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>>54465065
I like the Ares fix as it were. It was simple, powerful, made it distinctive.
I'm hoping that dropships in general get better. Large dropships in general just don't seem as popular.
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>>54467715
DID SOMEONE SAY "POPULAR LARGE DROPSHIP"? I COULDN'T QUITE HEAR YOU OVER THE SOUND OF CLEARING MY OWN LZ
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>>54468878

That one looked cool, until I saw the silly special character girl.

It makes that one look cute. Even if that one isn't a transport.
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>>54467715
I'm still an advocate for making dropships more like gates and letting them pick up cargo that isn't theirs. Having stranded troops sucks, especially when you have a light dropship and an infantry squad right next to each other but they're too retarded to know what to do.

>large dropships
They have their own problems. Only ones that are used much are Despoiler (good movement, unique heavy armament and good independent cargo) and Poseidon (only way to cart around a Hades). Gaia is only good for moving bricks and so is either mostly useless or likely to be hunted down and killed, Albatross (and Poseidon when Hades isn't involved) suffers from having to take 300+ points of slow tanks on a slow and barely armed platform, while Leviathan is just a victim of circumstance since nobody wants to clump together that many Wagons or Technicals.
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>>54472321
>I'm still an advocate for making dropships more like gates and letting them pick up cargo that isn't theirs. Having stranded troops sucks, especially when you have a light dropship and an infantry squad right next to each other but they're too retarded to know what to do.

I think this is required. Too many units suffer from the DS tax. Making drive on's more efficient.
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>>54472822
The concept of the DS tax is unlikely to ever go away entirely, but the game needs to be balanced in a way that is aware of what units need or don't need transports (Apollos and Valkyries, I'm looking at you). For a game based around mobility, it doesn't seem to think mobility is worth that much.

There's also walk on demo, but that's a different problem entirely. It shouldn't be standard practice to ignore your home building every game because it's going to be obliterated by turn 2 (except against Scourge, thank you Scourge).
Falling masonry is also some fucked up shit since it is more effective than most specialist anti-infantry weapons and treats almost all of them equally whether they're 50pt Warriors, 70pt Immortals or 100pt Praetorians. The few troops it doesn't massacre are highly valued beyond what their stats and cost would suggest.
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Okay, okay, but we're all missing the big questions here.

Will PHR be getting Type 5's (hopefully as a new standard choice) in DZC 2.0, and more importantly, will they be getting type 6 and 7 G R A N D W A L K E R S ?
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>>54474721
>Will PHR be getting Type 5's (hopefully as a new standard choice) in DZC 2.0
Probably.

>will they be getting type 6 and 7 G R A N D W A L K E R S ?
Probably not. Maybe as a scenario piece.

I wonder if Phobos and Menchit will become support units. They probably should, Phobos will always steal Ares' thunder if they compete for a slot and Menchit has no reason not to join up with its A2 version.
>>
Type 6 and 7 are likely going to be out of scale, given that really the Scorpionbots should be the largest PHR land units we wee. We do know from art that huge PHR surface-space batteries are in fact walkers, which could be a type-6 or 7.

If we ever get them, they'll be scenario pieces like the Aegis-IV system emplacement.
>>
Apollos are bullshit

Discuss
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>>54478286
Not really, they are only A8. There weapons aren't that killy either. Their mobility looks good, but your standard AA bubble should protect you anyway.
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>>54478331
Helios are bullshit

Discus
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>>54478551
No, Braves are the ones with Discus Launchers.
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>>54479220
That's just what they want you to think. It all makes sense, abandonists were a hedgehog ploy all along.
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>>54475876
The PHR Defense Batteries, while walkers, are almost certainly something different than the type 6 and 7.
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>>54479727

With the current size of Hades, there is not much bigger they can go with out making it unwieldy to play on a game table.
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>>54480511
>inb4 not!epic scale version of DZC taking place over 9-16 normal DZC sized areas
1 mm HERE WE GO
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>>54480957
Lookin' forward to Dropzones Commander
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>>54481302
>Dropbattalion Commander
>Dropcity Commander
>Dropmetropolis Commander
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>>54480957
Keep it to 1.5mm, so you can recycle Dystopian Wars ships and tanks for the Resistance.
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>>54481302
>>54481513
>>54480957
>>54481957

So that leaves it as:

Dropfleet Game with each cluster being a Dropmetropolis Commander with each fight being a game of Dropzone Commander with each building being a game of Dropsquad Commander

Estimated completion date for a single game: 1 solar year

Next up, Dropsystem Commander where you play over a full solar system.
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>>54480511
But don't you know, Anon? Giant, stupid and impractical models are all the rage! Just look at Warhammer and Warmahordes!
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>>54482279
Two of the shittiest companies in the business.

I know you are just being sarcastic though. :)
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>>54482352
It makes me laugh how people eat that shit up and then try to use the models despite the fact they break the game so bad.
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>>54482373

To be fair the big models aren't very good in warmachine so complaining about them is kind of silly. As for warhammer, I have no idea...
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>>54482896
In 40k they are overpowered messes or underpowered garbage. GW doesn't know what the word balance means.

Its nice with DZ and DF that is something Dave and Co are always chasing.
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>Chroma relay reveal when
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>>54484473
What would it do, though?
Obviously going to be a dual blister for the Ferrum.
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>>54487022

It's an orbital. Probably a C2 node to support ground ops
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>>54487085
Does this mean basically a super Kodiak, or something more unique along the lines of an Overseer?
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>>54487140
I assumed it was what the Kodiak calls for a laser
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>>54487376
Right, but seeing as how the Chroma would likely have better CnC than a Kodiak, I'm wondering if it might do something similar.

I forget; the orbital laser is just one of the ventral PD turrets on a N'awlins, right? How much of an impact would a Madrid shell have on a DZC battlefield? Utterly destroy the entire field, or just most of it?
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>>54487140
>>54487376

They probably won't ever get a model. It would be too small for Df and in space in DZ. I just was curious what it looked like in art. It's part of the avenger load out according to that one picture.
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>>54487425
I assumed it was more like the contact point to higher headquarters from the ground. In an amphibious assault the ship holds over all control until the ground comnander his the field. In thid case the chroma oversees the landings and then sources support to the DZ as well as Madrid requests.

