/dcg/ Dropzone/Dropfleet Commander General

/dcg/ Dropzone/Dropfleet Commander General

>letting the thread die
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

>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/

Reminder to ignore bait, unless it is masterfully crafted.

Other urls found in this thread:

hawkwargames.com/products/advanced-sectors-pack
thelastofus.com.br/2017/07/the-last-of-us-maquete.html
twitter.com/SFWRedditVideos

First for the Resistance!

Scourge done, pls be proud of me.

Now time to paint all the other fleets. Fucking Dave and his delicious model design

RESISTANCE IN SPACE WHEN?

Problem with the space station kit: it's way too easy to go overboard with adding on the smaller bits and now I'm unhappy with how busy some of them look, but I used plastic glue so damn. Wish I could get those cylinder things off at least.

At least once the stations are painted I'm finally 'done' with the two fleets I've had since last year. At least until the order with battlecruisers and new sectors and launch assets arrives in a couple weeks.

Never

That doesn't look bad.

No corvettes, still not done, it's never done.

Did you magnetize the battleship? I did with mine but fucked up and could only do it with magnets that are visible if you look from below, but it should be able to be done far better with more careful drilling.

It's probably a bit of post-paralysis analysis from how many possibilities there are building the things. I spent weeks deciding what to do and finally just made myself sit down and build them in an afternoon.

>Never

>kickstarterAndFacebookComments.gif

Unfortunately, those were Dave's words. They are unable to muster the resources to field a fleet capable of doing anything. He isn't changing the fluff to shoehorn them in.

It wouldn't be the same guys as the ones on the ground. It would be a collection of fleets that fled during the invasion but didn't make it as far as the new core worlds.

Rather than Resistance fleets perhaps something that would work better would be scenarios with space stations manned by the descendants of people who managed to hide away in old mining stations or whatever that have been running silent and unnoticed until the reconquest kicked off.

Or just stick giant skulls on UCM ships and paint them rusty and say your admiral is a Resistance cosplayer.

You'd get maybe 2-3 frigates in a gang before the Scourge start noticing, and even then maintenance and supply on that scale would be near impossible for a resistance. UCM ships take several hundred people to crew and those are the guys with one-man heavy tanks, old EAA ships would probably need even more. That much food and air in space is a tall order.

An alien resistance seems more likely. A big coordinated refugee fleet of Lizardmen that fucked off to space to escape the Scourge or something.

Yeah, the best fluff has done is an EAA-era private yacht on Asgard.

I could believe *a* corvette. That actually might be useful and doable if you sunk the resources that would get you an armor brigade into it for some insane reason. The Resistance has insane reasoners, after all.

Honestly, I feel like the best the Resistance can do is transatmospheric fighters and craft; not even something as big as a corvette.

Don't forget to craft yourself a moon!

Knives, user.

This; get a very fine serrated knife or file and just start sawing them off at the base; you lose out on the peg for future uses, albeit, but you can still use the gubbins and gribblies.

I wonder how to make Legionnaires actually good. Their anti infantry is bad and that is okay, but their anti tank is not convenient long range like Immortals or Braves but not strong like Warriors or Resistance either. Their missile cannot become longer range or stronger without ruining fluff. Only thing I can think of is cheaper, maybe? Or is UCM meant to have only good utility infantry and bad normal infantry?

Allow their rocketman to use a rifle when he's not rocketing.
Alternatively, give them some excellent vert close in AV as well (thermite grenades or something) that cam be used in addition to rifles.

>serrated knife or file

Bro, jeweler's saws work wonders, and are significantly safer than a knife or file in this situation.

Sorry, yeah, that's what I meant. Something small.

Honestly legionairres could probably just use a point decrease. They're the backbone of the reconquest, its pretty reasonable to believe a lot of them get deployed at once.

Yea I could see a few EAA ships popping up for scenario play. That would be interesting to see as the fluff says EAA ship have shields. (though that probably needs to be retconed) Regardless the same over engineering rules would apply so you miight get a few silly powerful battleships or something.

>ordered the wrong size KS backer t-shirt
>Hawk's faction logo shirts are con-only
>posters are on the backside of my demo playmats
Gimme merch, Dave

I need more rage face art prints for my room so I will wake up and know how pissed I need to get at fucking hedgehog and jellies.

And then I white sphere stress ball to beat the fuck out of.

EAA had a lot of shit too unreliable and inefficient for UCM. It's possible they saw Shaltari shields and demanded the same thing, but the tech didn't go anywhere worthwhile. I wouldn't double the cost and signature of a ship for a 6+ passive save.

