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Kickstarter Dropfleet Commander
#31
As there warehouse is in Birmingham perhaps we will be getting our toys soonish???
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#32
From the Hawk forum just in case there are unregistered members here Smile it's from another member but he does a lot of video bat reps for dropfleet using the admiral rules so knows his stuff.

http://www.hawkforum.co.uk/hawkforum/vie...848#p75848

"UCM Overview and Roles of Ships, no Stats no points
PostWed Sep 21, 2016 2:10 pm

So i thought this is Information wich all of you can gain for free... its like a how does the Faction play... and with this a base understanding of mechanics and fleet building should be easier!

enjoy and comment!


Base inputs on all knowen variants of ships
this info is all from the last BETA and the news LEAKS of the coming rulebook!
no stats or point values are revealed here!

UCM overall tactics
role: high damage output, average health and good armor, best firing arcs
my comment: can do everything but nothing really good .... ;-D, best ships of UCM are the jakarta and the avalon

UCM Light Ships

Corvettes
Name Top Secret ;-D
role: atmospheric anti ship vessels
my comment: hunting enemy strike carriers for example

Frigates

Jakarta
role: support other ships in a sphere of influence by raising Point Defense systems against close action weaponsystems
my comment defending against bomber runs or closeaction ships form shaltari and scourge

Lima
role: support is scanning enemy ships and adding them energyspiks so other frindly can shoot them from distanz
my commnet: to give some heavy main weapons priority targets like enemy troopships or command ships that try to hide, or do a reveal of som "silent running" scourge

New Orleans strike carrier
role: deploy troops and tanks from atmosphere
my comment: well its usefull to get some sectores in enemy territoris, they are very save in atmo as long as there are no enemy corvettes but they do lack of deployment in low numbers

Taipei
role: close action prowler like anti ship
my comment: fast and can do damage frome behinde the enemy lines, need to be in a bigger number to be effective and is very fragile

Toulon
role: anti ship weapons standard variant average damage output
my comment: well if you have some points over its a okay unit, its a cheap ship compared to its output

UCM Medium Ships

Light Cruisers

Osaka
role: anti ship weapons standard variant average damage output
my comment: well fast and good weapon arcs, can act very good to new situations

New Cairo
role: anit ship burnthrough high dmaga output
my comment: burntrough weapons can hurt very much but they have front arcs, if the burntrough hits it adds a energy spike to their traget like the Lima does

UCM Medium Cruisers

Rio
role: anti ship weapons standard variant average damage output
my comment: thats the main standard ship of UCM a allrounder anti ship, same output then the osaka but more resistant

Berlin
role: anit ship burnthrough high dmaga output
my comment: same as new cairo but again more resistant and in the end less expensive because the light cruisers always need to be taken in pairs this one can be taken as single

Madrid
role: bombardement of sectors to eleminate enemy ground units
my comment: its a easy way to take out enemy ground tanks without deploying by yourself, but be aware you need to be in low orbit that can be dangerus for bigger ships

San Francisco
role: troopship deploys mass of infantry or defense batteries
my comment: they are much bigger transports then "strike carrier" but they will be bulletmagnets and need to be guarded or they will go down very fast

Seattle carrier
role: support fighter/bomber launch value and anti ship weapons
my comment:fighter help active against incoming Close Action fire with Point Defense increasd, Bomber do Close Action damage at enemys out of scanrange, the UCM count more on allrounder and ahve lesser launch asset numbers combinated with a well armed main weapon on the carrier

UCM Heavy Cruisers

moscow
role: anti ship weapons standard variant average damage output, lots of weapons
my comment: bigger brother of the "Rio" if this one goes weapons free then the enemy will cry, again more resistant and HP

st petersburg
role: anit ship burnthrough high dmaga output, lots of weapons
my comment: bigger brother of the "Berlin" if this one goes weapons free then the enemy will cry, again more resistant and HP

UCM Battlecruisers

Avalon
role: anit ship burnthrough high dmaga output, heavyest weapon of UCM
my comment: the "viper super heavy laser" is like a deathstar laser, but it has downsides, using this big weapon generates energie spikes on the Avalon itself and because of this and the fear of the enemy this ship will die first because your enemy will focus on it in every possible situation

