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/dcg/ Dropzone/Dropfleet Commander General

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/dcg/ Dropzone/Dropfleet Commander General

12 Months of Shitposting edition

Last Thread:
>>54851243

>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.
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What is the maximum size a Scourge superdreadnought could be before it's no longer a viable tabletop model?
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Working on some robodudes
I feel like the gradual washes on the Medusa's cloud are doing their job well, but I need to get some non-potato photos before I can assert that claim.
>>
>>55133104
The dreads and superdreads aren't going to be much bigger than the battleships, just more bulky.
>>
I want to start a fleet but I can't decide between hedgehogs or jellyfish, I've heard Shaltari are pretty hard to play compared to the other 3 factions, is this true? am I best off starting with Scourge?
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>>55134918
Scourge would be cheaper too, buy a starter, force a friend to buy a starter for UCM, swap the extra fleets
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>>55134918
I would say Scourge are harder to play. You have to be ultra aggressive, which can lead to heavy casualties if you are not clever in your movements.

Hogs have a few get out of jail free cards for mechnics like great scan, shields, and gates.

Maybe look at it from the painting angel? Shaltari tend to be more ornate in their designs so if you are big into the hobby aspect, you could go far this way. Scourge are pretty easy to get looking good with some ghost tints and an airbrush.
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>>55134918
In terms of "ease of play", from easiest to hardest, I'd say it goes

UCM, PHR (bombers and beams), Scourge = Shaltari, PHR (broadsides)
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Resistance in space when?!
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>>55141552
Never, stop fucking asking.
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>>55141655

Different anon but I definitely will never stop fucking asking.
>>
Easy Resistance in Dropfleet; buy the launch asset pack and use a single fighter model to represent a 1 hull point atmosphere-only ship.
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>>55144082
>1 attack
>1 damage
>CAW
>4+ lock
>A2A
>atmospheric only

>enemy ships get to use their PD as a 5+ lock N attack 1 damage A2A weapon against it within 3", where N is the PD value.
>>
>>55141552
I thought the whole point of the resistance was they were stuck on the old core worlds and were lucky if they had tanks and small dropships. Where the hell would they get void capable ships from?

Forgive me if it says otherwise somewhere, havevn't read the dropfleet book yet to see if it has new lore in it.
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>>55146794
Oh, and:

>due to its size, all non-PD weapons are 6+ lock against it, even if A2A
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>>55146847
They don't have any. The pirate faction doesn't fit in because they won't have enough ships to do a planet invasion which is core to the games theme.

Dave said no as well. That is why they will never be a faction.


But... I would be cool with some EAA legacy ships. Kind of like the character commanders, which are used for optional play.
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>>55141552
When the huge alien refugee fleet happens to come across the Eden system, of course.

Filthy human resistance in space never.
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>>55149648
At UCM tech level, at that.
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>>55141552
Resistance are already in space you dunce, they pulled troops from Eden already into new UCM legions. The UCM is the resistance in space, they just resist by using massive overwhelming numbers to beat everyone down before they can lose.
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Map files are up!
https://www.hawkwargames.com/blogs/downloads/dropfleet-commander-kickstarter-maps
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>>55156346
Nice!

These look pretty great
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>>55156346
Nice; now just to find someplace to print them.
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>>55146847
Not the same guys. I'm thinking something like BSG with a fleet that made a blind jump or something and has been around as refugee flotilla and is now back.
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>>55163106
Considering the mass panic and Scourge forces they'd have to be real lucky and coordinated to have more than half a dozen ships. A full fleet would be pretty much impossible to put together. And that's not even getting into how difficult it would be for so many people to survive in space even if several of the vessels happen to be greenhouse ships.

That's why I suggested aliens. With nowhere else to go and a non-crippled space force I could see another civilisation fighting off the Scourge long enough to set up a real refugee fleet of a few hundred ships, then jumping blindly into the void.
It'd be an interesting culture either way. Probably a strong obsession with not starving, and vegetables.
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>>55163934
It'd be interesting to see how their ships might work out.
Perhaps a focus on extremely tough and well defended core/capital ships, supported by swarms of cheap, easily recoverable and salvageable sub-capital escorts?
>>
>>55166747
In fact, a "battle-rider" sort of system might be really cool; they have very, very few frigates or cruiser class ships on their lonesome, but their battleships can constantly deploy a decent number of acceptable drones/escorts every turn; no better than corvettes, but there's a LOT of them.
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>>55141552
Dave said no. It's not going to happen. If you're an allied player, pick UCM. If you're a true resistance player, PHR or Hogs. Or, if you want your fleet to try to conquer your ground forces squids are awesome, too.
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So, with hot dropping being a thing, maybe we can get a slight tweak to dropship movement? Maybe a slight increase across the board with a recap of LZ is hot?

I'm thinking a trade off of movement for safety. You can move maybe 4 more inches however you have to stay landed until the next activation. So if you need that little extra, you can, but open yourself to being targeted by any hostiles nearby with a 2+ to hit since it's a big fat target.
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>>55168886
have the memes gone too far?
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>>55168886
>ballsuckers help Salakhan so they can more easily do their work in his territory
>get backstabbed and have all operations in Atlantia stopped forever with nuclear fire
Smells like justice
>>
>>55167431

Hogs would be an always appropriate choice, I think.
>>
I've been away a while and haven't kept up on any updates for about 6 months

Any spoilers on dropzone 2 or updates to dropfleet?

Can I take immortals and not feel stupid?
>>
End of life bump until britfags return
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>>55175087
There have not been any dropzone 2 spoilers.

Right now we just have to trust in Dave.
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>>55175087
>Can I take immortals and not feel stupid?

You could always do that, anon. They were in the sweet spot of only losing to the stuff that kicks everyone's ass anyway, being kind of affordable, and being infantry. Give them a triton and let them win the game for you, or die, it's not like they scream out loud.
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>>55175087
DZC 2nd has some much needed changes coming such as being able to hot drop units so they can shoot after disembarking from dropships. Also dropships wonçt be assigned to specific battleground anymore so anyone can use any dropships they're normally able to. And stuff to CQB
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>>55176876
Don't get me wrong, I like immortals because they're the no-nonsense reliable B+ infantry, I just wish they weren't overshadowed by Valkyries so much
>>
Low Orbit Mats guy on Facebook is printing vinyl mats of the Kickstarter maps for cheap in the US. I just ordered one, so I'll tell you all what the quality's like when so get it in.
>>
Would you like a skirmish game mode where the majority of units on the table are infantry, light transports and some scout vehicles?

Resistance infiltrating an enemy base, PHR anti-virgin sweeps, UCM black ops etc
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>>55178340
>PHR anti-virgin sweeps
w-what
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>>55178893
There's only room for cyberchads, manlet
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>>55178340
How would that be implemented? Different battlegroup compositions?
Could be cool, but could be rather imbalanced as well.
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>>55178969
Different battlegroups, different map layouts maybe. Honestly it would need something extra to make CQB interesting but at least it's an excuse to get infantry on walls shooting at each other
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>>55168886
>>55178893
We need UCM virgin vs PHR chad memes now, while it's still "fresh"
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>>55178893
>>55178955
>>55180069
Already ahead of you, anons.
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>>55180243
>>
FYI: If you are looking for mats, this person makes amazing ones. I got two, and they're very solid for the price.
http://loworbitmats.weebly.com/

Gotta get different patterns for planets to invade after all.
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>>55181653
Nice, thanks anon; those mats are pretty damn cheap for how they look.
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fugg

Okay, throw more unit concepts at me so I can bump the thread with stats.
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>>55185608
Big PHR walker with flamer, but also make it effective!

thinking Hades level big
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>>55187159
Isn't it easier to just use the Hades-class walker weapons to destroy the building? If it has no intel or you don't care about the intel, turn it into a parking lot. If you care about intel inside the building, send in some troops to murder everyone else inside and grab that sweet, sweet paper.
>>
>>55188306
I'm thinking more as a psychological weapon, cause IMO if something shows that it has a flame thrower that can both be used against normal human sized targets as well as, for example, something that can turn a whole Sabre tank into a puddle of white hot slag, well...that's terrifying IMO!
>>
>>55185608
PHR orbital drop infantry
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>>55189575
This would also be kick ass!
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>>55188599
Isn't that more of a Shaltari thing already with the Gharial and Leopard?
>get microwaved, primitives
>>
>>55188599
>>55189796
Let's not forget the Screamer. It is so terrifying that infantry cower within range.
>>
Aaaand it's gone
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>>55193114
?
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>>55193181
Page 10 save
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Painting my PHR starter, can't find a pair Type1 walker legs on my desk. Torn the place apart, they've just vanished
>>
With how close combat is and how vital searching for objectives is, you would think war dogs would be used by some humans. Attack dogs can fuck up some infantry pretty seriously and dogs could probably be trained to search for objectives like intel.
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>>55195009
They'd probably be a second wave thing if they showed up. Dogs are a little heavy on logistics to be put in a strike carrier. You'd need to feed them, equip them, dispose of their waste, train them to handle turbulence, allocate space for them, etc. And at the end of the day, you'd generally be better off just bringing more dudes.
Troopships could be more forgiving in that regard, they seem to allow more wasted space and would be a far smoother ride than a dropship. They probably even have cars in them, and everyone knows dogs love cars.

