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/drop/ Drop* Commander General
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 29
If you're interested in the game, or want to know more, feel free to ask away! We'll do our best to answer your questions.

>Previous thread: >>43970577

>Dropzone Commander
>Rules & Fluff
http://www.mediafire.com/view/i8wqi8486bbcme4/DZC-norules.pdf
http://www.mediafire.com/view/ib1d4982ykh79b3/DZC-nofluff.pdf

>Gameplay tutorial
http://youtu.be/enxGJE2xNb4 [Embed] Demo Part 1
http://youtu.be/WOKwfzck_VM [Embed] Demo Part 2
https://www.youtube.com/watch?v=7KLuYsB5Izg [Embed] 1500+ point Battle Report (skips actual moving and rolling, shows/explains results of each turn)

>News
http://www.hawkwargames.com/blogs/news

>Events, Reference sheets, Downloads for printable buildings, roads, tokens, etc.
http://www.hawkwargames.com/pages/downloads

>Army Builder - Scenario lists, regular lists, cost to build your army, and more!
http://www.dzc-ffor.com/
http://solomonder.com/scoldzap/

>Dropfleet Commander
https://www.kickstarter.com/projects/hawkwargames/dropfleet-commander/ (Kickstarter is now over, refer to it for information about the game)
https://www.youtube.com/watch?v=XLDc-iWib48 [Embed]
https://www.youtube.com/watch?v=f5xe3f5hyGg [Embed]
https://www.youtube.com/watch?v=F3e_RNSSST0 [Embed]
https://www.youtube.com/watch?v=DaTmNxQ_FM0 [Embed]
https://www.youtube.com/watch?v=92GeJ5uf6Hc [Embed]
https://www.youtube.com/watch?v=V6AIfMdJmxk [Embed]
>>
>Old thread is kill the second I post this one
RIP
>>
>>44049228

Nice looking general :)
>>
no links to the supplement?
>>
>>44049887
We're trying to get them up. I had them on my old hard drive, but it's on the fritz at the moment, and the old mediafire links are dead. If someone happens to have them in hand to upload, that would be a big help.
>>
>>44049847
Thanks for the bump, friend :^)

Any Shaltari players here have a critique? I was thinking of making an all-tank Shaltari list.

Shaltari Tanks
Clash: 1488/1500 points
Standard Army
Standard Roster [1488/1500 pts]

>Gate Group [290 pts]
Gaia Heavy Gate: Gaia [80 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]


>Court of Elders [420 pts]
Gharial Command Grav Tank: Gharial(Warchief) [200 pts]
Caiman Heavy Grav Tanks: 2x Caiman [220 pts]

>Shaltari Swordpoint [228 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

>Shaltari Warrior Clan [275 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

>Shaltari Warrior Clan [275 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]
>>
>>44049996

Aren't you a little light on AA?
>>
>>44051667
I would think that two squadrons of Kukris would be enough, but I could probably drop a Tomahawk squadron and maybe a commander level for a third.
>>
>>44051713
Two is probably enough
>>
>>44052289
That's what I was thinking; Are four squads of Braves enough for a 1500 point game, or will the combined firepower of the Caimans and the Gharial be enough to deny buildings and objectives to my opponent?
>>
>>44051713
>>44052289
>>44052332
Actually, would it be a bad idea to drop a squadron of Kukris, add in a squadron of 4x Yaris w/ Ion cannon, and add a fourth Terragate?
>>
>>44052332
4 squads might even be over kill, given how effective shaltari infantry mobility is, might be able to drop down to 3, Id suggest doing so and seeing if you can get some yari in there as back up AA, You may also have too many gates, remember you dont need to gate every unit every turn right now youve got 18 mass points worth of gate, its unlikely the caiman are going to gate much, its mostly going to be porting around kukri/tomahawks, might consider dropping the Gaia, or an eden and grabbing some more units, definitely want some scouts in there at the very least. Also might want to space out your battlegroups you only have 4 at 1500 points, this means an opponent with 6 can burn a couple to force you to move something you may not want to move yet and then activate his large groups after youve committed and out maneuver you.
>>
>>44049887
>>44049966

http://www.mediafire.com/download/g5mbdozd02qy9z1/DZC+-+Reconquest+-+Phase+1.pdf
>>
>>44052500
#based

>>44052475
How's this looking? I figured with 4 AA Yari and a Squadron of Kukri, I could afford to have some AI Yari,

Shaltari Tanks
Clash: 1479/1500 points
Standard Army
Standard Roster [1479/1500 pts]

>Gate Group [290 pts]
Gaia Heavy Gate: Gaia [80 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]
Haven Terragate: Haven [20 pts]
Eden Medium Gates: Eden [50 pts]

>Court of Elders [298 pts]
Gharial Command Grav Tank: Gharial(Warchief) [200 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Yari Light Grav-Tanks: 2x Yari(+Microwave Gun) [44 pts]

>Shaltari Swordpoint [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

>Shaltari Swordpoint [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

>Shaltari Warrior Clan [210 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]

>Shaltari Warfist [355 pts]
Caiman Heavy Grav Tanks: 2x Caiman [220 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

>Shaltari Speartip [98 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Yari Light Grav-Tanks: 2x Yari(+Microwave Gun) [44 pts]
>>
Ok a few questions, n00by as fuck but I cant be fucked researching.
>What scale minis?
>What size combat?(Armageddon's ships titans and regiments of infantry to necromunda tactical)
>How expensive
>sum up of factions
>>
>>44052644
>What scale minis?
1:150 for DZC, 1:15000 for DFC
>What size combat?(Armageddon's ships titans and regiments of infantry to necromunda tactical)
1500 points is the "average" size of a game, but it ranges from 500 to 3000+; I'll post an example of a 1500 point UCM army so you can see how many models that has.
>How expensive
I'll also post the price for said UCM army, but keep in mind that you'll likely be able to get it for much cheaper thanks to army deals.
>sum up of factions
UCM: Mash up the UNSC, Starship Troopers, and space America; Good all rounders, they have good tanks and even better aircraft.

Scourge: What the Yeerks would be like if they were designed by Geiger; Pretty much a complement to the UCM except that the Scourge are faster, more aggressive, but slightly more fragile and have shorter range.

PHR: Transhumanists who worship a space tennis ball; Their units are the most expensive (points wise) out of all the factions, but are dead 'ard and dead killy. They're slower, stompier, and all around heavier than the other factions.

Shaltari: What manlet greys would be like if they were cross-bred with porcupines; They like to go sanic fast, have tricksy teleportation mechanics and have shields, but their armor crumples like used tissue paper.
>>
>>44052644
>>44052718
Standard Army
Clash: 1492/1500 points
Standard Army
Standard Roster [1492/1500 pts]

>Field Command [471 pts]
Rapier AA Tank Section: 3x Rapier, Condor [166 pts]
Kodiak ACV: Kodiak(Captain) [203 pts]
Wolverine LAV Team: 4x Wolverine A, 2x Raven B [102 pts]

>Colonial Armored Formation [423 pts]
Sabre MBT Section: 6x Sabre, Albatross [288 pts]
^ Sharing ^ Rapier AA Tank Section: 3x Rapier [135 pts]

>Colonial Legionnaire Corps [299 pts]
Colonial Legionnaire Squad: 3x Legionnaires, Condor, 2x Bear [141 pts]
^ Sharing ^ Colonial Legionnaire Squad: 3x Legionnaires [78 pts]
Falcon Gunship Squadron: 2x Falcon [80 pts]

>Colonial Legionnaire Corps [299 pts]
Colonial Legionnaire Squad: 3x Legionnaires, Condor, 2x Bear [141 pts]
^ Sharing ^ Colonial Legionnaire Squad: 3x Legionnaires [78 pts]
Falcon Gunship Squadron: 2x Falcon [80 pts]

If you buy all the models raw it would come out to be around $286 dollars; but with if you get the following;

UCM Starter Army: $52.65
>Includes 3x Condor Medium Dropship, 3x Sabre, 3x Rapier, 2x Bear, 6x Legionnaire
6x Colonial Legionaire: $18.05
2x Bear APC's: $15.80
3x Sabre Squadron: $16.55
3x Rapier Squadron: $16.55
Kodiak ACV: $16.55
2x Falcon Squadron: $15.05
2x Falcon Squadron: $15.05
Albatross Heavy Dropship: $29.30

The total comes out to around $195.55; which is nearly $100 dollars cheaper than what you would have to pay buying the models per-sprue.
>>
>>44052828
Whoops, I forgot to include the Wolverine's and their dropships;

4x Wolverine LAV's: $11.30
2x Raven B Dropships: $15.05

In any case, the price is comparable to 40k or most other war games, and the models look much, much better in my opinion.
>>
>>44052644
>>44052718
>>44052828
>>44052877
And finnally, do keep in mind that these models are pretty small, but you could have probably guessed that from the 1:150 scale;
The Albatross, which is the largest unit in that army, is 119 mm long and 95 mm across, the Sabre is only 34 mm long, the Wolverine is 26 mm long, and you could stand all five infantry (per base) onto a penny with room to spare.
>>
>>44052566
could be ok, just remember the Microwave gun is not a flamethrower, so your only gonna use that against infantry manning walls and in the open, might consider some samurai instead, other than that and possibly wanting a spirit instead of 3 havens, looks solid, Id give it a try.
>>
>>44052644
Game scale is probably in between 40k and Epic 40k, the model scale is 10mm for an infantry man, with everything based around that. As >>44052828 list shows a typical 1500 point army will have somewhere around 35-40 models

>>44052718
This is missing the 5th faction, human remnants leftover on planets taken by the Scourge when the conquered the earth and its core colony worlds. The faction has a mad max/ramshackle war vehicle asethetic. Their play style is a mix of the PHR and scourge, both fast and swarmy with some very tough slow units.
>>
>>44053266
Yeah, I can see your point. As of now, I'm stuck between a 4x squad of Samurai, 4 more Yaris, or possibly even a 3rd Caiman.

