/dcg/ Dropzone/Dropfleet Commander General

/dcg/ Dropzone/Dropfleet Commander General

TYPE-7 GRAND WALKER Edition

Last thread

>Hawk Wargames website, with links to models, rules, and forums
hawkwargames.com/

>DZC rules, units, errata, etc
mediafire.com/folder/3e69ovwksc27r/DZC#3e69ovwksc27r

>DZC Phase 2 units
mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
>DZC Phase 2 rules and scenarios
mediafire.com/file/9o0mghzvf3gsnzg/Phase2-rulesScenarios.pdf
>DZC Phase 2 fluff
mediafire.com/download/novaydro2mxo074/Phase2-fluff.pdf

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

>dropfleet preorder, showing prices and lotsa pics
waylandgames.co.uk/3951-dropfleet-commander
miniaturemarket.com/table-top-miniatures/dropfleet-commander.html
thewarstore.com/dropfleet-commander-preorder.html

>DFC Kickstarter, lots of useful information to drudge through
kickstarter.com/projects/hawkwargames/dropfleet-commander

>All currently leaked photos of the DFC rulebook, courtesy of the facebook group and multiple anons
imgur.com/a/i48YR

>DFC ship stat pics
dropbox.com/sh/ci1w3beqaeu5nca/AADismn1gX0dYWShk45csdRca?dl=0

Reminder to ignore bait, unless it is masterfully crafted.

Initial Topic: Now that a few of us have got models in hand, are they smaller than you were expecting? Bigger? More or less detailed?

Other urls found in this thread:

youtu.be/l0vCY3I5yxo
twitter.com/SFWRedditImages

Oh totally, Orions are in a good spot right now

Daily reminder that the Shaltari did nothing wrong.

Posting obligatory ship-girls.

...

So I'm sure I've missed something massively important here, but from a VP perspective isn't it viable to abandon the space battle altogether and just take objectives?
As in your list is literally nothing besides Strike Carriers, enough Corvettes to remove the enemies, and whatever M-ton ships you need to unlock the L classes.

For example, at 1000pts:
Pathfinder- 6 Strike Carriers
Pathfinder- 6 Strike Carriers
Line- Dropship, 2 Strike Carriers, 5 Corvettes
Line- Dropship, 2 Strike Carriers, 5 Corvettes

Turn 1&2, rush down to atmospheric and GG.
What is your opponent going to do? He literally will not be able to throw enough shots down to kill you. He has no CAW, can't go WF without overshooting you next turn, and you'll have more Corvettes than he does because he wasn't expecting to fight this level of bullshit.

Unless I've completely misunderstood how Scoring works here.
> No fun allowed

This is Donald Trump level bullshit inaccuracy.

> "That really linked my broadsides"

"I'd put my mass driver into her foldspace"

Shaltari did quite a lot wrong. They just don't give a fuck though, their attitude is "yeah, so what?" rather than "dindu nuffin".

Leonidas-Chan > Moscow-Trash-Dess

If they bring any level of bombardment whatsoever, and you have no combat ships to take them out, that's GG for you.

Ball lickers need to go home. Don't you have a rock to be hiding the under?

You also score in the void. Frigates have very low tonnage, so you will lose all void VP making it a draw and if it's the same as in DZC, killopoints decide the victor. Good luck winning this.
Also i'm pretty sure that in a 6 turn game, you would be able to kill most of this fleet going weapons free or station keeping all the time.

What about critical location scoring? Can't remember how many VPs you get for that compared to landing troops, but it's a factor. And there are scenarios will kill point scoring too.

Also, how will you stop the enemy bombarding your troops, with no ships that can kill his bombardment cruisers?

> Ball lickers

Heh, good one.

Would you take a bombardment ship at 1000pts? Genuinely curious as to how important they are, I've always glossed over them.

>Would you take a bombardment ship at 1000pts?
Scourge could fit in a squadron of Charybdis reasonably well.
PHR can always take a Ganymede
Shaltari could take a Jet as their HC, but a turquoise is too specialized for 1000 pts.
Only the UCM would have a problem, as the Madrid is too specialized as well to be taken unless you KNOW your opponent is going for ground spam.