I dont about the new Orleans lasers being the Kodiak strike. In modern times they were talking about dropping tungston rods the size of telephone poles from space as a way to know down buildings from orbit. I imagine the speeds reached from a mass driver would make the Madrid guns wipe out whole city blocks.
>>
It's hard to type from my phone. Sorry for all the errors.
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>>54487426
No, no, I'm fairly sure that it's a massive ground unit similar to the Ferrum. 3 things lead me to believe this.
>name
Both the Ferrum and the Chromia are named after UCM core worlds
>Avenger loadout
There's 3 Ferrums on board, and 1 Chromia
>Avenger side view
If we look in the nacelle heavy dropship bays, we can see three albatross; two of which have Ferrums, and one of which has 9x Sabres or Rapiers.
The Avenger's manifest lists a total of 8x Albatross, which means that it's probably symmetric; going under that assumption, the other side would have a single Ferrum and a single Chromia.
The remaining two Albatross are probably behind the visible three.
>Designation
Orbital Relay doesn't necessarily need to refer to the Chromia as being an orbital unit; rather that it has sufficient CnC capability to remain in contact with orbital command at all times, while I'd assume that the Kodiak requires a New Orleans holding position above or near the battlefield.
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>>54487527
That sounds about right, but the "relay" part of its name leads me to believe what I wrote in >>54487599

The Chromia probably provides regional CnC to field commanders (in Kodiaks and Phoenixii), or just commands regional forces on its own, while also providing communications relay to orbiting admirals and such when they don't have a New Orleans or Santiago in position over ground forces.

Basically a forward command center on treads with a GIANT radio tower on it.
>>
Still far more likely it's an orbital station. The makes sense for a lot of reasons. Dropships wouldnt need to hang around waiting if there was a single relay point for all theirs stuff.

You wouldn't really need what you are describing for DZ scale. There is only one per avenger. That means it covers its entire complement or dropships. No need for that in a couple city streets.

That points to either a orbital or a large terrain piece. Certainly not a Ferrum.
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>>54488557
Why would an atmospheric strike carrier, responsible for leading the charge into the groundside combat theater, be hauling a satellite communications relay? That's a job for an orbiting tender ship after the UCMF gets a foothold in space.
The Chroma is listed as a "Base" right next to the Ferrum's listing, so it's a safer assumption that it's a surface vehicle responsible for establishing a reliable radio connection with fleet assets. Infantrymen and barebones minmaxed armored vehicles don't have the space for massive hard-to-jam comm arrays.
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>>54488557
Avenger Payload
>6x Seraphim
>10x Archangel

>100x Condor
>8x Albatross
>12x Raven A
>18x Raven B
>6x Falcon

>99x Sabre
>60x Rapier
>12x Gladius
>8x Scimitar
>9x Katana
>9x Fireblade
>64x Bear
>5x Kodiak
>3x Ferrum
>1x Chromia

>1000x Legionaires
>30x Praetorians

We're only worried about the condors and albatross, so let's work all that out:

By necessity, the Bears take up 32 Condors, the Kodiak's take up 5 Condors, and the Ferrums take up 3 Albatross.
This leaves us with 63 Condors and 5 Albatross, and with naive unit distribution, a total of 63*3 + 5*9 = 234 vehicle slots.
99 Sabres take up 1 slot each, total of 99
60 Rapiers take up 1 slot each, total of 60
12 Gladius take up 1.5 slots each, total of 18
8 Scimitar take up 1.5 slots each, total of 12
9 Katana take up 1 slot each, total of 9
9 Fireblade take up 1 slot each, total of 9

As of now, we have a total of 207 vehicle slots filled, with 27 remaining.

Through this, I'd say that part of those remaining transports (9 Condors, 3 Albatross, or any combination of) are redundant to replace other transports, but I'm willing to bet that it's the following:
There are 3 remaining Albatross, 2 of which are stowed for redundancy in the nacelle bays, with the other 6 being loaded and ready for launch. There are no redundant Condors, as there simply isn't any space for them on the main launch decks.
The one remaining Albatross, filling out the empty space in the nacelle bays, holds the Chromia.

>There is only one per avenger. That means it covers its entire complement or dropships. No need for that in a couple city streets.
And? Type 4's are pretty rare amongst the PHR, and yet there's no problem with them being in the game. IIRC, Dropzone games are meant to represent pivotal or important battles in an ongoing larger conflict in the city.
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>>54488557
>That means it covers its entire complement or dropships. No need for that in a couple city streets.
Plenty of rare things in DZC games. Hell, famous commanders tend to be very high ranked and yet are able to show up.

That's not even considering that it might never end up a unit anyway. We don't have logistical vehicles or those land based missile halo lasers in our armies, even though they're likely small enough to be part of a DZC game. That's because it isn't their job to get near the enemy. Chromia might be similar in that regard.
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>>54444911
Noone plays TT in my area and dzc batreps are scarce on the net, so Im curious, what is broken in the current game?
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>>54488841
>>54488980
>>54489211

It uses it because the strike carrier could potentially have to move out of range to support the larger war effort. All of the units in strike carrier would probably fall under a similar leadership chain. A relay could serve as that point.

Having your relay in orbit gives you the advantage of functioning as a sat network. Across the entire region without having to worry about Los blocking terrain. In is also far better for you to see the big picture. Yes there are a. Lot of rare things in game, but most of that is due to manufacturing issues. C2 is pretty important. If they needed more they would likely out more down It's far more likely that the one does that job. In that case, space is still the best place to manage a whole region for C2.
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>>54490511
Except for the fact that the ships themselves also serve as communications satellites, anon.

Also, the fact that the Chromia is on New Orleans means that it's part of the initial landing, which also means its being deployed when full void superiority hasn't been achieved.
I don't know about you, but putting critical (and small) communications satellites into orbit when there's still hostile vessels flying around is a pretty bad idea to me.
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>>54489539
Panther is a dumb OP unit. Most other problems are internal balance.

Ferrums kind of make other UCM scout unnecessary. Sabres and Gladius tanks are weak. Seperphim is weak.