And here's a challenge for everyone: what weapon system (that the UCM could reasonably and cheaply produce) could be given to dogs that would allow them to kill a razorworm? The pupper surviving the experience is optional but preferred.
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>>55195357
They could work as a resistance unit though.
>>
>>55195357
Other than high explosives and the dog likely not surviving the encounter, I don't think dogs Vs a several metre genetically enhanced apex predator specifically utilised by a galactic nomad race is going to ever be that fun
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>>55195009
Not really. Dogs are nasty against lightly armed or unarmed people who generally aren't looking for a fight. You put them up against a squad of guys who are out to kill shit and with a full combat load? They're a nuisance, you might get lucky and they maul an arm. But there's virtually no use for them offensively. They kinda sorta work as bomb sniffers but even then they have 50% success rate after months of training and only work with a small number of explosive types on top of needing a special dedicated handler to work with. It's extra logistics for very little gain, especially when you're talking about an effort that streamlined a MBT to the point of only needing one crewman who lays down to save space and materials.
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>when the primitives continually amaze you with their stupidity
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>>55196129
This; dogs are for policing and raiding, not for warfighting.
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>>55196129
>>55198426
I think you're underestimating war dogs. There are reasons why they're still used a lot.
Room-to-room fighting in a building is pretty much the ideal environment for a fighting dog, and also perfect for some kind of trained search dog.
>>
>>55198602
Well sure, against other humans. Against giant death worms, robots and hedgehogs in 8 foot tall battlesuits maybe not as much.
>>
Dogs don't really fit into a game where Destroyers exist
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>>55195009
>Attack Dogs: 26pts
>A2, Mv3", CM:-, DP5, CQBD3, F2+
>Type:Infantry, Category:Exotic, S+C:2/3 B2B
>Special Rules: Dodge 5+, Living Weapons, Walking Bombs
>Transport: 1x Raven-A (2 units) or 1x Bear (3 units)
>*Special Rule - Walking Bombs: For every DP this unit sustains in a round of CQB, force an enemy unit engaged in CQB against it to take one damage roll.

Not completely happy with the special rule, but the 2.0 changes to CQB seem like they'll help with that. I'll adjust it when the time comes.

>>55187159
>Sun Wukong Type-4 Battle Walker: 215pts?
>A9, Mv4", CM:A, DP8
>Type:Vehicle, Category:Heavy, S+C:1
>RX-13 Heavy Microwave Beam (Focused): E12, Sh3, Ac3+, R(F):12", R(C):12", MF:4", Arc:F/S, Special: Alt-1, Articulated, Strafe, Area-S
>RX-13 Heavy Microwave Beam (Wide): E5, Sh12, Ac3+, R(F):6", R(C):6", MF:4", Arc:F/S, Special: Alt-1, Articulated, Flame
>RX-30 Minigun: E6, Sh3, Ac2+, R(F):48", R(C):18", MF:4", Arc:F/S(L)
>RX-30 Minigun: E6, Sh3, Ac2+, R(F):48", R(C):18", MF:4", Arc:F/S(R)
>Black Nanomachine Swarm: E10, Sh1, Ac2+, R(F):18", R(C):18", MF:4", Arc:F/S/R, Special: Alt-2, IF, Area-M, Tech Killer
>Repair Nanomachine Swarm: E-, Sh1, Ac1+, R(F):18", R(C):18", MF:4", Arc:F/S/R, Special: Alt-2, IF, Repair Nanomachines
>Transport: 1x Poseidon (1 unit)

I honestly have no clue if this is effective. Seems more like a unique commander thing desu, but if I really wanted to flesh out that angle I'd need to decide on unit discounts, unique command cards and all that shit, so it remains generic.

>>55189575
Working on it. I've got the base unit, but not sure about how the orbital drop rule should actually work. I may just end up being lazy and not explain it at all.

>>55201038
To be fair neither do Freeriders. They exist solely because motorcycles are cool. And strapping an electrified spike to a dog's face so it can fuck up a Destroyer would also be pretty cool.
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>>55198602
And I think the closest you've been to a fight, let alone combat, is your TV. Dogs aren't doing much against a guy with an assault rifle who's actively looking to kill shit. A giant death worm with scythes for legs is right out. And as a search dog, again, extremely limited effectiveness and that's just if they happen to be using whatever you trained the dog to pick up on and it's not in an air tight container. I don't see anyone training a dog to sniff out secret files or a plasma bomb. And again, you're talking about a dedicated handler on top of the extra food, water, and medical supplies and expertise you'll need for these dogs.

Trust me man, I worked with them in Afghan. They're useless most of the time, at best they can help confirm a suspected IED about half the time. Keep in mind, that failure rate includes false positives. I'll take a metal detector and my Mk. 1 eyeball over a dog to find an IED. Love dogs as pets, they're amazing, but not useful even in modern war.
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fuck guys, keep the thread alive, Moth is working on some more ship girls!
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>>55201842
Nah, the "closest to combat" I've been was just being on a big base that got rocket attacks every few days for months. Got that combat pay, though!
You should also keep in mind that this is a scifi setting. Equipment and stuff can be made.
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>>55195009

While I wouldn't be surprised if scourge-dogs are a thing, even a numerous thing, I don't think they'd be militarily useful.
>>
>>55206106
So a fobbit. I kid, but trust me man, taking a dog on patrol sucks dick. You've gotta make sure it's hydrated and take frequent breaks for it to cool off. Afghans fucking hate dogs so it was fun trying to engage the locals who would throw rocks at it. Then throw in the fact it would alert randomly and it would usually be nothing. But it was nice having a dog on our platoon sized FOB.

And yes, this is a sci fi setting where they can just make a generic "scanner" to look for shit. So dogs make less sense. But I could see a cheap chaff unit for Resistance armies. Maybe operate like the vampires for scourge.
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>>55211705
>You've gotta make sure it's hydrated and take frequent breaks for it to cool off
I had the same problem with E1-E3s.
But yeah, they'd probably make more sense as a Resistance unit., or maybe the PHR could have cyberdogs for some fluff reasons. I'm not quite sure how to make them get into UCM, admittedly.
>>
>>55211984
>taking breaks for Lances and below

Pfft just beat them harder. That's how the infantry does it.

Cyberhounds would be pretty slick, or mutated ones for scourge, or hordes of attack dogs for Resistance that are basically 1CQB dice per dog and Armor 1, but UCM it just doesn't work. They're utilitarian and simply won't waste the resources on something that specialized and finnicky. They'd much rather throw a bunch of Privates in a room then dogs, either for fighting or tearing it apart to find intel. Because the Privates can do other shit too and generally eat the same thing as everyone else, minus the paste.
>>
Hey guys picked up the starter set and a PHR starter fleet box as well, been using the fleet list building app you linked in the OP.

I'm running into a weird situation where I can't take light cruisers in single groups, the app wants me to take them in pairs. I can't find anything in the rulebook that says they must be taken this way, anyone know why that is? The rules for army building in general on page 70 don't seem to say anything about this either and I see nothing about it on the pages for the New Cairo and Osaka light cruisers either. The app also claims that I get a discount on my Commodore commander if I put him in the heavy cruiser, but I can't find any rules to back this up either.

I'm not sure if the app is screwy or if I'm just missing a major page in the rulebook.
>>
UCM and EAA did have several hundred years make the perfect dog, so highly improved and actually useful v2 dogs could be justified. Neither faction seems too keen on heavy modification of humans, but if history is anything to go by anything we domesticate would be fair game. It's not like dog eugenics is anything new.

>>55214765
Every ship has a group stat, marked with a G on its statline. It controls how many you can take in a group. Light cruisers (aside from PHR ones) have a group value of 2-3, meaning you can't take one alone.

The commanders in big ships rule is errata, you can find it on the website.
>>
>>55214765
Check their stat blocks, look for the G, that's the min-max group size that you can take. Light Cruisers are technically cheaper, but you HAVE to take 2 minimum, which has its advantages and disadvantages. Little less survivable individually, but more firepower spread over two hulls so its a bit harder to focus fire.

Commander stuff is recent errata, check the website.
>>
>>55215049
ah ok thanks.

My store built the standard list out of the starter for their scourge and UCM fleets so I'm trying to build something different for my 500pts. It's taking a surprising amount of research to figure out how army building works in this, and what exactly pairs up best with what.