And thanks for reccomending the Spirits, I had completely forgotten about them.

Shaltari Tanks
Clash: 1486/1500 points
Standard Army
Standard Roster [1486/1500 pts]

>Gate Group [316 pts]
Gaia Heavy Gate: Gaia [80 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Spirit Light Gates: Spirit [43 pts]
Spirit Light Gates: Spirit [43 pts]

>Court of Elders [281 pts]
Gharial Command Grav Tank: Gharial(Warchief) [200 pts]
Yari Light Grav-Tanks: 3x Yari(+Light Ion Cannon) [81 pts]

>Shaltari Swordpoint [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

>Shaltari Swordpoint [114 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [114 pts]

>Shaltari Warrior Clan [210 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]

>Shaltari Warfist [355 pts]
Caiman Heavy Grav Tanks: 2x Caiman [220 pts]
Kukri AA Grav-Tanks: 3x Kukri [135 pts]

>Shaltari Speartip [96 pts]
Samurai: 4x Samurai [96 pts]
>>
Wow those miniatures... do they come prepainted?
>>
>>44053701
Oh boy, they sure do, every miniature comes painted in either Hawk Wargames Resin Grey, or Plastic Sprue Light Grey. Its really a solid deal.
>>
>>44053701
>bait
>>
Question, on the Gharial command grav tank it says "one shot" in relation to the neutron launchers. Does this mean once a game or that it only fire once per shooting phase?

Prolly dumb but I have not played and do not see any one use weapons rules.
>>
>>44052877

The game is way cheaper than 40k.

>>44054503
It says L-1 or limited weapons 1. That means each weapon only has one shot per game.
>>
>>44052877
>>44052644
>>44055951

Basically its really cheap to get into, with the plastic starter sets, but expanding can be relatively expensive depending on how you expand, because all the other units are resin.
>>
>>44056177

I concur, but 40k is super expensive. 200 USD will hardly get you enough points to do anything for most factions. In dropzone, you hit the full game threshold and can make some interesting lists.

You can't compare the two. :)
>>
Finally got around to looking at the experimental rules for the stuff after Reconquest. Holy tits do I like what I'm seeing so far for the screamers and vampires.
>>
Question Guys:

I am trying to grab some decals for my stuff from woodland scenic.

http://woodlandscenics.woodlandscenics.com/show/Item/DT509/page/1

Would this work? The sizes seem right. Just curious if anyone has tried this.
>>
>>44055951
>The game is way cheaper than 40k.
Sorry, I haven't played 40k in a long, long time and assumed 200 dollars was about the same for it as it is for DZC.
>>
>>44056483
>Would this work?
Maybe on the larger and flatter models like the UCM dropships and air vehicles, it probably wouldn't look right on anything else.

It'd be a nice touch to interceptors, though.
>>
>>44056569
GW has had some price hikes over the years.
http://www.games-workshop.com/en-US/Cohort-Mechanicus-Rules-Bundle
>>
>>44056947
>800 dollars for about 40 models
Jesus fucking Christ, I could buy nearly 4,000 points worth of DZC shit for that much.
>>
>>44057024
Well, 58 models, and most of them larger than what you'd usually see in DZC.

Though I can't say for sure if that would even be a full army in current 40k circles. I saw a few $200-300 "expansion platoons" listed in other sections, so maybe the model count has gone up since I last played?
>>
>>44057024
>http://www.games-workshop.com/en-US/Cohort-Mechanicus-Rules-Bundle

In their defense, their plastic model qualitiy is significantly better. The price is now absurd though. They have been trying to model themselves as like an Apple or Beats style. Every GW model supposed to be a collectors item. Every single thing is priced up to keep the brand ID worth high. The whole marketing scheme is that every model even the shit finecast is so great you should buy one of each faction. All the new stuff is OP so your are compelled to buy. Which of course has made the game unplayable for some factions.

If I didn't already have 40k stuff I wouldn't play at all. There are way too many negatives. It really highlights whats great about a company like Hawk. Hawk's stuff is pricey, but they make solid rules and models. The game isn't spamming OP shit and you don't have to buy infinity models just to have an army. Armies all look fluffy, have tons of choice options, and are pretty well balanced. It is stuff like this that makes me okay with spending a little more money on their game. It is the same reason I was okay with throwing down money on a KS.
>>
They released the experimental rules for sappers and ATVs.

Sappers have unlimited range, but limited ammo. These could be really great at taking out annoying units.

Attack ATVs have chemical grenades that can leave a damaging cloud inside a building. That could be neat for area denial.
>>
>>44058445
https://cdn.shopify.com/s/files/1/0159/4298/files/Sappers_-_Experimental_Rules_1.0.pdf?5843445943501858061

https://cdn.shopify.com/s/files/1/0159/4298/files/Scout_ATVs_-_Experimental_Rules_1.0.pdf?5843445943501858061

https://cdn.shopify.com/s/files/1/0159/4298/files/Attack_ATVs_-_Experimental_Rules_1.0.pdf?1331642686557061712

Rules for those who want to see them.

I will say those scout ATVs seem really useful with storm wagons. might be worth playing with.
>>
>>44053543
Actually, would it be a good idea to take Warchief Isis rather than a CV4 Gharial? My army composition would stay the exact same at the cost of a single Yari, and the prospect of a particle cannon is extremely appealing.

It's even possible to go 3x Caiman at the cost of no Samurai and two less Yari, but I'm not sure if a 3rd Caiman is such a good idea.
>>
>>44060966
well you'd definitely let every tanker from here to Eden Prime know that you aren't going to be tolerating any shit. if its a friendly list, go for it, but keep in mind I don't believe the commanders are allowed in tourneys.
>>
>>44061107
>if its a friendly list, go for it, but keep in mind I don't believe the commanders are allowed in tourneys.
Ah, I don't plan on doing tourneys anyways (since there are literally none in the states that I know of)

This list is looking more and more fun though, and I just love the look of the Caimans.

Do you think it'll be fine with only 19 gates mass? I think it should be good, considering how much more mobile Grav-tanks are compared to walkers.

Shaltari Tanks w/ Isis
Clash: 1492/1500 points
Standard Army
Standard Roster [1492/1500 pts]

>Gate Group [266 pts]
Gaia Heavy Gate: Gaia [80 pts]
Eden Medium Gates: Eden [50 pts]
Eden Medium Gates: Eden [50 pts]
Spirit Light Gates: Spirit [43 pts]
Spirit Light Gates: Spirit [43 pts]

>Court of Elders [398 pts]
Warchief Isis: Isis' Caiman(Warchief Isis, The Clairvoyant) [290 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]
Yari Light Grav-Tanks: 2x Yari(+Light Ion Cannon) [54 pts]

>Shaltari Swordpoint [99 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [99 pts]

>Shaltari Swordpoint [99 pts]
Tomahawk Main Grav-Tanks: 3x Tomahawk [99 pts]

>Shaltari Warrior Clan [210 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]
Braves: 2x Braves [70 pts]

>Shaltari Warfist [420 pts]
Caiman Heavy Grav Tanks: 3x Caiman [300 pts]
Kukri AA Grav-Tanks: 3x Kukri [120 pts]
>>
>>44061240
I'd say you're fine. You can drop pretty much every unit in your army, with that Gaia letting you drop that big Caiman block pretty much anywhere and really wallop the other guy.
>>
>>44061688
That's what I was thinking; use the Gaia for the Caiman block, use the Edens for the Tomahawks and Kukris, and use the Spirits obviously for the Braves and to rapidly redeploy Yaris for AA cover.

Use Isis to blow buildings and Hades to kingdom come, everything else as normal.
>>
So I was wondering, one of my favorite parts of Battlefleet Gothic was the campaign system. Crews gaining experience, ships getting refits, losing ships if a battel went poorly, reapiring, etc etc.

Any idea if some sort of system like that is going to be included in the DFC rulebook?
>>
>>44061919
No idea, but that sounds absolutely amazing.
>>
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I'm excited to get into DZC, but these sabre battle tanks are bugging the shit out of me.

How does it reloaded after each shot?