Scourge aged ones suck. Their heavy tanks are bad as well. Worms are over shadowed by destroyers being to good.

PHR walkers tended to be overshadowed by skimmers. Immortals are a poor choice as well. Mechit A1 blows.

Shaltari FM and gunships are hot garbage.

Resistance tanks are a little weaker.

On the whole, the issues in the game are FM are too unreliable to justify their cost.

Barrage rules are wonky.

Infantry needs more utility verse just hiding in buildings being objective grabbers.

Some units absolutely need a dropship. Some units can still operate well withoit one. As a result they will always be a little better.

On the whole though, balance is pretty close. A few minor changes would be welcome to make a great game better.
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>>54490591
They do until they leave. You deploy have your complement over Europe map. Africa map needs help, but you cant leave because you are the control node for your ground troops. Or you do leave and not general so and so can't exercise overall command of his subordinate units. See the issue?

If every strike carrier dropped one of these over a region you could instantly have a Sat network anywhere on a planet.
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>>54490721
It's very unlikely that there won't be at least one transmission capable ship in orbit above an active theater, and even then, a network of Chromia on the ground provides an almost as useful, and much tougher, communications network.

Also;
https://en.wikipedia.org/wiki/Over-the-horizon_radar
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>>54490641
>Menchit A1 blows
Give its minigun triad the UCM statline and let nature run its course
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>>54490785
So there will be ships but not your home ship. Unit s train together a d deploy together. They have e habitual relationships and they fall under individual leaders within divisions. You want to be able to communicate with your home vessel as much as possible without having to rely that through random ships which requires authentication of passwords and such.

Long range comm need line of sight. Being on the ground increases the odds of interference. You also from orbit can use cameras to provide ground surveillance.
It could be equally vulnerable on there ground. If it had the ability to communicate unlimited on the ground there is never a reason to put it anyway near the fight. There is also nothing that says it is very big. It could be the size of an albatross and go very off a small signature. You would only use e the chroma is certain situations.
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>>54489539
It's not that anything's broken, as much as there's even more fun potential that can be unlocked if the rules supported them better. Supreme Commander style airdropped tank combat. Integrated Air-Infantry-Armor battles that went smoother. More unit diversity. Etc.
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>>54491839
You're making two very, very big assumptions;
One, that once deployed, UCM ground forces even have a "home vessel".
Two, that communication with a "home vessel" would necessarily less security than communicating with any other UCMF vessel
Both are bit assumptions.

The facts remain, anon;
There's an albatross with a missing load.
There's BASE in the name "Chromia Orbital Relay Base"
There's no reason why a New Orleans would be carrying orbital units in the first place.
The very nature of the New Orleans means that anything it carries is going to be in the shit immediately.
There's going to be significant UCMF presence in orbit anyways for communications; if there isn't, then any communications satellites would be quickly destroyed. Small signature means nothing; enemy ships would still know it's there, they'd just need to get close to actually get a lock on it.
In the same way that Kodiaks are still in the fighting even though they're command vehicles, the Chromia could also be used as a forward command post; there's plenty of units which are on the field but don't actually need to be. (Ferrum, coincidentally, being one such unit)

There's no guarantee that it will be a playable game unit, but I think it's safe to assume that it's some kind of ground unit, and not a satellite.

I'll just ask Dave at Gencon
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>>54489539
Panthers are the big thing right now. Other than that the game is better balanced than it ever has been imo, and problems are generally intra-factional.

>UCM
>Ferrum is too stronk and does anti-tank, anti-skimmer and offensive anti-air better than any other unit in the faction. Scouts in particular got shafted since even though Wolverines are good, they can't move 30" in a turn and also be aircraft like the drones
>Sabres and Gladii exist to be immovable A10 objects in a world where E12 is prevalent, focus weapons shit out E13 all over the place and big E10/11 templates are common. Power creep left them behind in a big way
>Seraphim is a fast mover, which means he is expensive and unreliable but has the ability to hit anywhere on the board. He is also made for demolitions, which is a task most units can do anywhere on the board
>Scimitars aren't exceptionally bad like they once were, the world just left their backline E11 asses behind
>Praetorians can't take on real CQB troops but are priced like they could

>Scourge
>Desolator has a fancy ability that kills anyone around it, including its friends. Not great when you consider that it needs to be babysat or it gets killed
>Overseer puts a powerful buff on nearby troops and also functions as solid AA. Did anyone expect this not to be in every single Scourge list since its release?
>Think about how the Gladius is now. Meant to hold ground, but nearly as easy to kill as a Sabre with all the new high energy guns. That's how the Slayer has always been since day 1
>Tormentor has a bit of Slayer's problem, but also faces another terrible truth: Scourge doesn't need flame. They have the best CQB in the game between Destroyers, Razorworms, Eviscerators and Screamers
>Aged Ones cost 30 points to make Warriors actively worse
>Corsairs are 1 shot Ac4+
>Destroyers are nigh unkillable. On top of A4 which fucks with anti-infantry weapons well they shrug off 50% of ALL damage with their passive save

Cont.
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>>54492633
>PHR
>Slower walkers are left behind in an age where speed is everything. Apollos being able to act as their own dropships and still shoot is more important than any E11
>Helios can take on aircraft, tanks, skimmers, scouts, whatever you need. Not so much overpowered as they are overversatile
>Menchit A1 is shiiiiiiiit. Too slow to be good flame, and doesn't do anything else worthwhile. Also dumped in with the infinitely more useful Ares and the even more infinitely more useful Phobos, neither of which want to hang out with this edgy loser
>Hyperions are just PHR Scimitars, and are similarly obsolete
>Taranis exists for demo but isn't good at it
>Janus exists for... something. I dunno what, but he isn't good at it
>Immortals are too expensive for something that still dies like a bitch to most of the things sent to kill it
>Valkyries being as fast as they are with no transport irks me. Basically autoinclude as they are

>Shaltari
>Tomahawks just don't really have much of a purpose, it's hard to pin down why they're bad
>Thunderbirds also don't have much of a purpose, but they're also much worse at not having a purpose
>Panther is infinite range AA, the ultimate in bullshit no effort board control. Force most of your enemy's dropships to go to the deck turn 1! Yay!
>Leopard seriously needs to have 1 E12 shot knocked off. It's just excessive
>Warspear needs to stop pretending to be multirole and scrape off that gauss cannon. It does nothing but pump up the price

>Resistance
>Typhoons might be a bit too good. Not sure though
>Hannibals are respectable themselves as cheap, reasonably tough roadblocks, but they need a highly expensive Lifthawk to function which ruins the entire point
>Probably some other stuff, I don't know too much about these guys
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>>54490641
>Worms are over shadowed by destroyers being to good
Before Corruptors existed, yeah. But now that they can be shot into buildings instead of riding around in shitty skimmers worms are actually okay.

