/dcg/ Dropzone/Dropfleet Commander General

/dcg/ Dropzone/Dropfleet Commander General

FUCKING XENOOOS 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 Rules and Scenarios
mediafire.com/file/9o0mghzvf3gsnzg/Phase2-rulesScenarios.pdf
>DZC Phase 2 Units
mediafire.com/download/hjxrk1f2i0fv283/Phase2_units.pdf
>DZC Phase 2 Fluff
mediafire.com/download/novaydro2mxo074/Phase2-fluff.pdf

>Dropbox of rulebook pictures
dropbox.com/sh/ci1w3beqaeu5nca/AADismn1gX0dYWShk45csdRca?dl=0

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

>DFC Rules and Scenarios
mediafire.com/file/li17bl14bute5ee/DFC_RulesScenarios.pdf
>DFC Units
mediafire.com/file/oa35v9pq7gfe1fs/DFC_Units.pdf
>DFC Fluff
mediafire.com/file/oysd2f64iytbd69/DFC_Fluff.pdf

>free DFC fleet builder
dflist.com/

>Where to order DFC from
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

Reminder to ignore bait, unless it is masterfully crafted.

Note: There's currently a non-official fan DFC and DZC unit design contest going on at Hawk's forums. Check it out if you have an account.
hawkforum.co.uk/viewtopic.php?f=10&t=9444
hawkforum.co.uk/viewtopic.php?f=36&t=9445

Topic of the Thread: How do we fix the PHR heavy guns?

Other urls found in this thread:

anydice.com/program/a98f
anydice.com/program/a9bd
twitter.com/SFWRedditGifs

So I am not sure if that previous guy's math is right.

I remember reading that essentially the heavy guns have the same damage verse medium and below targets at 3+ and slightly worse at 4+. Bad at 5+.

They only do slightly more damage against standard targets with H&S at 3+ and 4+. I think the idea is that when ships with more special rules come out you will get more damage out of them and they will become more useful.

I suppose I would support a damage increase of 2, but because of the way it needs to be balanced the price of those ships might have to increase. Both the problem ships, Achilles and Perseus also suffer from other issues. Torpedoes suck and the Perseus is kind of on paper inefficient. Assuming torps get fixed then both ships get small price increases as needed to insure med guns still get used, but heavies are not bad chocies.

The cannonades could be different in that they simply get more shots, but stay at damage 1 to fit the way they are modeled. Again with price increases as needed.

what even is that gun

is it a famas

It isn't a real world weapon.

The UCM uses a UM-3 Assault rifle. It is described as a modular bullpup weapon that can be convert to a LMG, sniper, or sub-machine gun variant. It fires caseless ammo, which can be standard, AP, venom tipped, or explosive rounds.

Make 6 a double crit that deals 2 damage, like a marksman or sunspear. Either exclusive to preferred targets or not, I'm not sure. You could fluff it as those external turrets the cruisers have granting extra precision so you don't have to put it on the cannonades (which are stuck in the hull).

Damage 2 is a big deal, it makes them literally twice as powerful. They need a little boost, buff them too much and they become a completely different weapon to what they were intended to be.

Wow, I just noticed how different the rifles of the 2 UCM grunts look. The guy's looks like a shitty metal rectangle.

anydice.com/program/a98f

Updated statistics to include giving the heavy guns flat 2 damage, or flat 3 attack, or a special rule "marksman" where they do 2 damage on a roll of 6.

Marksman is an interesting idea, but it's slightly too good when applied to all targets; it makes the heavy guns equally as powerful as the mediums against all targets, but perhaps that's okay.

As for applying it to the battleship cannonades, it's not an issue; there's a less than 50% chance against all armors to outright do 6 damage in total, so it's not a guaranteed heavy cruiser killer. It's going to sting like a bitch, but not that bad.

Personally, I'm in favor of Piercing, Predictive, or Volley.

I still feel predictive (rerolling 1s) is the least intrusive of the rules and probably the best option if one has to be taken.

Apparently the UCM player from last year won Invasion. Even with UCM supposedly being weaker.

It certainly feels like they are, but I suppose the factions have always been pretty close balance wise.

>Megamike won again
As expected

Drop skirmish commander when?

Dropsquad*

Drop troop*

Dropteam*

It's balanced enough that a superior player can win with an inferior faction. Also the fridge acts as a kind of crutch for our otherwise rather lacklustre ground units.

