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/dcg/ Dropzone/Dropfleet Commander General

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/dcg/ Dropzone/Dropfleet Commander General

A New Challenger Enters The Field edition

Last Thread:
>>54358175

>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.
>>
>>54594473
Mothman is so very talented.

And that anon a true hero.
>>
Repostan from last thread:

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
>>
>>54594473
welp, based on OP's pick I new have my new faction.
>>
>>54595799

Yea time to pick up some ghost tints and get started.
>>
so any predictions on when we'll get Dropzone 2.0? I'm thinking October.
>>
IMMORTAN JOE MECHA WHEN!?!
>>
>>54599375
Immortan Dundee*

>OI, GET BACK 'ERE YOU JELLYHEADED SHITCUNT WANKERS
>>
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>>54594473
RESISTANCE IN SPACE WHEN?
>>
>>54599361
Dave clearly said "hopefully October" in that BoW video, so yeah probably
>>
>>54600597
When they join the UCM :^)
>>
>>54600597
The resistance fleet comes in the starter box, Anon.

What did you think those debris fields were?
>>
>>54600597
NEVER

Unless you count replacing the cargo and command capsules of antique launch vehicles with high yield explosives and ramming them into orbiting ships, that is.
>>
I'm UCM picking up a new faction for either fleet or zone. Sell me on your shitty alien scumbag race.
>>
>>54603309
I can't, PHR are better humans who were right.
>>
>>54603967
Murdering untold number of humans

"Right"
>>
>>54603309
> Shitty
> Alien
> Scumbag

Sounds like someone's just trying to compensate for his pathetic lifespan and pitiable technology. There aren't enough smug hedgehog images in the galaxy to express my distaste.
>>
>>54605002

We compensate with large railgun into traitorous hedgehog ass.

See you soon. We will be there after we finish making jelly stew.
>>
>Writing up a rules mod for DZ. To add more utility to some models.

>Dave say he is releasing 2.0

>"I am the lord of resin anon" Says Dave as sits upon the skeleton of the UCM Bejing model he has begun working on.
>>
>>54604179
Exactly. You seem to understand why the old Earth Authority was in the wrong.
>>
>>54606408
>Exactly. You seem to understand the old Earth Authority was in the betrayed.

FTFY
>>
>>54606444
>was in the betrayed.
No, look, you're getting it all wrong now.
>>
>>54606408
>killing Abandonists
>wrong
>>
>>54606530
>reducing total number of survivors who might come back to remove jelly

I bet your hair is white and your eyes are red.
>>
>>54606568
>more survivors to come back 270 years later
That's not how repopulation over the course of 13 generations works, anon
>>
>>54603967
Reminder that the spaceball could easily have not caused a civil war if it wanted to. It isn't retarded, it knew that such a vague prophecy about a future threat would only attract a small number of fanatics who'd gladly drink its kool aid. An actual explanation of the Scourge and their capabilities would cause a mass exodus, and that would invite far too many dissenting opinions that won't blindly obey the mysterious alien artifact with obvious ulterior motives.

Yeah, the ball was correct, but telling the truth once (in such a way that just so happens to give it a giant cult) isn't some kind of heroic deed. Shaltari told the truth a whole bunch when they were setting up humanity as meatshields, and look at what fine allies they turned out to be.

>>54606236
>Writing up a rules mod for DZ. To add more utility to some models.
Post your work fag
>>
>>54607094
Reminder that more setting information will come and those who hold faith in the Sphere will be rewarded.
>>
>>54607205
>and those who hold faith in the Sphere will be betrayed.
ftfy
They need a better excuse for PHR mirror matches anyway.
>>
>>54607094
>Reminder that the spaceball could easily have not caused a civil war if it wanted to. It isn't retarded, it knew that such a vague prophecy about a future threat would only attract a small number of fanatics who'd gladly drink its kool aid.
That's not actually certain, desu. It could know very little about humans, be on a very tight timetable, or otherwise. Humans are not actually a particularly cohesive and rational species for the most part, perhaps that kind of warning is sufficient with most of the species it has encountered before.
>>
>>54607282
>with most of the species it has encountered before.
We don't even know if it has encountered other species to do similar shit. The information we have seems to suggest against it, since the Shaltari would not take kindly to an outside force messing with the species they feed the Scourge
>>
>>54607094

Its not quite there yet. Needs a demo game first which I hope to get soon.
>>
>>54607377
Exactly. We don't know. For all we know humans are fucking wacko crazies and it genuinely didn't expect them to react so shittily to its warning.
>>
>>54606236
>Dave stares at his computer; a teapot is present in AutoCAD
>he presses a single button
>"you are already modeled"
>a fully formed Hades materializes from his fax machine
>>
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Trying to plan a Dropfleet Day soon. Mind if I post potential demo lists?
>>
>>54613557
go for it, something to keep the thread floating. Before you do though, you've kept in mind keeping things simple is important right?
>>
>>54613589
A simple 999 point list for demo games:

--------------------------------------
999 Master Demo List - 985pts
Scourge - 0 launch assets

SR13 Line battlegroup (385pts)
1 x Wyvern - 105pts - M
+ Fleet Champion (40pts, 3AV)
4 x Charybdis - 140pts - L
4 x Charybdis - 140pts - L

SR8 Pathfinder battlegroup (280pts)
4 x Charybdis - 140pts - L
4 x Charybdis - 140pts - L

SR8 Pathfinder battlegroup (280pts)
4 x Charybdis - 140pts - L
4 x Charybdis - 140pts - L
------------- dflist.com -------------

Removes the launch phase, the ground combat phase, and most of the scoring for a smooth easy introduction to the game.
>>
>>54614046
I see what you're going for, instead changing the objective to bombardment and sector destruction, but that's way too much bombardment and literally nothing else.

At that size of game I'd recommend, at most, 8 Charybdis, I'd even say go down to just 6; replace the rest with actual combat ships besides just a Wyvern.
>>
>>54614106
Well the list was mostly a joke about the word "demo".

Some scenarios focused entirely on bombardment might be interesting, though. I think there's one in the book where you score based on it?
>>
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>>54614184
>Well the list was mostly a joke about the word "demo".
You got me, anon
>>
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Finally made it to a desktop computer.

Scourge Demo - 741pts
Scourge - 0 launch assets

SR10 Vanguard battlegroup (205pts)
1 x Basilisk - 205pts - H

SR7 Line battlegroup (149pts)
1 x Chimera - 105pts - M
2 x Nickar - 44pts - L

SR5 Pathfinder battlegroup (193pts)
3 x Djinn - 129pts - L
2 x Gargoyle - 64pts - L

SR7 Pathfinder battlegroup (194pts)
2 x Harpy - 84pts - L
1 x Ifrit - 110pts - M


Shaltari Demo - 722pts
Shaltari - 4 launch assets

SR11 Vanguard battlegroup (213pts)
1 x Jet - 165pts - H
1 x Amethyst - 48pts - L

SR13 Line battlegroup (290pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L
1 x Basalt - 145pts - M

SR8 Line battlegroup (145pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L

SR2 Pathfinder battlegroup (74pts)
2 x Topaz - 74pts - L

cont.
>>
>>54617245
PHR Demo - 725pts
PHR - 2 launch assets

SR11 Vanguard battlegroup (232pts)
1 x Leonidas - 195pts - H
+ Vice Director (40pts, 3AV)
1 x Calypso - 37pts - L

SR5 Line battlegroup (130pts)
1 x Orpheus - 130pts - M

SR7 Pathfinder battlegroup (193pts)
2 x Medea - 78pts - L
1 x Ikarus - 115pts - M

SR3 Pathfinder battlegroup (150pts)
3 x Pandora - 150pts - L


PHR Demo II - 730pts
PHR - 6 launch assets

SR10 Vanguard battlegroup (180pts)
1 x Bellerophon - 180pts - H

SR12 Line battlegroup (258pts)
2 x Theseus - 178pts - M
2 x Europa - 80pts - L

SR7 Line battlegroup (214pts)
1 x Orpheus - 130pts - M
2 x Andromeda - 84pts - L

SR2 Pathfinder battlegroup (78pts)
2 x Medea - 78pts - L

Give thoughts pls. I have a Hydra I could sub into the Scourge list somewhere to get launch assets and a bunch of other options for the Shaltari, but the two PHR lists take all my models and aren't all that flexible.
>>
>Warstore having a 45% off sale on Hawk stuff
HNNNNNGG
I really hope this isn't a bad sign for the game's health. Any, here goes a fat hundo
>>
>>54617484
It's probably fine. They're dumping a ton of Infinity stuff too just from overstock.
I just wish the cards were easier to get. I did a game with the UCM ones-- wow, they make a difference.

