/dcg/ Dropzone/Dropfleet Commander General

/dcg/ Dropzone/Dropfleet Commander General

12 Months of Shitposting 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/blogs/downloads/dropfleet-commander-kickstarter-maps
loworbitmats.weebly.com/
twitter.com/AnonBabble

What is the maximum size a Scourge superdreadnought could be before it's no longer a viable tabletop model?

Working on some robodudes
I feel like the gradual washes on the Medusa's cloud are doing their job well, but I need to get some non-potato photos before I can assert that claim.

The dreads and superdreads aren't going to be much bigger than the battleships, just more bulky.

I want to start a fleet but I can't decide between hedgehogs or jellyfish, I've heard Shaltari are pretty hard to play compared to the other 3 factions, is this true? am I best off starting with Scourge?

Scourge would be cheaper too, buy a starter, force a friend to buy a starter for UCM, swap the extra fleets

I would say Scourge are harder to play. You have to be ultra aggressive, which can lead to heavy casualties if you are not clever in your movements.

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

Maybe look at it from the painting angel? Shaltari tend to be more ornate in their designs so if you are big into the hobby aspect, you could go far this way. Scourge are pretty easy to get looking good with some ghost tints and an airbrush.

In terms of "ease of play", from easiest to hardest, I'd say it goes

UCM, PHR (bombers and beams), Scourge = Shaltari, PHR (broadsides)

Bump

Resistance in space when?!

Never, stop fucking asking.

Different user but I definitely will never stop fucking asking.

Easy Resistance in Dropfleet; buy the launch asset pack and use a single fighter model to represent a 1 hull point atmosphere-only ship.

>1 attack
>1 damage
>CAW
>4+ lock
>A2A
>atmospheric only

>enemy ships get to use their PD as a 5+ lock N attack 1 damage A2A weapon against it within 3", where N is the PD value.

I thought the whole point of the resistance was they were stuck on the old core worlds and were lucky if they had tanks and small dropships. Where the hell would they get void capable ships from?

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

Oh, and:

>due to its size, all non-PD weapons are 6+ lock against it, even if A2A

They don't have any. The pirate faction doesn't fit in because they won't have enough ships to do a planet invasion which is core to the games theme.

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


But... I would be cool with some EAA legacy ships. Kind of like the character commanders, which are used for optional play.

When the huge alien refugee fleet happens to come across the Eden system, of course.

Filthy human resistance in space never.

...

At UCM tech level, at that.

Resistance are already in space you dunce, they pulled troops from Eden already into new UCM legions. The UCM is the resistance in space, they just resist by using massive overwhelming numbers to beat everyone down before they can lose.

...

Map files are up!
hawkwargames.com/blogs/downloads/dropfleet-commander-kickstarter-maps

Nice!

These look pretty great

Nice; now just to find someplace to print them.

Not the same guys. I'm thinking something like BSG with a fleet that made a blind jump or something and has been around as refugee flotilla and is now back.

Considering the mass panic and Scourge forces they'd have to be real lucky and coordinated to have more than half a dozen ships. A full fleet would be pretty much impossible to put together. And that's not even getting into how difficult it would be for so many people to survive in space even if several of the vessels happen to be greenhouse ships.

That's why I suggested aliens. With nowhere else to go and a non-crippled space force I could see another civilisation fighting off the Scourge long enough to set up a real refugee fleet of a few hundred ships, then jumping blindly into the void.
It'd be an interesting culture either way. Probably a strong obsession with not starving, and vegetables.

It'd be interesting to see how their ships might work out.
Perhaps a focus on extremely tough and well defended core/capital ships, supported by swarms of cheap, easily recoverable and salvageable sub-capital escorts?

In fact, a "battle-rider" sort of system might be really cool; they have very, very few frigates or cruiser class ships on their lonesome, but their battleships can constantly deploy a decent number of acceptable drones/escorts every turn; no better than corvettes, but there's a LOT of them.

Dave said no. It's not going to happen. If you're an allied player, pick UCM. If you're a true resistance player, PHR or Hogs. Or, if you want your fleet to try to conquer your ground forces squids are awesome, too.

...

So, with hot dropping being a thing, maybe we can get a slight tweak to dropship movement? Maybe a slight increase across the board with a recap of LZ is hot?

