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/dcg/ Dropzone/Dropfleet Commander General

>letting the thread die
edition

Last Thread:
>>54214493

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

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

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

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

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

>free DFC fleet builder
http://dflist.com/

Reminder to ignore bait, unless it is masterfully crafted.
>>
First for the Resistance!
>>
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Scourge done, pls be proud of me.

Now time to paint all the other fleets. Fucking Dave and his delicious model design
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RESISTANCE IN SPACE WHEN?
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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.
>>
>>54359035
Never

>>54359060
That doesn't look bad.
>>
>>54358863
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.
>>
>>54359102
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.
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>>54359102
>Never
>>
>>54359185
>kickstarterAndFacebookComments.gif
>>
>>54359185
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.
>>
>>54360646
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.
>>
>>54361446
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.
>>
>>54360646

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.
>>
>>54362226
Honestly, I feel like the best the Resistance can do is transatmospheric fighters and craft; not even something as big as a corvette.
>>
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>>54359060
Don't forget to craft yourself a moon!
>>
>>54359060

Knives, anon.
>>
>>54359060
>>54366981
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?
>>
>>54367200
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.
>>
>>54367023
>serrated knife or file

Bro, jeweler's saws work wonders, and are significantly safer than a knife or file in this situation.
>>
>>54368752
Sorry, yeah, that's what I meant. Something small.
>>
>>54367453
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.
>>
>>54361777
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.
>>
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>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
>>
>>54374490

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.
>>
>>54372874
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?
>>
>>54378050
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.
>>
>>54378202
Not all of Phase 2's units are even out yet... :(
>>
>>54378532
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.
>>
>>54378640
None of the famous commanders are released. The mech hasn't been shown at all.
>>
>>54359035

Here it is, anon!
>>
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>>54380361
>>
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>>54380709
You're right, it isn't funny.
It's hilarious.
>>
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Late night bump
>>
>>54378050
I think they are going to release pictures of art we have seen already.
>>
https://www.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.
>>
>>54387654
>Are the PHR battlecruisers worth it?

Yeah, they're fast and tough and strong. The command cards really turn them on.
>>
>>54385526
Just the one pack. Those are meant to be rarer clusters due to their relatively extreme effects.
>>
>>54387654
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.
>>
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>crossposting from /cm/
>>
>>54391725
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.
>>
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>>54394077
Pungari Scourgehosts.
>Look on my works, ye Mighty
>>
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>>54394815
>Pungari are too small to be armed with regular plasma rifles, so they're given plasma pistols
>>
>>54394077
>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.
>>
>>54396436
Legionnaires don't have visors.
>>
>>54396505
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.
>>
>>54396781
>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, anon.
>>
>>54397243
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.
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For such a smallish community, dzc/dfc does have the dankest memes.
>>
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>>54400157
You're goddamn right
>>
>>54400157
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.
>>
>>54400540
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.
>>
>>54400257

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!
>>
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>>54401535
>This nigger both gets it and posted it.
>You make me proud Anon.
inb4 Ares Walker design.
>>
>>54394815

>I should have accepted that Minder
>BuT i Love YoU sQuId-SeMpAi!
>If I had been a Minder, I could blow myself up
>>
>>54401535
>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
>>
>>54404496
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.
>>
>>54404496
>>54408846

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.
>>
>>54404496
>>54408846
>>54410884
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.
>>
>>54412870

Seems complicated. I'd just take out the random mechanism and make them more expensive.
>>
>>54414498
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.
>>
>>54412870
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.
>>
>>54415551
>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.
>>
>>
>>54415551
That could be a restriction in particular scenarios, but it would be really arbitrary as a base rule.
>>
>>54418141
>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.
>>
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>>54419409
Bunch of dumb BR's think a DZC table is a diorama of Pittsburgh in TLOU...
http://www.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?
>>
>>54420560
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.
>>
>>54420560

As the anon 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.
>>
>>54400540
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.
>>
>>54422386

BTW, that this constitutes the worst design decision in DFC really gets across how well-designed DFC is.
>>
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>>54423457

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
>>
>>54423457
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.
>>
>>54422386
>>54423695
>>54423457
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.
>>
>>54420560
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.
>>
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Beep boop
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>>54430295
God damn, infantry warsuits are good looking up close
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>>54423550
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.
>>
>>54430331
Man that looks great

Imagine the 28mm breach and clear game guys
>>
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>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.
>>
>>54434210
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.
>>
>>54431519
Seriously, Dropsquad commander would be pretty fuckin great.
>>
>>54438102
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.
>>
>>54438411
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.
>>
>>54431519
No. I know Dave is a Spartan ex-employee, but let's not have him follow their path.
>>
>>54440300
We already wrote the game anon. 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.