Why are the optics down at the base of the cannon? Doesn't that defeat the purpose of having a cannon that can look over walls?
>>
>>44061919

losing ships if a battle* went poorly, repairing* ships in between battles

Can't type.
>>
>>44062000
>How does it reloaded after each shot?
Magic
OR
It has a small magazine in the cannon itself, and goes flush against the hull when empty to reload it from an unseen port.

>Why are the optics down at the base of the cannon? Doesn't that defeat the purpose of having a cannon that can look over walls?
Magic
OR
Targeting data is provided by nearby friendlies, and this is to just keep the optics themselves out of harms way,
>>
>>44062054

The reloding I can get behind, sure. Folds up, reloads, gun is back into manuver mode.

The optics.... It's really triggering my autism.
>>
>>44062133

Is there any reason I wouldnt be allowed to just convert a turret onto this bad boy? Or is the game like Warmahordes, and forbids converting?
>>
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>>44062133
>It's really triggering my autism
This might not be your game. Next you'll say you don't have a fetish for parallel lines.
>>
>>44062149
>Is there any reason I wouldnt be allowed to just convert a turret onto this bad boy?
Yeah, Line of Sight rules forbid it I think.

I mean, you could just convert some optics on top of the cannon if you wanted to.
>>
>>44062214

Guess I'll do that. Are there any rules against converting, a-la Warmahordes?
>>
>>44062229
I don't know of any explicit rules, and you should be find as long as the unit itself has, like, 95% the same silhouette as the normal unit.
>>
>>44062000
Hard to see, but there appears to be another part of a targeting on the railgun, right where the rail meets the joint (on the lefthand side, with the saber facing forward).

Also, since it is a railgun, I imagine they can get away with having smaller munitions, so maybe it doesn't need a large stock for ammo, or bulky reloading mechanism?
>>
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>>44063206
>melon-sized projectile
Welp, guess I was off the mark.

I'll put up some pics for some of the rulebook's design/tech explanations.
>>
>>44062133
>>44063206

>>44063206

Fluff says they are disc shaped and about the size of a melon. You could probably stack them up like records right next to the heat sink.

The optics being lower is likely so if you stick your arm up and it gets blown off you are still safe. It is also so you can see while you drive.
>>
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>>44063361
>>
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>>44063429
>>
>>44063379

I guess, maybe the barrell can hold ten or so rounds before folding up a certain way and reloading its 'magazine' if you will from a larger ammunition storage unit in the tank itself.

I just wish they had some more obvious optics on the barrel. They specifically talk about having the gun peek over walls... but the optics are still on the hull of the vehicle!

>>44063361
>>44063429
>>44063490

Thanks for these
>>
I'm interested in getting into DZC and going with a resistence army. But I love the Mad Max look, and as such would really prefer to try and avoid using the hovercrafts and drill breacher things if possible. Just a swarm of vehicles.

Is this possible or would I just be signing up to get slaughtered?
>>
>>44063599

I know from reading stuff and listening to interviews the designers try to be logical in how things are designed. For example you could use the argument that with integrated sensors on multiple platform you could generate a 3D picture without the need for an additional optic.

However, you are probably not wrong. It would make sense to put something on the top. One explanation you could make is the UCM supporting cheap utility and being an untested force. It might have been deemed redundant and cutting it a cost saving measure. A later variant would see it as a design flaw needing to be add in. However, there are still numerous Version 1s to upgrade.
>>
>>44063765

You won't get very far without transports of some kind. Vehicles on their own are simply too slow. Your technical have some zip moving 9 inches, but all your tanks and wagons are stuck at moving 6 inches or lower.

The game tends to support armies that don't spam units. I feel like you would have to many holes in your list if you just took the fast stuff and no transports.
>>
>>44063765
I don't suppose the idea of blinging out the hovercraft with bits of hanging kills and paintjobs that match with the technical would be unacceptable? I want to check to see if that might solve the problem, but I can understand if it doesn't.

You will need some form of transport, unfortunately. The game doesn't function well without transports. I will say the Resistance are the faction to operate best without transports, what with their faster small units, but it doesn't seem particularly worth it.
>>
>>44062229

From their website directly:

>I want to convert my models, will this be game legal?

>At bit of conversion work shouldn't cause arguments, proving you don't do anything really crazy, like make your models twice as big/ tall as before!

Looks like making it a turret shouldn't be a problem.
>>
New scourge player, just impulse bought
-Intruder alpha and beta dropships
-Blister of destroyers
-Blister of prowlers
-Desolator
-Another plastic starter set
-Command cards

D..did I..Did I do good /tg/?
>>
>>44064077
Good news! you can run all of that in a legal list! Bad news! it is all incredibly close range! you are going to be terrifying when in range, but getting there might be a bit of a challenge. That should be plenty for 1,000 point clashes, or maybe even 1,500 point games. Overall its a pretty strong start. You might want to look to interceptors for your next buy, or possibly some reaver gunships since they're support, which almost all of your battlegroups have a slot for.

You have anyone else local to play with?
>>
>>44064154
>Scourge
>Interceptors
Not necessary. Fast, aggressive, and in your face is a great way to play Scourge.
>>
>>44064154
Yeah it's just all suddenly kind of exploded in popularity, with loads of people revealing they've had the starter set for ages, and never realised anyone else did, so I've played like 4 games since my debut on last Thursday.

I suppose I'll just have to hide behind buildings.
>>
>>44064225
sorry, I was just speaking from a meta that has a lot of air power. Seems like everyone brings a squad of ravens and some archangels to buzz dropships while they're trying to do their job. Picking up interceptors is really a meta call, but I will say there's nothing like running a squad of 4 of them and decimating a tank block that was rolling towards your troops. Feels really good.
>>
>>44064245
Playing forward is good for Scourge, due to your generally high speed, full move and shoot values, soeed saves on grav tanks, and short fire range.

Prowlers are slow, but intruders are fast at 30" full move, and can get them where they need to go. Think about where to drop them, too. Their numbers and spread can deny the enemy the ability to land dropships until they clear them all out, so if you put them near objectives or intel buildings, it can gum up your oponent's turn and options.

Don't go crazy with that tactic though, it's considered dickish to flood with cheap prowlers and minders to deny landing zones.
>>
Where is a good place to check out alternate paint schemes? Seems like most of the stuff online is all the same stock paint schemes.
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>>44064686
The rulebook has some suggestions for various designs.
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>>44064686

https://www.pinterest.com/benfreeman96558/dropzone-commander-colors/
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>>44064717
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>>44064787
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>>44064836
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>>44064787

I tried doing gray for my PHR but that white gloss just looks so good
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>>44049190
I can't take some of the transport craft in DZC seriously.

>Hmmm I need more armor on the front line...
>taller...
>Taller
>TALLER!!!!!
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>>44064894
>expecting xenos scum to think rationally
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>>44064894
Watch yourself, as that's how it starts. First you mock the Scourge CD rack, theb you think it isn't completely stupid, and the next thing you know you have two of them and the other players curse your unending streams of tanks flooding off their shelves.
>>
So something fucked my pledge up and when I upgraded to about 360 bucks it dropped me down to 195. I've already tried contacting Hawk about it via the kickstarter and so far they haven't responded.

What exactly am I supposed to do about this? Other than pestering Hawk more about it I guess, which I'm honestly about to do after several days of silence from them.
>>
>>44065000
>>
>>44065059
Give them a bit, their company just basically tripled in value, and they now have a shitload more work than initially expected, all being sorted by like two main guys.
>>
>>44065059
As long as Kikestarter still has you set at the same pledge level that you originally had, there's no problem; Hawk has already said that you can still increase your pledge (for bolt-ons) through the survey they're sending out.

>>44065146
>Give them a bit, their company just basically tripled in value
Shit, really?
>>
>>44065169
Well bit of an exageration, but according to the UK company database (which all companies will try and play down their value on because tax) their onhand cash has gone up by like 20%, net worth is up 25%, and assets nearly 50% so yeah it's a pretty crazy time for what is effectively a company that was run from a shed in Croydon
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>>44065282
Well hot damn, good for them. That must be nearly overwhelming for such a relatively small company.
>>
>>44065301
>>44065282

My bad actually that's from late last year, their company value must be through the roof now. It's nice seeing small companies like that who started everything from absolute scratch do well, and not be massive dicks about it. Like, they try and go to pretty much every wargaming fayre they can. Hip hip hurray Hawk!
>>
>>44065334
I have to say, I'm pretty damn jealous of you Brits.

>Nearest "F"LGS to me is Madness
>They literally only do 40k, Warmahordes, X-Wing, and Magic
Being American is suffering.
>>
>>44065364
Now that I think about it, pretty much every decent sized town I've ever visited has had at least a GW/FLGS, usually both.

Out of interest, what's the most popular factions in peoples areas? My area is dominated by PHR and UCM
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>>44065399
>Out of interest, what's the most popular factions in peoples areas?
None, because I'm the only person I know who knows anything about it.

I'm hoping to recruit some converts with DFC though.
>>
>>44065399
Warmahordes and 40k.

