Reminder to ignore bait, unless it is masterfully crafted.
Initial topic of the thread: If you are only here for DFC, are you now planning on possibly getting into DZC? If you are here for DZC, are you planning on getting into DFC?
unfortunately for the thread topic, I'm actually into both and have been for a while. I remember trying to start a Dropzone commander thread pre reconquest phase 1 actually. It was a different time.
Joseph Williams
>hedgehog pussy >sweet
It's time to go.
William Hughes
>Setting far into the future >crewed, fixed gunplacement
Colton Walker
ayyy lmao
John Torres
I don't think that's a fixed emplacement
Brody Anderson
>man-portable AA gun, transported by APC and dropship >fixed
Get your shit straight, friend.
Josiah Jenkins
In his defense, this might be the first time he's seen anything in connection to the universe.
Aaron Watson
>man-portable Might be pushing it with that one. That thing is huge.
Carson Wright
They gotta get it out of the Bear somehow.
Dylan Adams
A dolly would certainly help.
Jonathan Ross
>crew of movers stowed away in the Bear to set up the guns
Love it.
Owen Martinez
Dave needs to become a hobbyist linguist so that we can know what the various colonial accents sound like
Adam Miller
>what are lightweight future alloys and drill stabilizers
Jordan Murphy
What exactly do drill stabilizers have to do with anything?
Noah Reed
how does this game play compared to others? is PHR a good starting army, and are their big retarded scorpion walkers any good?
William Jackson
To keep them in place while maitaining a small footprint?
Michael Williams
Drill stabilizers help long drill bits make very straight holes.
Matthew Bailey
>how does this game play compared to others? I can't really say, but
>is PHR a good starting army, and are their big retarded scorpion walkers any good? PHR are a good army, being the slowest and toughest overall. I would say that they play more like "traditional" war gaming armies. As for their giant scorpion, yes, it's very good; it can wipe out squadrons of lesser tanks quickly, it has anti-infantry capability, it has limited artillery capability, and it can heal itself and others.
It's an all-in-one package of "fuck you"
Blake Rodriguez
Dropzone commander plays a bit more loosely in deployment compared to other games. the big appeal of the game is the idea that you bring your troops on to the board in dropships, instead of deploying them before the game starts. This gives a lot more mobility and encourages more planning around air units and ground tanks being present for the battle. Thanks to that, you usually see lists being built that are a lot more versatile and able to handle any problem that could be tossed at them. Also in thanks to its 10mm scale, things like artillery and fast moving aircraft are better represented. Instead of fast attack aircraft acting like they do in warhammer 40k, they buzz across the table before disappearing back into the sky each turn. Artillery reaches across fairly long distances, from one edge of the table to the other, with spotters lending a hand for accurate bombardment. Additionally, this is a wargame where the standard unit to play with are tanks, and that can be appealing to people who aren't a fan of the usual skirmish style of playing.
PHR is pretty noob friendly in my experience, considering their walkers are a bit more durable than other vehicles. They do move slower than other factions, but you have to pay something for having the most durable tanks and having good ranges on their weapons.
The Scorpion walkers are pretty good, but there's other options if you aren't fans of them. They're pretty heavy point sinks, so buying a lot of smaller cheaper units can work too, but as its got a lot of tools to help it be versatile in a battlefield where you're not sure on what you'll need.
Jose Russell
The only armies that might qualify as bad for starting are resistance and shaltari, and even then I would say just pick the one you like. Most of the game's depth comes from the rules that are common to everyone.
Jaxon Stewart
>it has limited artillery capability Of note*, by artillery I mean it has an indirect fire area weapon, albeit nanomachines rather than a proper ballistic weapon.
Hudson Wood
Breaking math: Seti has a 10% chance of killing a full health Hades in one turn
Jonathan Roberts
>post yfw Seti one shots a Hades and begins menacing your ground walkers
Juan Howard
Ok, so was asking about Resistance in the last thread, so figured I'd ask some more questions here.
Are Berserkers any good? I love the idea of this savage horde, but I wonder if it's enough to build an army on. I saw that they just got a new transport, and one of the generals seems to be a Berserker as well.
On the other end, is the mining drill general a viable choice, or more of a gimmick? I like the idea of ambushing through the entire map(Sappers seem to be able to blow up stuff just about everywhere as well, which seems great), but I'm just curious if it actually works, or if the drills get destroyed too easy.