I would, although I'll admit I like the madrid's model. I think they'll be handy because if nothing else it's a threat that needs to be dealt with. And as has been mentioned before, it may be useful for stopping shaltari tidal wave bullshit.

Strike carriers are pretty vulnerable. Something like an Ajax will pick them off pretty easily even in atmo. Your troop ships will die right away.

You only score on turn 4 and 6. In many missions you also gain points for tonnage of ships in low orbit. So right away he is matching you in points.

Then he just needs to keep bombarding to deny a few zones.

I recon your cheese tactic might work once or twice, but soon would fail.

Madrids are also dirt cheap for their tonnage, which offsets that a little.

It's definitely possible but more importantly if your opponents have nothing to shoot at in orbit they may as well fish for 6's bombarding or shooting strike carriers.

Nice thing about the PHR is every Strike Cruiser functions as a partial one. I'd also take the Bombardment Troop Ship over the L Caliber one most every time.

So, whenever I'm taking troop deployment, I'm covered on that end.

I have a hard time choosing between the Ganymede and the Orpheus for 1000pt games.

Are you taking an Ajax?
If yes, Ganymede.
If no, Orpheus.

I like the Orpheus but it loses out on linked, which is a big deal for the Ajax.

Still a great ship, I think your equation there is correct

THank you for clearing that up.
I see now the simillarities of role the Orpheus and the Ajax do.
You should post more of these flowcharts.

Ships have been discussed to death. What about mission types and matchups?

Noob here, sans rulebook: How does ground combat work in droopfleet? Can ground units move between sectors? Clusters? When are infantry more important than armor?

You know, the works.

you drop tokens that can be armor or infantry from strike carriers they go down in a dropship.

Troop ships drop 3 infantry or a battery in a lander. Batteries defend against landing units. They hit landers on 3+ and dropships on 5+.

on the ground you move units first then, you fight if one exists. Armor attacks 3 times has a 3+ save on the ground. Infantry attacks once and has a 5+ save.

If you are bombarded it hits a sector and causes it damage. It can die if it loses to much health and everyone inside dies. Infantry have a 3+ save verse bombardment and armor has a 5+.

You can also nuke a place if you are near by and there are no enemy ships within 12 inches. Nuking succeeds on a 2+ and immediately ruins teh sector killing everyone instead. You can't nuke your own dudes. If you nuke something you lose a victory point.

...

Fucking duplicate reply bullshit.

Despite the filename, I don't actually have any subsequent pages, I don't think.

Tum te tum.

And a clearer pic.

Think this is the last page about ground combat I've got saved, hopefully it's been enough to give an idea. The first 2/3 are really what it's about.

Thanks, all. I'll digest this.

Space!Navy games aren't new to me, but a Space!Navy game with a robust dirt-side system would be. We'll see if this is the case...

Oh yeah, this is probably important too.

Motherships launch Bulk Landers, which let you place large groups of infantry or defensive batteries.
Strike Carriers launch Dropships, which let you place small groups of infantry or armour.

Armour is great at killing ground assets, with lots of attacks and high saves against them. However they are easily destroyed from orbit.
Infantry is awful for ground fights, with few attacks and low armour. However they are harder to dislodge from bombardment.
Defensive batteries shoot down incoming ships and hence prevent the enemy from retaking your territory.

> Sieze ground with armour or orbital guns
> Once you have the upper hand, deploy infantry to hold it
> Fortify with defensive guns

And the shaltari rules, as they do things a bit different like.

This Drop Commander stuff seems cool, but 10mm is an odd scale innit?

Last one, I'll stop spamming up the thread now I promise.

No worries, hope it's been helpful, sorry that I probably didn't post them all in the best order, and am missing some pages (I think).

10mm is big enough to have nice models and small enough to have really massive battles.

Which faction is right for me?

- I want units to work together and rely on mutual support. Flash, Active Scans, Support Frigs and Launch Assets are all great.
- I would rather stay mobile than go WF all the time. High speed and reliane on single guns or assets are preferred.
- I prefer smaller ship classes, and expect to go heavy on Frigates, Corvettes and Light Cruisers. Flagship is likely to be a Battlecruiser at most.
- I want a strong ground game with lots of Strike Carriers, Motherships and bombard capability.