*Droptroop commando

Dropfeet UCM Cobbler Simulator

Drophost commander when. I want my horrific party game about the slow mental degradation of a mind controlling parasite and the significantly faster mental degradation of its host.

Akuma gets its central gun turned into a phalanx and the side ones into arrays.

Y/N?

Hey, guys, me and a friend are taking a look at this. We're trying to decide for either Dropfleet, or Dystopian Wars (of which, we already have miniatures for.) Taking a look at Miniature Market, though, it seems like the only way we could get miniatures for DFC is to get at least one of the two-player starter sets.

Taking a look at the Kickstarter comments are also concerning. How sound is this game and its community? Am I mistaken in my observation that the product seems a little scarce? I'm in the US, by the by. Information would be greatly appreciated.

>Taking a look at Miniature Market, though, it seems like the only way we could get miniatures for DFC is to get at least one of the two-player starter sets.
There's some on TheWarStore as well, not to mention all the other minor sites. Hawl ---should--- be updating their website soon for direct ordering, but likely after all the kickstarter stuff is finally squared away.

>Taking a look at the Kickstarter comments are also concerning. How sound is this game and its community?
All I've heard from where communities pop up is that it's a fun game that pretty much everyone who plays it, likes it.
The kickstarter situation is bad, but not horrible. Hawk is just dragging their feet on getting the last rewards out as they ran into some issues with data collation during their shipment, and a not-insignificant number of backers (me included) fell through the cracks, which Hawk is now rectifying.

>Am I mistaken in my observation that the product seems a little scarce?
I'm assuming they're working to fine tune their manufacturing to deal with the product needed for lost backers, and as such have probably lapsed a bit on shipments to retail.

> I'm in the US, by the by. Information would be greatly appreciated.
If you haven't already, download and take a look at the rulebook scans in the OP. The thread would be more than happy to talk about the game proper.

Thanks for the info. Now, we may also be interested in Dropzone Commander. We have experience in Planetfall and a little bit in Armoured Clash, both Spartan Games stuff. How does it compare, if you know?

Furthermore, how highly would you recommend investing in DZC? I know I'm probably asking in a biased source, but I don't think the lads at the 40k general chat would really be helpful in this regard.

We're looking around for a strategy game, definitely... and I think the Fall of cadia has him concerned, kind of like AoS did a while back.

>How does it compare, if you know?
I couldn't say, being a primarily dropfleet player and having never played any Spartan games, but I'm sure there are a few other anons in the thread who'll speak up.

>Furthermore, how highly would you recommend investing in DZC? I know I'm probably asking in a biased source, but I don't think the lads at the 40k general chat would really be helpful in this regard.
In all honesty, the cost of "investment" isn't all that much for either DFC or DZC; you can build an average sized and competitive army in either system for between 150 to 200 dollars (1250-1500 points, game wise).

>We're looking around for a strategy game, definitely... and I think the Fall of cadia has him concerned, kind of like AoS did a while back.
A thing to note about DZC/DFC; the story moves forward, and continuously so. It is not static or glacially slow like 40k is.

The game's a billion times fucking better than Dystopian Wars. I played that years ago, and it's got major flaws. Still does. I do not trust anything from Spartan after being burned by them 3 times.

The kickstarter complaints were from a vocal minority largely about delivery delays, which are to be expected if regrettable by Kickstarter. Community IMO's pretty decent, I've got over 20 players in my general area (San Francisco Bay)

The problem with availability is just Hawk got slammed by a popularity they weren't expected, and the problems that normally come with a KS were made a lot worse because of how flat footed that left them. Things are stabilizing on that front, and they're shuffling to get as much product out the door as they can, as quick as they can.

The kickstarter comments are largely a salt mine of delayed rewards and haven't reflected my experience with the game in the slightest. The community where I'm playing is small, but we've got all four factions represented and more people showing interest each time we play. It doesn't hurt that its a fairly simple system, with a very good level of balance both internally in each faction, as well as between the factions as a whole.

tl;dr give it a shot. Its a cheap enough game to get involved in that if you don't like it you can walk away without too serious a loss.

Spartan is that one company I can never truly hate, and only because they make some of the sexiest mini's I've ever seen. Some of the worst, too, but so it goes.