>Shaltari FM and gunships are hot garbage
Warspear isn't great but at least does its job okay. It's not good, but it isn't a Corsair.
You also seem to be forgetting that motherfucking Fire "E10 templates across the board" Drake exists. And Firebirds to a lesser extent, they're okay too.
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>>54492077
None of that is all convincing there are already shown to be plenty of extra drop ships. That isn't proof of anything.

Units absolutely have a home shop they are assigned. You would train with the captain of the ships team to maximize speed and efficiency of a deployment while you admin and non essential equipment would be staged on board. Along with replacement equipment a parts assigned to you. The only way this would not be the case is if personnel were drawn from troopships prior, but that is unlikely.

Saying there are ships in orbit for communication tells you don't know how comm work. A communication plan is a complicated web of freq, codes, and pass words for each unit. It's not like you dial someone's number, everything is organized so you can easily talk to the right person as quickly as possible. You don't have everyone's number written down either. At most it's your own units, your parent unit,and the units on your flanks. If any unit just called what ever ship was above them it would be absolute chaos.

There are plenty of reasons a ship like that would carry orbitals. The main reason is to deploy a observation network of tiny sats and the second is actually probably communications for reasons already described. The best argument for it being a ground base would be as a rely point to some kind of micro sat network with hundreds of the things to small and numerous for anyone to take out. Then each SC drops its chroma in a sector of the battle field. Even then you hide it pretty far from any fighting because there is no reason to expose your weak point.

There is a chance it's a ground base or an orbital. It makes far more Sense for it to be orbital. I would say if it is a ground base it's far more likely that Dave simply didn't know how something like that should work. Which is of course all together possible.
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>>54493082
>None of that is all convincing there are already shown to be plenty of extra drop ships. That isn't proof of anything.
There are exactly 27 vehicles slots worth of dropships unaccounted for on the Avenger; that's:
9 condors, 0 albatross
6 condors, 1 albatross
3 condors, 2 albatross
0 condors, 3 albatross

Going off what we've seen in the upscaled Avenger model, there really isn't any room for extra Condors; every one has its own launch bay, and the rest of the upper and lower muster decks are, presumably, used for mustering.

With those three extra Albatross, 9 slots taken up by the (presumably) Ferrum sized Chromia leaves exactly two redundant Albatross, and seeing as how we can't see the fourth Albatross per side in the cutaway, this makes the most amount of sense.

Through this, we can reasonably assume that there is some unit filling that sixth Albatross (with two Albatross for redundancy, as explained), as there looks to be three Albatross ready for deployment per nacelle. The only unit left to fill this position is the Chromia.

I'm not going to argue against the rest of your post, because you probably know what you're talking about more than I do, but I'm absolutely sure in my conclusion that the Chromia IS a Ferrum sized ground unit deployed via Albatross, and not a sattelite.

Whether this is because Dave isn't quite up to par with his near-future military protocol, or if they unit is for something entirely different than coms, that's up in the air.
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>>54493082
You seem more informed than I so maybe I'm just talking out of my ass, but I don't think the admin would be in space. Remember that the UCMF and UCMA are separate entities and should be treated as such, and also that strike carriers are not command ships made for long term logistical support. They show up, shit out troops, spend a few hours or a couple days helping their dudes out with fast movers/PD lasers and then fuck off to elsewhere, either with or without picking up their ground buddies (having a few elite units who spearhead attacks with strike carriers and then leave with them after the main force shows up would probably make more sense, but who knows). Keeping a whole strike carrier around to coordinate a couple hundred tanks when it could be deploying that same number of tanks somewhere else would be a waste.

Talking about the logistics of D*C isn't easy and involves a lot of assumption, because we just plain don't see most of the logistical shit that goes on (largely because it bores people who aren't insane like me). I have to assume that strike carriers aren't the only source of fast movers and tanks in the UCM because there's no way in hell they could maintain the invasion without logistical craft bringing them materiel for forward bases, extra tanks and dropships and fighters, a whole lot of consumable supplies like ammo and food, etc.
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>>54494096
>having a few elite units who spearhead attacks
This is exactly what "armor" tokens represent, and only strike carriers can drop them.
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>>54494599
Armour tokens represent armour. Tanks and stuff.
Troopships or some sort of freighter can probably carry tanks too, but can't set them up into an effective force as soon as they hit the ground (thus making them irrelevant in a game of Dropfleet).
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>>54494933
The rulebook states:
>Armour represents the most elite warriors and vehicles a faction has available to them
>They specialize in rapid insertion and often range ahead of the armada to secure Locations and hold them until Infantry can be brought down to assist them
There's some abstractive disconnect between the fiction and the actual gameplay traits/titles of the tokens, but their names don't indicate that the forces they represent are all troops or all vehicles.
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>>54495061
Maybe 'the most elite warriors' refers to exotics, like Praetorians and Sirens? Exotics being considered part of armour makes sense considering they're carried alongside (but not instead of) normal troops on strike carriers but are unlikely to be on troopships.
>>
>>54463521
I feel you bro. In Montana anon here.
>>
>>54497533

Well, with Shaltari it's easy.

Armor is grav tanks, walkers, ronin, and maybe braves.

Infantry is tricking the ships Pungari through a gate by waving a shiny, with maybe some braves and tanks for stiffening/pooperscooper duty.
>>
>>54495061
In DFC, Armor represents frontline armored units. This would be mechanized infantry, commandos, and heavy tank concentrations and gunships.
Infantry would be 2nd line units. Mass lightly mechanized infantry (like, riding in Humvees or something), and a few tanks and artillery.