And in general, Resistance seem to favor swarm tactics, right? Like, shitloads of technicals just driving around, blowing everything up through weight of fire.
David Phillips
>his vehicle has a massive fuck-off gravity cannon >and the disruption cannon >and the dragon cannon >has answers to super-heavy units, clusters of lesser units at multiple ranges, infantry, and light vehicles trying to flank him [SCARED]
Robert Sanders
Shaltari and Scourge are not terribly noob friendly, Shaltari because they have mechanics which differ from the base game that take some getting your head wrapped around and then there is a slight curve to remember what you can do
Scourge because they are very unforgiving, and are a bit tricky to play their units can be flimsy, and their deployment and movement is more important, making a wrong move can be more catastrophic than other factions.
Lucas Gutierrez
Drills show up a lot in lists at top tier tournaments from what I've seen. They're great for putting a unit into a critical position and just making your opponent's day a little bad. Plus if they'd miss and end up in impassable terrain you just correct back, meaning placing it in an alley between two buildings can almost guarantee its position and have it end up well protected and disgorging an army.
Berserkers are alright, and from what I understand taking them with their custom transport can be nice. Just remember that they aren't going to be the absolute tip top tier of other armies elite CQB units (eviscerators are currently so god tier in that discussion its not even fair to other units involved sadly) but against anything that isn't those they'll do pretty great in clearing the position.
In general you're absolutely right about the swarm tactics. Technicals are so cheap and can subterranean, meaning you can get a lot of good flanking done with them. Just keep in mind that using a drill for that means the units won't be on board for a couple turns.
Jason Young
I disagree about the scourge. They're not really less forgiving. It's just more obvious how you fucked up.
Isaiah Bennett
>If you are only here for DFC, are you now planning on possibly getting into DZC? If you are here for DZC, are you planning on getting into DFC? Had toyed with the idea of getting into DZC on and off a few times but never committed to it. Then DFC got announced and has my attention 100% (I really wish I had spending money back when the kickstarter was live) and now I'm planning to get the DZC starter set while I wait for that to release and see where it goes from there.
Mason Torres
Interesting. I looked around and tried to throw together a list
Resistance Fighters(3 units) 72 Battle Bus 15 -Machinegun Battery 15
Resistance Fighters(3 units) 72 Battle Bus 15 -Machinegun Battery 15
Kraken 38
Resistance Infiltrators 1
Attack ATVs(2 units) 70
Attack ATVs(2 units) 70
1491
Basic idea when I was looking at the rules and stuff is that I have a shitload of technicals above ground between the Retinue and the two other Krakens, while also having a shitload waiting underground to pop out. I don't know anything about the attack ATVs, but at a glance they looked like they were great at killing stuff in buildings, so thought I'd bring them so I could drop a drill close to something important, them pop them out and chem the building a whole shitload.
Owen Young
Kickstarter commenter purge when
David Ortiz
Same here; I'm waiting for Hawk to put out those painting tutorials so that I can try out that Scourge naval scheme on a starter set and Desolator that I have.
Oliver Morris
Something to keep in mind with the technicals is that the Kraken is only 1" faster than the technicals themselves. the primary reason you'd have a hovercraft is to use its active countermeasures to keep your technicals and wagons from getting the shit blown out of them by usually unlimited range units firing. The list looks pretty reasonable to me, but I haven't played any resistance games and I've never used one of their drills firsthand is it's kind of hard to say whether that looks good to me.
Eli Powell
Kraken is actually 4" faster
Mason Russell
So, how are you dealing with A9+ across the board? PHR is going to give you a lot of trouble.
Hudson Sullivan
than the technicals? my rulebooks says krakens are only 10" and technicals are 9". Krakens are 4" faster than wagons if that's what you're thinking, since wagons only move 6". Don't see any mention of speed changes in the errata either.
Matthew Bell
I have no idea. How am I dealing with A9+?
Can't I Focus Fire on the rockets to crack heavier armor? Or just pour shots into them with the Shaped Charge rule?
Dylan Clark
That's an option, but that's a big gamble. The thunderstorm is awesome, but an Alexander is pretty nice, especially if you can get hull down, that Dev 2 is great.
Jaxson Brown
So, is it viable to just not take Krakens and turn those points into more technicals?