- I do not care for resilience at all. I want to dump out damage, but am happy to get that through lots of smaller guns rather than a WF heavy.
- I am a special snowflake and don't want to be on the bandwagon.

Picture unrelated.

UCM is probably your best bet.

Scourge focus on being dead killy
PHR focus on being dead 'ard and dead killy, but they have great frigates
Shaltari are highly mobile and have simple guns, but they don't have flash; launch assets and Opal are great, though

UCM is probably the most "combined arms" out of the four, though.

PHR loves frigates both specialist and multi role and don't have to go WF constantly, but they're durable and slow.

Scourge are fast and frail, but eschew hard support ships in favor of a wider range of ways to land a 3d6+12 sucker punch.

As the jack of all trades brigade, UCM is probably your only Goldilocks zone option.

Okay, bold prediction time then. I think once we get into 1500 point games more, ship lists that have a ton of troop ships and a few strike carriers are going to end up winning way more games then people are expecting. I also expect Scourge to do better because they can at least try to play the atmospheric game with their frigates, even if they're not ideal for it. Shaltari will be the leaders in the ground games thanks to void gate shenanigans, and PHR with their bombardment/troopship frigates will do okay as long as they play carefully. UCM are gonna be interesting because Madrids could be very scary to the ground game, and they have the only bombardment BB, so they might be able to deny the ground game to their opponent and still have a strong space fighting force.

Of course, this might be all for naught if people just fall into corvette spam (Though that could lead to an interesting scenario where scourge spam firgates, corvettes, and the minimum number of cruisers needed and just sweep the atmospheric game, considering how good they are at scan range fighting shenanigans)

I was leaning towards UCM so that is reassuring to hear.
Looking through the book, UCM seem to have fucking awful launch assets. They seem to have low Launch values, high Carrier costs, launch assets manage to be both slow and weak, and they only have a minimal number of Carrier options.

In contrast, PHR are shitting out 2+ Bombers as backup weapons and on their Frigates.
Scourge are toting a L5 Carrier with Scald, high speed and Corruptor torps.
Shaltari get a supercarrier, fast bombers and an L4 middleweight.

I recognise that Jakartas remove the need for fighters and so I can go all-bomber-all-day, but my launch assets just seem so expensive for something without any polish on it.

Rate muh planned fleets, lads.

>UCM
>Flag (332)
Beijing (252)
Admiral AV4 (80)

>Vanguard (348)
Perth (195)
Madrid (79)
2x Lima (74)

>Line (307)
Seattle (132)
San Francisco (111)
2x Jakarta (64)

>Line (172)
2x Osaka (172)

>Pathfinder (204)
4x Toulon (140)
2x New Orleans (64)

>Pathfinder (130)
2x New Orleans (64)
3x Santiago (66)

1493/1500

>Scourge
>Flag (370)
Daemon (260)
Admiral AV3 (40)
2x Charybdis (70)

>Vanguard (269)
Akuma (205)
2x Gargoyle (64)

>Line (194)
Ifrit (110)
2x Harpy (84)

>Line (277)
Wyvern (105)
4x Djinn (172)

>Line (245)
Chimera (105)
Hydra (140)

>Pathfinder (130)
2x Gargoyle (64)
3x Nickar (66)

1485/1500

>worst launch assets represent!
You shouldn't consider the UCM's "carriers" to be actual carriers.
Seattle is a Rio with bombers/fighters while the Atlantis is an New Moscow with bombers/fighters.
I suppose the New York could be considered a full on carrier, but it still got decent firepower. But mostly the launch assets should be seen as an adaptive boost.

UCM launch assets are only slightly worse than the others. None of the other factions have a Jakarta, which offsets the fighter weakness.

The bombers are slightly weaker, but the platforms are actually pretty awesome as well. The Seattle has the Rios heavy guns with 3 launch. That is fucking great. Every turn it fires 4 3+ shots for no extra cost in addition to its 3 bombers or fighters. Then there is the beefed up version in the atlantis. Something that is fast enough to get into a flank and start attacking back field with bombers while murdering with its shit ton of weapons.

The New York is pretty great as well, launch 5 and a torpedo? Yes please!