Do I even need a commander in a 500pt game? I liked the idea of a commodore in my St. Petersberg since dual BTL's looked fun to run, if a bit dicey. Figured I'd run some Rio's or something to give it backup from there and still trying to figure out what I should run as frigates.
>>
>>55215132
Oh god, don't build the St. Petersburg. Not as your first big ship. Wait until you've played a bit. I'd go Moscow with a Berlin and whatever the carrier is.
>>
>>55215132
>>55215161
I wouldn't bring a commander in less than 750 pts, and I rarely do in less than 1k. And I second the Moscow.
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>>55215132
St Pete is a pretty advanced ship to play, I wouldn't build it until you've got a bit of experience. Honestly the recommended ones are pretty good in UCM.

Also keep in mind that the game wasn't made for 500pts in any way, shape or form. It's okay for learning the rules and not much else. Commanders are very much optional in such a small game, I guess if you've got 20 points left over it's okay but anything more should be spent on more ships.
>>
>>55215318
Main reason I was wanting to build different things was because the store already built the recommended list of models in the starter box, so I already have access to

>Berlin
>Seattle
>Moscow
>2 Toulon
>2 New Orleans

so basically what I'm figuring out is what I want my next 500 pts to be, which is what I'm building my personal ships to be. Figured I would play that a bit and then see where I wanted to go from there.

What would you add onto the starter list if you were going up to 1000pts? I kind of like the look of Rios and would like to make a pair, and I really like the look of the St. Petersburg just from a modelling perspective. If I really wanted to run one is there a way to make it effective at a 1000pts? I figured for frigates I needed at least 2 more new orleans and perhaps another couple of Toulons or even just more New Orleans.
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>>55215429
It's not about effectiveness of the ship, it's about having a firm enough grasp on the mechanics to utilize it without being frustrated. You're basically going to need it in it's own battlegroup to keep the SR down, and think several turns ahead with it to get off both of the lasers. It also wouldn't hurt to bring limas along to light up targets for it. Personally, I think it will really only find it's own niche at higher level games where Battleships make an appearance. Because you can't turn when you go weapons free. And they are both F(N). So they either need to be stupid and stay right in front of you or you do it as your last activation for a turn and then your first activation of the next turn. Which is where SR comes in. If it's not lower than the target, the target can get away. Hence, just get a Moscow since weapons free is much more forgiving on it.
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>>55215692
ah ok that makes sense. I really just wanted to run it because it looked cool, but I should be able to magnetize these things and switch it back later when bigger games come up.
>>
fucking shit, keep this thread alive!
>>
>>55217903
>>55219200
Post a question or topic, anon.
For instance: how big do you guys think the Type 5 will be?
>>
>>55189575
>Asura Corps: 52pts
>A4, Mv6", CM:A*/E+1, DP3, CQB2.5, F2+
>Type:Infantry, Category:Exotic, S+C:2 B2B
>Special Rules: DF, Mobility Frame, Orbital Drop
>RX-20 Miniguns: E3, Sh9, Ac3+, R(F):36", R(C):12", MF:6", Arc:F/S/R, Special: CA-1, RW-3
>Stealth Missiles: E7, Sh3, Ac2+, R(F):36", R(C):12", MF:3", Arc:F/S/R, Special: CA-1, SC, RW-1
>Transport: 1x Triton-A1 (2 units) or 1x Juno (2 units) or 2x Angelos (1 unit each)
>*Special Rule - Mobility Frame: These Active Countermeasures only take effect against weapons of E6 or less. Hits from falling masonry always damage Asuras on a 5+
>*Special Rule - Orbital Drop: something something something feet first into hell i can't be fucked making a whole new deployment rule

>>55220254
Two slots, so they take up a Neptune each. Everyone else has something like that.
>>
Added up my next hawk order, thinking I'll just get what I absolutely want and need for my fleets and zone

>£210

Hmmmm
>>
>>55222583
Doesn't sound like nearly enough. What's order?
>>
what's some good advice for running phr in drop fleet? Their ships look really good but I've heard they're difficult to run
>>
There's no use for dogs in DZC. As CQB, it's more than melee, and a dog isn't going to defeat a squad of trained commandos, much less inhuman enemies aside from being bomb carriers.
>>
>>55224224
PHR have a mix of ships that just take a little more planning due to their fire arcs.

Bellerophons are top notch, being lasers and heavy carriers.
Orions are probably the best broadside cruiser.
The troopships are very solid due to firepower, durability and being relatively affordable.

Your frigates are a lot tougher than others, and the Corvette is pretty solid too.

Both BBs and BCs are very viable.

Just stay away from Achilles and Perseus, which have problems. Hector is OK but not great.
>>
>>55224353
any real pitfalls with PHR? Their ships cost quite a bit and I'm trying to figure out if I should run a variety of ships or try to stick to a few Mainstays like Orion's with a Bellephron as a flagship, at least until I get past 1000pts or so.

Is 500pts too small to bring one? I really don't want to build a ship I'm not going to use much just to play 500pts or something.


I was going to try this at 500 even though I'm sure the box won't recommend it when I finally get it at the store.

>Bellerophon

>Orion

>Orpheus w/2 Europa escorts.


Every group seems like it could hold it's own and while I'll be outnumbered that's kind of the PHR's schtick and I honestly feel like all these groups can hold their own at 500pts if they had to.
>>
>>55226618
You need some strike carriers. Troop ships are more for higher point levels.
>>
>>55226618
>>55228703

Seconding this, PHR strike carriers are absurdly hard to kill and are pretty corvette resistant too
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>>55226618
I'm personally not a fan of the Ikarus. In my mind, 2 bombers aren't enough and the guns aren't quite strong enough to really care for either. I'd rather go full gun cruiser and pack a Bellerophon for planes. Some people like it though.
>>
>>55229448
>>55228703
So if I take strike carriers instead of the orpheus what would be a good substitute? Another Orion? Seems kind of boring but they seem like really solid ships all around.
>>
>>55230167
Orpheus are god tier, take both

The fun in PHR is finding fun cruiser + frigate combos and making themed groups. Especially with how well PHR frigates combo with their big brothers, weapon wise
>>
>>55230228
So do you usually take groups focused on one job or do you usually take varied groups.

Say for the Orpheus, would you give it some strike carriers as well so you can just go ham on an objective or would you give it some frigate escorts so it's not so scared of enemy cruisers?

I've seen a lot of different lists online and it seems like people do both.
>>
>>55230263
Depends on your playstyle and meta. Both have advantages and disadvantages. Personally, I'd have a dedicated heavy firepower group and CAW group, then some groups like a carrier with some support frigates and strike carriers, or lander and gun frigs
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>>55230094
Ikarus is mostly there to kill off frigates or provide fighter support. It's pretty solid as an add on for a broadside gang.
>>
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>>55132770
So I played Battlefleet Gothic years ago and loved it. But I had to sell my fleets.

Looking now for a new fleet game. What makes you guys playing/buying/collecting this game?

Where to start best? etc. etc. etc.
>>
>>55234373
I like the objective focus, it stops the games turning into a big slugfest in the middle of the table (that still happens sometimes, but it's in service to the greater objective game). The range system and Z levels are also pretty cool.
It's pretty well balanced too. A couple of factions have small internal issues and there's a couple of really fucky units, but as long as you cover all the essentials your list is secondary compared to the decisions you make.

Starters are good to start with. 2 for each faction you want to start is a good first purchase. After that you can get up to standard 1250 games with a corvette box and either a battleship, a battlecruiser or a frigate box (although I wouldn't recommend the frigate box for Shaltari)
>>
>>55234373
Well for one, it's an objective focused game.

It's also fairly cheap, all things considered, and if I recall correctly one of the guys who did game design for Gothic helped out on DF.

The faction variety is nice without getting too crazy or too bland in differentiating.

Mostly though, it's got a far, far higher emphasis on your decisions throughout the game. Everything from the alternating activations with the strategy rating mechanic, to spike management, to which targets you want to fire on in which order. No unit is useless, they all have their role and can do an alright enough job of stepping into other things in a pinch, like frigates firing on battleships. There is also no real meta/net list problem. You can build a list just about any way you want with whatever ships suit your style and make it work against anything else as long as you don't do something stupid like bring zero troop transports.
>>
Hey I lurked this thread for the last two months and now the moment of truth ist here. Im gonna have to buy two sides, since probably Nobody close to me is playing this game.

Is buying a two player starter and a frigate and a corvette Box per faction a good First buy?
>>
>>55237726
If you can replace the frigate box with a starter fleet it would be more expensive but probably work better. 3 cruisers and 18 small ships is a pretty significant skew.
>>
>>55237726
You'd be better off with two, two player starters I reckon. Gives you plenty of cruisers (which look big and cool) plus two rulebooks.
>>
>>55237868
>>55237781
Ok i'll consider it. But the corvettes are fine? Are they useful under 1000 pts?
>>
>>55237950
Corvettes aren't just good, they're near mandatory
>>
>>55237962
Ok thanks, that helped me.
>>
>>55237950
Corvettes are always good; even just taking 2 or 3 of at sub-1000 points will allow you to snipe one or two of their strike carriers, which is a huge hit to the enemy.
>>
Oi you fucks.