So hawk is releasing art each day in prep for a specifically DZC announcement at the end of the week... think this is a new 2.0?

Either 2.0 or phase 3; probably leaning towards the latter, since it's been confirmed that phase 3 is the end of the reconquest arc, and that'd provide a good narrative segue into 2.0.

Not all of Phase 2's units are even out yet... :(

We're only missing the mech, aren't we?

Maybe the announcement is the commander's models being released, along with a tentative schedule for phase 3.

None of the famous commanders are released. The mech hasn't been shown at all.

Here it is, user!

...

You're right, it isn't funny.
It's hilarious.

Late night bump

I think they are going to release pictures of art we have seen already.

hawkwargames.com/products/advanced-sectors-pack

How many of these do I need you think?

Are the PHR battlecruisers worth it?

I feel like for the Leonidas, I could just take an Ajax and Orion and win out.

The Scipo doesn't look as good as a Bell.

Meanwhile going up one step and the Herc and Minos bring something original to the table.

>Are the PHR battlecruisers worth it?

Yeah, they're fast and tough and strong. The command cards really turn them on.

Just the one pack. Those are meant to be rarer clusters due to their relatively extreme effects.

The Scipio, with its improved hull and speed, is notably better at delivering bombers at 12". The Bell's slower speed and sole F(N) weapon locks it into backfield combat, which can make it harder to respond to your opponent's moves.

>crossposting from /cm/

Do scourge have heads up displays in their helmets?

This brings up that a lot of their stuff has to be designed to accommodate new species hosts. The initial human hosts would have been akin to zombies in the first wave.

I think we will see the scourge invade a weaker race to bodies post reconquest. Then you will have fresh scourge troops types to go with.

Pungari Scourgehosts.
>Look on my works, ye Mighty

>Pungari are too small to be armed with regular plasma rifles, so they're given plasma pistols

>Do scourge have heads up displays in their helmets?
Legionnaires do, so I suspect so. Resistance and Pungari are probably the only ones without a HUD.

Legionnaires don't have visors.

They do on the models. Those might represent the goggles seen in some art, but goggles can still have images projected onto them. And considering how different Legionnaire gear looks between pictures, it seems like Dave lets artists have some artistic licence with that stuff.
The Huxley story in the original rulebook involved him connecting his HUD to a dropship's sensors.

Speaking of art, page 34 of the phase 2 book had something nice and interesting. Some fat Scourge crab doggies we haven't seen before. Could be a future unit, the Screamer got teased in a similar way.

>Some fat Scourge crab doggies we haven't seen before. Could be a future unit, the Screamer got teased in a similar way.
Pretty sure those are the AA crabs, user.

The proportions are very off and the legs are bending in ways they really shouldn't, but yeah that does seem like a distinct possibility.
I never really pictured the Prowlers/Ravagers running like that. They always seemed more like something that would skitter. I guess that threw me off.

Oh well, at least I've still got the tentacle Annihilator and gigantic gunship from phase 1.

...

For such a smallish community, dzc/dfc does have the dankest memes.

You're goddamn right

The art helps

Out of curiosity, what does everyone think the worst design decision(s) are in DZC or DFC? The rules, mechanics, or units that you would change in a heartbeat if you had the chance to.

Attack runs. Every time you want to use that expensive cool jet you dragged out of reserve on turn 4, it has a 1/6 chance to tell you to fuck off. It doesn't do anything but irritate people who field cool jets.

Demo, particularly first turn demo. It definitely shouldn't be removed, but I don't like the way it encourages drive-on and slaughters infantry in ways flame and CQB can only envy (except for A4 dudes and Sirens who don't seem to mind so much).

Flame weapons only being able to target a single base. Overkill should transfer to a different base in the same unit.

Both the Desolator and the Overseer to an extent. Both nice concepts, but it falls apart when you remember that one is shit because it needs babysitting yet actively kills its babysitters and the other is basically mandatory because it makes a powerful combo that cannot be done any other way. Both fancy rules need some reworking.

Ferrum. Leave it alone for now, UCM would be garbage without it. But as soon as DZC 2.0 comes along that thing needs to be dragged back to the drawing board and reworked. Infinite number of anti tank anti skimmer anti air scout drones with MF15" is pretty fucked, especially in a faction all about specialised units working together to get the job done.

Destroyers. They don't die to machine guns, or flamethrowers, or falling masonry, or CQB, or basically anything. Fuckers have the shielding of a Shaltari commander.