Atalntis
role: anit ship and support fighter/bomber
my comment: its a combination of a "seattle carrier" and a "moscow", if you dont have enougth slots and want a shiny commander ship thats a good average output choice

UCM Battleships

Beijing
role: anti ship
my comment: with its mass and the second best health and armor out there its a perfect tank to eat up enemy fire, it has good fireing arcs to shoot back in every situation very good command flagship in my opinion

New York
role: support fighter/bomber and torpedoes
my comment: health like the beijing but less main weapons, if you want to sit back wiht your commander and support the fleet thats your ship, the torpedo will scar of bigger enemys

Tokyo
role: bombardement and mybe some unknowen extras
my comment: not much reveald about this variant of Battleship, its like the others but with the focus of supporting sectors by covering troops wtih arty, i like the idea

Scourge overall tactics
role: close actions, atmospheric, stealth, fast but low armor, special close action rule to overcome enemy armor better, lesser dice with more damage output
my comments: ship roles are identical to the UCM variants with more to speed and lesser protection, best ships of scourge are the Battlecruisers

Scourge Light ships

Corvettes
Name Top Secret ;-D
role: atmospheric anti ship vessels
my comment: hunting enemy strike carriers for example

Frigates

Scylla
role: goes atmospheric and has sepcial main weapons taht can shoot at higher orbitals
my comment: its a submarine like typ of gameplay, it can be a very effectiv way of hurting the enemy out of a save spot but youll need to know wehre to position to be effectiv, you cant move much in atmosphere

gargoyle strike carrier
role: deploy troops and tanks from atmosphere
my comment: well its usefull to get some sectores in enemy territoris, they are very save in atmo as long as there are no enemy corvettes but they do lack of deployment in low numbers, faster then UCM ones but lesser armor

charybdis
role: bombardement and atmospheric
my comment: only bombardement unit of scourge so it has his place and i think its very usefull, take it in bigger numbers

djinn
role: close action prowler like anti ship
my comment: fast and can do damage frome behinde the enemy lines, need to be in a bigger number to be effective and is very fragile

role: anti ship weapons standard variant average damage output
my comment: well if you have some points over its a okay unit, its a cheap ship compared to its output

Scourge Medium Ships

Scourge Light Cruisers

Strix
role: close action prowler like anti ship
my comment: very big damage output if it gets close in, but very weak can be shoot down fast, normaly enemy knows that and will try to stop you before you can unleash this power prowler

yokai
role: anti ship weapons standard variant average damage output
my comment: well very fast and good weapon arcs, can act very good to new situations

Scourge Medium Cruisers

wyvern
role: close action prowler like anti ship
my comment: same as "strix" but again more resistant and in the end less expensive because the light cruisers always need to be taken in pairs this one can be taken as single

ifrit
role: anit ship burnthrough high dmaga output
my comment: burntrough weapons can hurt very much but they have front arcs, if the burntrough hits it adds a energy spike to their traget, this scourge has a alternative mode where the laser does more Damage but no energie spike

sphinx
role: anti ship weapons standard variant average damage output
my comment: thats the main standard ship of Scourge a allrounder anti ship, same output then the "yokai" but more resistant

chimera
role: troopship deploys mass of infantry or defense batteries
my comment: they are much bigger transports then "strike carrier" but they will be bulletmagnets and need to be guarded or they will go down very fast, the scourge have the fastest troopships ingame

hydra carrier
role: support fighter/bomber launch value
my comment:fighter help active against incoming Close Action fire with Point Defense increasd, Bomber do Close Action damage at enemys out of scanrange, scourge have very big number of launch assets per ship

Scourge heavy Cruisers

shenlong
role: anti ship weapons standard variant average damage output, lots of weapons
my comment: bigger brother of the "sphinx" if this one goes weapons free then the enemy will cry, again more resistant and HP

raiju
role: anit ship burnthrough high dmaga output, one big weapon
my comment: bigger brother of the "ifrit" this one is almost as strong as the UCM "super heavy laser" ..., again more resistant and HP, and as well alternate firing mode like the "ifirt"

Scourge battlecruiser

basilisk
role: anti ship weapons standard variant average damage output, lots of weapons
my comment: its a combination of a "shenlong" and a "yokai", if you dont have enougth slots and want a shiny commander ship thats a good average output choic, i love the special rules of the Battlecruisers of Scourge i would always use as many as possible if i would play Scourge!

manticore
role: anti ship and support torpedo launchers, as well strong close action weaponsystems
my comment: a really big Beast that can cause massive damage to everything out there small or big doesnt care, i love this one its an alle of the Scourge special and best stuff on one ship combinated!