Give me more shit to make so I can bump the thread with stats, or I'm going to have to dump my own garbage here. And nobody wants that.
>>
>>55240222
Scourge heavy grav tank with a plasma mortar
>>
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>Go to youtube to watch some matches played so I can better learn the rules
>Literally half the video is the two players incessantly bitching about hawk wargames and how they handled the kickstarter

That's cool and all, but I really didn't give a shit about that, I just wanted to see the game. It wouldn't have been too bad but you fucks just uploaded a completely unedited 2 and a half hour video and it gets really boring waiting for your rants to wear off.

Did the kickstarter really go that badly? I didn't buy into it or anything but honestly every single kickstarter I've ever seen has had some sort of delay or fuckup.
>>
>>55241440
What video?

And honestly, for a kickstarter, not really.

>campaign ends around Christmas 2015
>supposed to start shipping in July or August
>begins shipping in October/November, everything finally gets out around January/February 2017
So about a year from campaign finish to delivery, with 5-6 delay from initial delivery estimate.
>>
>>55240222
PHR type 5 Walker, two variants, each takes up a whole Neptune

One anti tank/anti building

One wildcard

Go
>>
>>55241546
This one

Seriously the guy rants for what feels like half an hour https://www.youtube.com/watch?v=zhtEYZ-fq5c&t=6571s
>>
>>55237950
Id still go for two starters, plus corvettes. If you're going to buy a frigate box for £25, you might aswell spend an extra fiver and get four less frigates, and an extra rulebook, and three cruisers
>>
>>55241810
>extra rulebook
Wait...

Do the single faction starter boxes come with books too?

Because if so I'm about to have something stupid like 6 rulebooks.
>>
>>55241832
Nope, only the two player starter box does.
>>
So I was reading through the dropfleet book and I noticed that in a few parts it mentions some communication the scourge had with the UCM, where can I find that specific passage? It doesn't appear to be in the fleet book's lore section. Is it in reconquest Phase 2 somewhere?
>>
>>55242742
>It doesn't appear to be in the fleet book's lore section. Is it in reconquest Phase 2 somewhere?
Yep, very back of phase 2.
>>
>>55242742
Yep very end of phase 2, basically scourge call the head of the UCM and initiate the first ever communication between the two by suggesting a truce to kill the shaltari (who also led the scourge to the UCM)

UCM understandably tell the scourge to go fuck themselves

PHR are revealed to have spies in the very highest echelon of the UCM and overhear the entire thing
>>
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>2 hour catalog turnover
Ye old comfy/tg/ is kill.

Has anyone here built their own terrain or table sections recently? I've been trying to wrap my head around the idea of a comprehensive table project for months, but I'm really not sure how to plan the damn thing out.
>>
>>55243192
>d
>>55242778
>>55242778
>>55243192
Hot damn I like the personality they gave the scourge, even if it's blatantly obvious the UCM are being a bunch of retards blinded by revenge over this whole situation.
>>
>>55246251
Dave has gone out of his way to make "PHR did nothing wrong" completely correct
>>
>>55246411
>abandonists
>doing nothing wrong
They'll burn once the UCM is done with the Jellies, and before or after the Hogs.
>>
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>>55246411
>"PHR did nothing wrong" completely correct

Literally murdered innocent Colonial Legionnaires many times over.

I will give them points for their stupid sexy ship designs but they're still assholes in the grand scheme of things. And I say this as a guy who bought a PHR fleet purely because they're so goddamn sexy to look at.

If they're working to save humanity they could at least stop being so rude and high and mighty in every interaction they ever have with the UCM. It's getting kind of hilarious just how snooty they act.
>>
>>55246483
>If they're working to save humanity they could at least stop being so rude and high and mighty in every interaction they ever have with the UCM. It's getting kind of hilarious just how snooty they act.
I'm pretty sure that's part of their master keikaku

>Chad Cybercock demands unconditional surrender before cutting comms and blasting them to kingdom come
>Hera McBitch purposefully leaves a single UCM soldier alive after every battle along with a purposefully enraging letter
>>
>>55246524
I mean I get that, after all there's that line on the final page where the PHR tell the spy that humanity will need that hate for the hard times ahead, it just seems like a really bad idea to piss off the one group in the galaxy who would even remotely want to be your allies.
>>
>>55246483
The issue with "murdering innocent UCM legionaires" argument is that the UCM are doing their damndest to make the existential galactic threat aware of humanities existence while simultaneously weakening themselves against the scourge, dooming Humanity as a whole.

If it were just for keikaku (like it was in 1st ed dropzone) there would be an argument but as of DFC fluff, PHR are doing the UCM a favor
>>
>>55246784
>the existential galactic threat aware of humanities existence


The PHR?
>>
>>55246251
Honestly, telling the fucking Dick Dastardly tier supervillains to fuck off when they suggest allying against someone who isn't currently trying to commit human genocide (Mongols are but that's more of a side project) seems like a pretty decent way to go. Everyone seems to get over the conceit of trusting the Scourge pretty quick, and I'm not sure why. Even if they were telling the truth, I'm pretty sure they don't have a full view of the situation from their murder sites. If it's just the Apache doing this shit then throwing rocks at the Shaltari race as a whole seems like the very definition of a shitty idea, not to mention having to deal with the inevitable Scourge betrayal.

>>55246784
The ball is still just as completely fucking incompetent as ever, it seems. Much like the original warning, this problem could have been solved by actually presenting the UCM with comprehensive evidence of the unknown threat rather than just saying "trust us guize were smart and ur DUMB >:DDDDD". It wouldn't have convinced everyone, but it would have done a hell of a lot better job than deliberately making potential allies despise you.
>>
>>55230263
Troopships are cruisers, strategy rating 10
Strike Carriers are frigates, strategy rating 1, and the outlier rule (meaning they can ignore cohesion and fuck off to do their own thing)

If you have a troopship pooping out 6 infantry tokens a turn, you probably don't need more ground support. And (imo) you usually need strike carriers to be faster to activate, since they're more fragile and are meant to be up in the hot of it (under a protective layer of atmosphere).

I'd group an Orpheus with some escorts, sure, but I'd put the strike carriers elsewhere, in a preferably <SR5 group.
>>
>>55248815
>strategy rating 10
Your point is still point but they're SR5
>>
>>55248815
So would you say this is a passable 1000pts list?

--------------------------------------
The list - 997pts
PHR - 4 launch assets

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

SR11 Vanguard battlegroup (232pts)
1 x Leonidas - 195pts - H
1 x Calypso - 37pts - L

SR7 Line battlegroup (210pts)
1 x Orpheus - 130pts - M
2 x Europa - 80pts - L

SR10 Line battlegroup (178pts)
2 x Theseus - 178pts - M

SR5 Pathfinder battlegroup (197pts)
2 x Medea - 78pts - L
2 x Europa - 80pts - L
1 x Medea - 39pts - L
------------- dflist.com -------------
>>
>>55247682
>The ball is still just as completely fucking incompetent as ever, it seems. Much like the original warning, this problem could have been solved by actually presenting the UCM with comprehensive evidence of the unknown threat rather than just saying "trust us guize were smart and ur DUMB >:DDDDD". It wouldn't have convinced everyone, but it would have done a hell of a lot better job than deliberately making potential allies despise you.
I know this discussion is deliberately without answer because setting lore, but I think there are two specific possibilities;

I), the ball is crazy smart and all that, but holy fuck it wasn't prepared for humans to be crazy fucking screwballs (as far as alien species go). It showed up, gave an incontrovertible demonstration of its might and mana, gave an unassailable augury from on high, then fucked off assuming humans were bright enough to handle that in any kind of reasonable manner.

II), the ball specifically wanted Believers. The most numinous, the most willing to take a chance based on faith alone, the most ready to submit themselves to a higher power. It's hands off in its ruling not because it doesn't want to interfere, but because it specifically chose good servants and only needs to make the subtlest of interference to see its will done.

IIa), similar but distinct from above, it didn't want to deal with internal strife among the population it was saving. It wanted everyone there to WANT to be there, to have been willing to risk and sacrifice much to be there, so that once that cost was sunk they'd behave and get along- I mean, shit, colonizing and evacuating are kind of rough at the best of times. What if 5% of 2 billion decided "Wait, maybe we should go back..." and then started causing trouble? So the selection method was tailored to achieving as few second thoughts as possible, once the plunge was taken.
>>
>>55248886
d'oh my bad senpai

>>55248902
I don't /PHR/ sadly, but;

Honestly? I might ditch a medea or two and the Theseii for another Orpheus/Europa battlegroup. That's about it.
>>
>>55248939
>I
Unless you're Pungari, not trusting a big unknown dangerous thing that came out of nowhere is pretty reasonable desu. If it really was a generic message then spaceball should be glad things went as well as they did, any aliens more naturally aggressive and territorial than humans would have absolutely flipped their shit.