But I agree that their support for games lasts about as long as the game takes to ship to retail, before they're off on something different. That's the reason I never picked up the Halo Fleet Combat game, even though I love the models and the rules are fairly solid - I foresaw what is coming (or has come) to pass, in that it got dumped on the market and left to rot.

I played Planetfall with my glorious Directorate for a bit, and DZC is...well, it's drastically different. DZC is about mobility, objective taking and the correct application of force to just the right spot.

In Planetfall, killing the enemy was always foremost in my mind - Kill that cluster of tanks, flush those infantry out of cover, flankers up my ass god damnit, etc. In DZC, if you wipe the enemy off the board, you can still lose, since you probably neglected to seize any objectives or focal points.

You're definitely thinking a lot more about the big picture than you are about murdering the enemy in front of you. Also, the fact that you can blow up every building on the map, burying infantry and objectives in rubble, is a major focus and something crucially important to just about every strategy.

Infantry function a lot differently in DZC vs Planetfall. From what I remember (and it has been a few years, so forgive me), infantry in Planetfall were fairly tough models, especially if they got into cover, and were very hard to dislodge without devoting specialist units or excessive firepower to their removal. DZC infantry, on the other hand, is slow and fragile unless they're in a building, which is where they'll spend 99% of the game (unless you like splattered troops). With the way weapon ranges work in DZC (entirely dependent on enemy countermeasures), infantry in the open are dead infantry, and quickly.

Hawk dropped the ball pretty damn hard. A lot of people have a right to be upset by this. The tail end of the kickstarter was handled pretty poorly.

That said, Hawk is like 5-8 people and if you didn't know that going in you really shouldn't have backed a KS by them. They are a small business with small business problems. They get a lot of support because in general that is the company they are. The type to refund your money right away if there is a problem or send you a completely new model if a part is missing. The kickstarter is like 95% complete 5-7 month past when it should have been. That 5% is them trying to track down missing orders and problems with orders. Most kickstarters are way way more delayed than that. Things could have been so much worse and I am a dude saying that who got his box right around Christmas time.

It is like, it okay to be upset, but have some perspective. And that is why Hawk still gets my support when other companies would have lost it.

I was won over by Hawk customer service because I had a defect in my Resistance starter set for DZC. They're small as dirt, so it made sense why it took a while to get a response.

My defect was some bent doors for their landing craft. Not a big deal. One also had a slight bubble in one difficult to see area. Also not a big deal, greenstuff would have sealed that perfectly.

Instead, I get a package from them apologizing for the issue after I showed them a pic where I simply asked for a teeny part in an envelope. It was a new starter set entirely, and a convention exclusive bonus model.

Wat.

Good job Hawk. You win. Now that DFC's out, I adore the quality of the models and the rules have been very fun.

Yeah the thing I like about hawk is that Dave and the guys genuinely love the game and the background, and it's as much a hobby as a business. It's just so obvious he's a hobbyist, the gangly adorable awkwardness everytime he's recorded because he just likes what he does so much.

Also, info for US backers. According to some guy on the KS, you should contact [email protected] if you're still missing your stuff, but ONLY if you're US. Hawk apparently set him up solely for America.

Send your name, address, phone number, backer number, pledge number, etc etc.

IMO the Achilles wouldn't need a price increase if its cannons were three shots each. It's horrendously overcosted right now.

Six shots per side would actually make it worth its points.

While I agree interfaction wise, intrafaction wise it'd make the heavy guns unilaterally superior to mediums, and that goes against the currently in place design philosophy of the calibers being various side-grades.

>Atlantis/Johan gets its weapon profiles changed to
4200 (left)...
4200 (right)...
2x 6400; 3+ lock; 4 attack; 1 damage; F/S; alt-1
2x 6400; 3+ lock; 4 attack; 1 damage; F/S; alt-2
4x 6400; 3+ lock; 8 attack; 1 damage; F/S; alt-1&2, bloom

yes or no?

>forgot the Shark missiles
rip

No. It's basically fine, making it into a weird turret Perth is pointless. It's a Moscow with hangars.

interesting idea. Chops off 2 shots, but doesn't mess with it too much. Would you drop it 3 or 4 points to compensate?

So I have a thought - do you think salt chipping would be feasible with DZC models? Have to grind the salt up super fine, but I think I can pull it off. Would definitely help breath some...decay...into my Resistance force.