Scourge battleships

deamon battleship
role: anti ship
my comment: with its mass and the second best health and armor out there its a perfect tank to eat up enemy fire, it has good fireing arcs to shoot back in every situation very good command flagship in my opinion, faster then UCM ones but lesser armor

dragon battleship
role: support fighter/bomber and torpedoes
my comment: health like the "deamon" but less main weapons, if you want to sit back wiht your commander and support the fleet thats your ship, the torpedo will scar of bigger enemys, faster then UCM ones but lesser armor"
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#33
I thought I'd add in the info for the other factions as they've now been posted up too.

SHALTARI overall tactics
role: lance weapons ignore armor, shilds save crits, fast but fragile ships, special ground deployment with big advantage in redoplying, best scanrange and best close action weapons
my comment: overall very high tech so low count of ships and HP but superior in everything else, they lack of arcs is ok as long as you mix it with close action ships like the torquise cruiser to compensat, they fall like flys if you dont go fast enough "shilds up" always have more then you need Voidegates, shaltari are the best in ground dominationso use it

take a look at my youtube tactics with SHALTARI:https://www.youtube.com/playlistlist=PLy11may08suPILVgvMvdgoPjbwU3-0Vfn

SHALTARI Light Ships

Corvettes
Name Top Secret ;-D
role: atmospheric anti ship vessels
my comment: hunting enemy strike carriers for example, the only one with main weapons and not close action

Frigates

Jade
role: anit ship high damage, front narrow main weapon
my comment: expensiv but its praticle lances are as mighty as a burnthrough laser of other factions, damage output is low but guranted, if you take them in high number then they can cause big trouble

Opal
role: support other ships in a sphere of influence by raising Shields in a boost they get 50% better
my commnet: a good way of guarding important frindly ships wich are going to the front like a "jet heavy cruiser" or to support a band of "amethyst" frigates, later its a must to push shaltari Battleships in my opinion

Voidegate
role: deploy gates frome "mothership" to deploy and redeploy troops at sectors, atmospheric and counts as "defense batterie" to shoot down enemy dropships
my comment: a must have and the only way but in the same time the best way to deploy troops, shaltari can stack their troops in safty at some sectors in their starting area and later send them out to enemys with redeploy to overcome in mass at any location as long as their is a Voidegate, the Voidegates count themself as "defense batterie" so they can really early shoot down enemy dropships thats a superior methode of denieng strike carriers their drops at the very start of a game, always take more Voidegates then your troop crusiers need best double the Voidegates to compensat losses and hold all clusters at all times, shaltari are the very best in ground deploying

Amethyst
role: close action prowler like anti ship, BEAM weapons
my comment: fast and can do damage frome behinde the enemy lines, does high damage because BEAM cant be stopped by Point Defense, shaltari can use their close action weapons almost like normal because they have the highest scanrange ingame so close action weapons of shaltari are very rewarding

Topaz
role: anti ship weapons standard variant average damage output
my comment: well if you have some points over its a okay unit, its a cheap ship compared to its output and has a better arc F then other shaltari ships

SHALTARI Medium Ships

Light Cruisers

Azurite
role: anti ship weapons standard variant average damage output
my comment: well very fast and manueverable but bad weapon arcs F narrow, to weak to take much enemy fire maybe for smaller games because cheap

Aquamarine
role: low damage output but sepcial weapon gravite coils
my comment: well very fast and manueverable but bad weapon arcs F narrow, to weak to take much enemy fire maybe for smaller games because cheap the sepcial weapon can push enemy to a diferent direction this can distract some ships like the "avalon" to make them useless for one or two turns, i never tryed this ship myself