With the New York buff, I dunked three enemy strike carriers by running atmospheric bombers at them. Blam. All enemies destroyed. NY then carpet nuked the sectors I had no chance of taking to deny them.
>>
>>54617484
I guess it's time to replace the frigates I wrecked with shit primer this spring.

P.S. Army Painter colored primer is an abomination.
>>
>>54594473
Why is this game so dead everywhere yet on 4chan it lives ?
>>
>>54617484
Where do you see that?
>>
>>54617484
>I really hope this isn't a bad sign for the game's health.

It's more likely a reaction to the DZC 2.0 Announcement.
>>
>>54617245
I think the only thing I might do is switch the Chimera for more Gargoyles. I get wanting to demonstrate troop ships, and the Chimera is fine in larger games, but I've found it's too fragile to work well in smaller point games and you lose a big chunk of your drop assets too quickly. Might be fine against a new player who doesn't know to prioritize it though.

>>54620033
http://www.thewarstore.com/VIKDropzoneBasement.html
>>
>>54619405
The power of autism and memes drives this thread, along with the occasional instance of discussion.
>>
>>54619405

It's a *really* good game, anon. Some autists have decided that if they can just keep its threads from sinking they'll be able to play it more.
>>
>>54620171
That's a really good deal on the sector pack, but I still dread the thought of trying to paint them well.

And speaking of table features, how do other anons deal with the issue of point source ships vs. base placement when 3D clusters or moons are being used? I know "stacking" is allowed for big groups of frigates, but squeezing little abstract ship tokens between clusters and along a moon's surface doesn't seem very aesthetically pleasing.
>>
>>54619405

Hawk is a tiny company so its kind of surprising they have any traction at all.

These two games are pretty great. The game is more popular in EU than US. Apparently, DF moves a lot more product than DZ does.
>>
>>54619405
Dave actually puts in the time to made CAD-designed models look good instead of using it as a way to save time and cut corners.
>>
>>54623089
So far I haven't found it to be too much trouble. Generally you'll only have one cluster that gets particularly hotly contested over, and when that happens I just switch out the resin tokens for the paper ones. Haven't had it happen with a moon yet, but I've got a paper printout of a moon to substitute it with if it does. The table just looks so much nicer with the resin I can't justify not using them.

The real problem is that the hardest one to paint, the industrial sector, is the most you get in a pack. I'm not that fast or good a painter so painting all those little pipes was agonizing. The other two sectors were pretty easy to get to an acceptable level though.
>>
>>54627678
About how many do you need? Two boxes of regular and one special?
>>
>>54629368
With the current scenarios, one of each. You'll only be short one commercial sector on the larger version of scenario 1.
>>
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>>54617484
>Thors and the Medusa are on sale
>they're both really cool units
>want to grab more DFC cruisers too while I'm at it
Sticking to a budget is hard.
>>
>>54631148
The real battle of resisting it is knowing it'll just contribute to the endless extension of the painting queue and having to draw a line somewhere.
>>
>>54632749

Yea that is it. The quene is so absurd. I haven't painted in forever.

I really want to start that PHR army too.
>>
>>54632749
Oh yeah, backlog. Thanks for reminding me that Kingdom Death Monster is on its way soon.
Not that this does anything to dissuade the part of me that wants sci-fi escapism to balance out the fantasy itch, of course
>>
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>>54631148
>>54632749
>>54632887
>tfw STILL haven't gotten through KS stuff
>>
>>54636569
I have everything basecoated, though my Scourge and Shaltari are crying for detail work.

>>54632749
I miss the olden days before rent payments, back when my building and painting couldn't physically keep up with my purchasing habits
>>
>>54638049
would an airbrush help any?
>>
>>54638049
>I miss the olden days before rent payments, back when my building and painting couldn't physically keep up with my purchasing habits

You *miss* that?
>>
For Resistance, why take veterans?

They seem like crappy MF-R. Why bother sinking money into a troop that doesn't do anything special?
>>
>>54642231
Anti-tank. That E11 shot is very reliable and has a good range. Combine with Battle Buses for delicious alpha striking. Being good at CQB is just a bonus, it's not the entire point of the unit like it is for MF-R.
>>
Hey, total newb here. I'm kinda interested in starting Dropfleet Commander (love the ships), and made myself a 2000 points list of UCM, so that I have a "completion goal" (obv. not buying everything at once). Wanted to know if this list is complete and utter retardation or not.

UCM-2000 points:

SR 15 Flagship Battlegroup: (272 points)
1 Beijing Class Battleship
UCM-Vice Admiral (4AV)

SR 21 Vanguard Battlegroup: (452 points)
1 Johannesburg Class Battlecruiser
2 Rio Class Cruisers
1 Lima Class Frigate

SR 21 Vanguard Battlegroup (452 points)
1 Johannesburg Class Battleship
2 Rio Class Cruisers
1 Lima Class Frigate

SR 15 Line Battlegroup: (315 points)
3 Berlin Class Cruisers

SR 7 Pathfinder Battle Group: (175 points)
1 San Fransisco Class Troopship
2 New Orleans Class Strike Carriers

SR7 Pathfinder Battlegroup: (175 points)
1 San Fransisco Class Troopship
2 New Orleans Class Strike Carriers

SR 4 Pathfinder Battlegroup: (156 points)
4 Taipei Class Missile Frigates


Beijing and Johannesburgs/Rio's are the main brunt of the army, meant to smash through the enemy with brute force, Lima's are there for support.

Berlins are the "sniper squad",they are meant to flank and destroy a dangerous enemy asset (a carrier wing, for example, since I lack launch capacitiy apart from the Johannesburgs).

San Fransisco's and New Orleans are obviously objective scoring. Am I right in my assumption that all of these ships can operate independantly of eachother because of the New Orleans "Open" ability? That would be the goal, so that way I have six scoring ships that my opponent has to chase down individually.

Finally, the Taipei's are a small harrassement "hitsquad" that can put on hurt even to bigger ships due to 4d6+12 shots. Their main purpose is to hunt down enemy strike carriers that have gone down into atmosphere where my cruisers and such cant reach them anymore.


.....whaddoya think, /tg/?
>>
>>54642399

I just noticed Buses have firing points.

Do you combine two squads into one unit?
>>
>>54642491

For DF, you are looking at 1250 as tourny size. FY I would start at 1500 as my completion goal. You probably need more strike carriers for 2k.

You have to combine units correctly so they are able to make the most of their activation.

You have two battle groups that don't bring a lot to the table here because they are all ground deployers. You could throw the Limas into here to take some weigh off the Large Strat Rating.

I would drop one of the Johannesburg and a Seattle group. Seattle is one of the strongest ships in the game. Go 3 Seattle and add in some Strike Carriers and you got a powerful launch group that can hang mid range and punish dirty jelly with its guns.

4 Taipei is a super sexy group.

You three Berlin group might be better suited as a quad New Cairo. Lasers pull double duty as spike generators. If you put them in the fast NC you can flank up the board and laser the shit out of anything option it up for shots from your various UF-6400 ships.
>>
>>54642491
Switch out 1 Sanfran for 2 extra Norleans. Strike carriers are your main objective grabbers. Troopships are only there for support, and it's rarely worth taking more than one. Also Norleans don't really need to be put in with other objective ships, just toss them whereever.

Limas are a worthwhile addition to any well armed battlegroup, but I find they work best with lasers. And if you're planning on flanking with your beams then New Cairos are better at that. Berlins are there as a reliable core that may survive the whole game, they're not flankers.

Taipeis make a good murder team, but they can't hunt strike carriers. CA weapons without the air to air rule cannot fire into atmosphere. You need Santiagos for that.

The brawler teams are unconventional in composition, but not bad. With the battleship around you might only need one, though. The other could be replaced with something more specialised like more beams or some Madrids.

Not a big deal, but you really don't have many frigates. I'd recommend getting some because you can get a whole lot for cheap in real money, and they're very nice options in the game.