It's kind of an abstraction, but since 'armor' tokens have a higher concentration of high value units, they're easier to knock out with bombardment than more distributed, lighter units.
>>
>>54499065
This pretty much; games in DC are pretty much solely between the equivalent of armor tokens.
>>
>>54499577
I guess dropsquad could represent the lighter infantry deployed groups then. Man, its kind of absurd all the directions Dropcommander could go.
>>
FIVE MORE YEARS
>>
>>54502807
>PUNG PUNG BRING GIFT FOR MASTER
>>
>nobody posted the video yet
https://www.youtube.com/watch?v=WA9l6o0q7Fo&feature=youtu.be

I'm kekking at this one comment though
>I lost all interest in dropzone as soon as I saw that the standard tank tactic was to use one tank to obscure LoS while the other two hid behind it
>You should be able to shoot through vehicles.
>>
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>>54505737
That whole section about fast movers starting at 17:22 is pretty juicy
>they go across the board in one go, or at least they used to in the first game... but they can still in 2nd
Going further it sounds like you pay into a pool of "attack run" usages at a low but growing cost for each run and a hard cap on the total. FMs can also choose to execute a "fast" or "slow" run, with the latter allowing the craft to make a turn, remain on the board that round, and make a second attack before leaving the next turn. Flying slow makes you easier to intercept and leaves a greater opening for being shot down in general.

Killing a FM during a run doesn't affect the remaining number of attack runs, since you're paying for Fleet Command to sortie its aircraft for a mission instead of owning that specific fighter. However, each FM has a significant kill point value

>Athena playtesting with a killpoint value of 300
By the Sphere
>>
>>54506390
Extra highlights:
Dropships are no longer attached to battlegroups of ground transports, but it sounds like combat vehicles are still tied to their (as long as they're still alive?) to prevent offensive activation shenanigans.

Command decks are going up to 56 card packs, but you still play with a deck of 40 and thus get to customize a bit.
>>
>>54505737
>I'm kekking at this one comment though

But... that's how things *work*. Sucks to be in front, first guy eats an HVAP, second guy, same a bit later, third guy cleans up.
>>
>>54506390
Very excited here.

Having fighters loiter at slow speed is really much more interesting. I wonder how this'll affect the Hellhog in particular with it's hover mechanic (which could sorta do this), but we'll see.
>>
NEW FACTION FUCKING WHEN!?

I need more aliums...
>>
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>>54505737
>dropships activated like gates
>no more stranded troops
I guess there are still heroes left in man.
>>
>>54509266
>tfw because of this both gates and dropships now work on the same mechanic, without extra mechanics or explanation on the Shaltari's part.
>except for the modified nature of gates.
SUBLIME DESIGN
>>
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The Mothman delivers, behold!

t. actually not Moth
>>
>>54510781
>delicious Basilisk
>Those tastefully weighty titties
>the creepy legs that end in even more dangerous close combat weaponry, implying cool ass skate cutting
>the silver hair to indicate the advanced age relative to her two younger battleship cousins
>the eyes fitting in with the smaller laser lights on the hat
>also THAT HAT and those arms are great

Loving it.
>>
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>>54510781
Moth and his thighs, I swear
>>
>>54510781
As much as I dislike the Basilisk's design, it was always going to make a great shipgirl. Even the oculus bars look good here. gj moth

>>54511027
>advanced age relative to her two younger battleship cousins
You mean younger battlecruiser cousins, battleships are even older than the KS battlecruisers.
>>
>>54511160
I was thinking the PHR and UCM shipgirl, so I whiffed that on every conceivable level.
>>
>>54511027
>>54511160
>>54511182
Also, I'm fairly sure that Scourge hosts automatically get white hair as well.
Hugo Boss here, for example
>>
>>54511354
Scourge basically turn their hosts into sweaty albinos. They probably stink something fierce, come to think of it.
>>
>>54510781
Fucking. Hero.
wouldreconquest/10
>>
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>>54494599
You know what always bugs me about that pic? The walker is firing a cannon blast out of its left arm - the arm with optics on it. That's the exact same shape and size of the optical unit on the left arm of Ares walker.

BULLETS DONT COME FROM THERE, DAVE
ONLY DELICIOUS CLOSE-UP VIEWS OF DISTANT OBJECTS
GOD DAMNIT DAVE MY AUTISM CAN ONLY HANDLE SO MUCH
>>
>>54511605
I have good news anon. That's the machine gun.
>>
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>>54511605
There's more than just an optics cluster on the left side of an Ares, anon.
>>
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>>54511605
>>54511652
I know it is difficult for unaugmented eyes to detect due to the optical interference of muzzle flash, but behold!
>>
>>54511684
>>54511681
>>54511652
NO
I DON'T BELIEVE YOU
I CANT BE WRONG ON THE INTERNET
>>
>>54511942
wrong
>>
Can anyone recommend a playmat vendor in the US? I've been looking for a nice mousepad orbital map, but all the sellers I've found are in the UK and thus have monstrous shipping rates to the States.
>>
>>54423550
>which is sort of a good problem to have
It'd be a fine problem, if we had ever had enough of the core stuff to sell. Starters have been out at the distributor level for months, and the number of Command Decks is somewhere around two dozen total that we've been able to find across multiple distributors.
>>
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>mfw I still haven't finished painting my Commodore KS stuff

I just cannot fucking decide on a color scheme, for ANY of the fleets. Nothing I try I end up liking.
>>
>>54516525
Make some disposa-frigates to test them out.
>>
>>54517849
That's what I've been doing, actually. Over the course of the year, I've tested out 6 different schemes for the PHR, and 3 for the UCM. Haven't even touched the Scourge yet.

It's those smooth plates on the PHR that are messing me up. I can highlight, I can shade, and I have a steady hand, but I draw a blank on what do do with those large flat surfaces without edges.

I have also discovered that it is difficult to strip paint from around those gun batteries on the Europa.
>>
>>54510781
>the eyes
>>
>>54513389
The only US vendor makes vinyl mats online via eBay. No idea of quality, but not a fan of vinyl.
>>
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Just need a shaltari one now
>>
>>54523555
Trips of truth, but someone else can throw money at Moth; I've already done my service.