Cruisers

Amber
role: anti ship weapons standard variant average damage output
my comment: thats the main standard ship of Shaltari a allrounder anti ship, equal output then the "azurite" but more resistant

Granite
role: anit ship high damage, front narrow main weapon
my comment: particle lances like the "jade frigate" damage gureanted but never high output you can very good pre calculate this, damage output is high enough to kill frigates directly with one go

Turquoise
role: bombardement of sectors to eleminate enemy ground units, alternate firing mode with close action BEAM high damage output
my comment: its a easy way to take out enemy ground tanks without deploying by yourself, but be aware you need to be in low orbit that can be dangerus for bigger ships, thi ship has a awesome close action armament and can take out several enemys alone, i wloud never go without one of this ships my personal favorite

Emerald mothership
role: troopship deploys mass of tanks or infantrys, needs voidegates
my comment: shaltari can deploy the highes numbers of armor/tank tokens ingame wich aer 3:1 better then infantry in ground combat so they always can outgun their enemy by better ground units, as mentioned above they have the very best ground mechanics and youll never go without them in any battle

Basalt carrier
role: support fighter/bomber launch value and anti ship weapons
my comment: sahltari fighter have the highst range and can add Point Defenses to frindly even though they have "shilds up" very great way of adding extra resistantz to shaltari ships, the bombers can as well do longrange bombruns

SHALTARI heavy Cruisers

Onyx
role: anti ship weapons standard variant average damage output, lots of weapons
my comment: bigger brother of the "Amber" if this one goes weapons free then the enemy will cry, again more resistant and HP

Obsidian
role: anit ship high damage, front narrow main weapon, lots of particle lances
my comment: bigger brother of the "Granite" if this one goes weapons free then the enemy will cry, again more resistant and HP

Jet
role: bombardement of sectors to eleminate enemy ground units, alternate firing mode with close action BEAM high damage output
my comment: bigger brother of the "Turquoise" more resistant and HP

SHALTARI battlecruisers

Adamant
role: anti ship weapons standard variant average damage output, particle lances as one big weaponprofile
my comment: its a combination of a "Onyx Cruiser" and a "Granite Cruiser" well its hard to use because of F Narrow but if you get it right ill be a high treaht to your enemy

Mithril
role: bombardement of sectors to eleminate enemy ground units, alternate firing mode with close action BEAM high damage output
my comment: its a combination of a "Jet Heavy" and a "Aquamarine Light", never saw one yet, never used on but well it depends the "Jet" is better in points but the higher resitant of this one makes it interessting to smaller games as commander ship

SHALTARI super heavy battleships

Diamond Battleship
role: anti ship weapons standard variant average damage output, super particle lances as one big weaponprofile
my comment: well its a Battleship but i think the weapons are to weak compared to the other factions maybe it changed after BETA, it hast as well a low mothership cap to do minimum ground troops and the super particle lance is F Narrow hard to use

Platinum Super Carrier
role: support high number of fighter/bomber, and hast Gatevalues like a Emerald Mothership for ground deploy
my comment: health like the "diamond" but less main weapons, if you want to sit back wiht your commander and support the fleet thats your ship, this ship will dominate remotly the battlefield with the highest number of fighter/bombers in this game, that would be my dream ship i love carrier sadly i play UCM and PHR... that its aswell like a mothership for ground deploy makes it a multirole ship wich can operate by its one as long as there are some voidegates left

PHR overall tactics
role: broadside weaponsystems, best health and armor, best bombers, strongest frigates
my comment: they are very slow but well armored especialy the frigates have every element of the game armed, also most of the cruisers and bigger are multirole ships

take a look at my youtube tactics with PHR:https://www.youtube.com/watch?v=IgWd58e0h-w&list=PLy11may08suNQfZktyA9PlM1VCA7aiR0z

PHR Light Ships

Corvettes
Name Top Secret ;-D
role: atmospheric anti ship vessels
my comment: hunting enemy strike carriers for example

Frigates

Andromeda Escort Carrier
role: support fighter/bomber, no other weapons
my comment: with the low signature and one of the fastest carriers ingame its very good in his job, better in high numbers

calypso
role: support the ECM suite makes hits against frindly in spehere of influence much harder
my commnet: well PHR is already very resistent with this es escort the enemy needs a big afford to overcome it, best to guard troopships