Or perhaps given what the other poster said, find some anti-armor choices?
Hudson White
You can also used it to get yourself into position much quicker. You get your drive, your disembarks, vehicle movement, and you can still fire because of the hovercraft rules.
Alexander Jenkins
So, now that the UCM have a proper super-heavy tank, what are some possible variants you can see it getting?
Isaac Taylor
What's wrong with them? Buncha scourge sympathizers?
Jose Lee
No, just a bunch of whining and entitlement. >muh we're investors >muh kickstarter is a investment/ pre-order website
Leo Foster
True.
I think in your list the technicals work. With Focus-2 you'll still be nibbling on units. You're just going to have to group up the technicals and focus fire them down a bit more heavily.
To give an example, say one of your rocket technical units runs into a 2 man squad of Ares. You get first shot off, and put them all into the front Ares. you'll hit 5 of the 6 shots, which allows you to focus some shots. An Ares has 9 armor, so we really want to get our damage up. we'll use Focus-2 to combine 4 shots at energy 7 into one shot at energy 13. that means on a 2+ that shot will hit and deal one damage, and on a 4+ the Ares is destroyed outright. The last shot we'll leave to shaped charge, because getting a 6 on it is fine rolling.
Lets say you get lucky and roll a 4+, or rolled a 2 or 3 and got a 6 on the second shot that wasn't used for your focus fire. Thats one Ares down, and the other fires back. It'll probably destroy one of your techincals, but its 5 against 1 now and you can probably guess how that's going to go. (stastically I think you do 1.625 damage there if my math's right)
Obviously the battlefield isn't always going to work out that way (for one thing other units that can see your technicals will probably be able to fire since they don't have countermeasures) but those 2 similar points units fighting should give you an idea that the rocket technicals aren't as useless as all that. just make sure you pick fights that you'll get to shoot first in or have overwhelming numbers on.
Liam Fisher
Gun Technicals are my next thing worth talking about.
I've got the units because they're AA troops, though I guess I don't know how important that role is. Should I swap a unit for more rockets?
Hunter Howard
No. AA is extremely important.
Juan Watson
I'd say they're pretty good. They aren't going to be doing their maximum job (which would normally be spotting for indirectly firing storm wagons or other artillery pieces) but they'll guard your army from encroaching air units like gunships. I think 2 units of gun technicals is reasonable and that if you cut anymore you're going to end up vulnerable to everything, from fast movers to gunships like Falcons or Reavers to enemy dropships picking on your army without recourse. If you wanted to cut anything, the Attack ATVs might be what you want to cut. You cut instead bring 2 occupation veterans in a battle bus to give yourself a little more anti armor since they can reliably put together an E 11 hit and slap a unit with it.
Mason Gutierrez
What said.
In general, you want at least one unit of AA (one unit of AA being an AA tank squad, an interceptor, etc) per 500 points, give or take down to 2.5
For example, in a 1500 point UCM list, an acceptable amount of AA would be two Rapier squads and a squad of 4 Wolverines.
In a gigantic 2500 point game, it would probably be prudent to take around 5 units of AA.
Of course, this depends heavily on your meta.
Liam Fisher
>mediafire and not mega you niggas need to step up your fileshare game
Matthew Perez
Mega is dead until 2017, user.
Ryan Ortiz
Speaking of, I forgot the phase 2 units scans in the OP.
Taking bets for double-overseer being the new Scourge meta.
Levi Bennett
I'm betting it won't. I don't think the second one will be worth the points at 1500.
Kayden Price
works just fine for the 40k and 40krpg thread
Isaiah Gray
Id consider maybe figuring out how you can throw in some occupation veterans in that list, those guys in buses will be absolutely nasty
Henry Howard
Gonna make a bold prediction and say that this might become a popular build not only because it gives all your hunters and slayers a bunch of benefits but also because Overseers can act as your AA and let you spend points on more ground tanks. I expect a list running it to maybe run a Corsair swarm for AA and two overseers, with the goal being to have the Corsairs double tap targets while giving aerial support, and that's all. Everything else will probably end up being Slayers and Hunters with dropships.
William Rogers
It's pretty much the equivalent of four flying Reapers with some excellent support utility, I think it's worth the points.
Ian King
Ok, what I figured
The ATVs are something I'm curious about, I just love the idea of popping them out of a drill and filling a building full of chemical gas.