I plan on shilling the fuck out of Dropfleet when I get my stuff and running tournaments or special scenarios and demo games.
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>>44065437
I just rocked up with the starter set, set it up with the buildings and played some people. Generated interest and now a bunch of people have started playing because of it.

You'll probably find that a fair few people have been interested in it, or have the starter sets already, and just haven't played or taken it any further.
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>>44065399
I bought the starter after moving out of my college town upon graduation. I collect Scourge, one of my friends from the area liked the look of UCM, and another friend was potentially interested in either PHR or Resistance.

I'd like to be back up there gaming with them again, but the uni just doesn't have research programs in my field that mesh with mine at this time.

My friends back home are more the CCG and video game types, sadly, so no luck at the momebt for building a small group up.
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>>44065489

I am with you there brother. I am so excited for DFC I can hardly bear it. Dropplant Shillmander for life.
>>
I don't get why some people are annoyed at there not being a resistance fleet. It makes absolutely no sense for the resistance to have a fleet in the first place.
>>
>>44066013
People like their space pirates I guess.
https://www.youtube.com/watch?v=xWr0Ei1ePN0
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>>44066013

If you bought in for Resistance in game it is logical that you are looking for a fleet similar to support they one you are playing in DZC.

You are right that it doesn't really make sense especially with the game being planet assault focused right now. If they did some sort of expansion that was deep space or asteroid focused they could include a resistance. It would be in the form of pirate warlords or a Battlestar Galatica team. However, it would always kind of be a side faction. Another way is if they advanced the fluff a bit to be a few planets reconquer themselves with the help of UCM or PHR. Scourge too busy keeping UCM bogged down to deal with them. They start producing their own ships etc etc. Works for both feral and allied.

However, for now I am glad they are sticking to their guns and not just shoehorning something in. We will see how the game develops. Maybe they will come up with something cool down the line.
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>>44066193
I think they could work as add-ons to a UCM or PHR fleet, or maybe a Shaltari. A few small ramschakle ships, maybe specializing in suicide runs or as fire ships. But certainly not a fleet in and of itself.
>>
I hope they explain a bit more about the scourge and stuff in the lore.

As it seems they don't have enough hosts, and the current ones are dying, it sounds like if the ucm just wait they could take reclaimed the cradle world's and earth relatively bloodlessly. Or am I missing something there?
>>
>>44066418
>Or am I missing something there?
Humanity's desire for bloody vengeance and need to crush the Scourge once and for all.
>>
>>44066452
This, plus you'd also be consigning to death all those who were still on the planets fighting in the Resistance. Even the crazy fucks deserves to be freed from the Scourge.
>>
>>44066418
In the old threads, some anon seemed to think some part of the Scourge fluff from Reconquest hinted at both their trying to find new hosts before the old ones all die out or rot away, but also seemingly fleeing from something following after them. Sort of a "find new life, hoover it up, biild new weapons and tech, then drop everything and flee in search of new places" kind of deal. Hostbody decay is a concern, although if they can keep breeding stocks of prime species, you would think they'd be better served by staying put on a world, and setting up host farms. Instead, they desert viable worlds to go drifting through space, hoping they find new species before they all get fucked by the timer running out.

I don't have access to Reconquest to look through everything to confirm, sadly.
>>
>>44066822
>I don't have access to Reconquest to look through everything to confirm, sadly.
I believe there was a link to the pdf earlier in the thread.
>>
So, I'm thinking of painting up 750 points of resistance, shaltari, PHR, UCM and Scourge and shilling at my LGS. I've got a bunch of UCM and Scourge, starter sets for everyone else, and a Jaguar for Shaltari. any recommendations to represent the other sides well to new players?
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>>44066277
Well at first I agreed with you, but now that I think about it I think they could do something rather interesting with it. Make a more defensive focused guerrilla style faction designed to quickly move from place to place with super high-mobility ships.

Other factions are focused on getting troops from a jump point down to the ground, maybe a resistance fleet could be the opposite, with small aerodynamic looking plain/ships that can't reach the vacuum of the upper layer, but can shoot more effectively from lower layers and have speed bonuses with a higher minimum move distance. They could also be smaller on average, with frigates that have lots of extra dakka due to them not needing or possessing FTL drives. Their frigates could be like mining ships or planetary shuttles gutted to hold siege cannons, mining laser burn-through jerry rigs, and missiles while their cruisers would be orky versions of the Princess cruise liner covered in plating and weapons where the luxury rooms used to be with frigate sized thrusters strapped along the sides for extra speed, with some pointing downward to keep the whole thing from falling like a rock.

They could maybe start with a unit on the ground even instead of larger ships like a battleship or the like, with anti-orbital cannons or old fashioned and near-suicidal-to-fly interceptors launched from ancient half-sunken carriers and boarded up space ports. Troops could be placed via ground forces and underground networks, so a troop in one cluster can move to other clusters and not just other districts, with a limit of one troop being moved in this way per cluster or something like that, while their carriers would essentially be retrofitted massive concord passenger jets with a shitty turn radius and extreme minimum move distance, but with a small signature and really good speed and the ability to actually land directly.

Essentially, your goal would be to dig in and tell whoever's landing to get the fuck off your lawn.
>>
I wondered what video game the OP image was from when I saw the thumbnail, damn that is some good looking terrain and minis.
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>>44067259
Same here, I thought it was from CnC3 or some shit.
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>>44065489

Ha, dude I just started getting people to play BFG at my LGS, and when we finish being like 'Yeah pretty fun right? Well unfortunately its unsupported now, but the authoer went on to write... DROPFLEET COMMANDER LETS GET PUMPED!'
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I have some 10mm papercraft. terrain that can be used.
I'll post what I can. Some of them may or may not need to be re-scaled.
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pt1 of command bunker
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>>44068928
pt2 of command bunker
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>>44068948
pt 3 of command bunker
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>>44068896
>>44068917
>>44068928
>>44068948
>>44068965
Pretty cool; thanks for the schematics anon.
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>>44068965
Are multiple page PDFs really that hard? And why would a bunker have an observation deck?

I'll forgive you though, because it's preprinted.
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>>44067188
The resistance fleet if it existed wouldnt be part of the resistance really, more like the survivors, think battlestar galatica, couple of old military cruisers and a bunch of patched up civilian ships in hiding. If they did show up it would be due to curiosity at jump nodes coming back online, quickly followed by freaking out as they jump into a warzone.

The ground based resistance just cannot have a fleet they are stuck planet side with an alien presence which has nearly total air superiority and space superiority, where would they have the time or the resources to construct large ships.
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>>44069641
Its a "Command" bunker. I got them on a sight that had free battletech terrain (which is why some of them need to be re-scaled). I found one with a radar dish but the dish itself was ECKSBAWKS huge.

Anyway have a powerplant.
>>
I don't think ive ever shilled a game harder than this. Buzzed for the cross game campaigns that can inevitably happen after the dropfleet release.
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>>44071637
I am playing my first game of DZC this weekend. Always loved the models and heard great things about the company and game. Hoping it is fun.
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>>44071870

What are you bringing to the table? Who are you fighting?
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>>44066418
>>44066822

Yeah I don't get wy they just don't have the host humans banging each other to make more.
>>
I ordered the starter set, can't wait to paint it up and start shilling at the FLGS.

I was going to go all-in with Epic 40k, but two things held me back.

A) Lack of support from GW means getting other people into it is gonna be tough

B) GW actually went ahead and DID announce that they would support it, so I may as well wait and see how the official version turns out.

That being said, anyone who has played both, how are they different? How are they similar?
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>>44074124

Epic is a cool fun game. It is really more designed as a game for you to use Super Heavy Stuff like Titans. The whole thing is an excuse to use them in game so to speak. Your move battle groups as a whole not squads in groups. Individual units outside of super heavies have no identity and are basically fodder. (useful just expected to die) Terrain plays less of a factor. Because of this it kind of feels like you are almost playing with battle group markers verse actually units. (hence the less thematic part)

Directly comparing them you will find they are much different. Everyone has 2 core values Close combat, Fire Fight. Next to nothing has a long range shooting value and most of the action happens when you are near by. Fire Fight happens at 5 centimeters CC happens base to base. The game also has suppression markers so its more about making guys run verse killing.

The main problems with epic outside of the modelless existence are as follows:

1. Super unbalanced
2. Few scenarios so games blend together a bit and the result is a little less tactical
3. No one fucking plays it (key part)

The first problem is fixed by NetEpic which is vastly superior to the GW version. There are also plenty of 6mm proxy companies that make near GW models. In most cases tehy are fine because at 6mm most tanks look like a rhino from a far. However, as I said previously the game is about super heavy units really. Finding titans is really hard now. The bottom one is the key it is really pointless to invest into because finding players is next to impossible.

With DZC, they took some of the basics of the game and made a new system. DZC is more developed flavorful game than epic is. Really the only thing left they have in common is the army construction, simplified stat system, and the alternate activation. Air combat is pretty similar as well.
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>>44074670

Christ. Nearly everything you just said about Epic is wrong to an extent that only subtle first or second hand trolling can explain.
>>
>>44074798

To be fair Epic was always focused on Titans.
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>>44074905

No. The first couple of editions were. 3rd and 4th were more about combined arms, of which War Engines were a part of.