I'm thinking a trade off of movement for safety. You can move maybe 4 more inches however you have to stay landed until the next activation. So if you need that little extra, you can, but open yourself to being targeted by any hostiles nearby with a 2+ to hit since it's a big fat target.

have the memes gone too far?

>ballsuckers help Salakhan so they can more easily do their work in his territory
>get backstabbed and have all operations in Atlantia stopped forever with nuclear fire
Smells like justice

Hogs would be an always appropriate choice, I think.

I've been away a while and haven't kept up on any updates for about 6 months

Any spoilers on dropzone 2 or updates to dropfleet?

Can I take immortals and not feel stupid?

End of life bump until britfags return

There have not been any dropzone 2 spoilers.

Right now we just have to trust in Dave.

>Can I take immortals and not feel stupid?

You could always do that, user. They were in the sweet spot of only losing to the stuff that kicks everyone's ass anyway, being kind of affordable, and being infantry. Give them a triton and let them win the game for you, or die, it's not like they scream out loud.

DZC 2nd has some much needed changes coming such as being able to hot drop units so they can shoot after disembarking from dropships. Also dropships wonçt be assigned to specific battleground anymore so anyone can use any dropships they're normally able to. And stuff to CQB

Don't get me wrong, I like immortals because they're the no-nonsense reliable B+ infantry, I just wish they weren't overshadowed by Valkyries so much

Low Orbit Mats guy on Facebook is printing vinyl mats of the Kickstarter maps for cheap in the US. I just ordered one, so I'll tell you all what the quality's like when so get it in.

Would you like a skirmish game mode where the majority of units on the table are infantry, light transports and some scout vehicles?

Resistance infiltrating an enemy base, PHR anti-virgin sweeps, UCM black ops etc

>PHR anti-virgin sweeps
w-what

There's only room for cyberchads, manlet

How would that be implemented? Different battlegroup compositions?
Could be cool, but could be rather imbalanced as well.

Different battlegroups, different map layouts maybe. Honestly it would need something extra to make CQB interesting but at least it's an excuse to get infantry on walls shooting at each other

We need UCM virgin vs PHR chad memes now, while it's still "fresh"

Already ahead of you, anons.

...

FYI: If you are looking for mats, this person makes amazing ones. I got two, and they're very solid for the price.
loworbitmats.weebly.com/

Gotta get different patterns for planets to invade after all.

Nice, thanks user; those mats are pretty damn cheap for how they look.

fugg

Okay, throw more unit concepts at me so I can bump the thread with stats.

Big PHR walker with flamer, but also make it effective!

thinking Hades level big

Isn't it easier to just use the Hades-class walker weapons to destroy the building? If it has no intel or you don't care about the intel, turn it into a parking lot. If you care about intel inside the building, send in some troops to murder everyone else inside and grab that sweet, sweet paper.

I'm thinking more as a psychological weapon, cause IMO if something shows that it has a flame thrower that can both be used against normal human sized targets as well as, for example, something that can turn a whole Sabre tank into a puddle of white hot slag, well...that's terrifying IMO!

PHR orbital drop infantry

This would also be kick ass!

Isn't that more of a Shaltari thing already with the Gharial and Leopard?
>get microwaved, primitives

Let's not forget the Screamer. It is so terrifying that infantry cower within range.

Aaaand it's gone

?

Page 10 save

Painting my PHR starter, can't find a pair Type1 walker legs on my desk. Torn the place apart, they've just vanished

With how close combat is and how vital searching for objectives is, you would think war dogs would be used by some humans. Attack dogs can fuck up some infantry pretty seriously and dogs could probably be trained to search for objectives like intel.

They'd probably be a second wave thing if they showed up. Dogs are a little heavy on logistics to be put in a strike carrier. You'd need to feed them, equip them, dispose of their waste, train them to handle turbulence, allocate space for them, etc. And at the end of the day, you'd generally be better off just bringing more dudes.
Troopships could be more forgiving in that regard, they seem to allow more wasted space and would be a far smoother ride than a dropship. They probably even have cars in them, and everyone knows dogs love cars.