Actually, the primary reason is that now the Akuma can only put out a max of 4 damage in its side arcs rather than 6, slightly lessening its overall power while silent running except in the front arc, which stays the same.
I'd honestly keep it at the points cost it's at now, simply because of how utterly ludicrous it is.

That's fair thinking. I haven't had a chance to play with the battlecruisers, is there any reasonable solution available to an Akuma? Engaging it with a pack of close quarters frigates ever work okay?

Tournament Meme List
--------------------------------------
Scourge Tourney - 1249pts
Scourge - 2 launch assets

SR20 Vanguard battlegroup (410pts)
1 x Akuma - 205pts - H
+ Fleet Enslaver (20pts, 2AV)
1 x Akuma - 205pts - H

SR20 Vanguard battlegroup (380pts)
1 x Banshee - 190pts - H
1 x Banshee - 190pts - H

SR9 Line battlegroup (245pts)
1 x Chimera - 105pts - M
4 x Charybdis - 140pts - L

SR2 Pathfinder battlegroup (64pts)
2 x Gargoyle - 64pts - L

SR5 Pathfinder battlegroup (130pts)
2 x Gargoyle - 64pts - L
3 x Nickar - 66pts - L

Really, your best bet is to try and force it out of silent running with active scanning, or at the very least stay in its sides. An Akuma running in on max thrust turn 1, followed by drifting in on silent running until it can unload in Scald range, will pretty much kill fucking anything.

would limas be helpful with that? Or just suck it up, ping it with a ship I don't mind losing and hope my opponent doesn't have the long firepower to punish?

It's a bit misleading to say "long firepower", since guns and beams are equivalently ranged.
Limas are definitely useful, but so is anything that would normally stay in your back line like Hydras, Andromedas, Opals, etc.

man that's something I'm still getting used to. I feel like I'll need to play a few more games before the threat ranges really start sinking in.

Speaking of beam cruisers, how have the scourge beam shooters shaken out? The variable firing mode seems useful but I can't imagine they have the raw strength of the berlin and that makes them a bit less appealing to me.

>man that's something I'm still getting used to. I feel like I'll need to play a few more games before the threat ranges really start sinking in.
Well, you're kinda half-right; it's not that beams are longer ranged than guns, it's that because of the nature of their arcs they tend to be pulled back more, rather than diving into a brawl or flanking along the sides.

>Speaking of beam cruisers, how have the scourge beam shooters shaken out?
Pretty damn good; the focused mode is excellent at popping frigates or crippled ships that survived, not to mention the flash, while the spread mode is great if you feel like tempting fate and blasting apart a cruiser in one go.

They're less of a "reliable combat weapon" than the Cobras and Twin Supernovas are, but they're far better "openers" and "finishers", if that makes sense.

Taipeis worked out for me, but I got lucky. Those things are just fucked, I'm okay with units requiring special tactics to beat but when those tactics are time consuming and unreliable, and when the target can easily remove one cruiser per turn, things start to get a little tiring.

>When you go full meme

:^)

--------------------------------------
Scourge 1250 quadruple Akuma - 1244pts
Scourge - 0 launch assets

SR20 Vanguard battlegroup (410pts)
1 x Akuma - 205pts - H
+ Fleet Enslaver (20pts, 2AV)
1 x Akuma - 205pts - H

SR20 Vanguard battlegroup (410pts)
1 x Akuma - 205pts - H
1 x Akuma - 205pts - H

SR5 Line battlegroup (105pts)
1 x Chimera - 105pts - M

SR5 Line battlegroup (105pts)
1 x Chimera - 105pts - M

SR4 Pathfinder battlegroup (128pts)
2 x Gargoyle - 64pts - L
2 x Gargoyle - 64pts - L

SR3 Pathfinder battlegroup (66pts)
3 x Nickar - 66pts - L
------------- dflist.com -------------

I think the torpedoes are more helpful, tbphwyl.

--------------------------------------
Scourge 1250 quadruple Akuma - 1249pts
Scourge - 7 launch assets

SR20 Vanguard battlegroup (410pts)
1 x Akuma - 205pts - H
+ Fleet Enslaver (20pts, 2AV)
1 x Akuma - 205pts - H

SR20 Vanguard battlegroup (380pts)
1 x Banshee - 190pts - H
1 x Banshee - 190pts - H

SR5 Line battlegroup (140pts)
1 x Hydra - 140pts - M

SR5 Line battlegroup (105pts)
1 x Chimera - 105pts - M

SR4 Pathfinder battlegroup (128pts)
2 x Gargoyle - 64pts - L
2 x Gargoyle - 64pts - L

SR3 Pathfinder battlegroup (66pts)
3 x Nickar - 66pts - L
------------- dflist.com -------------

We're memeing harder than anyone has any right to.