>>54440506
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.
>>
>>
>check /dcg/
>No posts about 2.0

What the fuck is wrong with you all
>>
>>54443335

2.0?
>>
>>54443335
Cause there's nothing to post about? One image and "we'll let you know more later" is not news-worthy.
>>
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>>54443598

Model balance and rules update, from what they're saying. A rules consolidation is called for, I think.
>>
>>54443835
>>54443335
Thank god this was what was teased. We really, really needed a 2.0. DZC's a great game, but over time the meta has changed and there's so many 'discovered fixes needed'.
>>
>>54444911

I just want new models. Been so long....
>>
>>54443835
So whats the hope here? A massive rulesbook with everything up to 2.0 contained in it? A rebalancing of the corebook with new fluff? Mostly fluff, a few 2.0 units and replacement rules? Whats on everybody's wishlist for 2.0?
>>
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>>54443835
>There is a reason Fast Movers have some gorgeous new art!
Aw yeah
>>
>>54446056
New units confirmed for release alongside 2.0 in FB comments
>>
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Stuck with the scheme for my UCM, on a New Cairo
>>
>>54447803
Could use a color or some silver detailing to contrast the black-white range, but that's a nice clean paint job.
>>
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>>54446337
>>54446308
(Resistance Intensifies)
>>
>>54447952
Thanks! He's not finished yet, I need to paint the PD and burnthrough
>>
>>54448697
Awesome scenery on those bases
>>
>>54446337
Fuck yes, 2.0 is gonna be great.
>>
>>54446111
I'd like them to have a big whiteboard with little doodles of all the units and talk about what they want each one to do. Overhaul the entire thing at once, working with the context of all the expansions is much harder and more limiting than just creating a new context entirely. You can't do these things piecemeal, at least not effectively.
>>
>>54453313
Sounds like they're going to try and make sure that everybody's collections aren't diminished or harmed with the changes; the general idea seems to be rebalancing everything, core and expansions, so that everything is useful.
>>
I know it won't happen but I'm hoping for a two player starter for DZC 2.0 that isn't UCM vs Scourge again.

Although it might end up being UCM vs New Faction.
>>
>>54455924
Probably won't happen in all honesty; UCM and Scourge are obstensibly the beginner factions for DZC, so it makes sense.

I am hoping for a good amount of bundle deals and the like.
>>
>>54452410
Here's hoping I can get anyone around here to pick up the game
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>>54459421
I'm have a similar problem. There is a group like an hour away and that is it.

Where are you at anon?
>>
>DZC 2.0 announced
W-will I finally be able to see Gladius-chan smile again? Just like the old times?
>>
>>54461487
Interior A L A S K A
Dispersed population and large transient military population means most people default to 40k/Sigmar on account of their high market share making them reliable for pickup games.
>>
>>54463521

Oh man, you boned dude.

Move to warmer climes
>>
No changes: I hope the stop-gap Ares fix of making their worst possible dice roll a 3+ carries over.

Changes: I hope traction APCs have something going for them.
>>
>>54465065
I like the Ares fix as it were. It was simple, powerful, made it distinctive.
I'm hoping that dropships in general get better. Large dropships in general just don't seem as popular.
>>
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>>54467715
DID SOMEONE SAY "POPULAR LARGE DROPSHIP"? I COULDN'T QUITE HEAR YOU OVER THE SOUND OF CLEARING MY OWN LZ
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>>54468878

That one looked cool, until I saw the silly special character girl.

It makes that one look cute. Even if that one isn't a transport.
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>>54467715
I'm still an advocate for making dropships more like gates and letting them pick up cargo that isn't theirs. Having stranded troops sucks, especially when you have a light dropship and an infantry squad right next to each other but they're too retarded to know what to do.

>large dropships
They have their own problems. Only ones that are used much are Despoiler (good movement, unique heavy armament and good independent cargo) and Poseidon (only way to cart around a Hades). Gaia is only good for moving bricks and so is either mostly useless or likely to be hunted down and killed, Albatross (and Poseidon when Hades isn't involved) suffers from having to take 300+ points of slow tanks on a slow and barely armed platform, while Leviathan is just a victim of circumstance since nobody wants to clump together that many Wagons or Technicals.
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>>54472321
>I'm still an advocate for making dropships more like gates and letting them pick up cargo that isn't theirs. Having stranded troops sucks, especially when you have a light dropship and an infantry squad right next to each other but they're too retarded to know what to do.

I think this is required. Too many units suffer from the DS tax. Making drive on's more efficient.
>>
>>54472822
The concept of the DS tax is unlikely to ever go away entirely, but the game needs to be balanced in a way that is aware of what units need or don't need transports (Apollos and Valkyries, I'm looking at you). For a game based around mobility, it doesn't seem to think mobility is worth that much.