And here's a challenge for everyone: what weapon system (that the UCM could reasonably and cheaply produce) could be given to dogs that would allow them to kill a razorworm? The pupper surviving the experience is optional but preferred.

They could work as a resistance unit though.

Other than high explosives and the dog likely not surviving the encounter, I don't think dogs Vs a several metre genetically enhanced apex predator specifically utilised by a galactic nomad race is going to ever be that fun

Not really. Dogs are nasty against lightly armed or unarmed people who generally aren't looking for a fight. You put them up against a squad of guys who are out to kill shit and with a full combat load? They're a nuisance, you might get lucky and they maul an arm. But there's virtually no use for them offensively. They kinda sorta work as bomb sniffers but even then they have 50% success rate after months of training and only work with a small number of explosive types on top of needing a special dedicated handler to work with. It's extra logistics for very little gain, especially when you're talking about an effort that streamlined a MBT to the point of only needing one crewman who lays down to save space and materials.

>when the primitives continually amaze you with their stupidity

This; dogs are for policing and raiding, not for warfighting.

I think you're underestimating war dogs. There are reasons why they're still used a lot.
Room-to-room fighting in a building is pretty much the ideal environment for a fighting dog, and also perfect for some kind of trained search dog.

Well sure, against other humans. Against giant death worms, robots and hedgehogs in 8 foot tall battlesuits maybe not as much.

Dogs don't really fit into a game where Destroyers exist

>Attack Dogs: 26pts
>A2, Mv3", CM:-, DP5, CQBD3, F2+
>Type:Infantry, Category:Exotic, S+C:2/3 B2B
>Special Rules: Dodge 5+, Living Weapons, Walking Bombs
>Transport: 1x Raven-A (2 units) or 1x Bear (3 units)
>*Special Rule - Walking Bombs: For every DP this unit sustains in a round of CQB, force an enemy unit engaged in CQB against it to take one damage roll.

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

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

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

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

To be fair neither do Freeriders. They exist solely because motorcycles are cool. And strapping an electrified spike to a dog's face so it can fuck up a Destroyer would also be pretty cool.

And I think the closest you've been to a fight, let alone combat, is your TV. Dogs aren't doing much against a guy with an assault rifle who's actively looking to kill shit. A giant death worm with scythes for legs is right out. And as a search dog, again, extremely limited effectiveness and that's just if they happen to be using whatever you trained the dog to pick up on and it's not in an air tight container. I don't see anyone training a dog to sniff out secret files or a plasma bomb. And again, you're talking about a dedicated handler on top of the extra food, water, and medical supplies and expertise you'll need for these dogs.

Trust me man, I worked with them in Afghan. They're useless most of the time, at best they can help confirm a suspected IED about half the time. Keep in mind, that failure rate includes false positives. I'll take a metal detector and my Mk. 1 eyeball over a dog to find an IED. Love dogs as pets, they're amazing, but not useful even in modern war.

bump

fuck guys, keep the thread alive, Moth is working on some more ship girls!

Nah, the "closest to combat" I've been was just being on a big base that got rocket attacks every few days for months. Got that combat pay, though!
You should also keep in mind that this is a scifi setting. Equipment and stuff can be made.

...

While I wouldn't be surprised if scourge-dogs are a thing, even a numerous thing, I don't think they'd be militarily useful.

So a fobbit. I kid, but trust me man, taking a dog on patrol sucks dick. You've gotta make sure it's hydrated and take frequent breaks for it to cool off. Afghans fucking hate dogs so it was fun trying to engage the locals who would throw rocks at it. Then throw in the fact it would alert randomly and it would usually be nothing. But it was nice having a dog on our platoon sized FOB.

And yes, this is a sci fi setting where they can just make a generic "scanner" to look for shit. So dogs make less sense. But I could see a cheap chaff unit for Resistance armies. Maybe operate like the vampires for scourge.

>You've gotta make sure it's hydrated and take frequent breaks for it to cool off
I had the same problem with E1-E3s.
But yeah, they'd probably make more sense as a Resistance unit., or maybe the PHR could have cyberdogs for some fluff reasons. I'm not quite sure how to make them get into UCM, admittedly.

>taking breaks for Lances and below

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

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

Hey guys picked up the starter set and a PHR starter fleet box as well, been using the fleet list building app you linked in the OP.