Unlike in 40k, where they don't work at all, but have been thrown in there anyway.
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>>44074798

Well its is possible all the versions have now blended together so maybe I am mistaken. We really only play Netepic now. The standard game is fucking unbalanced as hell. Finding gamer is hard as hell.

What I said may be opinion, but it still has merit. In epic most individual model do nothing until they get into FF range. You get a few shots to put some blast markers up, but the real meat of what you do happens on the charge. Yes you need combined arms, but the game doesn't feel that way like it does in other games. Since formations are everything, it feel more like formations are the units. It may include tanks, dreads, and infantry, but the formation has X stats because it all has to work together. This is cool in a way and isn't a bad thing at all, but not like a typical game where things are more unique at the model level.

Your titans and super heavy units are the exception in that they play like regular units in other games with multiple wounds. Which is why the game is a show case for that. Titans are a lot of the fun because it is what gives the game more fluff and character. There is something cool about an massive Ork formation charging a warhound. It you are playing without super heavies the game is still fun, but you are missing out on a huge part of the experience.
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>>44075271

I only play netEA myself really. Which is a bit better balanced.

Original EA was really good, but Eldar needed some balancing and it only covered a small number of races. The "community" helped pad that out.

You try to run an all titan list (of which the community did thankfully do for several factions) and you'll find it really hard. EA is entirely objective driven and only have 4 activations in an army makes things really hard. Not impossible, but combined arms are definitely the way to go in EA.

But this is a D*C thread, so we'd probably both better get back on topic.
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>>44074099
because they need more hosts now, not in 20+ years, human development takes to long for the scourge, also hosting a scourge may make it no longer possible for the host body to get it up due to hijacked nerve signals and so forth, as the scourge basically bonds to the entire nervous system. They have been attempting rapidly clone humans for some time now, the process is messy and for every successful test subject they lose like 200 products.
>>
how would Drop general feel about more super heavies + a new class of super heavy Dropship?

DZC equiv of Titans.
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>>44075721
It mite be cool for proper massive boards and 4000+ point games, but kind of goes against the "rapid orbital insertion" thing it's based on.
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>>44075721
Yeah not my kind of thing, it's about fighting street to street with rapid escalation and orbital support.
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>>44075811

I'm thinking one step up from a Hades, not much bigger.

Actually it'd be awesome if the PHR one had no Dropship and instead was dropped directly from orbit, arriving like a meteor on turn 2.

>>44075823

They don't have to be 1000 point monsters, I was just thinking something in the 200-350 point range
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>>44075881
>Actually it'd be awesome if the PHR one had no Dropship and instead was dropped directly from orbit, arriving like a meteor on turn 2.

>implying the UCM wouldn't build a Bolo-tier tank to do that
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>>44075968

>implying UCM wouldn't have a bolo tank that is flown in halves on two medium dropships before being assembled on the field
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>>44076020

I think that was the pre-war Alexander. Died to plasma gnat spam. They're all about railgun tankettes now and pleased with themselves.
>>
I've concluded that prowlers are ridiculously bullshit after using them in a game. And destroyers also seem ludicrously good in buildings
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>>44076020
>implying it doesn't take four Albotrosii to get a Bolo down
>>
what could PHR get that's bigger than a Hades without being redundant?

Hades is already building sized and quite long.
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>>44076085
>>44076327

The idea's time may have come around again, at least the PHR could do it. Salakhan's modded Alexander sort of proves the concept and anything they build is just an Erebus shield installation away from no-selling Prowlers.
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>>44076327
prowlers can be nasty if used correctly, they absolutely die to blast weapons though.

>>44075968
>>44076020
Beyond the might be cool one off factor it really does not fit the fluff, the UCM is all about minimizing cost while maximizing ground force projection.

Honestly Id prefer if we avoided the current 40k meta of adding Huge units to each faction meta firepower arms race occurs . I much prefer the addition of interesting utility units which allow a slot type to preform a different function than previously so that we have more varied army lists and more interesting toys to try out beyond Bigger + moar guns, vs Bigger + All of the guns.
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>>44076472

Well to be fair, the Hades is pretty dang interesting as its both an anvil and a support piece
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>>44076527

Only the PHR or Shaltari would consider building anything like the damn thing, though.
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>>44076422
A small 8 legged artillery walker with 2 clamps, it c as n only be carried by a single medium dropship.
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>>44076583
>c as n
Can*
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>>44076527
this is true but it already sports a 3 shot Strength (Energy) 12 weapon in a game where max strength is 13, and having multiple shots of that is consider awesome firepower. Going much bigger than the Hades is going to neccessitate having even more ridiculous firepower than it already does. Honestly the Hades and the Thunderstorm/Leviathan and Phoenix are already pushing the reasonable limits of model size, some of those start having real issues moving around a table, they also start detracting from sensible nature of certain rules IE center to center, if im 6 inches wide do I really need to draw LOS from my center? and if you can only see 2 inches of my model does it really get hull down in a game where a mbt is barely an inch long.
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>>44076583

I think the name the PHR gave for for that design is "Two Enyos".
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>>44076611
>Thunderstorm/Leviathan
?
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>>44076628
Enos aren't spider shaped with an IF weapon
>>
Fluff question.

I understand why the UCM and Scourge are fighting, the UCM is basically launching a crusade to retake the cradle worlds.

What's the PHR and Shaltari's end games? Are they just bystanders?
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>>44075721
No thanks. I don't really want to see land units larger than the ferrum, hades, or thunderbolt custom.

Beyond that and it just seems like it'd be losing sight of the original charm. If we want giant stuff, that's what DFC is going to be all about.
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>>44076672
>PHR
"Muh space tennisball tells us what to do"

>Shaltari
They're manlet space sanics, we literally don't know
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>>44076672

The Shaltari have existing interests concerning some of the words in question AT LEAST.

The PHR have as much association with the Cradle Worlds as the UCM does, and conceivably can't be very enthused about the prospect of a successful UCM crusade that leaves themselves the next immediate prospect for a primed, ready, and blooded UCM military machine that has spent two centuries psyching itself up in part by casting the PHR as species-traitors, nor the consequences of a UCM FAILURE in said crusade. It'll take management.
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>>44076717
*thunderstorm

>>44076632
Resistance's large dropship/hovercraft. It is hilariously huge.
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>>44076797
>Resistance's large dropship/hovercraft. It is hilariously huge.
Ah, I didn;t recognize the name at first because I like to pretend the resistance doesn't exist; despite their fluff being great their entire aesthetic marrs in the game in my opinion
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>>44076632
Its the Resistance Large Hovercraft transport, and it is the largest unit in the game about the size of an Iphone pic related, the Thunderstorm is a command variant with 4 E12 Plasma cannons on it with 18" range.
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>>44076820

Yeah I love everything about them except the hovercraft and breaching drills.

I feel like their level of tech can't maintain those large bad boys and/or drop ships
>>
>>44076820

I just can't get over having to use my lists heavy AT assets to try to kill schoolbusses.

>and FAILING
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>>44076847
Not even that, I just don't like the mad-max style neo-deco aesthetics; it clashes horribly with all the other factions, and not in a good way.
>>
>>44076877

They look great when they're doing Terminator, though.
>>
>>44076672
Shaltari have the Eldar problem if your familiar with them from 40k. They arent a unified body like the other factions. They are composed of a variety of Tribes as the UCM has designated them. Each Tribe has its own agenda and temperment. Some are pretty chill, others want to murder things. Most all of them dont like the scourge for obvious reasons.

The PHR is an enigma their plan or goal is completely unknown, they are just as hostile to the scourge as the UCM, but have some secret hidden agenda of which no one knows. This leads them into conflict with all the other factions, but also sees them potentially allying with the UCM, shaltari, and Resistance for various reasons temporarily.
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>>44076859
>3x Caiman squadron unloads into a bus
>IT KEEPS GOING
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>>44058445
>sappers
>mfw

that being said apart from the fact they are l-1, doesn't this make Jessie adam's weapon for resistance squads a bit irrelevant now?
>>
>>44076672
PHR is still seemingly acting on advice of the White Sphere (I recall that one of the upcoming expansions will detail the UCM getting bent over by the various enemy forces, and be forced to retreat and lick wounds, before things eventually turn around, so PHR was right about them rushing in too soon). Until we get more about that, we don't quite know why they seem to selectively clash with UCM/loyalist Resistance, prop up the feral Resistance, or have a spat with Shaltari only to vanish without apparent reason.