The big question, however, is if the Shaltari shipgirl would be a human with spikes glued to her face, or an actual Shaltari.
>>
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>>54523950
As somebody trying to save up for a commission splurge, I'm still a fan of the "free-floating subunit forming a humanoid shape" aesthetic (as seen in pic related) with a tiny figure mounted inside of it. Actual visibility of the figure or its species/physical traits isn't something I've thought about.
>>
>>54524420
>little Shaltari sitting in a faintly translucent cockpit, piloting a rather feminine looking warsuit with floating gubbins and spiky bits.
I like it.
>>
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>dropships aiming to be more important throughout the game
>fast movers getting reworked to be reliable, but also high value targets
Jungle Cat Jr. is going to be quite the gamechanger without some reworks of its own.
>>
>>54525364
And how

I believe in Dave though
>>
>>54525364
Ew gross, at least spoiler the image dude. Not all of us want to look at that thing, I almost went to the deck on instinct.
>>
>>54499065
>Infantry would be 2nd line units. Mass lightly mechanized infantry (like, riding in Humvees or something), and a few tanks and artillery.
But Norleans don't have humvees, only a bunch of Bears. Seems like you're overcomplicating it a little desu, infantry tokens being largely infantry with limited armoured support while armour tokens are largely tanks with limited infantry support makes sense, and seems to be supported by the various fluff descriptions.
>>
>>54527349
>tfw no UCM humvees or something similar

On a semi-related note, we need a pic of Legionaries riding a bear like vid related.
The question, of course, is what song they should be blasting.

https://www.youtube.com/watch?v=Zg1icEnuJ-0
>>
>>54527349
That's not really how a 'realistic' force would be. Everyone should be mechanized, but a little limited light armor should be all around.

Also, while Bears are very common, remember, we only see first line Cat-A stuff in Dropzone commander, being dropship mounted. There's a lot of efficiency in cheap cars like humvees being around, given that the UCM is invading human worlds.
>>
>>54530153
Exactly; for all we know, they've got a bunch of that stuff stashed away in their big mass transports from the Sanfrans.

Could also fluff it away as a difference between bulk carrier infantry tokens and dropship infantry tokens.
>>
>>54530153
Oh, I'm not saying UCM wouldn't likely have a humvee equivalent or some other lightly armoured transport for bulk lander faggots. Just that a force of Bears would also be considered an infantry token. Strike carriers can deploy infantry as well as armour, after all.
>>
>>54528793
what would it do, carry one base of infantry, and be armed with like a wolverine style weapon? three to a transport (kinda same size as a sabre)?

Maybe 2 bases and about the size of a raven?
>>
>>54497691
If I could just make to conventions without paying $1k plus for the whole trip, living here wouldn't be quite as frustrating.
>>
>>54531704
>carry one base of infantry, and be armed with like a wolverine style weapon?
One base sounds about right, but Wolverine weaponry is a bit optimistic. A shitty popgun like an HMG or single UM-5 seems more likely. Lighter armour with windows could allow infantry to shoot their own guns while embarked though.

>three to a transport (kinda same size as a sabre)?
I'd expect more like a Wolverine, maybe a bit bigger. Condors need their cargo to be very wide, a Raven B might be a better fit. Not like these things are likely to spend much time in dropships anyway though, they're made for shitkickers who ride bulk landers and hold ground rather than take it.


Larger lightly armoured trucks carrying 4-6 bases of troops are also a possibility. They'd be the ones carting heavy weapons teams around.
>>
>>54533021
>Legionaire teams with SAW railguns; bigger than hazard suit railguns but smaller than sabres
>>
>>54533021
only issue i have with it being raven transportable is that itd kinda hard to justify gameplay wise why youd use one?

I cant see a good way to do this now that I think about it not without overhauling all the squad size restrictions in the UCM, youve got the options weve presented here:

1 base per vehicle, at one base youd need them to either be two or three squad size, 2 if they are going to take exotics, 3 only if they are going to take legionaires (the only infantry that comes in squads of 3 potentially) problem is if you have two or even 3 its still more effective to bring infantry in bears, and if you are raven transporting them then its easier to just take units in ravens

In order to justify this unit youd have to put some kind of more serious firepower on the vehicle or itd have to be blisteringly fast on the ground kinda like the jetskimmer transports for PHR. It kinda loses its back line mass infantry point then though doesnt it.

I think the UCM just uses a shit ton of bears, and like maybe a larger truck analogue like you suggested. I cant see a humvee sized vehicle fitting into their army anywhere logistically speaking, without it being more of a just short of tank armed IFV.
>>
>>54536541
Broadsword sized dire bear when?
>>
>>54536615
but we already have the kodiak?

unless the trailer carries an extra base or just rolls off to be a defensive thing, portable jammer maybe? or a fixed dual rapier mount?
>>
>>54536541
>only issue i have with it being raven transportable is that itd kinda hard to justify gameplay wise why youd use one?
I think we're approaching this from different angles. I wasn't trying to justify it gameplay wise, just fluff wise. Dirt cheap cars are great for patrol or cleanup duty when you've got a bunch of infantry to ride them, but they'd do about as well in a real DZC fight as a tricycle in a drag race.

The well-armed IFV and big logistical truck are also very different in role, and I'd only really expect the IFV to be a good addition to the game.
>>
Guess this means we'll see 2.0 ahead of Reconquest Phase 3. But holding us over will surely be stuff like Immortan Dundee's Jager, and Idris Elba's Skyranger, right?
>>
>>54538605
Not sure. I would say they come out post Gen Con. We already saw the examples. So they are def. near ready to go.
>>
>>54538605

the sky ranger looks huge, I guess it's a transport, but we needed a little bird not a full sky ranger.
>>
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>>54358175
When is one of you motherfuckers going to update 1d4chan on this game? For a game that gets a constant thread dedicated to it I don't actually know all that much about the setting.
>>
>>54542873
Just for you I went through and did a half-assed first pass at a Dropfleet page pretty much entirely based off the Dropzone page.
>>
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>>54542873
>>54543746
I guess I'll channel my autistic love for organizing irrelevant details and do some fluff and class roster editing tonight. And plug shipgirl memes wherever possible. Waifus make everything better, right?
I just assumed 1d4chan was old and busted.
>>
>>54544142
Godspeede, anon.
>>
>>54544142
Anon you're doing good work, but it's the United Colonies of Mankind not the United Colonies of Man
>>
>>54547177
Disregard that I suck cocks. Didn't look at the page history.
>>
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How many Warstriders is too many Warstriders? I've got two Leopards, an Ocelot, and Ramses, and now I'm eyeballing an Ocelot/Panther kit for extra particle shenanigans.