2000 points probably won't see much play. 1250 is a more realistic thing to build a list around, even if you end up with 2000 points worth of stuff. You should at least know for sure what to drop when playing a smaller game.
>>
>>54642908
I still can't believe how long it took me to notice that the Seattle has heavy mass drivers instead of the usual 4+ secondaries. That class is so fucking good
>>
>>54643036
>Switch out 1 Sanfran for 2 extra Norleans. Strike carriers are your main objective grabbers. Troopships are only there for support, and it's rarely worth taking more than one. Also Norleans don't really need to be put in with other objective ships, just toss them wherever.

While I prefer NO as well, SF can be very useful for the placement of batteries and ground saturation. At higher point levels you can't rely only on NO.

I like the idea of adding Santiagos, but I would say I prefer putting them into a dump group because of their rules. Having the Taipei as an ultra small SR means you can sneak them in last activation and then activate first to strike before someone can sneak away for a double volley. They can punch way above their weight in this way. SC tend to loiter over clusters and because of the atmo rules there is less chance they can get away.
>>
>>54643063
>That class is so fucking good

I know right!

Its super cheap, never has to go WF, has launch assets so you can fit in five, its main gun is fucking murderzone.
>>
>>54643125
True, but one is enough. Even if you take 2 you still need more strike carriers. Strike carriers are always the core, troopships get maybe 1 or 2 drops before they inevitably die and while those drops are very nice they don't carry the game the way SC do with a constant stream of ground assets. 4 is very iffy at 1250 points, let alone 2000.

Taipeis and Santiagos don't really compete for a spot, they have completely different roles. Taipeis can't fight strike carriers (unless your opponent seriously fucked up) and Santiagos can't fight big things.

>>54642760
>Do you combine two squads into one unit?
Hm? Do you mean for the plasma combined fire? No, each base has to roll for combined fire separately.
>>
>>54643290

I mean like with 2 BB, you have 1 filled with 4 Vets and the other filles with 4 Fighters?

It is awkward to fit them in the list because the Jackson lifthawk combo requires a lot of troops. There is not smaller transport option to give them more flexibility.
>>
>>54643290
>Taipeis and Santiagos don't really compete for a spot, they have completely different roles. Taipeis can't fight strike carriers (unless your opponent seriously fucked up) and Santiagos can't fight big things.

I mean just leave the Taipei BG alone so it has a low SR. It will always have targets.

The Santiagos can go in anywhere because of outlier. You def need both just not necessarily combined.
>>
>>54643407
>I mean like with 2 BB, you have 1 filled with 4 Vets and the other filles with 4 Fighters?
You can do that, yeah. They're still different units though, you can split them up at any time just like with any other APCs.
Also remember that you don't need to fill Buses, filling up one with 4 Vets and the other with only 2 Fighters is a valid tactic. You can use the former to blow holes in tanks while the latter does boring objective work elsewhere.

>>54643448
Oh definitely. I wasn't suggesting to change the wolfpack, just pointing out that the other anon seemed to mistakenly believe Taipeis could go after strike carriers.
>>
What is the best ship and why is it the Beijing?
>>
>>54643921

Its the Seattle bro we were just discussing it.
>>
>>54643921
I think you mean Lima
>>
>>54643632
>>54643448
>>54643290
>>54643171
>>54643125
>>54643063
>>54643036
>>54642908
Thanks for all the useful tips, I'll get right back to listbuilding.
I wasn't going to focus on Launch Assets, since I read somewhere that UCM have the worst fighters and bombers in the game, so I thought it would be a good idea to just skip dedication to that phase alltogether.
I read a bunch of times that strike carriers are the core, and that having only 4 at 2000 points is apparently a MASSIVE problem, so since 1250 seems to be the format, how many should I be aiming for at that size of game?

Also, are madrids worth it? It seems like they are cheap and effective at bombardement, but you lose an entire group for a unit that won't do much other than deny enemy troop scoring, rather than just getting more strike carriers.
>>
>>54644490

Having worse launch assets doesn't negate their usefulness. UCM fighters and bombers are a little worse, but all their platforms are kind of the best. The closed other ship is the Bellepheron.

They let you do strike outside your scan range and can bring a lot of punishment to supplement an already strong platform. A standard Seattle can launch 3 bombers that give 6 3+ attacks. They are mitigated by PD, but without Aegis ships that is some serious damage. A pair of Seattle is a devastating combo.

At 1250 points you are looking at like 1 Troop ships and 4 strikes carriers for your base. Maybe a few more to cover if ships die.

Madrids are pretty nice. A pair of them can effectively give you the edge on the ground game as they can take out a sector a turn. They are great for stopping annoying comm stations or orbital gun sectors.
>>
>>54644490
>>54642491
Ok, back with a new list. Lets see how this goes: (for 1250 I'd assume it makes most sense to drop the Rio's? And maybe a Lima? Or just drop the Beijing and get another Seattle? No idea...)

UCM - 1500 points

SR 15 Flagship Battlegroup: (272 points)
1 Beijing Class Battleship
UCM-Vice Admiral

SR 20 Vanguard Battlegroup: (415 points)
1 Johannesburg Class Battlecruiser
2 Rio Class Cruisers

SR 14 Line Battlegroup (314 points)
2 New Cairo Class Light Cruisers
2 New Orleans Class Strike Carriers
2 Lima Class Frigate

SR 12 Line Battlegroup: (328 points)
2 Seattle Class Fleet Carriers
2 New Orleans Class Strike Carriers

SR 4 Pathfinder Battlegroup: (156 points)
4 Taipei Class Missle Frigates


Once more unto the breach:
Bejing and Johannesburg/Rio's as Bruisers.
New Cairo's flank the field and light up whatever the Bruisers need to kill.
Seattle's stay in the back and deliver support via Fighters and Bombers.
Taipei's just go kill stuff. I also stuffed all the New Orleans' into the different Battlegroups like >>54642908 said. Still not sure if 4 New Orleans' is enough for the points, though.
>>
>>54645115
With no Bombardment or Corvettes your opponent is going to crush you in VPs.

Drop a rio go with 2 more SC and 2 Corvettes
>>
I am thinking of getting into dropzone for the hobby and maybe gaming (chances be slim though) Are the starter boxes good value? I am looking at the PHR specifically.
>>
>>54646435
If you're more interested in modeling/painting, maybe? The plastic starter infantry are pretty ugly compared to the metal ones sold separately. If that's not as big a deal to you it's a good value; the three Neptunes alone bought separately are almost equal in cost to the starter box.
>>
>>54646435
>>54646669

I second what the anno said about the plastic infantry. I would say it is worth the extra money to go metal.

You will def need the Neptunes and will make good money with the Type-1 walkers. Immortals aren't the best choice, but every army needs some basic troops.
>>
>>54645115
Have you considered a visit to the fine city of Tokyo? You could use some bombardment, and switching the Beijing for it would give you enough points to add another New Orleans or a Jakarta.
>>
Belated question: do Distortion Bubbles roll d6 damage for each ship, or d6 applied flat across the AoE?
>>
>>54652370
I'm fairly sure it's a single d6 roll to determine the damage against all ships (basically determining the strength of the distortion), but I'm not sure.
>>
>>54653516
I thought it was the opposite. It doesn't say.
>>
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What's generally more important for Scourge expanding off a starter's worth of ships, frigates or cruisers?
>>
>>54655774
Both. Getting another starter is the best way to go from there.
>>
>>54655774
Scourge cruisers in general are actually quite strong (get some Hydra and Strix), but you also shouldn't need more than 16-20 frigates to start off with, for variety.

Word of warning: Chimeras are SHIT, so always go pure Gargoyle for your troops; at 1250, this means 6-8 Gargoyles.
>>
>>54656998
Chimeras are okay. They're definitely the worst troopship and you can easily go without one, but taking one for the defence battery can be a good idea. Play it smart and you can get a couple of drops fairly reliably.
>>
>>54657087
Maybe, but I personally think that 3 Gargoyles far outweigh a single Chimera.

Maybe if the Chimera was on a light cruiser frame, then maybe.
>>
Troopships serve one very, very valuable role in the game.
They can land turn 1. And land while moving.
Strike carriers must go into low orbit turn 1, and then can land turn 2. And then they're stuck at that location, and can only land in another area on turn 4 after a turn of extreme vulnerability.