I don't think these are in the dropbox.
This shoud be fixed if that is the case.

Let's get these points in order.
>- I want units to work together and rely on mutual support. Flash, Active Scans, Support
Frigs and Launch Assets are all great.
This is UCM theme, with their Limas and their Jakrata.

>- I would rather stay mobile than go WF all the time. High speed and reliane on single guns or assets are preferred.
This point goes to scourge or Shaltari for their furnace cannons or their Tri-gauss array respectivly.

>- I prefer smaller ship classes, and expect to go heavy on Frigates, Corvettes and Light Cruisers. Flagship is likely to be a Battlecruiser at most.
PHR wins the frigate-game. Unless you want spam-cheese. Scourge have their Djin shenanigans.

>- I want a strong ground game with lots of Strike Carriers, Motherships and bombard capability.
Shaltari will probs have the de facto strongest ground game, what with their teleportations, inbuildt defense batteries and whatnot. Also the only one with an actual mothership. (Unless the scrouge things birth ships.)

>- I do not care for resilience at all. I want to dump out damage, but am happy to get that through lots of smaller guns rather than a WF heavy.
Shaltari is the most fragile of the factions, getting better defensive options and range in lieu of toughness. So far Scourge has the most readily available damage-2 weapons which multiplies the amount of hits you score into twice the damage.

>- I am a special snowflake and don't want to be on the bandwagon.
-UCM is winning on the facebook lists.
-PHR is a strong second, and is the suspected true winner of the most popular contest.
-Shaltari and scourge are the least popular due to patriotism
>Remove hedgehog
>nuke jelly.

>Remove hedgehog
>nuke jelly.

Wisdom

It's real interesting to see how the different "tiers" of weapons stack up.

>UCM
>Guns (per turret)
UF-2200: 4+ lock; 1 attack; 1 damage
UF-4200: 4+ lock; 2 attack; 1 damage
UF-6400: 3+ lock; 2 attack; 1 damage
>CAW
Barracuda Missiles: 4+ lock; 2 attack; 1 damage
Stingray: 4+ lock; 3 attack; 1 damage
Piranha: 4+ lock; d6+4 attack; 1 damage
Shark: 4+ lock; d6+1 attack; 1 damage
Swordfish: 3+ lock; d6+4 attack; 1 damage

>Scourge
>Guns
Occulus Rays 3+ lock; 1 attack; 1 damage; Scald
Occulus Beams: 3+ lock; 1 attack; 2 damage; ~
Occulus Beam Array: 3+ lock; 2 attack; 2 damage; ~
Occulus Beam Phalanx: 3+ lock; 3 attack; 2 damage; ~
>CAW
Plasma Cloud: 3+ lock; 2 attack; 1 damage; Scald
Squall: 4+ lock; d6 attack; 1 damage; ~
Storm: 3+ lock; d6+2 attack; 1 damage; ~
Tempest: 3+ lock; 2d6+4 attack; 1 damage; ~
Cyclone: 2+ lock; d6+2 attack; 1 damage; ~

>PHR
>Guns
Light Calibre Battery: 5+ lock; 6 attack; 1 damage; Calibre(L)
Light Calibre Broadside: 5+ lock; 12 attack; 1 damage; ~
Medium Calibre Turret: 4+ lock; 2 attack; 1 damage
Medium Calibre Bank: 4+ lock; 3 attack; 1 damage
Medium Calibre Battery: 4+ lock; 4 attack; 1 damage
Medium Calibre Broadside: 4+ lock; 8 attack; 1 damage
Heavy Calibre Battery: 3+ lock; 2 attack; 1 damage; Calibre(H/S)
Heavy Calibre Broadside: 3+ lock; 4 attack; 1 damage; ~
Heavy Calibre Cannonade: 3+ lock; 6 attack; 1 damage; ~
>CAW
Mosquito Drones: 4+ lock; 2 attack; 1 damage
Vespa: 4+ lock; 3 attack; 1 damage
Wasp: 3+ lock; d3+1 attack; 1 damage
Hornet: 3+ lock; d3+3 attack; 1 damage

>Shaltari
>Guns
Disintegrator Battery: 3+ lock; 4 attack; 1 damage
Disintegrator Bank: 3+ lock; 2 attack; 1 damage
Ion Lances: 5+ lock; 5 attack; 1 damage
>CAW
Harpoon Volley: 4+ lock; 2 attack; 1 damage
Cascade: 4+ lock; 3 attack; 1 damage
Torrent: 4+ lock; 6 attack; 1 damage
Microwave Array: 3+ lock; d3+2 attack; 1 damage; beam
Ion Storm: 3+ lock; d6+3 attack; 1 damage; beam

I do like the neatness of the scourge ones.