Shaltari had some tribes told to fuck off by humanity, humans in general are not on good terms with them once they found out the true intentions of the Shaltari, and the Shaltari in general are warmongering assholes that live for the rush of war and looking death right in the eye. They have an excuse to fight UCM/PHR/Resistance, and Scourge are a threat anyway so if they find them they may as well destroy them out of self interest.
>>
>>44076859
shit is an armored school bus man, also consider a school bus, there is alot of extraneous shit on it plenty of places for a shot to go and not really put it out of commission

>>44076877
You do realize that every faction baring maybe the scourge is art deco as shit right?
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>>44076922
>You do realize that every faction baring maybe the scourge is art deco as shit right?
Of course, I just hate the mad-max style art-deco the Resistance has going on; it completely conflicts with art-deco itself, and in a very, very bad way.
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>>44076900
that is statistically unlikely in the EXTREME, its A6 with 4 DP, 3x caiman is 9 shots hitting on 2+ damaging on 2+ doubling on 4+, plus 6 laser pod shots hitting on 2+ damaging on 4+ doubling on 6+ if you fail to do 4 damage with that well yeah, get new dice.
>>
>>44076948
I just think that the buses have an un-documented passive save from the souls of children driven into a frenzy of bloodlust.
>>
>>44076922
>shit is an armored school bus man, also consider a school bus, there is alot of extraneous shit on it plenty of places for a shot to go and not really put it out of commission

It the A6 4 hits thing. Depending on your faction, that's just a maddening sweet spot for weapon allocation.

A6 outright no-sells everything under 5 (infantry and anti-infantry weapons). 4 hits means that 5-7's need a very large volume in a concentrated location (secondary armaments and AA with nothing better to do). If you want it done neat, quick, and reliably it'll take a squad of E8+ (anti tank) per target.

Then the dice go just a bit south on you and you get whole bunch of nothing on a nothing target.

>captcha: select all images with school bus
>...sigh
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>>44077090
if you are not devoting some anti tank to knock out a battle bus I dont know what you are doing with your anti tank. Hannible tanks are not worth shooting at they are just there to soak damage. Id be targeting that battlebus over them or just about any resistance ground target bar a thundestorm or alexander. There could be and probably are 4 bases of resistance veterans in that battle bus and that means potentially 4 E11 range 12 shots after moving 6" plus the potential for a rocket platform adding to that. That would be high on my kill list.
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>>44077224

It's not about in game effectiveness, it's how a bus isn't absolutely annihilated by one rail gun shot. Or how it has counter measures(wait does it?)
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>>44077224

And so a 15 point model get something under 150 points of specialized attention and then nothing comes of it.
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>>44077368

No. No countermeasures, not even evasive, just hovercraft riding.
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>>44077368
it does not, and its not just a bus, first off this bus was made at least 500-600 years from now, second the resistance didnt just grab the first bus they found and just drove it into battle. This bus has been completely rebuilt and armored from top to bottom, every part has probably been reinforced. Given all that its still only A6, it just has 4 DP in part for balance and in part to represent that its just hard to completely take it out with one shot. It is entirely possible to nuke a battle bus with two sabre shots with the right rolling. I dont find it hard to believe that given a couple of years of tinkering we couldnt armor up a school bus now to be able to take 2 APFSDS rounds before being completely taken out of commission. and the resistance has had 170 years of troubleshooting this crap against scourge plasma death. These are the best of the best tried and true up armored bus designs, and its still that crappily armored in a game where A6 is light scout vehicle armor tier. Its also one of two possible infantry transport options for a faction in a game where infantry are top dog for scoring objectives and points, 2/3 of DZC scenarios make infantry transports priority targets, and infantry just one peg below. So it had better be a little bit durable or itd be completely worthless.
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>>44077387

More like 115 for failure to be just unlikely.
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>>44077484

We have trouble getting a tank to take one APFSDS, let alone a bus. Frankly I think if it was A5 so "small" vehicle mounted weapons could hurt it, it might be a bit more believable
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>>44077387
your not thinking tactically, that is a 15 point transport for 4 infantry bases, who without that model are stuck in whatever position they are in for the rest of the game, as infantry in the open will die fast and hard, and infantry are slow as crap. It also might have 4 bases of veterans in it which is nothing to sneeze at that is 175 points in one spot, if I only need 150 to kill it all outright (possible with the damage table) then ill call that a win.
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>>44077484

Yeah I dont know if even in 300 years we'll be able to make buses that can take two building destroying cruise missiles or Independence Day laser cannon shots before dying
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>>44077534
no one would acceptably put 4 infantry bases in a A5 model, and why is it so hard for you to believe they can get enough armor on a bus chassis to make it A6 when a Bear the UCM APC is A8?
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>>44076847

I think the drills are fucking sweet. The hovercrafts were fine until the huge one.
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>>44077611
oh no there is randomness in a D6 system, yeah I dont know how a particle cannon can fail to injure an infantry man, but it can happen in the game, its a bit of an abstraction you know because its a game.
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>>44077623

Would they? It dies just as easily to anti armor weapons and now can be damaged on a 6+ with E4 guns
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>>44077653

It's not about randomness, it's that a futuristic ballistic missile meant to demolish buildings literally cannot destroy this bus in one shot, ever.
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>>44077655
now goes down to a 3+ for E7 weapons which means doubling on a 5 and 6 so a 1/3 chance to knock off 2 dp, alot of vehicles have E7

E6 AA weapons can now damage it on a 4+, and double it out (these typically put out a large amount of fire. Finally good luck getting it anywhere alive at A5 against UCM, every sabre, rapier, gladius, scimitar, and albatross is going to fire their heavy machinguns on it, sure they need 6s to damage, but with that volume of fire their sure to get 1-2 a turn and hey those normally dont shoot anyway.
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>>44077729
cant destroy an infantry squad in one shot either, in fact it can only ever kill two guys
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>>44077776

Oh no you mean those otherwise useless E7 shots actually get to do something?

>>44077794

Eh that's okay, assumably infantry are pretty spread out to avoid just that situation.
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>>44063786
I think you're all overestimating the size of lens needed for a secondary optic on the arm. Particularly if you're worried about it getting shot off.

You could have three or four small lenses embedded on the weapon that are just too small to model at this scale.
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>>44077865
to a model that could be potentially worth 185 points yeah no.. why are we trying to re-balance a model based on fluff considerations when the model is already fairly balanced??
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>>44078028

Because it's kinda silly and inconsistent when super high armored units in the game can be one shot (including other factions APCs) but a mad max bus is seemingly excluded from that

It makes sense for something like the medusa where it's a big ball of space bees but a bus? It's odd

Nobody is saying it's OP. Well they shouldn't
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>>44078080
then stop trying to balance the game around absolute realism, its not going to help faction balance, the game is just that a game, there is a level of abstraction that has to be accepted for it. Lots of things in the game are weird and inconsistent but trying to balance to make that go away will only create more problems than it solves.

A great example are Evasion countermeasures, they really don't make sense, but they help game wise to make certain units a bit more survivable which makes them useful where they would otherwise be useless.
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>>44078157

Evasive makes sense though since its at least consistent with the rest of how saves work. It's unique because of the ridiculous range everyone gets on them but they still have to make it through the sick jukes.

A better rule for buses would be something that makes the infantry inside more likely to survive if the bus was destroyed (if it only had 2 DP) to represent the sturdiness of the bus, rather than have buses be the best anti orbital bombardment armor in the game.
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>>44078080
>>44078157

Yea there are some things that have to be left behind to ensure balanced play.

You could also make arguments that work in the rules favor as well if you wanted too. For example, the UCM saber is smaller with less redundant systems and only one person to drive it. So it dies in one shot. It has extreme armor and counter measures to protect it.

The bus on the other hand has no countermeasures to speak off. And it has a lower armor value. The only parts that are armored are essentials. Now a railgun round might blow through the unarmored windows doing only superficial damage. Or perhaps it simply cleaves off the back half of the vehicle killing the pilot. Well there are still plenty of guys to drive it and as long as the engine runs who cares.

Maybe a little silly, but the factions do need to be balanced first and foremost.
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>>44078304

That engine is literally the strongest armor in the game, ton for ton
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>>44078304
This makes sense, the resistance is the faction that would go:

"Shit, they just took out Johnson, Joe, Jenkins, Jeb, and a wheel!"
"We still have three left, as well as Bobby, Ben, Boris, and Bill, keep driving!"
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>>44078236
I think what would make you happier would be if your weapons Energy value exceeds the targets armor by a certain amount you are confered the Devastator rule against said target, so for example against A6, we have E6 is 5+, E7 is 4+, E8 is 3+, E9 is 2+, E10 is 2+ Devastator-2, E11 is 2+ Devastator-2, E12 is 2+ Devastator-3, and E13 is 2+ Devastator-3..

I think that would accomplish what you want, which is that buses are resiliant against lighter weapons but if you shoot it with that tank gun, orbital weapon, or death missile and it damages it will hurt it mightily and likely one shot it. although I think this rule might have implications..
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>>44078355

Would mostly nerf Medusas and make infantry even more auto dead
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>>44078403

Medusa have that 1-damage per hit attribute. They are also Hawk's way of telling the player base "no, flamers aren't easily substituted out".