There's also walk on demo, but that's a different problem entirely. It shouldn't be standard practice to ignore your home building every game because it's going to be obliterated by turn 2 (except against Scourge, thank you Scourge).
Falling masonry is also some fucked up shit since it is more effective than most specialist anti-infantry weapons and treats almost all of them equally whether they're 50pt Warriors, 70pt Immortals or 100pt Praetorians. The few troops it doesn't massacre are highly valued beyond what their stats and cost would suggest.
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Okay, okay, but we're all missing the big questions here.

Will PHR be getting Type 5's (hopefully as a new standard choice) in DZC 2.0, and more importantly, will they be getting type 6 and 7 G R A N D W A L K E R S ?
>>
>>54474721
>Will PHR be getting Type 5's (hopefully as a new standard choice) in DZC 2.0
Probably.

>will they be getting type 6 and 7 G R A N D W A L K E R S ?
Probably not. Maybe as a scenario piece.

I wonder if Phobos and Menchit will become support units. They probably should, Phobos will always steal Ares' thunder if they compete for a slot and Menchit has no reason not to join up with its A2 version.
>>
Type 6 and 7 are likely going to be out of scale, given that really the Scorpionbots should be the largest PHR land units we wee. We do know from art that huge PHR surface-space batteries are in fact walkers, which could be a type-6 or 7.

If we ever get them, they'll be scenario pieces like the Aegis-IV system emplacement.
>>
Apollos are bullshit

Discuss
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>>54478286
Not really, they are only A8. There weapons aren't that killy either. Their mobility looks good, but your standard AA bubble should protect you anyway.
>>
>>54478331
Helios are bullshit

Discus
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>>54478551
No, Braves are the ones with Discus Launchers.
>>
>>54479220
That's just what they want you to think. It all makes sense, abandonists were a hedgehog ploy all along.
>>
>>54475876
The PHR Defense Batteries, while walkers, are almost certainly something different than the type 6 and 7.
>>
>>54479727

With the current size of Hades, there is not much bigger they can go with out making it unwieldy to play on a game table.
>>
>>54480511
>inb4 not!epic scale version of DZC taking place over 9-16 normal DZC sized areas
1 mm HERE WE GO
>>
>>54480957
Lookin' forward to Dropzones Commander
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>>54481302
>Dropbattalion Commander
>Dropcity Commander
>Dropmetropolis Commander
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>>54480957
Keep it to 1.5mm, so you can recycle Dystopian Wars ships and tanks for the Resistance.
>>
>>54481302
>>54481513
>>54480957
>>54481957

So that leaves it as:

Dropfleet Game with each cluster being a Dropmetropolis Commander with each fight being a game of Dropzone Commander with each building being a game of Dropsquad Commander

Estimated completion date for a single game: 1 solar year

Next up, Dropsystem Commander where you play over a full solar system.
>>
>>54480511
But don't you know, Anon? Giant, stupid and impractical models are all the rage! Just look at Warhammer and Warmahordes!
>>
>>54482279
Two of the shittiest companies in the business.

I know you are just being sarcastic though. :)
>>
>>54482352
It makes me laugh how people eat that shit up and then try to use the models despite the fact they break the game so bad.
>>
>>54482373

To be fair the big models aren't very good in warmachine so complaining about them is kind of silly. As for warhammer, I have no idea...
>>
>>54482896
In 40k they are overpowered messes or underpowered garbage. GW doesn't know what the word balance means.

Its nice with DZ and DF that is something Dave and Co are always chasing.
>>
>Chroma relay reveal when
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>>54484473
What would it do, though?
Obviously going to be a dual blister for the Ferrum.
>>
>>54487022

It's an orbital. Probably a C2 node to support ground ops
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>>54487085
Does this mean basically a super Kodiak, or something more unique along the lines of an Overseer?
>>
>>54487140
I assumed it was what the Kodiak calls for a laser
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>>54487376
Right, but seeing as how the Chroma would likely have better CnC than a Kodiak, I'm wondering if it might do something similar.

I forget; the orbital laser is just one of the ventral PD turrets on a N'awlins, right? How much of an impact would a Madrid shell have on a DZC battlefield? Utterly destroy the entire field, or just most of it?
>>
>>54487140
>>54487376

They probably won't ever get a model. It would be too small for Df and in space in DZ. I just was curious what it looked like in art. It's part of the avenger load out according to that one picture.
>>
>>54487425
I assumed it was more like the contact point to higher headquarters from the ground. In an amphibious assault the ship holds over all control until the ground comnander his the field. In thid case the chroma oversees the landings and then sources support to the DZ as well as Madrid requests.