The one thought I had was dropping them and downgrading the MGs on the battle busses and then bringing some of the helicoptors or some other fast moving unit.
On another note, I just read about Krell, and now I want to use him, so time to redo this.
That'll give you 2 battlegroups dedicated to Anti Air, and a shit ton of plasma shots (including all those infantry in the buildings either firing farther or double tapping their rifles which sounds nasty considering you don't lose energy on the combined shots unless that'll get errataed.)
Jonathan Myers
Looks pretty good, I'd probably drop one reaver, split the remaining two into two seperate squads and take razorworms in the Slayers, however. Also, gotta make sure to use up all 6 battlegroups, broham.
Plasma Scourge Clash: 1493/1500 points Standard Army Standard Roster [1493/1500 pts]
In fact, I'd probably consider dropping down to one Reaver and taking a CV4
Brayden Walker
This just looks cruel. this is gonna end up rearing its head at the next major tourney, isn't it? Just too much fire multiplication, especially with all your dropships (although you're probably going to want them to extend range rather than have them double tap most times).
That seems reasonable. Oh, can we mark a warrior squad as forward air controllers? Would probably end up helping our Corsair Swarms.
Kayden Phillips
Yeah, this looks pretty damn nasty, even down to a single Reaver.
Plasma Scourge Clash: 1494/1500 points Standard Army Standard Roster [1494/1500 pts]
>They wanted to have the game shipped during August >Three days left in August
Will they do it /dcg/? CAN THEY DO IT!?
Dominic Gonzalez
jesus fucking christ, Marcus Barros is fucking aesthetic
Elijah Martinez
Who else /effay/ here?
Bentley Adams
I hope so, I won't be disappointed if they don't. Now, if we get past mid-september with no shipment, then that'll be officially three months after proposed shipping, and then I might be a bit worried,
Owen Kelly
Ok, so looked at Krell. Still kind of shooting in the dark with this though.
3 Breaching Drills 150
HQ Krell 170
Gun Technical(6 units) 60 Kraken 38
Vehicle Detachment 1
Rocket Technical(6 units) 60 Kraken 38
Rocket Technical(6 units) 60
Gun Technical(6 units) 60
Vehicle Detachment 2
Rocket Technical(6 units) 60
Rocket Technical(6 units) 60
Gun Technical(6 units) 60
Resistance Band 1
Resistance Fighters(3 units) 72 Battle Bus 15 -Machinegun 15
Resistance Fighters(3 units) 72 Battle Bus 15 -Machinegun 15
I mostly put the Berserkers in here because I find them kind of interesting. Given what everyone else has said, I likely will end up switching them for the Occupational Vets unless they really strike my fancy.
Also, is Krell actually available? I can't find him on their store
Jeremiah Thompson
Threadly reminder that PHR youths get drunk on nanomachines as a coming-of-age rite.
Tyler Ramirez
nah we Veeky Forums Veeky Forums after i get Veeky Forums tho
James Peterson
The newest commanders in phase 2 won't have their models out just yet. I assume the sculpts are being worked on at the moment, but won't be out for another 3 months or so.
Alexander Wilson
Ah.
Well, given that I'm likely going to start small, that likely fits my timeline pretty well.
Still, does Krell as a commander seem useful?
Bentley Evans
As long as you keep in mind he isn't legal in tournaments he's pretty great! Encourages a theme, lets you play with both sides of the resistance, acts as a massive tank killer if anything is dumb enough to get close to him, and doesn't cost a ton compared to other commanders which means you can rotate him out of lists and not have a massive hole to plug.
Ayden Garcia
Oh, named Commanders aren't legal for tourney play?
Interesting.
Blake Moore
Correct.
Which is also a rule 40k should use honestly, but this thread isn't the place for 40k discussion so I'll leave it at that.
Hudson Cooper
yeah, they just cause way too much of a shift. You'd have to fine tune every commander, and I'm pretty sure Dave's explained that he just likes giving them big abilities that really clearly make the commanders unique and powerful. They also seem to act like testing grounds for new rules and models, considering the Broadsword and the Hera, along with the Crocodile I believe, were originally commander models. I wouldn't be surprised if Krell's warstrider, when we get to finally see it, eventually becomes an exotic weapon choice for either the Resistance or the UCM.