Panther. Unlimited range AA. Fuck.

The way focus weapons work. Right now they're effectively E13 weapons that can occasionally split apart to fight lighter targets, and I don't think that was the intention.


It's still a great game, but personally I can't wait for DZC 2.0. You can tell that Dave and the team have learnt a lot with how smooth DFC is (aside from a couple of dud units and slightly bullshit special rules), I'd like to give them a chance to start fresh with DZC. Smooth out the bloat, and really look at each faction with a purpose.

The order should be changed.

Bottom Left: New Recruit
Bottom Right: Experienced Vet I am tried of all these aliens shit mode
Top Right: We SF Now FUCK YOU!!!!!!!!!!!!!!!!!!!!
Top Left: This isn't even my final form anger mode ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHH!

>This nigger both gets it and posted it.
>You make me proud user.
inb4 Ares Walker design.

>I should have accepted that Minder
>BuT i Love YoU sQuId-SeMpAi!
>If I had been a Minder, I could blow myself up

>Attack runs. Every time you want to use that expensive cool jet you dragged out of reserve on turn 4, it has a 1/6 chance to tell you to fuck off. It doesn't do anything but irritate people who field cool jets.

I wonder what the math is for how much Fast Movers would cost if they were 100% reliable.

Bump

Hard to judge but as it is they feel just a tiny bit too worthwhile. I feel they already have counters everyone should be packing, anymore feels silly.

The issue is fast movers can do things other units can't like strike at dropships before things are in place. (lol Panther) Or go for undefended zones out of the AA bubble. Even AA won't protect you 100% from that.

As it stands they are punished way to much, but unrestricted they would run amok. Gotta go with the middle ground.

New idea; fast movers are in readiness at the start of every game, but once used, then they are placed in reserve and have to be rolled again to use.

To add on to this, a fast mover in readiness can be placed into reserve in an attempt to cause an enemy fast mover in readiness to be placed into reserve (out-of-field interdiction, as opposed to in-field interception); not exactly sure what kind of roll would be made, but the "attacking" FM would always be placed into reserve for the attempt, but the "defending FM" might avoid it and still remain in readiness.

Maybe a 1d6 opposed roll for each attacker against a 1d6 roll per each defender? If attackers get a high total, defenders are placed into reserve; if not, defenders stay in readiness.

>Example: 4 Corsairs attempt to interdict a 2 Seraphim squad; 4d6 vs 2d6: 11 vs 10; both Corsairs and Seraphim are moved into reserve.

Seems complicated. I'd just take out the random mechanism and make them more expensive.

The second part, perhaps, but just having them start off in-readiness at the start of the game ensures that you always have at least one ace-in-the-sleeve per game, maybe more if the dice are in the favor.

Simple, easy to implement, and makes sure that the points on a FM are never actually wasted.

That sounds pointlessly complicated. Just remove attack runs and make reserve rolls automatically suceed on turn 4 so there's at least some certainty that your FM will reach the board. They're largely kept out of the early game for a reason.


Here's another thought. What if weapons weren't allowed to fire on the first turn when units come out of readiness (possibly excepting reaction fire)? It could encourage dropship use and cut down on first turn demo.

>That sounds pointlessly complicated. Just remove attack runs and make reserve rolls automatically suceed on turn 4 so there's at least some certainty that your FM will reach the board. They're largely kept out of the early game for a reason.
The issue is that, if you ensure they come on too late, they'll have very little of an impact on the game.
Come in too early, like you said, and they can potentially blast a fully loaded dropship.

At the same time, however, I feel like they -should- be that powerful; they're fairly expensive units (and aren't even guaranteed to pop an Albatross or whatever in one go), and a potential turn-1 critical kill befits them being these (supposedly) terrifying units that have an entirely unique mechanic dedicated to them.
Allowing them to come in right off the bat on turn 1 (or at least have a 4+ roll to do so, with a guranteed success on turn 2 if they didn't succeed) will necesitate the meta adapting to either A) bring FM's to intercept other FM's, or B) be all together more cautious in the initial set up and mobilization, making sure to pay close attention to what flight corridors FM's might have, as well as setting up advanced AA to protect them.

Also, Immortals.

...

That could be a restriction in particular scenarios, but it would be really arbitrary as a base rule.

>The issue is that, if you ensure they come on too late, they'll have very little of an impact on the game.
They statistically should come on around turn 2 or 3. With the removal of attack run it's exceedingly likely you'll get to use your jet, but I'd rather not chance it. I've had games where fast movers just didn't show up, or only showed up for one turn. Having them guaranteed to be there for at least half the game would make most of them (the big exceptions being vanilla Seraphim and Corsair) worthwhile additions to their armies.