I dont about the new Orleans lasers being the Kodiak strike. In modern times they were talking about dropping tungston rods the size of telephone poles from space as a way to know down buildings from orbit. I imagine the speeds reached from a mass driver would make the Madrid guns wipe out whole city blocks.
>>
It's hard to type from my phone. Sorry for all the errors.
>>
>>54487426
No, no, I'm fairly sure that it's a massive ground unit similar to the Ferrum. 3 things lead me to believe this.
>name
Both the Ferrum and the Chromia are named after UCM core worlds
>Avenger loadout
There's 3 Ferrums on board, and 1 Chromia
>Avenger side view
If we look in the nacelle heavy dropship bays, we can see three albatross; two of which have Ferrums, and one of which has 9x Sabres or Rapiers.
The Avenger's manifest lists a total of 8x Albatross, which means that it's probably symmetric; going under that assumption, the other side would have a single Ferrum and a single Chromia.
The remaining two Albatross are probably behind the visible three.
>Designation
Orbital Relay doesn't necessarily need to refer to the Chromia as being an orbital unit; rather that it has sufficient CnC capability to remain in contact with orbital command at all times, while I'd assume that the Kodiak requires a New Orleans holding position above or near the battlefield.
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>>54487527
That sounds about right, but the "relay" part of its name leads me to believe what I wrote in >>54487599

The Chromia probably provides regional CnC to field commanders (in Kodiaks and Phoenixii), or just commands regional forces on its own, while also providing communications relay to orbiting admirals and such when they don't have a New Orleans or Santiago in position over ground forces.

Basically a forward command center on treads with a GIANT radio tower on it.
>>
Still far more likely it's an orbital station. The makes sense for a lot of reasons. Dropships wouldnt need to hang around waiting if there was a single relay point for all theirs stuff.

You wouldn't really need what you are describing for DZ scale. There is only one per avenger. That means it covers its entire complement or dropships. No need for that in a couple city streets.

That points to either a orbital or a large terrain piece. Certainly not a Ferrum.
>>
>>54488557
Why would an atmospheric strike carrier, responsible for leading the charge into the groundside combat theater, be hauling a satellite communications relay? That's a job for an orbiting tender ship after the UCMF gets a foothold in space.
The Chroma is listed as a "Base" right next to the Ferrum's listing, so it's a safer assumption that it's a surface vehicle responsible for establishing a reliable radio connection with fleet assets. Infantrymen and barebones minmaxed armored vehicles don't have the space for massive hard-to-jam comm arrays.
>>
>>54488557
Avenger Payload
>6x Seraphim
>10x Archangel

>100x Condor
>8x Albatross
>12x Raven A
>18x Raven B
>6x Falcon

>99x Sabre
>60x Rapier
>12x Gladius
>8x Scimitar
>9x Katana
>9x Fireblade
>64x Bear
>5x Kodiak
>3x Ferrum
>1x Chromia

>1000x Legionaires
>30x Praetorians

We're only worried about the condors and albatross, so let's work all that out:

By necessity, the Bears take up 32 Condors, the Kodiak's take up 5 Condors, and the Ferrums take up 3 Albatross.
This leaves us with 63 Condors and 5 Albatross, and with naive unit distribution, a total of 63*3 + 5*9 = 234 vehicle slots.
99 Sabres take up 1 slot each, total of 99
60 Rapiers take up 1 slot each, total of 60
12 Gladius take up 1.5 slots each, total of 18
8 Scimitar take up 1.5 slots each, total of 12
9 Katana take up 1 slot each, total of 9
9 Fireblade take up 1 slot each, total of 9

As of now, we have a total of 207 vehicle slots filled, with 27 remaining.

Through this, I'd say that part of those remaining transports (9 Condors, 3 Albatross, or any combination of) are redundant to replace other transports, but I'm willing to bet that it's the following:
There are 3 remaining Albatross, 2 of which are stowed for redundancy in the nacelle bays, with the other 6 being loaded and ready for launch. There are no redundant Condors, as there simply isn't any space for them on the main launch decks.
The one remaining Albatross, filling out the empty space in the nacelle bays, holds the Chromia.

>There is only one per avenger. That means it covers its entire complement or dropships. No need for that in a couple city streets.
And? Type 4's are pretty rare amongst the PHR, and yet there's no problem with them being in the game. IIRC, Dropzone games are meant to represent pivotal or important battles in an ongoing larger conflict in the city.
>>
>>54488557
>That means it covers its entire complement or dropships. No need for that in a couple city streets.
Plenty of rare things in DZC games. Hell, famous commanders tend to be very high ranked and yet are able to show up.

That's not even considering that it might never end up a unit anyway. We don't have logistical vehicles or those land based missile halo lasers in our armies, even though they're likely small enough to be part of a DZC game. That's because it isn't their job to get near the enemy. Chromia might be similar in that regard.
>>
>>54444911
Noone plays TT in my area and dzc batreps are scarce on the net, so Im curious, what is broken in the current game?




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