>II/IIa
This one seems the most likely to me. There were likely some skeptics when the PHR was first formed (maybe there are even a couple now if they haven't been stamped out), but a mass exodus of people convinced only by real evidence might make them a majority. Not something you want to have in your cult, especially when you value keeping the intel advantage so highly.
>>
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>>55241672
>Type-5 Artemis Strike Walkers: 80pts
>A9, Mv4", CM:A/E+1, DP3
>Type:Vehicle, Category:Standard, S+C:1-3 Standard
>Special Rules: Walker
>RX-52 Plasma Railgun: E11, Sh1, Ac2+, R(F):36", R(C):36", MF:0", Arc:F/S, Special: Dev-2, Area-S
Transport: 1-3x Neptune (1 unit each)

>Type-5 Loki Strike Walker: 92pts
>A9, Mv4", CM:A/E+2, DP3
>Type:Vehicle, Category:Support, S+C:1
>Special Rules: Walker, Infiltrate-18, Rare
>Flak Cannon: E8, Sh2, Ac2+, R(F):36", R(C):12", MF:4", Arc:F/S, Special: AA
>Transport: 1x Neptune (1 unit)

Not sure about the prices desu, both units are a little unconventional.
>>
Bring back the dog autists.
>>
>>55240393
>Burninator HGT: 78pts
>A8, Mv6", CM:A, DP4
>Type:Vehicle, Category:Heavy, S+C:1-2 Standard
>Special Rules: Skimmer
>Plasma Mortar (Artillery): E11, Sh1, Ac2+, R(F):18", R(C):18", MF:6", Arc:F/S/R, Special: Alt-1, IF, Area-M
>Plasma Mortar (Direct): E11, Sh2, Ac2+, R(F):9", R(C):9", MF:6", Arc:F/S/R, Special: Alt-1, Area-S
Transport: 1-3x Marauder (1 unit each)
>>
>>55248902
Pretty good, although I would personally stick the Europas in with the Theseus group so the Orpheus can do its job separately from the broadside crew.
>>
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>>55252957
It is not autistic to want to see dogs fight side-by-side with humanity the same way they have for the past 15,000 years!
>>
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>>55255890
Actually, about 20,000 years by the time DC takes place.
>>
DFC
How would you go about writing a scenario, dir fighting about an astroid Cluster. Maybe a mission about taking a miningfacility or a research facility located there.

IT schould be small scale, comparable to a WW2 parashute RAID behind enemy lines.

Maybe the Defender has more static defenses and less mobile Ines.

What about the different orbital heights? Any ideas for another tactical Dimension as replacment, so we dont loose the complexity?
>>
>>55257314
Alternatively, how would you replicate the Iserlohn corridor scenario from Legends of the galactic Heroes
>>
>>55248939
Ia) The ball screwed up its assessment of humans and everything went horribly wrong. It couldn't bring itself to admit that to a bunch of starry eyed refugees. The PHRs mysterious ways are the result of the ball desperately trying to string everyone along without any real plan. append any future ball dialogue with [screams internally]
>>
>>55259530
I like this one, but change it to [screams geometrically]
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>>55248902
Looking pretty damn solid!
I'd drop 2 Europas and a Medea for three Echoes, honestly, but that's just me.
>>
Give me one reason I shouldn't go all out on CAW ships for scourge.
>>
>>55267101
Lasers and heat rays are cool.

The imba as fuck Akuma isn't a CAW ship.

Combined arms is usually the way to go desu.
>>
>>55262093
>>55259530
[screams spherically]
That's actually pretty good, thanks for the addition.
>>
>>55249282
>Unless you're Pungari, not trusting a big unknown dangerous thing that came out of nowhere is pretty reasonable desu. If it really was a generic message then spaceball should be glad things went as well as they did, any aliens more naturally aggressive and territorial than humans would have absolutely flipped their shit.
But you're a human looking at this from human pov. You can't judge this unbiased. And even if you were right, this is a fictional setting, maybe humans are pretty far from baseline behaviors in this setting, know what I mean?

IIa seems like an excellent ruthlessly-pragmatic one, and not necessarily out of line with the PHR's current behavior.
>>
>>55270014
>You can't judge this unbiased.
You can look at evolutionary trends though. Fearing the unknown would be near-universally a useful thing to have, as violence is a very simple and easy way to deal with other lifeforms competing for resources and so would be extremely common in most ecosystems. Creatures naturally inclined towards trusting the unknown would tend to get brutally murdered by the unknown, whereas the more cautious would be more likely to survive.

>And even if you were right, this is a fictional setting, maybe humans are pretty far from baseline behaviors in this setting
True nuff.
>>
>>55267101
You will get your key ships sniped off the board while being kited by carriers.
>>
>>55267101
Your opponent will be able to go 110% active scan fuckery and you will have nothing to punish him for it
>>
>>55267101
You might be able to cheese it; if you deploy your support/troop BG's first so you can bait out most of their fleet before full thrusting with optimal vectors, the enemy will be deprived opening shots while you're still able to start running up the board on the first turn.

I'd recommend going purely Djinn, Strix, and Manticore/Banshee if you do, ignoring Wyvern entirely, but a single Hydra and a few Nickar would be useful too.
>>
>>55267101
No matter how fast Scourge ships are, they can't make up the distance lost by ignoring Signature and spike range bumps. You want to be able to reach out and touch people in Dropfleet.
>>
>>55274207
I wonder how you would make that work?

--------------------------------------
SCourge - 1500pts
Scourge - 12 launch assets

SR10 Vanguard battlegroup (190pts)
1 x Manticore - 190pts - H
+ Fleet Master (80pts, 4AV)

SR10 Vanguard battlegroup (190pts)
1 x Manticore - 190pts - H

SR12 Line battlegroup (266pts)
2 x Djinn - 86pts - L
2 x Strix - 180pts - M

SR12 Line battlegroup (344pts)
1 x Hydra - 140pts - M
1 x Hydra - 140pts - M
2 x Gargoyle - 64pts - L

SR11 Pathfinder battlegroup (237pts)
3 x Nickar - 66pts - L
1 x Wyvern - 105pts - M
3 x Nickar - 66pts - L

SR9 Pathfinder battlegroup (233pts)
2 x Gargoyle - 64pts - L
1 x Chimera - 105pts - M
2 x Gargoyle - 64pts - L
------------- dflist.com -------------

Here you have Hydras and Torpedoes to cause long range problems. The Manticores will def make it. If you went all in it would be a blood bath on one side.
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>>55276096
>Torpedoes
>long range problem
N I N E whole inches of range on a delayed fuse isn't much of an improvement over CQB threat.
Hydras can mess up certain targets, but I'd say Scourge always want at least one Oculus BG to pick off specific problems at range - like Jakartas, Limas, or carriers - without getting cockblocked by countermeasures.
>>
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>>55277923
It's actually 18", but Scourge torps are so shitty that it doesn't really matter.
>>
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>Open PHR fleet starter
>Literally no moldlines

Oh wow this is awe-

>Ships are fiddly as hell to get together and some madmen put a fucking sprue gate on the top of the hull, the smoothest part of the ship and hell to make look right

What the fuck Dave, what were you thinking?


Also do people like Pandoras? They seem like a kind of weird ship. Almost seems like you would just sit there doing the hold position order over and over and sniping at distance or something. What group would you even throw them in, if any? I'd guess a couple of strike carriers so you have a sub 5 group and they don't have to follow the strike carriers in.
>>
>>55282179
>55282179
Pandoras are more support ships. Think of them as slightly less flexible Limas that use a laser to mark targets instead. They're perfectly fine to also go active, much like how Andromedas can active scan with only minor consequence.
>>
>>55282179
>What the fuck Dave, what were you thinking?
It's so you can practice you're sanding and filing, anon :^)
In all honesty though, I find that leaving the sprues on the spines there until after assembly (but before the fins) is the best idea; that way you can smooth and trim both simultaneously, and don't accidentally take too much away.

>Ships are fiddly as hell to get together
Eh, only the broadsides, I'd say; everything else goes together real well.
The broadside slots definitely do need to be sanded down some before they're put in though, and greenstuff is almost mandatory.