Brandon Butler
what the other user's have said, the commanders are more of a "big flashy OP game-changer" kind of deal that Hawk likes to mess around with, rather than properly balanced units.
Jacob Howard
Interesting. Well, with that in mind, I guess I build a list without him, and then pick him up for fun later on once he's out.
So, what's standard list size for DZC anyways? People post 1500 so that's what I assumed, but I guess it's best to check.
Luke Sullivan
950 is pretty much the go-to size for skirmish games, 1500 for clash, 2500 for battle, but you can go up to 3000.
There's also rules for going 3000+, but that's where you basically append multiple armies together; for example, a 4500 point game might be three 1500 point clash armies, or a 3000 point battle army with a 1500 point clash army, or etc.
Jose Miller
r8 this all tank shaltari list, thread.
Standard Army Clash: 1474/1500 points Standard Army Standard Roster [1474/1500 pts]
Gate Group [296 pts] Eden Medium Gates: Eden [50 pts] Eden Medium Gates: Eden [50 pts] Eden Medium Gates: Eden [50 pts] Spirit Light Gates: Spirit [43 pts] Spirit Light Gates: Spirit [43 pts] Haven Terragate: Haven [20 pts] Haven Terragate: Haven [20 pts] Haven Terragate: Haven [20 pts]
Court of Elders [360 pts] Gharial Command Grav Tank: Gharial(Warchief) [210 pts] Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts] Firstborns: 2x Firstborns [96 pts]
Shaltari Swordpoint [249 pts] Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts] Kukri AA Grav-Tanks: 3x Kukri [135 pts]
Shaltari Warfist [225 pts] Caiman Heavy Grav Tanks: Caiman [110 pts] Crocodile Heavy Grav Tanks: Crocodile [115 pts]
Shaltari Speartip [204 pts] Firstborns: 2x Firstborns [96 pts] Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts] Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Jacob Edwards
bump
Gabriel Johnson
yep, that's a tank list. I'm not sure if the yaris are going to put out enough damage to hold back enemy air attacks but that seems like enough to try.
Eli Morales
Resistance noob once again. Figured my army is kind of spammy, but went and priced it and I'm looking at about 325 dollars for the 1500 list. Is that about right?
Jose Allen
Did you take into account starter sets or army boxes? A 1500 point army should set you back around 250-275, give or take
Jack Campbell
I'm using roughly this list. The big deal is that I've got 36 Rocket Technicals and 12 Gun Technicals, which seems to be costing me a pretty penny.
Looked at the starter set, it only has a single Kraken and infantry of what I'm building, so doesn't seem cost effective. Might be worth it just to have the other things for when I expand out, of course.
Adam King
Are you taking these direct off of Hawk's site? You could probably save 10-20% off via online retailers.
Bentley Moore
Just pricing, I figure it will come down, I'm pretty sure my LGS does discounts.
I'm just looking ballpark at what I'd be spending. I wouldn't buy it all at once either, I don't think.
I think someone said earlier that 950 is a small jump off point.
Brody Nelson
950 is actually pretty decent. It lets you play with different units, use command units if you've picked them up, and thanks to the skirmish force orgs things like hades or weird exotic choices are limited to 1 or 2 at most.
Chase Anderson
>scourge lists without destroyers It's funny, I was starting to forget that destroyers aren't actually compulsory troops for the scourge, given how much you see them in lists.
Speaking of the overseer, bullshit potential exploit time: how does the overseer interact with warriors' Combined Fire rule? Can they double their shots, then swap batches of 3 hits into E11 hits?
Joseph Bell
Yes, you can use double fire for combined fire. But energy goes down for 10
Brody Nelson
This is one of the epic fails of drop zone. Units that are great and autoincloude.
Dylan Wilson
AA is a joke
Isaiah Roberts
>Hades >auto-include
It's great, powerful, and highly versatile; it is not an auto-include, Mr. Sheltari.
Angel Jackson
With how useful air units are, it's still pretty important.
Brody Ward
Every game has those units.
There aren't actually that many in DZ. Most of them you can get by with out just fine. The bigger problem DZ has is units that you just wouldn't take at all.
Jacob Butler
Needs another squad of kukris and one fewer of yaris.
Andrew Green
>Shangri-la designs a walker for slaughtering native wildlife. Names it the Cortez class. kek