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

I'm not sure if the app is screwy or if I'm just missing a major page in the rulebook.

UCM and EAA did have several hundred years make the perfect dog, so highly improved and actually useful v2 dogs could be justified. Neither faction seems too keen on heavy modification of humans, but if history is anything to go by anything we domesticate would be fair game. It's not like dog eugenics is anything new.

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

The commanders in big ships rule is errata, you can find it on the website.

Check their stat blocks, look for the G, that's the min-max group size that you can take. Light Cruisers are technically cheaper, but you HAVE to take 2 minimum, which has its advantages and disadvantages. Little less survivable individually, but more firepower spread over two hulls so its a bit harder to focus fire.

Commander stuff is recent errata, check the website.

ah ok thanks.

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

Do I even need a commander in a 500pt game? I liked the idea of a commodore in my St. Petersberg since dual BTL's looked fun to run, if a bit dicey. Figured I'd run some Rio's or something to give it backup from there and still trying to figure out what I should run as frigates.

Oh god, don't build the St. Petersburg. Not as your first big ship. Wait until you've played a bit. I'd go Moscow with a Berlin and whatever the carrier is.

I wouldn't bring a commander in less than 750 pts, and I rarely do in less than 1k. And I second the Moscow.

St Pete is a pretty advanced ship to play, I wouldn't build it until you've got a bit of experience. Honestly the recommended ones are pretty good in UCM.

Also keep in mind that the game wasn't made for 500pts in any way, shape or form. It's okay for learning the rules and not much else. Commanders are very much optional in such a small game, I guess if you've got 20 points left over it's okay but anything more should be spent on more ships.

Main reason I was wanting to build different things was because the store already built the recommended list of models in the starter box, so I already have access to

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

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

What would you add onto the starter list if you were going up to 1000pts? I kind of like the look of Rios and would like to make a pair, and I really like the look of the St. Petersburg just from a modelling perspective. If I really wanted to run one is there a way to make it effective at a 1000pts? I figured for frigates I needed at least 2 more new orleans and perhaps another couple of Toulons or even just more New Orleans.

It's not about effectiveness of the ship, it's about having a firm enough grasp on the mechanics to utilize it without being frustrated. You're basically going to need it in it's own battlegroup to keep the SR down, and think several turns ahead with it to get off both of the lasers. It also wouldn't hurt to bring limas along to light up targets for it. Personally, I think it will really only find it's own niche at higher level games where Battleships make an appearance. Because you can't turn when you go weapons free. And they are both F(N). So they either need to be stupid and stay right in front of you or you do it as your last activation for a turn and then your first activation of the next turn. Which is where SR comes in. If it's not lower than the target, the target can get away. Hence, just get a Moscow since weapons free is much more forgiving on it.

ah ok that makes sense. I really just wanted to run it because it looked cool, but I should be able to magnetize these things and switch it back later when bigger games come up.

Bump!

fucking shit, keep this thread alive!

Post a question or topic, user.
For instance: how big do you guys think the Type 5 will be?

>Asura Corps: 52pts
>A4, Mv6", CM:A*/E+1, DP3, CQB2.5, F2+
>Type:Infantry, Category:Exotic, S+C:2 B2B
>Special Rules: DF, Mobility Frame, Orbital Drop
>RX-20 Miniguns: E3, Sh9, Ac3+, R(F):36", R(C):12", MF:6", Arc:F/S/R, Special: CA-1, RW-3
>Stealth Missiles: E7, Sh3, Ac2+, R(F):36", R(C):12", MF:3", Arc:F/S/R, Special: CA-1, SC, RW-1
>Transport: 1x Triton-A1 (2 units) or 1x Juno (2 units) or 2x Angelos (1 unit each)
>*Special Rule - Mobility Frame: These Active Countermeasures only take effect against weapons of E6 or less. Hits from falling masonry always damage Asuras on a 5+
>*Special Rule - Orbital Drop: something something something feet first into hell i can't be fucked making a whole new deployment rule

Two slots, so they take up a Neptune each. Everyone else has something like that.

Added up my next hawk order, thinking I'll just get what I absolutely want and need for my fleets and zone

>£210

Hmmmm

Doesn't sound like nearly enough. What's order?