>Also do people like Pandoras?
They're awesome as the proverbial "sniper spotter", as just doing a single point of damage puts a minor spike on the target. They're also really good for picking off ships that are close to death, without wasting a primary, cruiser-tier weapon system.
>>
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>>55282179
>>55282468
The only problems I have had are some of the joints being annoying to remove right. Nothing that bad though.
>>
>>55284817

Those top crests are annoying, it's pretty much the big thing for me.
>>
>>55215049
Why fuck around with "improving" dogs, which are still animals, and still as stable mentally as a...well, animal, vs building better weapons? A flying pocket drone with one-use shotgun charge has better use than a space-marine dog.
>>
>>55287963
Same reason that the EAA put hull guns on their tanks despite those being recognised as a bad idea centuries ago: It seemed like a good idea at the time.
The entire point of the EAA is that they got comfortable, which made them highly inefficient and willing to piss away money at the strangest things. Certainly stranger things than creating a breed of perfect guard dogs.
>>
>>55288284
In that case, the question is if the Resistance were able to keep up the breeding and training of those perfect dogs for 200 years?
Sure, they'd be pretty damn tough dogs, but without precise husbandry I feel like they'd diverge slightly from their optimum "EAA-sponsored superdog" status.
>>
>>55288337
Resistance wouldn't, but they probably wouldn't give a fuck either. They'll use whatever they can get their hands on, and if what they can get their hands on is a pack of wild superdogs then they'll just label them as berserkers and empty a box of them into a Warrior-infested building. Resistance dogs are perfectly feasible.

UCM could still certainly keep up the breeding though. Frontier worlds would be a good place for dogs when you don't have/trust enough people to guard your shit and don't have sophisticated security, and UCM R&D would still investigate a bunch of weird projects that mostly go nowhere because that's what R&D (especially decentralised R&D) does. Superdogs that were maintained and improved over the years being considered worthy of deployment in some bulk landers isn't out of the question.

Keep in mind that I'm not arguing that it would happen, since it is unlikely, only that it could. And the UCM dogs sure as hell wouldn't end up in the strike carriers that DZC is based around anyway, so they're not really any more relevant to the game than the cargo trucks, humvees, missile halo scanners/lasers, machine gun teams, etc that would also show up in bulk landers.
>>
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>>55289935
I'm glad I wasn't the only one thinking this
>>
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>>55289935
More like no discussion. Anything that keeps the thread away from death is fine enough discussion in my eyes.
>>
>>55294794
This as well tbqh; discussion is discussion if it's tangentially related at the least.
>>
>>55280927
>scourge torps are shitty

Lol what.
>>
>>55289935
>dog autists are the newest meme

I never asked for this.
>>
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>>55289935
There is nothing wrong with wanting war doggos!
Cry havoc, motherfuckers.
>>
Is there any way to make the plastic infantry not look like deformed blobs of shit? Particularly immortals
>>
>>55295963
>Is there any way to make the plastic infantry not look like deformed blobs of shit? Particularly immortals
Yeah; get the metal ones.
>>
>>55296163
The Immortals are much worse. Not really usable. Scourge warrior plastics are kinda salvagable.
>>
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BEHOLD, THE ULTIMATE WEAPON OF THE RECONQUEST!

WE SHALL BLOCK OUT THE SUN WITH OUR LANDERS, NONE SHALL ESCAPE!

-Intercepted 2771 from confidential reports, containing pictures of the confidential North Middletown class Assault Lander Prototype

magnets are a hell of a drug
>>
>>55297548
Needs more vertical
>>
>>55297548
Now 120,000 UCM soldiers can die when these fuckers get blown up instead of merely 60,000.
>>
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>>55297737
>>55297934
"Right, not a people person I see, no problem. Got another winner for you. *Dual finger points* So turns out there's these things called "moons that orbit some planets, and some have filthy Scourge garrisons on them. But what do you do if you need to bombard the moon AND the planet at the same time? That's where the Madrid 2comes in! Why bomb just one planet of filthy Scourge at a time when you could bomb two AT THE SAME TIME? *winks* No need to shower me with applause, I've already forseen this mighty need of the great RECONQUEST and started work on 30 cruisers for you! Ain't I great?"

-excerpt of Bob Seiners court marshal
>>
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>>55298169
HI, BILLY MAYS HERE FOR JELLYCLEANâ„¢!
It's so easy, even your KIDS can Reconquest!
>>
>>55298169
>not putting bombardment turrets on the nacelles as well
>>
>>55298169
You know, I just realized, that pseudo-pincer shape looks pretty good.

I wonder what a kitbased UCM super-cruiser would look like with two heavy-cruiser dorsal pincers on its side, with nacelles set on their outside, with dorsal normal cruiser tops on both the top and bottom in a "+" configuration.
>>
>>55299947
can't look worse than the retarded looking "super dong" battlecruisers they went with.
>>
>>55300036
>retarded looking
Anon, I...

The only thing wrong with the BC's is that the Perth has 4200's on the underside, which triggers my autism in multiple ways.
>>
>>55300056
>that ship

I've never seen that one, that looks kickass. The one in the book with the super BTL looks like ass. Where do you find that model?
>>
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>>55300066
Ohh, you must be talking about the Avalon; the BC's in the book are kickstarter exclusive models which I honestly think look pretty good
>>
>>55300066
>>55300077
These are the general retail release BC's, the Perth (giant laser) and Johannesburg (guns) respectively.

>two dubs in a row
>>
They have BIG engines
>>
And since you haven't seen the general release UCM BC's, I'm going to assume you haven't seen the ones for the rest of the factions either.
>>
>>
>>55300084
>>55300108
Well damn I'm glad I picked up a UCM starter then, I actually love the looks of these two. I thought these >>55300077 were the general release and hated the look of them.

I mean PHR is probably still going to be my main fleet since everyone else at my store seems to be doing UCM, but I'm sure I can come up with some excuse to grow my UCM a bit.
>>
>>
>>55300129
There's an always an excuse to expand your glorious battlefleet, anon.
>>
On a related note, I like how Dave kept the "X" shape of the kickstarter Shaltari BC's in the general release versions, while also making them look really different.
>>
>>
Fuck y'all. Keep this thread bumped.

>Panda Missile Defence Vehicle: 128pts
>A9, Mv4", CM:A, DP4
>Type:Vehicle, Category:Special, S+C:1-3 Open
>Air Defence Laser: E7, Sh1, Ac2+, R(F):Infinite, R(C):Infinite, MF:0", Arc:F/S/R, Special: AA, Missile Halo
>Transport: 1-3x Condor (1 unit each)

>Special Rule - Missile Halo: This weapon may target cruise missiles and does not suffer the standard +2 accuracy penalty to reaction fire.
>>
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I made these line drawings to test new new color schemes for the ucm I plan to buy. Any cool ideas, color them in and post them, gonna post mine later, when I got more time.
>>
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cruiser
>>
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Low quality posting
>>
Is it worth buying a Dropzone Commander starter set now that second edition is on the horizon or should I just wait?

I was actually in the process of buying one, but decided to watch a few Let's Plays and found out about the newest edition.
>>
>>55303797
Models will still stay the same, it's just the rules getting redone.
>>
>>55303797
What country are you in?
>>
>>55303858
That's good to hear.

>>55303951
USA
>>
>>55304128
Ah fair, there was some very cheap starters over here in the UK.

The 2 player starter is a still a good buy even with the rulebook being invalidated, the models are staying the same. Check out eBay, there should be some good deals atm
>>
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>A brave UCM war doggo drop into Scourge-controlled territory to route out the jelly scum, 2672 (colorized)
>>
>>55173912
Hogs?
>i'm too new at this
>>
>>55307821
Shaltari are spiny space hedgehogs.
>>
>>55303797
i'm gonna buy another faction starter just becasue fuck yeah, my starter is awesome

also, anyone here in the 2.0 playtests?
full confidentiality and all, but still, just wondering.
>>
>>55308026

I am, they're shaping up well but grognard autists screeching about every change is starting to grind
>>
>>55304211
unless they're planning a new starter to coincide yeah, the two player starter set is pretty great.
>>
>>55308604
But what else are Grogs to do?
>>
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>Colonial Marines: 26pts
>A2, Mv2", CM:-, DP5, CQB1.5, F4+
>Type:Infantry, Category:Spaceborne, S+C:2/4 B2B
>Special Rules:
>UM-3 Carbines: E3, Sh5, Ac3+, R(F):24", R(C):9", MF:2", Arc:F/S/R, Special: RW-1
>Transport: 1x Raven-A (2 units) or 1x Void Shuttle (4 units)
>Can be upgraded with Zero-G Thrusters for +2pts

>Marine EVA Team: 42pts
>A4, Mv1", CM:-, DP3, CQB3, F3+
>Type:Infantry, Category:Spaceborne, S+C:2/4 B2B
>Special Rules: Hazard Suit, Zero-G Thrusters
>UM-5 Gatling: E3, Sh12, Ac3+, R(F):24", R(C):12", MF:1", Arc:F/S/R, Special: RW-4
>Transport: 1x Raven-A (2 units) or 1x Void Shuttle (4 units)

>*Special Rule - Zero-G Thrusters: In Low Grav environmental conditions, this unit doubles its Mv and MF values (applied before the universal +2" Mv), may move over terrain features under 3" high, and gains E+1 countermeasures.