Not including the Diamond's guns? or the impel gun?

Beams aren't really "guns" imo; but you're right, they should still be included

>UCM
>Beams
Cobra: 3+ lock; 2 attack; 1 damage; BTL(6) Flash
Viper: 3+ lock; 4 attack; 1 damage; BTL(8) Flash Bloom

>Scourge
>Beams
Furnace Cannons (multibeam): 4+ lock; 4 attack; 1 damage; BTL(8) Scald
Furnace Cannons (focused beam): 2+ lock; 1 attack; 1 damage; BTL(4) Scald Flash

>PHR
>Beams
Supernova: 3+ lock; 1 attack; 1 damage; BTL(3) Flash
Twin Supernova: 3+ lock; 2 attack; 1 damage; BTL(6) Flash
Dark Matter Cannon: 2+ lock; 2 attack; 3 damage; Crippling Bloom
>extra CAW
Neutron Missiles: 2+ lock; D3+1 attack; 2 damage; Crippling

>Shaltari
>Beams
(Light) Particle Lance: 3+ lock; 1 attack; 1 damage; Particle
Particle Lance: 3+ lock; 1 attack; 2 damage; Particle
(Super) Particle Lance Triad: 2+ lock; 3 attack; 2 damage; Particle Bloom Crippling

>forgot other Shaltari beams
>hurrr

Disruptors: 4+ lock; 6 attack; 1 damage
Gravity Coils: 2+ lock; 2 attack; 1 damage; Impel(2)

The Furnace Cannon n the scourge are pretty good. A lucky roll with first turn 6 was pretty nice in the BOW video.

...

I wonder if the Scourge BTL cruisers are gonna turn out to be fucking ridiculous and the only reason they aren't spammed is because of scald. They're cheap enough, and have some nice utility.

No criticisms?

Success!

...

...

...

whatchu doin with that ship there user?

>holds in by magnets on the opposite piece, not magnets inset into the hull
clever girl

I think you might want a few more Jakartas, and maybe cut an Osaka and turn the other into a Rio for it. 4 jakartas give you a bit more counterplay against bomber lists and CA assault lists, which might be the biggest weakness for a Beijing Perth list.

For the Scourge list, I'm really a big supporter of cutting the harpies and running Djinns. Harpy just seems so underwhelming in terms of damage compared to a Djinn, and you're going to end up at similar distances anyway. You might also replace the Wyvern with a Sphinx. That'll use up 12 of your 15 points, and give you better damage at CA and at distance, imo. Its really your call on that one.

Good points, I'll definitely think about it, especially for the UCM. Thanks user!

looking good, there. Question, I've been having some trouble with the fit on the top piece with the rest of the body, i tried shaving it down to get a better fit but i'm still left with a noticeable gap between the pieces on the top near the base of the wings. How'd you fix this?

>already built an Orpheus
>halfway through what could be either a Theseus or an Orion
>really want to build the basic starter fleet for demo balance purposes, but not really feeling the Hector
>REALLY want a Bellerophon or two, which would be redundant with the starter lineup's Ikarus
>love the feel of the Achilles regardless of its value post-torpedo
>my pledge isn't even here yet
I wish these PHR weapon bays and extremities weren't so intimidating to magnetize, I'm running out of my first wave of cruiser sprues fast.

Quick ref sheet for all you nerds to help with list building

Uhhhh... I didn't. It's just not very noticeable if you're not looking at the seam straight on.

Haha, maximum carrier!

>Shaltari 1500/1500
>Flag (370)
Platinum (270)
AV5 (100)

>Line (290)
Basalt (145)
Basalt (145)

>Line (200)
2x Granite (200)

>Line (370)
2x Emerald (200)
2x Azurite (170)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

On a related note, Shaltari are the absolute best for list building; their costs fit together oh so nicely.