>seriously the only reason I'd ever put a Menchit on the table
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>>44078403
>>44078451
Medusa are also infantry, the devastator rule only affects vehicles and aircraft, so it would not affect aircraft much, except scourge reapers vs shaltari aircraft which are armor 4, would die much faster, ground wise A 7 vehicles would bet killed faster by E11+ (nerf the ferrum)
A 8 Vehicles would get killed by E12+ faster (everyones APCs)
A 9 would be killed by E13 faster, which would make the Ocelot way more dangerous for PHR

like I said the rule could have some wider balancing effects, but it would do what that guy wants, since the bus armor bothers him so
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>>44078451

That is fluff meets crunch that I can get behind.

>pic and comment related

http://www.schlockmercenary.com/2012-11-14


The municipal vehicle engine block that can take a perfect railgun hit and mount armor paneling that laughs at infinite heavy machine gun fire remains BS though.
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>>44078355
Maybe something like this?

The problem is that stuff with low armor also usually has low DP, so devastator wouldn't make that much of an impact.

Also, in the case that the weapon already has devastator, what would it do? Add its current devastator value to whatever it rolled?
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>>44078720
sounds like an easy way to resolve it, that table works fairly well, removes a few wrinkles that would affect larger balance
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>>44073150
The guy I am playing with is still waiting on his PHR so we are each using one of my Shaltari starters. Just a learning game.
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>>44078744
Is it even worth it putting in values for armor levels less than 4, considering how there are no vehicles or aircraft in the game with that weak of armor?

Also, for those wondering, the effective ranges for the devastator rolls are (from D2 to D2+2):
1-2
1-3
2-3
2-4
3-4
Keep in mind that devastator-1 does absolutely nothing.
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>>44078806
probably not, except maybe future proofing?
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>>44079127
I mean, unless they introduce some kind of grey-goo style faction with shitty armor but LODSA EHALT
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>>44079367
only room for at most 3 more factions in the ground game, and I dont think any space only factions will exist, so I wouldnt expect more than 3 more for DFC (probably the same 3) This is straight from Dave himself, I wouldnt expect a new faction any time soon, although given the success of the kickstarter probably sooner than it would have been previously
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>>44079771

What if the new faction is what the scourge are running from?
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>>44079787

I think we will see the following:

Creators of the White Sphere
Scourges next victim
A new unseen race unrelated to anything else we have seen.

Is it confirmed the Scourge are running from someone? My understanding is they are chasing their own biology. Keep looking for species that are easy to conquer and wear their bodies and planets out and then move on.
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>>44080093

No Scourge are hinted at having sent ships out into the unknown to get help. Who that help is, probably more scourge but we don't know

All we know is that the PHR were right and the UCM have woken the beast
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>>44079787

They are being watched by a mysterious faction, but the scourge are running from nobody, just devouring and looking for more.
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>>44080130
>No Scourge are hinted at having sent ships out into the unknown to get help

They send them to find more planets to consume.

Also, a strange ultra-fast ship of unknown origin is on the solar system,
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>>44080157

The ship that blew up that stealth UCM frigate? I thought they implied that was the PHR
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>>44079787
That's still speculative at this point. We don't have any hard evidence that they are indeed running, only some odd lore here and there that makes their actions seem a bit odd, like why with their tech assimilation, they don't expand their (already existing, as evidenced with destroyers) host breeding programs.

It also seems odd that their intergalactic transport systems seem to require that they drift through space via foldspace drive for a dangerously long time to find new worlds and hosts. Considering they must find new hosts before the current hosts die out, it seem like a great risk to uproot everything and go drifting aimlessly into space and just hope you find new hosts before you all die, unless there was some other pressing concern (such as fleeing some other threat).
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>>44080370

Another Anon had the idea that Scourge we just migratory on a interstella level. Hence why the Tennis ball knew they were coming, because they'd been around before.

Hell, they're probably what really did for the dinosaurs.
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>>44080631

That seems to be the case according to reconquest.

>>44080157
Which solar system?
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>>44080849
>Which solar system?
Sol, it engaged the UCM stealth cruiser near Saturn I think.
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>>44080631
I'd go further and say that the reason they were able to jump out of foldspace with such pin-point accuracy around the Cradle Worlds and Earth is that those worlds had been seeded with foldspace nodes a long ass time ago, back when the Scourge first swept through.

They don't have trivial access to the frontier worlds of the UCM because those were never considered likely to yield intelligent life, and therefore were ignored.
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>>44081038

Ok I see what you are talking about. It could have been PHR. It is more likely the case since they have yet to really go into the backgrounds of PHR or Shaltari in detail. So it makes more sense to flesh them out first than introduce anyone new.
>>
Bumping with Scourge Walker spam

Standard Army
Clash: 1453/1500 points
Standard Army
Standard Roster [1453/1500 pts]

Scourge Oppressors [397 pts]
Oppressor: Oppressor(Master), Harbinger [285 pts]
Minder Swarm: 8x Minder, 2x Intruder Beta [112 pts]

Scourge Vanguard [462 pts]
Stalker Pack: 6x Stalker, 2x Harbinger [272 pts]
Ravager Pack: 3x Ravager, Harbinger [190 pts]

Scourge Warrior Cabal [237 pts]
Warrior Horde: 3x Warriors, Marauder, 2x Invader [156 pts]
^ Sharing ^ Warrior Horde: 3x Warriors [81 pts]

Scourge Warrior Cabal [237 pts]
Warrior Horde: 3x Warriors, Marauder, 2x Invader [156 pts]
^ Sharing ^ Warrior Horde: 3x Warriors [81 pts]

Scourge Occupation Patrol [120 pts]
Prowler Pack: 8x Prowler, 2x Intruder Beta [120 pts]
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>>44081344
It also fits in with how some stuff was spoiled early in Reconquest. The "Fey One" actually being a PHR valkyrie, the new monstrosities of the Scourge being the (pictured in the book) Screamer and vampires, etc.
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>>44082206
Seems fun! might be worth cutting a stalker pack and adding in some destroyers to add more infantry while still giving you a small punch to smack a tank battalion with in case of trouble.
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>>44082445
Seconded on the destroyers, they're fantastic for clearing out buildings and holding fragile bits of your front line.
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>>44082445
Maybe they should look at The Cavebreaker, then. He makes destroyers a core warrior option, discounts stalkers, prowlers, and slayers (at the expense of prohibiting hunters, reapers, and desolators).

If you don't mind the restrictions, he could be a fun way to mix things up, and provide an army of killer crabs.
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>>44083353
I can almost hear the scuttling!
Cancer
Clash: 1489/1500 points
Standard Army
Standard Roster [1489/1500 pts]

Scourge Oppressors [412 pts]
The Cavebreaker: Cavebreaker's Annihilator(The Cavebreaker) [300 pts]
Minder Swarm: 8x Minder, 2x Intruder Beta [112 pts]

Scourge Vanguard [389 pts]
Stalker Pack: 6x Stalker, 2x Harbinger [254 pts]
Ravager Pack: 3x Ravager [135 pts]

Scourge Warrior Cabal [295 pts]
Destroyer Pack: 2x Destroyers, Marauder, 2x Invader [185 pts]
^ Sharing ^ Destroyer Pack: 2x Destroyers [110 pts]

Scourge Warrior Cabal [237 pts]
Warrior Horde: 3x Warriors, Marauder, 2x Invader [156 pts]
^ Sharing ^ Warrior Horde: 3x Warriors [81 pts]

Scourge Occupation Patrol [156 pts]
Prowler Pack: 8x Prowler, 2x Intruder Beta [104 pts]
Prowler Pack: 4x Prowler, Intruder Beta [52 pts]
>>
>>44083547
Those ravagers seem to be missing a harbinger. Was that an oversight, or intentional?
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>>44049190
Hey guys, potential player: I have a few questions though:

1) Are the starter kits any good? Or am I better off just getting things separately? I am mostly intrested in the Transhumans.

2) How customizable are the units? Can I swap weapons and such? can I customise my commander?

3) lore wise, how much variation is there in each faction?

4) finally, What is the gameplay like? Is it fast paced and snappy, or a slower paced game?
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>>44056947
Can this be a GW price comparison thread now?
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>>44084006
Ah shit, you're right.

Anyways, all I had to drop was the 4x Prowler pack.

>>44084256
1) The plastic starter sets are absolutely amazing for getting units in bulk cheaply, and will save you around 50-80 dollars. See >>44052828

2) Depends; Most units are based on similar chasis with different load outs, but are considered entirely different units. Some, like the Yuri, actually pick and choose their weapons but there's little difference besides more customizable weapon distribution.

The PHR in particular are more "customizable" than other races because their walker squadrons can be of any size (as long as its a multiple of two), with any type of walkers.

3) A lot

4) Fast paced and snappy, games are over in six turns or left, expect heavy casualties in the first two to three turns.
>>
>>44084359
>or left
less*
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>>44084256
1) starter kits are very solid. Every army could always use a few medium dropships, mbts and aa tanks, along with their basic infantry.

2) most units are not that customizable. you buy a unit, you get a unit. PHR are one of the few exceptions, where their walker classes can be magnetized and swapped to just about any of the variants (the walkers in the starter set can do this especially well!) your commander is usually just an amount of points you pay for a certain level commander, who is then loaded into one of your army's special command vehicles.