Medea Strike Carrier
role: deploy troops and tanks from atmosphere, bombardement weapon
my comment: well its usefull to get some sectores in enemy territoris, they are very save in atmo as long as there are no enemy corvettes but they do lack of deployment in low numbers, the PHR can as well bombard sectors so its multirole

Pandora
role: anit ship burnthrough high damage output
my comment: the smallest ship with a burnthrough ingame, the high number of burn lasers that can be taken in one squad is unique, with this you can even easier light up mmore then on enemy per shooting phase, but they are very expensive

Europa
role: anti ship weapons standard variant average damage output, linked medium broadside
my comment: they have broadsides but they are linked so they can shoot both with standard orders, if they have positioned good and can use both at once then they have higher output then any other frigate in DFC

PHR Medium Ships

Light Cruisers

Theseus
role: anti ship weapons standard and light variant average damage output
my comment: fast and good damage output especialy against frigates, its one of my favorites at PHR

Medium Cruisers

Ajax
role: anit ship light broadsides against frigates, linked
my comment: this ship can take out frigates wiht easy but will not do well against bigger ships but to compensat this it has the linked rule like the europa frigate

Orion
role: anti ship weapons standard variant average damage output, medium broadsides
my comment: thats the main standard ship of PHR a allrounder anti ship, equal output then the "theseus" but more resistant

Perseus
role: anit ship light/heavy broadsides
my comment: well it can go well against frigates and heavy, togehter with the orion you can attack every class of ship

Ganymede Troopship
role: troopship deploys mass of infantry or defense batteries as well bombardement and anti ship weapons
my comment: they are much bigger transports then "strike carrier" but they will be bulletmagnets and need to be guarded or they will go down very fast, the PHR one has medium broadsides and a bombardement batterie and it has the health of a heavy cruiser thats very important so multirole

Orpheus Troopship
role: troopship deploys mass of infantry or defense batteries as well anti ship weapons
my comment: they are much bigger transports then "strike carrier" but they will be bulletmagnets and need to be guarded or they will go down very fast, the PHR one has light broadsides and a burnthrough laser and it has the health of a heavy cruiser thats very important so multirole

Ikarus Carrier
role: support fighter/bomber launch value and anti ship weapons, medium broadside
my comment:fighter help active against incoming Close Action fire with Point Defense increasd, Bomber do Close Action damage at enemys out of scanrange, the PHR have lesser numbers but the best Bomber stats, PHR shell always have some fighter/bombers

PHR heavy Cruisers

Achielles
role: support torpedoes and anti ship heavy batteries
my comment: bigger brother of the "perseus" with the addition of a torpedo wich is awesome, this is a heavy enemy killer

Hector
role: anit ship burnthrough high damage output, and medium broadsides
my comment: bigger brother of the "orion" it can do high damage against any size of enemy ships

Belerophone Heavy Carrier
role: support fighter/bomber launch value and anti ship weapons, twin burn through laser
my comment: heavy variante of the "ikarus" has double the number of fighter/bomber but no broadside weapons the front lasers will help out and fits good to a carrier wich stays behinde, cheap way of getting high numbers of bomber i like this one

PHR Battlecruisers

Leonidas
role: anit ship high damage output, lots of broadsides
my comment: this ship has the firepower of 2x "theseus" and is much more resistant in healthpoints, i always think of a historical naval "ship of the line" maneuver it to the middel of the battle show your broadside and all enemys well seek a hideout, if you do math this ship has a really high damage output against anyone

Scipio
role: anit ship and support fighter/bomber, light broadsides
my comment: its a "bellerophone" with again much more HP and a pair of light broadisdes in smaller battles this is a flagship choice for your commander

PHR super heavy battleships

Heracles Battleship
role: anti ship, highest HP ingame, crippling main weapon, heavy broadsides
my comment: if the front of this battleship can hit you your lost, never flank a PHR battleship especially not with heavy ships this is a keep on the battlefield