>(and aren't even guaranteed to pop an Albatross or whatever in one go)
What? What is your expectation of these things? It takes a full team of regular AA units to reliably bring down an Albatross, and those regular AA units can't hit anywhere on the board. Did you mean a Condor?

>necesitate the meta adapting to either A) bring FM's to intercept other FM's, or B) be all together more cautious in the initial set up and mobilization, making sure to pay close attention to what flight corridors FM's might have, as well as setting up advanced AA to protect them
And people would choose the former. They'd be near-mandatory because you can't afford to lag behind when grabbing those critical locations and objectives. A 1/6 chance to be deployed first turn is pretty appropriate, because I can tell you from experience how fantastic a first turn Archangel is. It's basically a license to remove a light dropship from the board. Changing that to 1/2 is nuts, I'd take at least 2 Archangels (in 2 separate squads to increase my chances) every game.

...

Bunch of dumb BR's think a DZC table is a diorama of Pittsburgh in TLOU...
thelastofus.com.br/2017/07/the-last-of-us-maquete.html

Hey guys, didn't realise you had your own general and this wasn't just a rarely-discussed game in /awg/. Recently been looking at other games and DZC/DFC strikes me as really interesting, it's basically a bloke's pet project except really well executed.

I'm looking at the DZC starter box, seems like pretty good value, it's not instantly outdated by FAQs, DLC and Errata though is it?

There's a couple pages of errata to go over but nothing too major.
The box contents still have great value. The cardstock buildings by themselves are a great start to a full 4' x 4' table setup.

As the user stated, they are all great buys. Lots of useful stuff in every box. The player starter and a pair of command units is good if you want to go UCM or scourge.

Land combat phase in DFC. I understand it is an important part of the game's theme, but it's essentially just book-keeping with extra dicerolls, and could have been resolved more elegantly and in a less time-consuming way. It's perfect candidate for rock-paper-scissors resolution method.

BTW, that this constitutes the worst design decision in DFC really gets across how well-designed DFC is.

good game, BE MORE POPULAR!

>although the US distributors at least are pretty tapped out right now, which is sort of a good problem to have

It is pretty well-designed, I enjoy the actual combat a lot, but the objective-capping phase (and to smaller degree, the Wing phase) are a slog. I've never seen a space game where fighers and small craft are handled in a way that isn't overly complex or downright useless.

I think the wing phase is completely fine. What is throwing you off is having to do them back to back. Stacked together it slows down the pace of the game.

Overall though, while a bit annoying its not actually that bad.

Some of the boxes are mildly outclassed by other options (UCM tanks are mostly katanas instead of the gladius) and usually the lighter air transports are preferred for infantry. Still quite a good deal though, and great for learning the game.

Beep boop

God damn, infantry warsuits are good looking up close

Is that a BFG Chaos bridge on that Beijing in the back? Have to say it actually fits in with the rest of the model pretty nicely.

Man that looks great

Imagine the 28mm breach and clear game guys

...

>five interested locals
>own three fleets
I wish my shop would stock games made in places other than Nottingham. Barebones demo games are starting to get stale.

Order online, bruv; work with the locals and pool your guy's money together to buy wholesale from Hawk in one order for that sweet free shipping.

Seriously, Dropsquad commander would be pretty fuckin great.

It'd be interesting to see Dave model 28 mm figurines, at the least; dynamic models are a wholly different beast than vehicles and spaceships.

I would happily buy 40 or so 28 mm legionaires. Be a fun IG platoon whenever I wasn't playing dropsquad.

As to how the take would be, I have to imagine crowded building fighting with lots of cover and walls. Very close quarters fighting. Also probably modeling about equivalent to the shaltari warstriders, with a few ball joints and adjustable angles.

No. I know Dave is a Spartan ex-employee, but let's not have him follow their path.

We already wrote the game user. It was a building clear game. You set out your scouts. They move in first as radar blips. Once they are outed, you put down models. Scouts look around and then your blast holes in walls with your main body of troops grab objectives or murder you opponents. Then get out through the gap.

Spartan keeps failing for multiple reasons. A DS game would be cool, though really they need to probably focus on beefing up dropfleet and dropzone games and lore. However, eventually it would be something I would dig.

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>check /dcg/
>No posts about 2.0

What the fuck is wrong with you all

2.0?

Cause there's nothing to post about? One image and "we'll let you know more later" is not news-worthy.