Bump.
>>
>>55314753
These are pretty cool, anon; it'd be neat to see more environmental interactions in the actual game.
>>
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>>55314753
I like the second one, but the first one wouldn't serve much purpose.
>>
>>55317189
I didn't actually make them to be balanced desu, they're more for having fun with fluff ideas than anything else. Not even sure what I'd give them to make them distinct and useful for actual DZC games.
>>
>Claymore Heavy AA Tank Battery: 84pts
>A10, Mv3", CM:A, DP2
>Type:Vehicle, Category:Heavy, S+C:2/4 Wide
>Twin Anti-Air Railguns: E7, Sh2, Ac2+, R(F):Infinite, R(C):24", MF:0", Arc:F/S/R, Special: CA-1, AA, Articulated
>Twin Anti-Air Railguns: E7, Sh2, Ac2+, R(F):Infinite, R(C):24", MF:0", Arc:F/S/R, Special: CA-1, AA, Articulated
>Twin UM-5 Gatling: E3, Sh4, Ac3+, R(F):24", R(C):12", MF:3", Arc:F/S/R
>Transport: 1x Condor (2 units) or 1x Albatross (6 units). Can share transport with Gladius or Scimitar.
>>
>>55308026
>i'm gonna buy another faction starter just becasue fuck yeah, my starter is awesome

Amazing how true this is. Even UCM and Scourge you can find yourself with another starter ordered before the beer wears off if you get that "sabre harder!"/"hunter swarm!"/"moar plasma!" glint in your eye.
>>
>>55308604
How are the changes to CQB? A bit more streamlined?
>>
>>55320906
Make a lot more sense.

Most of the rule changes are stuff where you've read through the rulebook and said to yourself "huh, that's kinda stupid"
>>
>>55321529
So no real rule changes, just changing the words to be less ambiguous?
>>
>>55323790
I dont think weve heard anything specific about CQB, the changes mentioned had something to do with how dice are calculated along with how they are then allocated during combat, as well as more flexibility with who does and does not fight.
>>
>>55323790
Nah, there's rules changes, but the rulechanges are more "realistic" if that makes sense in a sci-fi game. Really quite like everything so far, can't really fault it that much
>>
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Greendesk-lobsterscourge anon, finally finished my PHR starter. (Infantry not entirely finished, waiting on some stuff)

Just three UCM starters and two dozen assorted UCM/shaltari cruisers and frigates left...
>>
>>55321529
So like the LZ is hot rule, falling masonry, flame, etc?
>>
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I kind of want to paint my PHR up in some sort of WWII naval scheme, I have no idea why.

In all honesty dazzle camo would probably look hideous on the sleek sexy PHR ships but that just makes me want to burn out my opponent's eyeballs even more.
>>
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>tfw you were dumb enough to decide you wanted yellow phr

let the suffering begin
>>
>>55308604
Just tell them to shut up and explain why their antisocial asses are wrong. Before Hawk starts actually listening to the idiots who think things are fine.
The salt over drop and shooting / hot dropping is ridiculous, it's a fun rule.
>>
>>55330617
people have reservations over hot dropping? Why the hell would you be against that?
>>
>>55330671
Because apparently, and I paraphrase, "it takes away the importance of forethought and positioning and casualizes the game"

This can be translated to "It adds tactical choice to the game in such a way that doesn't let me see how a game will go three turns in advance and gets rid of the meta-superiority of fast armies"
>>
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New 2.0 rules dumb the game down. I hate drop and shoot. No real need to drive on demo katana squads or run my 9 hunter scourge blob I always run now

>my table pic dump commence
>>
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>>55330725

tfw taking this to a local store never happens since

1) they dont sell dzc
2) the store that does has dropfleet the same day as xwing and we're outnumbered 10:1 (we have 2)
3) live in a city so driving there is really really really fucking abadonist

>pic during basecoats and before painting
>>
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>>55330767
>Remember the cradle worlds

HWG is a bunch of cool dudes. They did an article on my articulated weapon los cover table https://www.hawkwargames.com/blogs/articles/dropzone-commander-display-board-by-stevefamine

Otherwise local guys during playtesting = Drop and Shoot is a NO GO. New indoors combat is nice
>>
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>>55330790

If you want cheap infantry and your local store doesnt have it in stock - look on eBay/troll and toad/few other sites for MECHWARRIOR DARK AGE infantry. Their mortar teams are actually spot on. Cost me about $10 for mortar, snipers, and a few count as broadswords and so on
>>
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>>55330803

>muh jellies

Didnt bother painting the infantry ever. The scheme was "I'm painting this so my buddy has something to use that isn't primed"
>>
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>>55330826

I also use my stuff for the STALKER RPG. It gets more use there than DZC right now
>>
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Night /tg/

Maybe a DZC RPG soon - eh
>>
>>55330725
>New 2.0 rules dumb the game down. I hate drop and shoot. No real need to drive on demo katana squads or run my 9 hunter scourge blob I always run now
why is that bad, though
>>
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>>55330868

As someone heavily invested in the game - they make sense. Games will be shorter, combat is easier to explain to a new player, and a few things are streamlined.

I'm simply used to playing one way, similar to the change in 40k editions. Most don't initially like it since "Their guys" arent played the same.
>>
>>55330868
I assumed it was sarcasm, since the third sentence pointed out a few things wrong with the current meta.
>>
>>55330900
Ah, fair enough

>>55330905
Yeah, I completely missed the sarcasm; my mistake.
>>
>>55330475
Looks fine from here, but give em some Taiidan red stripes if you want to get spicy.
>>
>>55330705
I like that they claim it takes away strategy by allowing you to do more stuff in the game.
>>
>Gorilla LAV Team: 9pts
>A5, Mv9", CM:A, DP1
>Type:Vehicle, Category:Scout, S+C:2/4/6 Wide
>Heavy Machine Gun: E4, Sh2, Ac3+, R(F):36", R(C):12", MF:9", Arc:F/S/R
>Transport: 1-3x Raven-B (2 units each) or 1x Bulk Lander (loadsa units)
>Can carry 1 base of Legionnaires, Praetorians or Praetorian Snipers.

>Moose Troop/Cargo Carrier: 28pts
>A6, Mv6", CM:A, DP4
>Type:Vehicle, Category:Logistical, S+C:1-3 Open
>Transport: 1-3x Condor (1 unit each) or 1x Bulk Lander (loadsa units)
>Can carry 4 bases of Mortar Teams or Flak Teams, 6 bases of Legionnaires or Praetorians, or 9 bases of Praetorian Snipers.


Everyone's gotta love their humvee equivalents and transport trucks! Even if they have no place in the heavy combat of DZC itself, you gotta keep those borders secure and those supply chains supplying.
>>
>>55315849
>I play dropzone commander for the plot.
>>
When is Hawk going to be done moving? I want to buy their stuff.
>>
>>55330475
More wash!

>>55330767
>we have 2
That's 2 more than here.
>>
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>>55335868
still in the barebones stages. I'm not even really done with the basecoats to be honest. There will be plenty more washes, highlighting, etc. I promise. You can still see places where the metallic and wash splashed onto the yellow for example

inb4 yellow submarine jokes
>>
>>55335996
Joke's on you, I was going to make a banana republic joke.
>>
>>55335996
Looking good, anon; solid yellow.
>>
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>>55335996
>yfw baselines think they have a chance against this fleet
>>
>>55338619
Delet
DELET
>>
>>55336072
>implying they're not yellow because they're filthy abadonists cowards
>>
>>55338791
>implying that taking a brave step into the unknown for the betterment of all mankind and the preservation of the human race is cowardly
Spoiler: Neil Armstrong wasn't a coward for 'fleeing earth' either, baseline.
>>
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>>55338619
WHAT YOU THINK THIS IS BASERINE, SOME KIND OF GAME?
>>
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>>55338619
>yfw hosts think they can threaten you when they can barely handle your light garrisons while you consolidate for your next conquest
>>
What do people think the scourge are up to? The book seems to imply they aren't really doing that much to try and take back any shit they've lost or counter attack and they don't seem too bothered about the UCM gaining ground
>>
>>55344392
They are ready to move to a new species. Attacking UCM is a huge mistake and they know it. The assault on Ferrum was just to slow the UCM down. Scourge new bodies to take. They are going to jump to attack someone else and come back and finish the UCM after rejuvenating and letting the UCM get complacent. .
>>
>>55344392
They're almost certainly readying their next invasion, if not already doing it. They mention pretty frequently that hosts, while long lived, do age after awhile and the cloning shit doesn't work out too well, it's just a stop gap at best. They're purely pragmatic, if the cost of gaining new hosts is too high, they'll simply move elsewhere. Make a nuisance of yourself, they'll push back to punish you from continuing to do so, as we see with the UCM. But they know better than to get fully invested in fighting the UCM. They don't want to fight a determined enemy that will raise the cost of acquiring new hosts.

On that note, the next faction may be the species that the scourge are currently attacking, with some of their fleets going to the cradle worlds in a desperate attempt to attack the scourge homeworlds in a vain hope to force a peace. Of course, that means they probably don't give two shits about humans, because as far as they're concerned, these are just more scourge as they bomb the fuck out of the worlds. Which the UCM won't stand by and let happen.
>>
>>55344689
I am sure they plan to come back UCM when they secure the bodies. Can't leave that threat around.