>>54547177
I literally just got home from work, so I just started organizing notes for editing. I'll mark that for fixing too, though.
>>
>>54547268
Get a Dreamsnare. It's the perfect match for your Leopards.

If you're doing tourneys make sure you take a Panther. That thing pisses all over your opponent's mobility options.
If you're not doing tourneys don't take a Panther. It's bad form.
>>
>>54547268
>How many Warstriders is too many Warstriders?
One more than the amount you can fit.
Crush the primitives under the might of your spindly tripods.
>>
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>>
Disclaimer/sudden realization: I've only actually played Dropzone twice and Dropfleet just short of a dozen times.
Please help me edit so this doesn't end up being 98% memes and hearsay.

https://1d4chan.org/wiki/Dropfleet_Commander/Tactics/UCM

https://1d4chan.org/wiki/Dropfleet_Commander/Tactics/Scourge

https://1d4chan.org/wiki/Dropfleet_Commander/Tactics/PHR

https://1d4chan.org/wiki/Dropfleet_Commander/Tactics/Shaltari
>>
Good night, thread
>>
>>54550425
PHR dildo
>>
>>54550425
Why us the Pegasus so cute.

I need a model of it, and all the launch assets.
Except for the Shaltari bomber.
>>
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Rapier is cute! CUTE!
>>
>>54423550
That's its real biggest problem. The models are beautiful, the game is reasonably priced and the rules are pretty much spot on but people are starting to sell whole fleets through not being able to find a game.
>>
>>54555148
Raipier is F L A T
>>
>>54555289
What's the best way for Hawk to fix this?
>>
>>54523555
>>54510781
>>54523950
Ye im not entirely sure which way to go for shaltari, could do a hedgehod lalafell looking thing.

A mother ship and a voidgate could be cute, go for a more human size shipgirl for mothership and a normal size shaltari for the voidgate to try and make it one of each version?
>>
>>54558869
Here in the US? I'm really not sure. As a retailer, I have no idea if there's just not enough product for the Americas, or if there's some weird communication thing between Hawk and distributors. We can get some of the stuff, cruiser and frigate boxes for some factions, but not all and we're ages behind on every new release it seems.
>>
>>54559249
Even as a Shaltari player I don't know that the Voidgate should get an actual personification. Maybe a cutesy robot drone or something?
>>
>>54561934
Robot drones can't cry, that's no fun at all.
>>
>>54561934
>dishonorabu robots
What are you, a primitive?

It should obviously be a Pungari wearing a hulahoop while a Shaltari dressed as an Emerald looks on in obvious disdain.
>>
>>54556500
Rapier is J U S T I C E
>>
So where can I find pictures of cool painted fleets? sadly Im not gonna have the money for this any time soon, but Im positvly obsessed withe this game since I found it here a few days ago...
links to hobby communitiés of other non star wars space fleet games appreciated too.
>>
>>54358175
The mom in that image needs to have Salakhan's face.

Fourth panel of a gigantic nuclear fireball optional but recommended.
>>
>>54556500
You say that like its not tactically superior. Flat tanks best tanks.
>>
>>54569520
If you're on Facebook, join the Dropfleet group. What country are you in? There might be a local community
>>
>>54571373
Wrong, flat armor is bad.
Short tanks are good tanks.
>>
>>54571487
Im from Germany, so it is possible. But I doubt that there is one Close to me.
Gonna Check the Facebook group. Thx
>>
>>54447803
Wait didn't your ships come pre-painted?
>>
>>54573206
Rapier isn't really flat its got slopes, but sleek low profile is where she makes her money.

>>54575561
Classic
>>
FUCK THIS PAY TO WIN GAME

https://cdn.shopify.com/s/files/1/0159/4298/files/offer.pdf?243094244154544308

https://cdn.shopify.com/s/files/1/0159/4298/files/rules.pdf?243094244154544308
>>
If you roll a 6 on the destroyed Strike Carrier table

CABLOOWHEEEEEEEEEE!:
The ship's drives detonate in an apocalyptic, grid reference encompassing plasma-ball of death. Everyone loses. Burn the table afterwards for effect.


.
>>
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>>54578570
>>54578621
>>
>>54578570
>costs 100001 points
well I guess that's fair then.
>>
>>54578570
>mentions selling it so they can "rotate their booth displays"
>Hawk has had no problem displaying stuff alongside the Avenger
DAVE
DAVE, STOP
NO FULL SCALE ARES FOR DZC2.0
>>
>>54578951
Now, here's the question; assuming a point limit of 125,000 (so the Avenger can take its troop compliment), is it possible to build a conventional (BUT HUGE) list that beats it?
Considering the fact that the Triple Mass Driver Turret automatically deletes entire city blocks at a time, you're gonna need some damn good alpha strike capability to burst it down.

I wonder how Shaltari particle weapons would interact with A11; perhaps massed ocelots?
>>
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>>54579014
PUT DOWN YOUR WALLET
YOU HAVE TWENTY SECONDS TO COMPLY
>>
>>54579153
I wonder how much they're actually going to sell the damn thing for. Even at a rather modest rate of just ten dollars per manhour (plus another ~2000 for all the models), that's 12,000 dollars as the low end.
>>
Time to make a counts-as poster board cutout, no complaints since I'm using offical Hawk rules. Just gotta glue empty sprues onto it so it uses Hawk models too.
>>
>>54579082
Scimitars or Hyperions. Ocelots won't work nearly as well, they're 95 points each and only 4+ to damage, awesome power only ignores countermeasures. Marksman's touch still kicks in though, so the lasers do 2 damage automatically on a roll of 6. With 2500 tanks that's an average of 1389 damage per turn by my calculations. Hyperions do less damage since they're more expensive, but they're also more survivable since none of the ship's weapons have ways to circumvent passive countermeasures on an A10 unit.
It would be touch and go, but you'd have a really solid chance.
>>
>Avenger sale post
>Waaaah it must be to get the money to pay for the Kickstarter

Day of the rope for these people when.