Oh shit you fit a Hydra in there? Top notch, my man.

>all these anons putting together double or quadruple akuma lists
God I hope they get nerfed before the non KS version gets released and this is easily possible. I even like how the Akuma looks but this shit would be too much.

This is the scariest one. That Hydra is the ultimate support for those fucks. Fighters to soften enemy bomber waves and bombers to murder those silent running CA ships trying to flank.

Yeah, but only 4 gargoyle and 1 Chimera might be too little. Dropping a single Banshee for more strike carriers, maybe some Djinn could be prudent, possibly even competitive.

--------------------------------------
Scourge 1250 quadruple Akuma - 1240pts
Scourge - 6 launch assets

SR20 Vanguard battlegroup (410pts)
1 x Akuma - 205pts - H
+ Fleet Champion (40pts, 3AV)
1 x Akuma - 205pts - H

SR13 Vanguard battlegroup (319pts)
1 x Banshee - 190pts - H
3 x Djinn - 129pts - L

SR5 Line battlegroup (140pts)
1 x Hydra - 140pts - M

SR6 Line battlegroup (137pts)
1 x Chimera - 105pts - M
1 x Gargoyle - 32pts - L

SR4 Pathfinder battlegroup (128pts)
2 x Gargoyle - 64pts - L
2 x Gargoyle - 64pts - L

SR3 Pathfinder battlegroup (66pts)
3 x Nickar - 66pts - L
------------- dflist.com -------------

I'd normally disagree with you, what with most ships not lending themselves to spam, but the Akuma is such a solid combat ship that taking three or four of them as your only combat ships could actually be viable.

I thought 4/1 6/1, or 4/2 was all bretty gud. 4/1 might be a hair on the light side, but isn't really *short*- just light.

Okay fuckers, how do we fix torpedos? It seems generally agreed that they aren't good enough to justify being limited.

Haha, time to remove xenos!

>inb4 >just industrious

You fucking legend! I'm going to see if I can borrow a Scourge battlecruiser and play this at the LVO tomorrow.

Options:

A: Make them do more damage, (8/6 10/8 etc..)

B: Make it so they work exactly like bombers, so at 1x thrust they hit immediately

C: Make them auto crit

D: Make them do extra damage on crit

E: Apply some special rule with regards to rerolling or armor reduction or what have you

F: some combo of the above

Make them proper supercapital weapons like the Viper, DMC, Triad, etc. 8 damage on the UCM and PHR, 6 damage on the Scourge.

Remove the ammo constraint and have them hit on the same turn if within thrust range. Also make it so Corruptor is just on hit.

I feel like they should be just militaristic and fanatically Xenophobic instead

make it so if you're within half the torpedo's thrust range you hit immediately? Gives you a nice shotgun blast if you've gotten in real close to the target. alternately reduce it to smaller multiple attacks to make it less swingy, and remove the retry if you miss. Bump the damage up a tad with this change, so torpedoes will do 8 if all of their parts hit but even with 4 2+ shots doing 2 each at least one will miss. This also helps out Scourge torps as getting a crit with the torpedo is now twice as likely and means you can actually stick a corruptor effect.

>borrow a Scourge battlecruiser
>a
What about the other three, user?

How's this looking, thread?

--------------------------------------
Shaltari 1250 #2 - 1250pts
Shaltari - 4 launch assets

SR16 Flag battlegroup (285pts)
1 x Diamond - 270pts - S
+ Star Elder (40pts, 3AV)
1 x Voidgate - 15pts - L

SR9 Line battlegroup (185pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L
1 x Opal - 40pts - L

SR9 Line battlegroup (185pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L
1 x Opal - 40pts - L

SR15 Line battlegroup (375pts)
2 x Turquoise - 230pts - M
1 x Basalt - 145pts - M

SR3 Pathfinder battlegroup (90pts)
5 x Glass - 90pts - L

SR2 Pathfinder battlegroup (90pts)
5 x Glass - 90pts - L
------------- dflist.com -------------

They're very close. You just need to give them Thrust 12 instead.