Troopships just kinda cruise ahead and spit out troopers, while withstanding moderate enemy fire. That's a pretty big reason to always do one troopship, and the rest being strike carriers.
>>
https://www.youtube.com/watch?v=KlVu8j8DRE8

Battlefleet Boxes
>>
Holy shit at that box art!
>>
>>54617484
>just spent 170$ on DFC stuff I wont to get to use for an age and a half

You bastard, look what you made me do! I have lost all control over my life and my wallet it seems.
>>
>>54662164
So it's basically two starter fleets, half a corvette blister, and a battlecruiser?

Nice.
>>
>>54664473
I've been hovering over the Checkout button on a $130 pile of stuff, and have only managed resist because I would like to eat well until my paycheck this Friday.
I don't even know if my local group is actually going to commit to DZC or DFC this fall, do I really need Thors, four cruisers, and a sector pack
>>
>>54662164
I'm excited. As someone looking to start DFC this'll be a good thing for me(if not so much for my wallet).

Grab one of these, a battleship and maybe another frigate box for a solid starting point?
>>
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Distortion bubbles don't fuck around.
Not pictured: the second Rio and two battlecruisers that didn't make it
>>
>>54665692
Sounds about right. Having a full range of frigates is fun, and battleships make great centerpieces even if they aren't always the optimal competitive choice.
>>
>>54665716

>won't need eyes where we're all going baselines!
>>
>>54665716
wanna chain reaction those n'awlins
>>
>>54665808
L-lewd
>>
>>54665692

Yup that will pretty much cover you!
>>
>>54665716
The UCM player deserves it for not painting his stuff.
>>
>>54665751
>>54666433
Good to know! Now I know what to aim for.
>>
>>54665716
>when you manage to get a maximized distortion bubble in the middle of a Scourge frigate swarm
>two subsequent radiation bursts clean up the few remaining (and crippled) frigates
>>
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>>54665716
>unpainted minis
>>
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Bump with the "before" picture. Those boxcars for detonation might have been the only sixes Mr. UCM rolled all game.

>>54666452
He left his painted Atlantis and Toulon swarm at home this time.
>>
>>54672205
Glorious post human supremacy; nice job, Anon.
>>
>>54674716
GET OUT OF HERE BALL-LICKER

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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Humans want pets? Good pets for humans. You can rub belly. But she is scared of throat covering. Remember to expose throat before belly rubbing.
>>
What's the deal with the play mats from the KS? I stopped paying attention to DFC.
>>
>>54678404
One printer couldn't do it, and then their backup printer put their quoted price up loads or something, so rather that prolong it just have people the credit for how much they'd have spent
>>
>>54678655
So how do I get my credit?
>>
>>54679338
Thought it was on their Facebook page, but can't find it. Message the page, I think they've got a new social media guy so answer stuff relatively quickly now I think
>>
>>54679338
They'll be sending people codes for Hawk store credit sometime soon.
>>
>>54677389
I wonder if Scourge like or hate being stuck into Razorworms.
At least it's better than being a Minder.
>>
>>54682713
If anything you'd be disappointed to be stuck in a human when the alternative is giant killer worm.
>>
>>54683704
Yea but then you are jammed into a giant fleshlight and basically launched into stuff to die.

The way to go is lizard dudes and destroyer guys.
>>
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Turns out the WarStore is sold out of PHR ships, so I only ended up spending $70 instead of $130. Hooray Dropzone stuff
>>
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>>54594473
New waifu is a worthy addition. But Jungle Waifu is still first and best.
>>
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I gave a Ganymede a quick test run the other day, and I wonder if mixed mission profile or its speed is the larger factor in making it feel underwhelming.
The Orpheus can make up for its late arrival at the midfield by blasting at whatever your opponent has on station, but the Ganymede can't seem to get up fast enough to start chipping away at clusters enough to make a difference and doesn't have the guns in any one arc to bring to bear against a single target and has to look for a miraculous Weapons Free run to really get work done.

Am I just assuming things here, or does Gany need some help? Or is the Orpheus just so cost-efficient that it makes everything else look bad?
>>
>>54688944
>Am I just assuming things here, or does Gany need some help? Or is the Orpheus just so cost-efficient that it makes everything else look bad?
Yes
>>
>>54688944
It's the mixed mission profile combined with the lack of bombardment power. At the end of the day PHR is just shit at bombardment. UCM has the raw power of Madrids or Tokyos, Scourge can field large numbers of Chars, and Shaltari has the various ball ships that can use their long range to work together against a single target.

PHR is meant to put its bombardment on troop transports and it just doesn't work. Medeas are nice because they can chip away safely in atmosphere, but they don't do much damage and after the rules update they don't even really want to do much damage.
Ganymedes, however, have big problems:
>6 3+ shots isn't enough to do good damage, especially since you're usually getting 2 turns at most to bomb before the opponent engages your troops and you can't bomb them anymore.
>they can't make up for low damage with teamwork like Scourge and Shaltari can, as troopships don't tend to follow each other around.
>they may not even want to do good bombardment damage after the rules update, as dead sectors reduce the points that your imminent advantage in numbers will get you.
>they've got shitty regular guns, barely better than a Chimera or Sanfran.
>they're more expensive than Orph for no reason at all.
The speed isn't that big of a deal. It's the schizophrenic profile and generally subpar weapons that do it.

>Or is the Orpheus just so cost-efficient that it makes everything else look bad?
This doesn't help either desu. I'm wondering when those things are going to be priced appropriately like the heavy cruisers they are.
>>
>>54689700
>after the rules update they don't even really want to do much damage.

What rules update?
>>
>>54691165
Another rule set was announced recently. It has yet to be released though.I saw the news on the beasts of war youtube channel.
>>
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>>54691165
The experimental rules got made official for future tourneys. See item 2.2
It basically means if you shoot a contested cluster too hard you might make it less valuable for yourself (which could be worth it if you can destroy an enemy force with the sector but it's rather situational compared to burning down a cluster you don't care about).
>>
>>54687509
Scourge waifus are getting out of hand man. We need some rosie the riveter UCM waifus.
>>
>>54688944
Why would the foregrip be so far back on the weapon? And why no stock?
>>
>>54694651
What about dragon / daemon-chan shipgirls.
>>
>>54694895
greedy friggin scourgefags. Poor PHR only have one shipgirl they have to share, and an middle aged woman. God help the shaltari, they've got nothing but hedgehogs to fuck. Lets make sure the waifus get evenly spread before you get another helping.
>>
>>54696273
PHR also have the Hera bitch.
>>
>>54696273
All the shipgirls are nice, I just think moth knocked it out the park with basilisk-chan.

For the shaltari shipgirls, I'd say that they should have short, straight and spiky hair of some kind, so that it looks similar to the shaltari spines without them actually being hedgehogs.
>>
>>54696428
>For the shaltari shipgirls, I'd say that they should have short, straight and spiky hair of some kind, so that it looks similar to the shaltari spines without them actually being hedgehogs.
I agree, but that could just be because it's my fetish. I'm not sure.
>>
>>54696380
Marcus Barros is best girl
>>
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>>54691830
How are Scylla and Charybdis doing after those buffs? I didn't build any with my KS stuff, and now I'm tempted to grab a frigate box to build some.
>>
>>
>>54701287
The crazy grav guns are really strong. It's better than the basic frigate's damage 2 occulus, since it's a pair of 3+ anti-grav weapons.

Just sink the bastards in the center of the board after a turn 1 full thrust behind debris, and plink away for the rest of the game.
>>
>>54703175
If I'm rereading Escape Velocity correctly, they can even fire from low to high orbit if the situation calls for it. Trading Scald for EV while being the same cost as a Harpy is pretty great.
>>
>>54703684
Yeah, I'm starting to think that Scyllas are straight up superior to Gargoyles in most circumstances.
>>
>>54705870
Gargoyles are the strike carriers. You're thinking of Harpies.
>>
>>54706350
Wew, yeah, that's what I meant. Thanks anon.
>>
Are Topaz any good right now?
>>
>>54707655
I've heard that they're handy as Active Scan escorts, and a couple 3+ shots with 12" scan aren't bad.
>>
>>54707655
Yeah they're solid. They basically work as snipers, since unlike the Amber they don't need to put spikes on themselves to deliver all their firepower.
>>
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>>54707709
>>54707750
Sounds pretty good, honestly; they're 42 points now, right? An Amber's worth of WF firepower for 168 points with smaller signature sounds pretty great.
>>
>>54713847
They're 37 points.
>>
>>54714197
Holy shit. Why isn't Shaltari frigate spam more of a thing?
>>
>>54714903
Because while they're viable now, they're not mind blowing. There's still a good argument for taking an Amber instead (namely brawling capability). Topazes sit at the back and snipe, they're basically like pre-nerf Glasses except not horrendously overpowered.
>>
I'm going to be going to Gencon, thread, and I was wondering if any of you guys have questions you'd like to ask Dave.
Going to be compiling a short list to see if I can pry his mind a little, if there's any suggestions.