That is useful user, thanks!

Actually, on second thought, I should probably swap out those Azurites for more frigates, as well as dropping down to AV4. That gives me 190 points, allowing for a squadron of 2 Topaz in the Granite Line battlegroup, and a squadron of 2 topaz in the Emerald line battlegroup.

With those 10 remaining points, I could swap out a Granite for an Amber, as well as being able to replace any of the Topaz groups with a Jade group.

What do you anons think?

Jades aren't very good, against everything but shields a Topaz is just mathematically superior. Maybe consider Amethysts instead, they're pretty good.

Ah, yes, I forgot about the Amethysts; I could stick a squadron of Topaz into the Granite group, move one Topaz squadron from a pathfinder to the Emerald group, and replace it with a squadron of Amethysts.

>Shaltari 1490/1500
>Flag (350)
Platinum (270)
AV4 (80)

>Line (290)
Basalt (145)
Basalt (145)

>Line (290)
2x Granite (200)
2x Topaz (90)

>Line (290)
Emerald (100)
Emerald (100)
2x Topaz (90)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

Alternately, I could just always keep them as all Topaz and replace a Granite with an Amber, but I'm not sure how I feel about having only one particle ship. Another option would be the following if I wanted some bombardment (and non frigate CAW), along with some extra protection.

>Shaltari 1495/1500
>Flag (390)
Platinum (270)
AV4 (80)
Opal (40)

>Line (290)
Basalt (145)
Basalt (145)

>Line (305)
Granite (100)
Turquoise (115)
2x Topaz (90)

>Line (240)
Emerald (100)
Emerald (100)
Opal (40)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

>Pathfinder (135)
2x Topaz (90)
3x Voidgate (45)

WHat do you mean by the Bell being redundant in front of an Ikarus?

Since any demo games I can get going are to be limited to starter fleet + freebies on non-PHR factions, I don't want to skew towards launch assets too much.

Meanwhile my inner min-maxer thinks that the Bell's sniping laser works better for holding at the edge of bomber thrust range, while the Ikarus feels a bit riskier its lower hull and wide spread of medium batteries. So I'm not sure if I'd use the Ikarus enough to justify committing a cruiser build to it over something common like the Orion or fun like an Achilles.

Does people get to armor-save against torpedoes?
Can torpedoes crit?

Yes.
Yes.

Thanks.

Guys. I am really lost on wether to build a Minos or a Heraceles when the time comes.

In which situation is one better than the other?
The Darm Matter Penis Enlarger is incredibly sexy though.

Heracles wants to hang back and snipe with the big gun. Minos wants to fire torpedoes and then get stuck in with its cannonades and CAW.

Getting stuck in is just 'roight and proppa orkin' it is.

user here who started the "giant robot surfing a Minos" idea

A quick consultation with anime fans and some arithmetic reveals my giant robot of choice is 7.3mm tall in DFC scale.

To this end I can use a single PHR infantry as a base...

I vote for a valkyrie.

That pic looks eerily like that one alien from one-punch man.

Next question, how the FUCK do I sculpt a cape on a 7mm-ish tall model

Dude, that's the Gunbuster. If you have a passing interest in giant robots, or anime, go look it up right now!

But user. It's physical excellence, kicking ass and drones that are for women.
Mechs are for men.
>Valkyries never really was an option.
I vote for a Longreach sniper. Because a long-reach mech-sniper would be the BEST weaponsplatform for the Dark Matter Cannon.

Another pic of it surfing a spaceship.

I assume it was sort of a tribute by OPM.
The resemblance is too good to be a coincidence.

The Longreach has a cape. File the rifle off, mod the helmet and redo the arms with paperclip wire and boom, the PHR Exelion now has its mech...

Hmm, what the hell happened here.

Also
Why surf the spaceship, when you could BE the spaceship?

Good point!

That was the look I wanted for my battleship, the Heracles/Minos looks pretty similar


also

>highly efficient ayylmao removal
youtu.be/l0vCY3I5yxo

Why must GW be injected into absolutely everything?