I did that exact same build and made a UCM.
By the end of the game, we had a new government. Called the Imperium of Man.

>precisely one signature-targeting combat ship
I guess you get the reassurance of knowing that your opponent's fleet will go for your motherships every time.

RIP enemy strike carriers

>precisely 1
Glass aren't CAW, senpai.

Shouldn't your glass pathfinder groups be SR 5?

Also this army looks like it has very little firepower. Your only combat only ships is your diamond. Hogs have good close action yes, but a Jakarta heavy or PHR player is going to tank those CA shots or be able to just shrug off the glass attacks with 3+ saves.

You might get a turn advantage before he moves in and just starts deleting all your effective combat forces and then by turn 4 dominating the map so badly your initial ground asset advantage will disappear.

All dedicated Shaltari CA ships have beam CA which bypasses PD completely. I generally don't take Jakartas against Shaltari, PD just isn't a high priority since more often than not their carriers are used primarily as fighter factories and their CA is either shit or completely immune to PD.

And PHR might be able to laugh in the face of a Glass swarm but the Turquoises can and on average will cripple a PHR cruiser in one turn, I wouldn't underestimate them. That's not to mention the well placed Opals that can both active scan to give the Diamond a target for its guaranteed rape cannon.

Which fine right now, because heavy guns are only on the extremely expensive Achilles, the currently useless Perseus, and the also extremely expensive (but not too expensive) battleships.

The Achilles and the Perseus are both able to actually do something with three-shot heavy batteries, while not ousting any other ships from their spots. Sure, the Achilles would be better at broadsiding than the Orion, but it SHOULD be. It's 165pts, the Orion is 107. Even with three shots on each heavy battery, the Perseus wouldn't be as consistently killy as the Orion against medium targets, it'd be able to do what it is supposed to do - take small potshots against ships its guns specialize against, that are unlikely to kill, but are likely to add that little bit of extra damage you need after a ship with more guns has put the major hurt on.

>SR3 Pathfinder battlegroup (90pts)
>5 x Glass - 90pts - L
>SR2 Pathfinder battlegroup (90pts)
>5 x Glass - 90pts - L

>5x glass - 90 pts - SR2
>5x glass - 90 pts - SR3

???

Sorry, DFList hasn't updated yet with the proper values of the Glass yet, so I had to manually change it.

How about this?

--------------------------------------
Shaltari 1250 #2 - 1246pts
Shaltari - 4 launch assets

SR16 Flag battlegroup (310pts)
1 x Diamond - 270pts - S
+ Star Elder (40pts, 3AV)
1 x Opal - 40pts - L

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

SR9 Line battlegroup (160pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L
1 x Voidgate - 15pts - L

SR10 Line battlegroup (255pts)
1 x Basalt - 145pts - M
1 x Amber - 110pts - M

SR9 Line battlegroup (160pts)
1 x Emerald - 100pts - M
3 x Voidgate - 45pts - L
1 x Voidgate - 15pts - L

SR6 Pathfinder battlegroup (108pts)
6 x Glass - 108pts - L
--------------------------------------

>Which fine right now, because heavy guns are only on the extremely expensive Achilles, the currently useless Perseus, and the also extremely expensive (but not too expensive) battleships.
And? There'll obviously be future PHR ships with heavy guns, so it's prudent to keep them in line with mediums and lights now. The PHR don't get "better" guns like the UCM or Scourge, they just get more of them.

>The Achilles and the Perseus are both able to actually do something with three-shot heavy batteries, while not ousting any other ships from their spots.
Except now their heavy guns are outright superior to the equivalent medium guns in all situations.

>Sure, the Achilles would be better at broadsiding than the Orion, but it SHOULD be. It's 165pts, the Orion is 107.
So the Hector should have better broadsides than the Orion as well? Surely that also means the Perseus heavies should be inferior to the Achilles heavies.
What you're proposing goes against every design decision that makes up the PHR.

>Even with three shots on each heavy battery, the Perseus wouldn't be as consistently killy as the Orion against medium targets
Actually, the Orion would be only -slightly- superior to the Perseus if you changed heavy guns in this way, and I'm talking on the scale of a tenth of a single point of damage or so.

anydice.com/program/a9bd

...