So far, here's some big ones I've got.
>how many new units are there likely going to be for DZC 2.0, if any at all?
>how will future ship variants be introduced in DFC? In particular, cruisers and frigates, since their molds can't be easily modified/added-to like with resin kits.
>what will the general expansion structure be for DFC? Will it mirror DZC expansions in terms of lore, or will it be complementary?
>how is the full scale Ares coming along?
>>
>>54715719
we'd gotten alternate sculpts for DFC ships, is it possible we'll get alternate sculpts for DZC units?
>>
>>54715877
We've already gotten a few of those, anon; as far as I know, it's just the alternate-Neptune and the alternate-Jaguar
>>
>>54715719
Are there any plans to expand the background more with things like the short stories that were in the newsletters? I found most of them better written than the ones in the main books.
>>
>>54715971
I was thinking more of mainline units like Sabers and Hunters. I'd really like alternate sculpts of the mbts of the two main factions now that we've settled on the aesthetics of the two factions.
>>
>>54715719
How extensively will Reconquest Phase 1 and 2 units be redone? Are factions being looked at and adjusted in their entirety or is it being done piecemeal?

What does the UCM do with Scourge civilians? I have to assume there are lots since the cradle worlds housed billions of humans and there are many important jobs that don't involve plasma rifles. Do some poor motherfuckers get put on holocaust duty and spend their time hunting down unarmed jellies?
>>
>>54716410
I can't imagine civilian Scourge aren't trained and ready to snap up a plasma rifle or gnaw at throats given the opportunity. They clearly enjoy killing as their primary source of purpose in life, and their population-wide mindlink probably makes coordinated resistance a nasty situation to enable.
>>
Requisite thread bump.
>>
I finally sat down tonight and went through my Dropfleet pile.
I'm going to have to sketch some kitbashed non-EAA stations so I can make actual use of this mountain of spare cruiser parts.

How large is a typical station from the modular kit?
>>
>>54722306
Try around cruiser size. The size can vary, there's 3 categories of station after all.
>>
>>54716410
>>54719336
This just makes me wonder what Shaltari citizens/civilians are like. What is their industry like?
>>
>>54724744
Probably very automated and reliant on auxiliary races for manual labour. Shaltari themselves would occupy higher level or creative positions.
I'd expect the closest they'd have to an underclass would be nameless ones who never joined the military. I'm not sure what they'd do with those guys.
>>
>>54715719
Is Hawk considering producing "fluffy" merchandise like shirts or posters for sale outside of conventions?
I'd pay good money for a set of Battlefleet box art posters.
>>
>>54726591
Why don't Shaltari use robots?
>>
>>54727661
They see using robots (particularly in war) as extremely dishonourable. My baseless speculation is that they probably had bad experiences with AI in the past. Maybe a rebellion, or a major enemy that excelled at hacking.
>>
>>54727769
Yeah but for labor though?
>>
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Why bother with the work of building and maintaining robots when you've got lesser races to do your shit work?
>>
>>54728612
Because people are jerks that get tired and have demands and needs
>>
>>54728728
Or come back and kick the shit out of you

Soon hogs....
>>
>>54728728
Pungari are perfect special creatures that only demand the right to serve you.
>>
>>54715719
I'd like to know if there are any plans for Drop Commander novels in the works. Love the lore, the setting and everything, and I'd love to have some novels on my shelf(hell, I'd be willing to submit Ideas and write one or two myself). I think we need more novels based on tabletop games that aren't D&D and Warhammer.
>>
>>54730212
The entire franchise is Dave's autism baby, and I doubt he has time to go over entire novels of material to fact check and approve.
More short stories or some sort of anthology could be cool though.
>>
>>54731548
Fair point, but I still feel like not having some kind of fluff books available on Amazon or at bookstores is missing a chance to really expand the scope and get people hooked.
>>
>>54732313
for sure, but in a way i admire the need for purity it keeps everything very consistent for the most part, which coming from the lore clusterfuck that is 40k I find somewhat appealing
>>
>>54731548
Dave is not very good at spell check either.
>>
>>54732553
Absolutely. I don't want it to be like 40k with 6 books coming out the same week all contridicting each other, but more refined(for lack of a better word) and consistant.

I think short story anthologies would be a great way to do that, too.
>>
>>54732625

Yeah but if he was we never would have met Traffic James or learnt about Dropfeet Commander.
>>
>>54733432
>Dropfeet Commander.
38 mm infantry game, Dropboot Commander
>>
>>54733296
Possibly, but many short stories are pretty much the same as one big story in terms of labor.
>>
>>54736140
For the editor, sure, who I assume would be Dave.

However; he could read one, edit and take a break before the next one. That way it's not like "I need to read and edit this 350 page book" and more of a "I need to read and edit this 20 page(or however long) short story and then I have another one to do down the road."
>>
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>>54696273
PHR have lots of pictures of Sirens, fanart and official.
>>
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>>54740364
Including this absolute savage.

>I'd say see you in the next life, but it looks like you won't make it.

Entirely based. Edgehogs will never recover.
>>
>>54740409
T I N C A N
I
N

C
A
N
>>
>>54740409
>>54740566
Huh, you guys sure are proud of that time one of your most elite operatives won a fight against a child.
>>
>>54740583
>most elite operatives

That would be Medusae.
>>
>>54740650
>one of your
>>
Out of all the frigates, which is the worst? I can't think of any besides the Jade being useless.
>>
>>54741490
Jade by far. There's no contest.
>>
Played DFC briefly, didn't really like the ground fight rules, but decided to give the game a 2nd chance after a few months (mostly to justify the 2 starter box purchased). Any tips and tricks on how to make ground combat faster or more fun?
>>
>>54744156
See item #1 of >>54691830
>>
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>Finally decide to pick up some battleships
>PHR, Shaltari, Scourge all avalaible
>UCM is sold out locally and on MM/Warstore

God damnit.
>>
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>>54691830
>That change to PHR Heavy Broadsides

Well. That's nice.
>>
>>54746707
UCM needs to expand their shipyards desu.
>>
Contest winners
>>
>>54750462
>>
>>54750462
That is quite pretty.
>>
>>54750462
>that detailing
n i c e
>>
>>54741490
Charybdis and Scylla used to be rather meh, but now they're good. That leaves the Jade, as all the PHR and UCM ones are pretty solid.
>>
>want sectors while they're on sale
>can't justify the purchase because I only have one other local player
me on the left
>>
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>>54757083
Send the other player a link and talk up what a good deal it is. Wow, would your games look nice with those sectors. Really would be a lot more immersive with them, and gee, check out that sale. Oh well.
>>
>>54757083
Anon you don't need to justify your expensive toys to anyone, least of all yourself. It's no good making an excuse to not get the thing you really want, that'll just make you sad. On the other hand if you just want it because it's on sale then there's no need to buy it.
>>
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>>54750487
How the fuck did he do that yellow.
>>
>>54762529

I don't know, but for yellow you have a few options:

Prime White, Ultra Thin infinity layers
Prime White, shade with yellow ink then layer some really thin yellow
Prime White, airbrush yellow, highlight with white and yellow
>>
>>54762529
Looks to me Like normal yellow with the tiniest amount of bright green ans the right amount of White Mixed in.
>>
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>Half a year later, still cannot decide on a scheme for my PHR

HELP
>>
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Dreadnoughts when? I want my quad BTL ship
>>
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>>54767000
>PHR Dread
>Mfw Reinforced Armor, Fusillade, and triple banks of cannon

WE MAN O WAR NOW
>>
>>54767000

I want my Iowa class UCM ship.
>>
>>54768518
Is Iowa your city, anon?
>>
>>54768518
The dreaded Des Moines class Thresher.
>>
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>>54768518
>>54768561
>Why does the ship class get to be named after a state, admiral?
>No one city could contain all this liberty, son.
>>
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>>54767000
>>54768518
The dread will be London. Hawk are Brits, I doubt they'd have left out their own capital unless they were saving it for something big.
>>
>>54772365
>implying tiny baby London is going to get the highest spot in a sized-based naming scheme
It's going to be Shanghai or something Indian unless bizzaro anti-Brexit happened in this universe and London started forcefully importing other countries circa 2050
>>
>>54773504
>unless bizzaro anti-Brexit happened in this universe and London started forcefully importing other countries circa 2050
[muffled RULE BRITANNIA in the distance]
Gonna name my dreadnought the Perfidious Albion tbqh.
>>
>>54773504
If Perth gets its own battlecruiser I think London will be fine. Hell, Athens and Saratoga are considered significant enough to get ships at all so a city's history may play a part.
I'm guessing Rome will be the supercarrier. UCM has a major hardon for Romans, and that would be a natural extension of it.