3) Plenty of variation. The background is a little sparse (there's only 2 books out now) but each side has many smaller groups. UCM have lots of different expeditionary forces, including special ops units that deploy in lighters carrying lots of troops, Resistance can have massively different groups on each world and the Shaltari have dozens of separate tribes, each with their own unique style. Little is known about the Shaltari and Scourge, but it can be assumed they have their own sub factions and many forces.

4) Gameplay is a somewhat medium pace. If people know what they're doing, it can go very quickly. Alternate activation also means you're constantly reacting throughout the game, rather than waiting for your opponent's turn to be over. I've only played a few 1000 point games, but each time it's proven to be very quick once both sides have figured out the rules.
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>>44084256

>1) Are the starter kits any good? Or am I better off just getting things separately?

Yes, very much so, get two.

>I am mostly intrested in the Transhumans.

GET TWO.

>2) How customizable are the units? Can I swap weapons and such? can I customise my commander?

PHR type 1 walkers are pretty customizable, but it turns them into a different unit. Different arms on a medium or heavy PHR walker- different unit. That's how they vary.

>3) lore wise, how much variation is there in each faction?

A sensible amount. The factions are all pretty mission-orientated but thinking with fluff can have you building at least two different lists per faction that are both good and have no units in common.

>4) finally, What is the gameplay like? Is it fast paced and snappy, or a slower paced game?

Snappy.
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>>44084460
>Shaltari and Scourge
woops, meant PHR and Scourge there.
>>
>>44084460
>PHR are one of the few exceptions, where their walker classes can be magnetized and swapped to just about any of the variants
To be fair, you could magnetize pretty much every unit in the game; it's just that for most of them it'd be a waste of the main chassis.
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>>44084256
>1) Are the starter kits any good?...
All of the faction starter kits are typically the best way to get into the game, and each faction. All units included are one of a few options for required "core" sections of your army building. You can take what is in the starter kits and play a small points size game (~750, I think?) to learn the rules, and it puts you in a good position to build off of with future purchases.

The plastic PHR starter is an excellent price compared to the resin. The detail loss isn't terrible, andis mostly mitigated by cutting the cost in half. The only real disappointment in the PHR plastic starter are the infantry, but they are really goddamn small (10mm tall), so when on the table and painted up, it shouldn't be that big of a deal - and it certainly isn't a deal breaker in my eyes.

>2) How customizable are the units?...
Units tend to consist of a small selection of chassis, with most differences being in armaments (compare the various Type-2 walkers in the PHR store page to get a better idea of this in action). You mostly select the unit you want to take, and use the profile associated with it. Commanders have varying levels of command ranks you can assign them based on what point size you are playing at.

Physically, you can customize your minis for the most part, provided you don't go crazy and make something significantly longer/taller/wider or smaller than its original frame (due to rules affecting line of sight and silhouettes).

>3) lore wise, how much variation is there in each faction?
Quite different (nothing groundbreaking, though).

>4) finally, What is the gameplay like? Is it fast paced and snappy, or a slower paced game?
Fast. Game lasts 6 full turns, and you alternate unit activation with the opponent each turn. You roll at the start of each full turn to see who begins the activation chain. Simple d6 format, and lots of moving around to nab objectives, rather than lining up in the middle to slug it out.
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>>44084573
>You can take what is in the starter kits and play a small points size game (~750, I think?)
Yeah, with the addition of a normal command vehicle along with the starter set (Kodiak, Desolator, Zeus+1 more heavy, Coyote)
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>>44084573
>>44084583
Example, UCM Starter at 750 points w/ Commander (+ Dropship)

Small Army
Skirmish: 726/750 points
Standard Army
Standard Roster [726/750 pts]

Field Command [199 pts]
Kodiak ACV: Kodiak(Lieutenant), Condor [199 pts]

Colonial Armored Formation [308 pts]
Sabre MBT Section: 3x Sabre, Condor [142 pts]
Rapier AA Tank Section: 3x Rapier, Condor [166 pts]

Colonial Legionnaire Corps [219 pts]
Colonial Legionnaire Squad: 3x Legionnaires, Condor, 2x Bear [141 pts]
^ Sharing ^ Colonial Legionnaire Squad: 3x Legionnaires [78 pts]
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>>44084583

There are alternate command vehicle options for each faction as well. Every now and then I wish I'd gone with a Nemesis, for ex.
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>>44085434
just did some quick math. You'd have to swap the neptune carrying 2 juno IFVs to tritons, but you could run a 750 point list with a Nemesis leading to what I would assume would feel like the most one sided game possible. either that or just run some Phobos AA units and no Ares.
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>>44085633
>750 point starter game to showcase the game to newbs
>play a fucking scorpion
You're a sick man, anon.
Do it and let us know if they can take it down
>>
>>44085633
>>44085685
Actually, if you change both Juno's to the A2 variant, you can take the Nemesis without sacrificing anything.

Small Army
Skirmish: 747/750 points
Standard Army
PHR Standard Roster [747/750 pts]

Hand of the Sphere [245 pts]
Nemesis Command Walker: Nemesis(Councillor) [245 pts]

Battle Pantheon [290 pts]
Type 1 Walker Squadron: 2x Ares, 2x Phobos, 2x Neptune [290 pts]

Immortals Phalanx [212 pts]
Immortals: 2x Immortals, Neptune, 2x Juno A2 [140 pts]
^ Sharing ^ Immortals: 2x Immortals [72 pts]
>>
>>44085697
we not bringing a poseidon to carry the thing along? That could actually be kind of interesting. Good way to show how important dropships are in the game.
>>
>>44085726

70 points, and the Nemesis wouldn't need it anyway.
>>
>>44085762
It would actually be really fun to put together a mission that gives a feeling similar to the battle of Hoth, with this giant walker slowly marching down the lane and you have to collect a few objectives and scram as quick as you can.
>>
>>44085726
>>44085762
Pretty much this; The only way the new players could hope to take it down is by exploiting cover.
>>
>>44085862

Yea I agree. It is also a great way to showcase a cool model if you have it to a new player. (provided anno isn't just being a dick)

What is the best way to deal with a Nemesis anyway? I am guessing from the air? Like maybe Eagle Gunships and a Ferrum?
>>
>>44084573
I will emphasize that the plastic infantry are much lower quality than the metals. When I opened my Resistance starter (no option for plastic) I was amazed at how good the tiny little men looked. Opening a UCM starter was a very different experience, the infantry are really flat and details quite soft.

Vehicles are fine, and considering the cost is makes VASTLY more sense to go plastic, but I was surprised at the difference in infantry quality.
>>
>>44085862
Maybe also have the Nemesis be a special objective, where killing it gives you +3 VP or something like that?

I think the UCM starter + Kodiak could pull it off, what with the orbital strike.
>>
>>44085726
It has a giant laser cannon with infinite range. Might as well park it and force the enemy to try and close on it.

That said, it's going to be wide open to a desolator, phoenix, or any enemy dropships with a solid weapon on it without using your two AA walkers to back it up. But then they aren't keeping enemy dropships away from objectives. Might not be ideal in that small of a game, then.
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>>44085925
On second thought, the main problem with Orbital Strike is that the Nemesis will ALWAYS be moving, since its MF is equal to its move.
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>>44085922
>Vehicles are fine, and considering the cost is makes VASTLY more sense to go plastic, but I was surprised at the difference in infantry quality.
This; I'm hoping hawk will put out a redone bundle with metal infantry for the races, or possibly just have a plastic vehicle bundle along with a separate metal infantry bundle.

The loss in detail just isn't worth the savings in my opinion.
>>
>>44085925
UCM starter + either command vessel, Scourge Starter + desolator could maybe do it, Shaltari with a Gharial could theoretically do it with some fancy cover hopping, Resistance has an alexander which maybe could do it? I doubt the kraken commander hover barge could manage it though. PHR would have to bring its own nemesis, but I don't plan to be doing double starter set lessons just yet.

>>44085948
I think I could fit some praetorian snipers into a UCM list, just to give the kodiak a better chance at landing a hit.
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>>44085922
Yeah, the plastic infantry are a considerable step down from the metal ones, but of them the PHR immortals are particularly sad befre getting some paint.

But as I mentioned earlier, once you paint them and have them on a table, you don't really notice, and for the overall plastic detail quality, and the amount you save with the plastic starter kits, it is really hard for me to be that put off. Besides, any additional infantry I need to order will all be metal, anyway.

In other news though, holy tits, the eviscerators look infinitely better in person than they do in that CG render. Having seen this, I am now tempted to get a pack.
>>
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Am I witnessed?
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>>44086019
>Shaltari with a Gharial could theoretically do it with some fancy cover hopping
I was going to say that the Coyote would be a better choice, but I forgot that the Gharial has an anti-tank mode for its cannon.

Really, without a dropship to move it around, the Nemesis is going to have a hard time fucking shit up unless the other player messes up and leaves something in the line of fire, and in a game that small any losses are immense.
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