It pains me in a necessary evil kind of way. Mayne try to file down the sprue to be thinner and more rounded so that it's at least trying to fit in.

>So the Hector should have better broadsides than the Orion as well?

Yeah, probably.

The Hector is not a good ship as things stand. It's certainly not worth 175 points.

That's not how it works, user; you can't just assign different arbitrary stats to weapon systems that look exactly the same.

Making the Hector cheaper is fine, but not buffing its guns in a way that mismatches with the Orion.

>What you're proposing goes against every design decision that makes up the PHR.

Then maybe that design needs to be reconsidered.

Yeah, the Hector should just be cheaper, that'd be the easiest way of dealing with the problem.

I guess you could give it some kind of special durability or make its guns linked if you were set on its current price. It seems like Hawk would prefer this, since they want the PHR to be the expensive powerful faction like in Dropzone. Maybe the Hector should have Reinforced Armour in its front arc, helping it get into position, or something.

>Then maybe that design needs to be reconsidered.
Why? It's possible to balance the heavy guns in a satisfactory way that doesn't make them straight upgrades to mediums; There have been multiple of proposed solutions, and pretty much all of them maintain proper parity with mediums and lights.

It's just an unfortunate fact of mathematics as to why heavy guns are the way they are currently, locked into place by the schema of the other guns, but it's not an unsolvable problem.

>tfw half considering going to the UK games expo as a mini-vacation, possibly doing the DFC tourney (Hawk is planning one)
>600-900 dollar round trip airfare, plus hotel costs, for a 3 day event (+/- one day to see a little bit of England)
Fug; britfags inna thread, how fun is the expo? Is it worth going to from across the pond?

So this thing's going to get what looks like different missile bits and... a scourge cannon bit?

Dang Rodrigez. Perhaps this will be the new Resistance command unit.

you can re-balance the whole design schema of a faction because 3-4 ships are a little bit under-powered for what you get that's throwing out the baby with the bath water. The heavy guns might need a slight tweak I think that precision idea proposed to let them reroll 1s was solid, then the hector and achilles need a slight varying cost reductions, and probably the perseus as well, The battleships are fine they both have plenty of damage output and are also tough.

At LVO 2017. Factions are as follows:

>Scourge: 4
>PHR: 3
>Shaltari: 2
>UCM: 0

Reconquest cucks BTFO! How will they ever recover?!?!

Confused scourge? Do they think they're shaltari?

>2 A K U M A
>A
>K
>U
>M
>A
Good luck, user; bring glory to /dcg/!

user that was confirmed though I thought...

The next thing resistance gets after the tiltrotor is a mech.

Slight update. 5 Scourge. Jelly madter race bros!

>send email
>get response within 18 hours
>pledge should be shipped early next week, and delivered a few days after

EMAIL THIS MAN, FELLOW U.S. BACKERS
FINALLY, MY LONG WAIT IS ALMOST OVER

>Another week gone by
>Another week without shipping confirmation on KS ships

Won my first game against PHR. Double Akuma is really strong. One of the guys has Shaltari with double motherships, the laser battleship, two more cruisers, and a million void gates. I'm not quite sure how to beat it.

Going to paint them like the aliens from Gunbuster/Diebuster eventually. Only had time to primer and pick out a few details.

Are you planning to post pics once they're painted?

Are those victories?

You have wonderful taste.

Double Akuma? Close action frigates to assassinate one. You an get a double activation in probably.

>Double Akuma? Close action frigates to assassinate one. You an get a double activation in probably.
Akuma is likely to outright delete 3 frigates per WF

On weapons free, the Akuma presents a 14" minimum targeting radius. Any decently offensive Vanguard or Line battlegroup should be able to respond from midfield and cripple it at least.

Now quad Basilisks, that makes my nuts hurt just thinking about it.

Only if they are in its front arc I can only being one guy to beat in the side, and nothing from behind. Since you can't turn on SR or WF its not impossible to do an end around and shoot it in the ass.

Full cloak nerf when

I'm trying to round out a Shaltari collection for Dropzone. At the moment, I've got:
4x Braves
4x Firstborn
8x Pungari

3x Tomahawk
3x Kukri
2x Birdeater
1x Ocelot
1x Dreamsnare/Leopard
2x Thunderbird

3x Haven
2x Spirit
3x Eden
1x Gaia

Am I missing anything particularly vital or interesting here, resident hedgehogs?