Speaking of ship names, the Shackleton class escape pods have the best around. Not only was Shackleton the name of an Antarctic explorer who ensured the survival of his crew in a botched expedition (what I initially assumed the name came from), but it's also the name of a moon crater that is considered the most viable spot for a lunar colony (thus sticking to the city theme without completely making shit up). I bow down to Dave's superior autism.
>>
>>54775244
>I'm guessing Rome will be the supercarrier.
Speaking of, I'm still wondering why Hawk gave the New York 7 launch. That gives it exactly the same capacity as the Platinum, but only the latter is a super carrier.
The broken fluff-crunch symmetry is slightly triggering.
>>
>>54775244
>>54776001
That also brings up another question; do you guys think there'll be more than one variant for the faction's dreadnoughts/super-super-heavies?

Obviously the UCM have got their dreadnoughts and super carriers, but what about the PHR? The Shaltari?
The Scourge have their Super Dreadnoughts, but I forget how big they are, and as such if they'll even appear on the table.
>>
>>54776143
Probably 2 per faction. That seems to be standard for most ship types.

Scourge may have 3 variants since they currently only have 19 ships compared to everyone else's 20, but that's probably just wishful thinking.
>>
Aren't scourge meant to have 'super dreadnoughts' that were mentioned in the book?
>>
>>54779013
Yup, we might be looking at a unique flag ship.

Maybe a mother ship that launches corvettes :)
>>
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>>54779587
>>
>>54779013
They're mentioned to be the only things older than battleships. They're likely just regular dreadnoughts with a fancy name, but I'm always open to possibilities if they're cool.
>>
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So tell me about the last game you played, /dcg/, whether DFC or DZC.

>My Resistance vs. UCM
>Barrel-bombed the objective building with all his praetorians inside, leveling it
>Scud Launched his Ferrum to death
>Battle Bus did Battle Bus things of dubious usefulness
>All my technicals exploded into scrap metal but they got to go fast so I'm sure they were happy
>Lose, but vow vengeance in the typical warlord fashion

It's fun playing Resistance, I get to do silly and immensely entertaining things that usually don't work but are too fun not to do anyways.
>>
>>54779013
we've gotta eventually get to getting unique flagships for each faction. Can't wait to get some battle crazed PHR commander to finally give us some red hot anime action after all these tactical calculating PHR commanders.
>>
>>54782439

I just like using their tanks and other EAA stuff.
>>
>>54782439
I'm just happy I finally got to ram something. It was a Hector into a Gargoyle and absolute overkill but completely worth it.
>>
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>>
>tfw you like the scourge fleet but every time you paint it it looks shit so you strip it.
I've had it since release but I can not paint it to a standard I like and it's maddening
>>
>tfw dropfleet inspired you to fuck around with wargame design as an exercise in autism
>no idea where to go onwards from core mechanics
>>
>>54793637
What are the core mechanics?
>>
>>54793874
In short, I've had the idea of a "turnless" alternate activation system (or about as turnless as you can get), along with an objective system that focuses purely on combat with devolving into a "kill all the other ships first" brawlfest.

>all ships are organized into squadrons of one to multiple ships, squadrons being of the same ship type
>each ship has an associated command cost
>each player has a command cap, and on each activation they can activate any number of squadrons up to their command cap
>ships move, shoot, do whatever, all simultaneously
>next player goes, does same thing
Where it becomes "turnless", or pseudo-turnless at least, is that squadrons wouldn't need to wait until every other squadron is activated before they could be reactivated.
I'm still thinking it over, but as of now I'm thinking that each activated squadron has a "cooldown" of one more activation phase from that player, before they can be activated again.
A good metaphor for it would be chess-like, to a limited degree/

As for the objectives, it would be based on three different metrics. Destroying enemy command vessels, destroying enemy vessels, and how quickly the player achieves those previous two goals. As a working example, destroying command vessels are worth more than destroying regular ships, and doing so quickly is worth more than doing the same thing slowly through attrition, to the point where doing less quicker would be worth more than doing more slower (to a degree).
A better way to describe the goal would be "routing" the enemy fleet, if that makes sense in this context.

Of course, how it would actually work out depends entirely on how force organization is designed, how much ships can do on activation, and how range works.

TL;DR: I'm trying to figure out rules for a wargame with turnless activation and one that focuses entirely on ship combat without devolving into a brawlfest slog.
>>
>>54794105
That's interesting. So if I'm reading this right it goes something like:
>each player has 6 command points
>Player 1 activates a 4 CP cruiser and a pair of 1 CP frigates
>Player 2 activates a trio of 2 CP destroyers
>Player 1 activates his frigates again, but since his cruiser has a 1 turn cooldown he can't activate it until next time
Having those 2 extra stats is interesting and could really open up your options. If you set it up right it could naturally discourage spam, as low cooldown assets would be required to keep the high cooldown ships safe. Be careful with those command points though, units using too much or too little could very easily fuck up balance.

Prioritizing speed for objectives is also interesting, but could potentially be hard to balance as well.

As for discouraging huge brawls, I think a system similar to Infinity's range bands could work. It would give some units an incentive to stay back.
>>
>>54794852
Pretty much, except the frigate squadron would also have a cooldown as well. Originally it wouldn't have, but the consideration of very large/powerful ships being repeatedly activated would possibly be an issue.

Having different ships have different activation cooldowns is a possibility, but there's two alternate (related) ideas I've had as well.

1) Ships just have a limited number of things to do: A giant battleships extensive array of weapons can't all be brought to bear at once in a single activation, for example.

2) Ships can do as much as they want per activation, but every action has a cooldown cost. That giant battleship moving and shooting off a single weapon bank might incur just a single activation phase of cooldown, but going weapons free at maximum speed and at a hard turn might put it out of commission for five+ phases.

As for the objective system, the following is a working idea of what I've got.

>destroying ships gives VP equal to their command value, or something related to that
>destroying command vessels is the same, except they give more VP
>gaining a sufficiently large amount of VP relative to the last amount of VP your enemy gained (for example, 50% more than them) will award additional VP
>destroying a significantly large portion of the enemy's command vessels (say, 75% of their command vessel's total CP) wins you the match
>having a sufficiently large lead in VP over your opponent at any point in the game (for example, twice as much as them) wins you the match
>>
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I won't let you die, thread

Stubborn autism, ACTIVATE
>>
>>54794985
>>54794852
>>54794105
I like this idea. I say keep rolling with it, I'm curious to see where it ends up.
>>
>>54800379
Doing noble work, scourgeface anon.

So, v2 stuff. What are we hoping for most? Personally, I'm hoping for more incentive for tank-on-tank violence. It's just much more effective, and harder to stop, gunships from getting the jump on your armor. (Note: Apollo counts as a gunship in this case, sorta)
>>
>>54800528
I am hoping there is a way to make infantry more useful.

I think if tanks get improved they will see more use. The improved rules for flyers will also help discourage Gunship spam.
>>
>>54800528
Integrate critical locations properly. Stuff like mobility and range got mixed up and are now a lot more or less valuable, things should change to reflect that.

Fix focus. It's fucked.

Fix falling masonry. It's fucked.

Fix Destroyers. They're fucked.

Fix flame. It's not fucked enough.

Fix easy board control disasters like Ferrum and Panther, and don't make any more of them. They're fucked.

Cut back on the high energy everything and E10+ templates. It's rather excessive and devalues armour significantly.

Make mobility cost more. It's always been undervalued and with crit locations that's more apparent now than ever.