Not sure why they're selling it, although I think the most likely reason is that Dave's just a madcunt who wants to do some other ridiculous build and needs to somehow justify it to his wife
>>
>>54579876
It'd also depend on how efficiently you're able to spread them out; the Avenger's lasers are innacurate as all hell, but statistically they're going to be deleting about 2 big units or buildings every turn.
Missiles are likewise innacurate, but they have a decent enough chance of just wiping MASSIVE areas of the boar.
Biggest thing though is just going to be its mass drivers tearing up chunks of city scape every turn.

Of course, this becomes much easier for the other side if you make the board bigger than 4x4; as is, with optimal shot placement, I'm fairly sure the Avenger can hit every possible spot on the enemy side over the course of 6 turns.
>>
>>54579939
Oh, of course, I forgot the PD just absolutely tearing up entire Tank battalions per firing.
>>
Forget trying to calculate damage from shooting, just land the thing for 100% accurate kills.
>>
>>54579925
>>Avenger sale post
>>Waaaah it must be to get the money to pay for the Kickstarter
>Day of the rope for these people when.
The sad thing is, I'm not sure if it's mean as a joke post or if they're still asshurt.
>>
>>54579939
I'm not sure a standard board would even be able to fit 2500 Scimitars. A much bigger one would be required to even try the theory. 16' maybe?

The guns will automatically remove a couple of tanks per turn, but if your dudes are properly spread out they shouldn't be much of a problem. Same with the aegis lasers. Regular templates weren't made to deal with this scale of engagement.

The real cunts are those missiles. 4 48" templates that each have a 50/50 chance to delete anything under them. You'd need a fucking massive board to spread out your dudes enough. They're the only reason I'd consider Hyperions over Scimitars, since reducing a 1/2 chance to 1/3 could help retain firepower through multiple turns.

>>54579963
Surprisingly not, actually. With an average of 60 shots making contact, E9 only does 10DP, removing 5 tanks. Very nasty in a normal game but it's pissing into the wind against 2500 of them.
>>
>>54580316
>I'm not sure a standard board would even be able to fit 2500 Scimitars. A much bigger one would be required to even try the theory. 16' maybe?
the 4'x4' board is about 1219.2 mm in dimensions, with the Scimitar being approximately 51 mm long and 23 mm wide.

A 4'x4' board could, approximately, hold 53 Scimitars side by side from edge to edge, about 24 ranks deep, for a total of 1,272 Scimitars. A little under half could fit on the ENTIRE board.

However, assuming we make some concessions to the opposing player and allow them to deploy over the entirety of their half of the board, the minimum size to fit all 2500 Scimitars is approximately an 8'x8' board, with room to spare about 30 more Scimitars on their half of the board.
Of course, this assumes that they have absolutely no builds or structures taking up space; assuming a "normal" cityscape where about 1/4 boardspace is taken up by structures, and also accounting for the fact that I am entirely too lazy to optimize the tiling of the Scimitars, the minimal board size (including buildings), assuming optimal Scimitar tiling, as well as the player only being able to use their half of the board, is approximately 9'2"x9'2"

This is, of course, a near solid blanket of Scimitars waiting for their impending destruction; upsizing the board would obviously allow them to spread out more, meaning that the Avenger won't (as easily) get hundreds of kills per shot.
>>
Well shit; now we have to choose between PAY TO WIN and DANGEROUS CURVES for the next OP.
>>
>>54580677
I'd suggest Pay for Dangerous Curves personally, but that might just be me.
>>
Assembling the Scourge battlecruiser with the intention of being able to switch out the prows is horrifying. I think I just need to accept that there will be gaps before I shave off half the resin.
>>
>>54580677
>>54580743
well it was a commission so would be accurate
>>
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>>54580677
Remember the SaltyBets creed: always bet on waifu
>>
>>54580743
>>54581136
>>54581174
DANGEROUS CURVES it is, then
>>
https://www.youtube.com/watch?v=Hx7vxnKQ3wc#t=1h9m43s
Another fireside chat with Dave
>>
>>54584228
In particular, it starts at 1:09:42
>>
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>>54579925

it's due to teh awkwardness it casues withthe rest of Dave's crew: not guaranteed to sell.

oh, it now can be used in-game.

https://www.youtube.com/watch?v=Wicohwicjwc&t=106m12s

the absolute madmen: use the copy-paste to a new browser to get to the point on this video....

ABSOLUTE MADMAN!!!!!!!!!
>>
>>54588190
oh, opposed to the above post: this is for in game rules.

RULES.
>>
>>54588217
I want to try an experiment with those rules, but I'm going to need the Avenger, two and a half thousand Scimitars and a large empty room.
>>
>>54588448
desu I just want Dave to put out the standard unit manifest that'd come with a Gargoyle, Medea, and possibly even Emerald.
>>
>>54588488
I second that. Get to work writing useless trivia, Dave. My crippling lore addiction won't feed itself.

That said I'm not sure about one for Emeralds. Seems like troop formations would vary a lot between tribes.
>>
>>54569583
>The mom in that image needs to have Salakhan's face.

I can't believe this wasn't done when the image was first made.

Who did Salakhan look like again? Tom Hardy, right?
>>
>>54590591
Tom Hardy in a Scourge gimp mask, really.
THE FIRE RISES
>>
Anyone waiting to jump into Dropzone, TrollTrader are selling the two player starter with the current 1.1 rulebook before the 2.0 release in their eBay store for stupidly fucking cheap at £30:
http://www.ebay.co.uk/itm/352120158799
>>
Bump to kill
>>
New Thread, Commanders

>>54594473
>>54594473
>>54594473
Thread posts: 310
Thread images: 59


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