But they will soon learn than mankind's rage cannot be quenched until all jellies are destroyed.
>>
>>55345109
Why not be angry at the real threat, silly humans? Your real enemy was, is, and always will be the je- I mean hedgehogs.
>>
>>55345216
We will get to the them.

The order is Jelly > Ball Licker > Hog.
>>
>>55345216
So sit tight we will be there soon.
>>
>>55344392
It's pretty obvious they're holding out for something. Either reinforcements or one of those seed ships hitting jackpot so they can fuck off to safety. Apparently this is an unpopular opinion, but I don't think they're ready to leave at all. If they were there would be fewer seed ships and more military ships being produced, and I have enough faith in the competence of jellies to give them more than 150 years to exhaust a single host species. If they're truly such a bunch paint-huffing retards that even with breeding facilities the size of Japan they can't make their hosts last a few measly centuries, then I don't think they'd have made it this far even with Shaltari support.
>>
Night bump
>>
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Reminder that bullying is not okay
>>
So scourge are fucking off to somewhere else, what are the PHR doing? Rogue tennis ball from angry tennis ball civilisation?

But if the Scourge are leaving, then that means the new faction could be either cyberballs or new host aliens
>>
>>55352434
New host aliens is my bet. And the ball continues to do it's ball thing of being a deliberately vague dick about everything. I'm willing to bet the PHR don't even know why they're doing any of the shit they do. It's like the scorpion and the frog.
>>
>>55352434
>55352514
>I'm willing to bet the PHR don't even know why they're doing any of the shit they do. It's like the scorpion and the frog.

Well part of their goal is to remove hogs. However, I would agree that the PHR don't know the full story. I think it is likely the white sphere is a former enemy of the hogs that may have been eaten by the scourge as a hog trick to defeat them. It is likely the hogs have used the Scourge before in this manner.

I think eventually you will see a PHR schism. UCM are the heroes of the story so they will likely win in the end, however they will continue to kind of blunder their way through charging forward blindly. Eventually they will need more help. The sphere will b revealed to be that other race who will be kind of self serving. Greater good of removing hog and jelly, but wants to keep mankind as thralls. They will likely see this as necessary and maintain that grey area of being a noble race. UCM will eventually have to be eliminated as a alien hating enemy. The PHR will split because there will be those that while thinking the UCM are backwards won't like being misled and won't want to exterminate humanity. The others will keep thinking ball licking is the right way due too the gifts they have received and being thralls a small price to pay for everything the sphere has done for them.
>>
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>>
Autumn invasion in 2 weeks. Will we see Idris Elba in the sky ranger and the Cortez walker?
>>
>>55357136
I'm hoping we'll get a few more tidbits about 2.0. I wonder if Hawk would put out some community posts like Warhammer did for its new edition, those were fun to read through.
>>
Hey,

I'm currently thinking about starting with dropfleet or dropship commander. As a begrudged wh40k player, what can I expect? What similarities are there? What, from your perspective, is the the more "fun" game? How competitive are the rulesets and how different are the factions playing? I need my war game fix guys, help me scratch that itch and get rid of the shitfest that is 40k atm.
>>
In terms of gameplay, few similarities. With things like reaction firing, LOS, the game is a lot more 'tactical' if you get what I mean. There's quite a lot of moving around rather than standing at two sides of the board blasting each other.

The rules are quite competitive, they are decent tournament games and I've found that the better player really almost always wins and you have to have really quite bad luck for the opposite to happen.

The factions are pretty different in playstyle and especially aesthetic but can go into that more later. The background is really quite interesting, unique, and ever expanding/progressing with every rulebook that comes out.

The most important reason you should get DropCommander is that the hawk team are just generally brotier. Dave is a wargamer and does stuff because he thinks it's cool rather than money, they just seem like a bunch of guys who genuinely love doing it and are really passionate about their game. Im also pretty sure a couple of them browse /tg/
>>
>>55360155
Both Dropzone and Dropfleet are nothing like 40k. They are more like Epic or Flames of War and Battlefleet Gothic.

The systems are better designed than 40k though DZ is starting to show its age (2nd Edition is due in Nov-Dec time frame)

The rules for both are very well balanced. In DZ internal balance is a little weaker right now, but its over all balance is probably better. The factions all over pretty significant differences.

DZ will cost you around 150-200 for a full army with options. DF will cost around 100-150. DF uses less terrain so is even cheaper whille DZ needs a 30 dollar terrain box at least.

They are both equally fun for different reasons. I find DZ has a very large scale feel to it. You are fighting over cities even when you are grabbing objectives. DF is a larger scale, but the individual models matter more to the player. Naming your ships is fun even thought they die quick kind of thing. Both are very strat heavy, you have to make the right decisions to win, more so in DF than DZ.

Hawk is one of the better companies out there and I think both games are among my favorite despite some flaws.
>>
>>55361061
>Im also pretty sure a couple of them browse /tg/

What makes you say that
>>
>>55361061
>>55361154
>decisions matter
Almost sold on the game. What flaws would you admit the game has? What would be the best starting point for a beginner, dzc or dfc?
I mean, 200 bucks for a full army is plain awesome...40k wise, this would get me to a starter army max.

Are both games combineable?

Thanks for the info
>>
>>55362194
I'd suggest getting into DFC first desu, DZC has some problems and 2.0 will be coming out fairly soon to address many of them. It's mostly balance issues (though nothing like 40k) and some rules being poorly explained and needlessly complicated. Personally I'm not a fan of dropships falling by the wayside, as they're what the game is about.

DFC just has minor internal balance problems and a slight lack of variety in scenarios. It's basically better Battlefleet Gothic, which is fitting since the guy who made that did a lot of work on DFC too.
It's also easier to recommend for: 2 starter fleets of your chosen faction, a corvette box, and either a frigate box or a battleship/battlecruiser. For Shaltari, retract the frigate box. You don't need as many frigates with them.

The games are combinable in a campaign sense, there's rules at the back of the DFC rulebook addressing that.
>>
>>55362485
Not that guy but what are the main issues with dropfleet. The only thing I can really see is ships die REALLY fast in the starter box scenario, but that's probably a good thing and also might have been partially because we didn't understand how Point Defense worked at the time.

I will say other than the PHR ships being pretty difficult to look perfect thanks to some madmen putting sprue gates right on their top fin, the models have been fun to put together and paint up to a degree that you would never believe they were plastic if someone told you.
>>
>>55362618
I think one of the bigger issues, in general, is that centerboard "moshpits" still happen from time to time, and that torps are still pretty underwhelming.
A more general issue is that there simply aren't enough mission varieties; there's eight different missions, but they're all about getting your dudes onto the ground pretty much.

While the game is focused around this, and thus a majority of missions should be about it, the lack of alternate missions is a bit frustrating to some.
>>
>>55363116
I had a friend complaining about that, he said there wasn't a single "Kill Em All" type mission and he found that very odd since there are quite literally missions mentioned in the background that based around that, be they small hit and run raids or major fleet actions.

I guess they weren't sure how to balance those if you brought troop ships? I know UCM ships have really garbage firepower while my PHR Assault Troopship can actually hold its own a bit.
>>
>>55362618
There's some balance issues around. Torpedoes look mean but are pretty terrible, the Scourge Akuma and PHR Orpheus need to be wailed on with the nerf bat, and Shaltari have a bunch of weird bullshit that may be imbalanced (their ground asset system needs reworking imo)
The scenario variety leaves a fair amount to be desired desu. Even disregarding annihilation and bombardment missions which would fuck up the balance, there's much more that could be done.
>>
>>55363160
You know, it could be as simple as making each ship kill worth its tonnage in VP, with troopships or anything with troop capacity adding their tonnage in VP to their owner's score.
Example: Player A kills a battleship, three cruisers, and eight frigates over the course of the game. He has a troopship and two strike carriers left. His total VP is 45.
This would incentivize protecting your troopships, rather than just going balls to the wall and trying to Jenkins as many enemy ships as you could; likewise, it would incentivize targeting enemy troopships, as every surviving one denies you that much VP, while also putting the enemy ahead that much.

An alternate solution would be to double the VP score of killing troopships, perhaps, but this could run into issues with something like the Diamond or Platinum, which would now be worth something like 30 VP.

It wouldn't do much for casual play, but the threat of getting a kill-em-all mission in tournament play would incentivize players to not maximize solely for deployment missions; going three troopship and eight medea for a PHR list might be in fashion now, but not so when you have to keep all of that alive over six turns and you can't effectively gun down enemy ships.
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>>55363266
Going 3 troopship in PHR will become less fashionable when they're 160-170 points like they should be.
>>
New thread, commanders.

>>55364919
>>55364919
>>55364919
Thread posts: 307
Thread images: 72


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