Completely rethink every unit of every faction so they all fit together cohesively. Seriously, people thinking they can effectively rebalance a game a few troops at a time are insane. All this talk of only errata'ing Reconquest units has me slightly worried.
>>
>>54802848
whoa there buddy stop catastrophising, its not fucked it has room for improvement jesus the way you sound the game is an imbalanced shitpile almost not worth trying to save. Now is not the time for hyperbole and innuendo
>>
>>54802848
>Completely rethink every unit of every faction so they all fit together cohesively. Seriously, people thinking they can effectively rebalance a game a few troops at a time are insane. All this talk of only errata'ing Reconquest units has me slightly worried.

Most of the units need nickle and dime changes. Maybe like one or two have to be rethought.

FM is fine, Focus is fine, Flame is fine.

The Ferrum's problem isn't board control, its that it is a superior option for scout and negates the value of some units. The drones aren't even that effective any more.

You are right that The Panther is out of the control. And there is a bit too much of E creep, but that is about it.
>>
>>54803900
>FM is fine
Before or after the v2 fixes Dave described?
>>
>>54803900
How would you fix the Panther without removing infinite range?
>>
>>54807108
Failing Masonry not fast movers.

Fast movers need work.

>>54809288
Reduce Accuracy to 3+

Maybe remove reaction fire as well.
>>
>>54803638
Yeah true enough. I was tired and a little bitter about unrelated things when I wrote the post.

>>54803900
Falling masonry from a dedicated demo attack slaughters all but a few infantry types and is half the reason why demo lists work so well. Aside from making those few resistant infantry valuable beyond what you'd expect, it can trivialise the difference between those non-resistant troops (Immortals, Praetorians, etc). I really think it should be toned down a bit.
For flame I'd just like overkill damage to bleed into different bases of the same squad. That would be enough.

I'm confident in saying that focus just straight up doesn't work as intended. Right now they're nothing but E13 guns that happen to be able to split apart sometimes, they're one of the worst offenders when it comes to energy creep.

>Most of the units need nickle and dime changes.
True, but it still benefits a great deal to look at the faction as a whole and figure out where everything fits. I worded it poorly, I don't mean to send everything back to the drawing board, just to change all the units in context of one another and as part of a greater whole rather than a bunch of individuals. Doing things piecemeal can lead do an okay level of balance, but it makes the 'every unit at a tournament' world Dave wants a lot harder to achieve.

>>54809288
A bit of an experiment, but I'd try 3 things.
>narrow arc
>MF0"
>remove slow to traverse
The Panther has the same problem as the Ferrum in that unless you nerf it into uselessness it will always be a problem, simply because what it forces the opponent to do is so valuable. It limits enemy movement a great deal just by existing. Change it to something a bit more powerful but much more limited and that isn't so much of a problem. Only the aircraft that would cross its path are forced to go to the deck, as opposed to most of the entire force.
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>>54811251
>narrow arc
This sounds like the most interesting idea. It keeps the board-wide influence appropriate to a particle weapon, but reduces its practical effect to a narrow corridor.
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New auxiliary races for Shaltari when? We've got Grunts, so maybe Jackals will be next. Sneaky infiltrating snipers (maybe scouts?) would be an interesting addition to Shaltari.
>>
>>54811251
Best cases scenario for focus right now are:
Hazards 6 with 3 focus 2 - 1 E12 - Exotic Choice
Helhog 6 with 8 focus 2 - 2 E12 1 E10 or 1 E13 and 1 E12- 140 points and a FM
Technical 6 with 1 focus 2 - 2 E12 or 1 E13 1 E10 - Has 6 inch range fragile
Battlebus 6 with 3 focus 2 - 1 E12 - Has 6 inch range
Veterans 6 with 5 focus 2 L-1 - 1 E12 and 1 E10 Has 6 inch range

None of these are really a problem. The only to units that it even becomes an issue with are the Medusa or Ferrum.

Medusa 6 with 10 focus 2 - 2 E12 1 E13 - A powerful unit, but for the price you are getting what you paid for. Only 9 inch range negates some of its abilty to do damage.

Starsprite 6 with 1 focus 3 - 8 drones 4 strength 12 hits - Drones are easy to kill. 165 points and 3+

This looks really powerful until you look more at how the Ferrum works in practice. To get any actual damage out of the drones, you need to get at least three drones into the fight. Because you are driving on expect 2 turns per foray. That is two chances for your opponent to stop you with pretty much any sort of AA. In that way, drones work best in teams of 4 or more. Even when you do get them in there, with max drones you only can generate like 5 hits. That is 1 E12 and 10 or 1 E13 and an 8. For 165 points that is really not a big deal.

If a few drones get popped their ability to be effective also decreases as they become staggered and lose their ability to get enough drone on target. The main utility of the Ferrum has always been as a distraction. Since the drones keep coming, your opponent wastes shots dealing with them. You can't actually ignore them because of the potential for a strong volley. This ties up your AA bubble and lets you get away with follow on attacks via other units.
>>
>>54817036
>Continued

This is why Ferrum's have fallen out of favor. Because they aren't actually that powerful compared to some of the other options you can take However, their utility as a scout is always useful and its AA ability is very handy. That is why one is still kind of auto take. Occasionally you will play verse a dude that neglected to take enough AA and then it cleans house as well. In ever occasion focus works as intended and isn't really the main issue with the unit.

For Failing masonary, the issue is actually how infantry is utilized in the game. You basically have 2 types, the cheap objective grabber and the CQB type. For objective grabbers there are a few units like Flaks or Longreach that let you pay more points to have them do something while they search, however they main purpose is almost always to gain points. CQB types are there to just kill grabbers and other CQB types. Once you see that is the case, it makes more sense why some are never used.

Immortals are pricey and for 13 points you can just get long reach anyway. In addition, Valkyries can search much better so why bother?

Praetorians are the weakest CQB type so in most cases they are only suited to taking on objective grabbers or holding down CQB types. In most cases the better option is to simply drop the building vs other CQB and stopping one specific unit of grabbers with CQB is unreliable because by the time you get there, it is likely the grabber is gone. So hence why bother.

Aged ones and first born fall into their problem as well. Their role isn't worth the points they cost.

Regular objective grabbers like legionaries literally don't care about failing masonry. This is because they are just there to get the objective and leave. Who cares if they take some damage.
>>
>>54817135
>Continued

If you give infantry more of a role in the game, then there is an arguement to be made. If anything I would keep it as it, but change how to drop buildings. Make them more resistant to normal weapons and have demolisher be more important. Then reprice infantry units and now you can force the issue some of those less utilized models.

Flame has a similar problem to this as it is usually better to drop a building than fight tough infantry.
>>
>>54817036
Your maths seems wonky. If you have 3 focus hits you don't add all 3 together, you use one as the base and add the other two. For example a Hellhog wanting to reach E12 needs 4 shots, with one as the base and 3 extra on top of it (6+2+2+2)

Hellhog is an example of focus done well, since it's meant to put out massive damage against tanks and evenly splitting into 2 E12 shots is the best way of doing that. Medusa does the same with E13 and post-nerf she's fine for her price. I've got no complaints there.
Hazards, on the other hand, are poor. An even split gives us a pair of E10, so against hard targets you should just join 5 shots together into an E13 and leave one guy doing nothing.
It's Resistance Fighters who get rocket launchers, Veterans have plasma rifles which work differently and are limited to E4 or E11 shots.

My dislike of focus is admittedly partially my autism wanting things to split evenly, but they're also incredibly different to any other weapons as they're very easily able to reach E12/13, and that contributes to energy creep.

>>54817135
You're right about Ferrums. Right now they have other, more significant issues. Mostly about the disposability and threat range of drones. To say they've fallen out of favour is silly though. They're as autoinclude as ever, if anything nerfing them has just made UCM as a whole worse.

I'd say there's 3 types of infantry. The basic objective monkeys and CQB guys you mentioned, but also tough infantry. Hazards, Warsuits, Destroyers, maybe Sirens on a good day. They shrug off falling masonry like nothing and are as a result often the best objective grabbers. Pungari and to a lesser extent Resistance with their raw numbers (and horde rule for the former) are the only competition in toughness simply because there are too many DP to deal with.

Standard objective grunts have to care a little about falling masonry because even a fairly regular demo team like Eagle+3Katana can wipe them out in 2 turns easily.
>>
>>54817841

I did say Ferrums were auto take, but more because of their other uses than the focus rule.

In FM again: For standard grunts, it takes about 20 building hits will do 6-7 FM hits. While some of those will do double damage, the HP of an average building will make it almost dead before a squad inside is completely killed. It only takes 1 DP of infantry left to collect an objective and leave. It costs 140 points for 2 bases of destroyers and 80 for some legionnaires. I can pretty much get two and search twice or in two separate locations. Immortals are one of the few units this effects because they are pricey for utility that doesn't do much for them. They have no strong point.

For tough infantry, I think the issue is I would rather just drop the building than deal with them. Or suicide run their transport. You can usually only fit like 1 unit of them in anyway because of price and lack of exotic slos.

This is why I think if you rebalance the units a bit, things would even out. However, I think part of it is infantry just has no place other than those few roles.
>>
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So I managed to get a game last night against my friends UCM fleet with my PHR. I gotta say, there has never been a game where my Leonidas is NOT useful - that thing just shits dakka, and is tough enough to slug it out in the middle for long enough to get the rest of my fleet to where it needs to be.

Still torn on the Heracles/Minos question. They're both excellent in different ways, but I've had better long-term results with the latter than with the former - crippling death cannons are great, but it seems like it's easy to fall into the trap of forgetting the thing has other guns (especially now that the heavy guns have been buffed). Last time I used the Minos, I just threw it forward as fast as it could go, dumped its torpedoes into his battleship and then went apeshit in the middle of the table. It worked surprisingly well - it's like a distraction carnifex on steroids.
>>
>>54818286
>the HP of an average building will make it almost dead before a squad inside is completely killed
That's unfortunately pretty easy to do with a decent demo team and a couple of turns. Demo has always been a problem, and I hope it gets fixed.

Infantry definitely needs to find a sweet spot. Hawk is a little scared since there was a time when some infantry (namely Freeriders and Medusas) dominated the game, but they're going a bit too far in the other direction at the moment imo.

>You can usually only fit like 1 unit of them in anyway because of price and lack of exotic slos
Scourge lists will often rock 2 Destroyer squads, and Shaltari warsuits are their troops. Hazards are more likely to be seen in smaller numbers since they aren't fucking invincible like Destroyers are.
>>
>>54816922
I want a Pungari drop pod. No teleportation for them, just load em in a metal box and plow them into the middle of the board.

>PUNGARI INBOUND
>>
>>54821042
>tfw anon posts seconds before you bump
>>
>>54818360

The problem with the minos I feel is that the rest of the ships in the PHR function that way.

You get them stuck i and they do work and absord fire. Our side of the bell there aren't many ships that excell at standoff.

More over, the DMC is so fucking good anyway it hardly matters. You are literally paying for that in the price and its worth it. All those other guns are just like icing.
>>
>>54821084
Yeah, true. That's why I'm always undecided on the two - it's really, really hard to pass up the DMC, but the Minos is one of only two sources of torpedoes, the other being...eh. Torpedoes aren't game-winners, of course, but they've never been useless either.

In regards to standoff, I will say that getting hit by a 7-crit string from the Avalon's Viper heavy laser is a mood killer. That thing, even with bloom, still scares the shit out of me.
>>
>>54821464
>just bought my buddy a command deck
>UCM Burnthrough double tap card applies to ANY laser
Mistakes were made
>>
>>54821550
Yes the jellies did make mistakes.

UCM STONK
>>
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From Hawk's facebook
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>>54821851
Twitter not instagram, the logo for the service in the top obviously.

I like the mass effect look of these guys.
>>
>>54821894
>tfw you write facebook on accident, then write a correction and then screw something else up
>>
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>>54821930
yes they Look Very good. First shaltari Design that i actually Like.
>>
>>54821851
>all the frigates going in the wrong direction
Regardless, neat! Alternate canon scheme, perhaps? I wonder which tribe.
>>
>>54821894
I really Hope that, if they reveal a 5th factions for DFC one day, its gonna be a Tech ship faction and Not another organic/ Special Design faction.
>>
>>54822493
I am thinking it will be sphere ball faction.

I am hoping they reveal another early tech faction. I could be a race the scourge target for assimilation that has not had the benefit of hog influence. I would help reboot the scourge as they take territory to give new slave host. Then they could be cautious allies of the UCM as in they now hate aliens, but are desperate.

Their ships could be primitive, but numerous. Blocky and ugly, reliant on missile swarms and low tech space artillery. Large focus on frigates with few cruisers.
>>
>>54823186
Yeah a abit lese High Tech ship faction would be interesting. I also would Like to See a small Line of civilian ships, produced by daves weaponized autism. Could be used as moving obejective markers, kinda Like capture the flag.
Sadly this might be a size Problem, since even the frigates are huge ships, but maybe some deep space haulers ...

By tue way. Has anyone seen the scourge Station parts yet? Im really curious about them.
>>
>130 bucks for those battleboxes

Hot damn, I may just splurge and buy two so my buddy and I can play. Comparitevely cheap to other wargames in all honesty.
>>
>>
>>54824789
For which game? DZC?
>>
>>54821550
I have not used the command cards yet, nor has my friend...I'm a bit scared to ask what that does.
>>
>>54827815
http://www.thewarstore.com/dropfleet-commander-preorder.html

It's the "fleet deals".
>>
>>54827833
I think the card's name is Overcharge Laser. "Target ship may fire a Burnthrough weapon twice, counting it as a single weapon usage. That ship cannot fire Weapons next turn."
Might as well read "target Avalon" in my playgroup.
>>
>>54827860
Yep. I've already got DZC stuff, been meaning to get into Dropfleet. And those deals are about what I'd get anyway to have proper matches. Winds up being cheaper than buying the ships and cards separately.
>>
https://www.youtube.com/watch?v=BlIzMl_K434&t=55s

Thought you all might appreciate this (@ 0:55)
>>
>>54829583

https://www.youtube.com/watch?v=pKMk9tDPE2s
>>
>>54829583

I remember that game. It was pretty fun.
>>
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>>54827914
>Avalon
>Firing twice
>>
>>54830504
That is what Jellies, Hogs, and Traitors deserve!

All the decks have some nasty cards like that one.
>>
>>54830671
I bet. I need to get my hands on the PHR deck and see what goodies it has.
>>
>>54831916
There's a 'play at start of turn' singleton that gives every weapon with "Broadside" in its name Fusillade 2 for the rest of the game.
Also fun hacks. Enjoy that random thrust lockout, 0 PD, or hijacked friendly fire, friends!
>>
>>54832001
Oh boy.
What are some of the weird things the Shaltari can do?
>>
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>>54830504

>St Petersberg
>Firing Thrice
>>
>>54836144

You could kill most battleships in one volley :)
>>
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>>54834276
45 degree turn on an enemy ship
Target group(?) fires all weapons without going Weapons Free as long as shields are down
And the most terrifying card of all: Draw three extra cards
>>
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>>54839227
>>
>>54836684

Thing is, the only way you can really get an All Weapons attack on a single ship with Pete is when you bring her on.
I like to do so with a pair of Lima's so I can add a 12" spike onto the target, and most games I've seen, the big Battleship or BC doesn't get deployed forwards.

A better use probably is to spot a Troopship with some Strike Carriers or whatever a bit too close and pop that thing like a zit. Hope for a high catastrophic damage roll that takes out a few frigates as well.
>>
>>54840303
Back to back activation is the only way I see it working most of the time honestly. It seems really awesome, but the mechanics don't support it. If you could turn on weapons free, it would be an amazing ship. Hell, nerf it's HP a bit or maybe add a special rule that adds +1 to cripple and destroyed rolls to balance it a bit. Make it a legit glass cannon.
>>
>>
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Shaltari superheavies that take up an entire 9 gate mass. Y/N?

If Yes, what would it/they be?
>>
>>54849158
I'd either want a massive immobile siege unit, either a giant turret or a shield dome or maybe just a giant transmitter that lets troops move through it (it creates a bubble of free movement, so you can enter one side of the bubble and come out of the other side without using up any of its movement) or a giant auxiliary race tank they've contributed to the shaltari cause. Something hilariously primitive in comparison, with the shaltari teleporter transmitters just glued onto the frame to allow it to be moved. Maybe a Ferrum and a Broadsword had a baby.
>>
>>54849310
I love the idea of a Pungari super tank. It'd be like pic related, but superheavy size and covered in railguns of dubious quality.
>>
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Reminder to back new bread on page 10.
>>
>>54850413
You can't tell me what to do, I'll back bread whenever I like

>>54851243
>>54851243
>>54851243
Thread posts: 310
Thread images: 56


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