Minos Battleship
role: support double torpedoes, highest HP ingame, crippling close action, heavy broadisdes
my comment: want a agressive super heavy ship and send it into your enemy welcome captain, the double torpedoes could cripple a enemy Battleship in one round, the close action weapons are crippling at hit already and after the salvo of the heavy broadisde there are no enemys that can shoot back, this ship has enough armor and HP to survive at the frontline
Dropfleet Commander: UCM
Dropzone Commander: UCM
Star Wars X-Wing: Rebel Alliance
Magic the Gathering
LotR SBG: High Elves
Warhammer 40,000 7th ed.: Astra Militarum & Eldar
Halo Fleet Battles: Covenant
BFG: Imperial Navy & Eldar Corsairs
Warhammer Fantasy 8th ed.: Warriors of Chaos

Element Games referral code JAS173.
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#34
News is coming in on the dropfleet Facebook community page


   

Anyone got a dispatch note from DPD yet?
Warhammer Fantasy Beastmen, Woodelves; Warhammer 40K Dark Eldar, Blood angels, Tyranids; Battlefleet Gothic Imperial, Dark Eldar; Saga Vikings; Guild ball Masons; Dropzone Commander & Dropfleet PHR, UCM(dropfleet only); Lord of the rings Mordor, Gundabad; Beyond the gates of Antares Ghar Outcast Rebels
Quote:"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears...in...rain."


Reply
#35
(27-09-2016, 05:08 PM)will Wrote: Anyone got a dispatch note from DPD yet?

Alas no, it seems that Lieutenant pledges without upgrades are the first out the door.
Reply
#36
Gutted, mines a Commodore with loads of upgrades lol.

Still, good news anyway!
Dropfleet Commander: UCM
Dropzone Commander: UCM
Star Wars X-Wing: Rebel Alliance
Magic the Gathering
LotR SBG: High Elves
Warhammer 40,000 7th ed.: Astra Militarum & Eldar
Halo Fleet Battles: Covenant
BFG: Imperial Navy & Eldar Corsairs
Warhammer Fantasy 8th ed.: Warriors of Chaos

Element Games referral code JAS173.
Reply
#37
I'm a captain myself but I did get quite a few bolt ons (I can't even remember exactly what they are...) so I should get them soon.....
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#38
Can't wait for this game now, got this email this morning (reposted below for ppl not on kickstarter who might be interested):

Dear Backers,
We thought we would give you a little more information with this update for you.
Firstly, it gives us great pleasure to announce that pledges have been arriving with backers from today onwards! It's been a long journey for us to get to this point as we've expanded and met the challenges that the sheer success of the Kickstarter presented. Our warehouse is straining at the seams with over 150 pallets of product and we can't wait to get it out to you all!
As the shipping process continues we'll be able to provide a clearer picture of our schedules once we establish a reliable daily boxing/dispatch rate. We are working closely with our dispatch partners to ensure our packages reach you as quickly as possible. With around 4000 individual orders to pack, label, log and dispatch this will be by far the largest shipping operation the company has ever undertaken, so please bear with us over the coming number of days as we ship your orders. We're working as fast as we can to get them to you. You'll be provided with individual notifications once your order is ready for dispatch where possible, so please keep an eye out for that.
Some more details for you all:
As it is now shipping, we want to talk a bit more about the rulebook and the game, specifically, what we've added or improved since the Kickstarter was originally launched.
The rulebook has been a truly gargantuan effort for all of us! At a whopping 224 pages it is quite a bit larger than originally planned, offering the game the depth and immersive experience that it deserves. In addition to over 60,000 words of background, an extra level of polish has been lovingly applied to the look and feel of the book, right down to showing the real world dimensions of almost every ship in the game!
Although all this added to our workload and pushed our schedule back a little, we think it has been worth it for the increase in quality and content of the product and the whole game. We can comfortably say without reservation that it's the best publication that Hawk Wargames has produced to date and is a book we can all be justly proud of. We hope you enjoy consuming it!
The beta test with our Admiral backers proved extremely useful and we have incorporated a wide range of improvements and adjustments to the rules based on this feedback. In addition to streamlining and many balancing adjustments (points costs, unit prowess etc) we've also made several global adjustments to the relative effectiveness of weapons and tactics. One example of this is that most carriers can't launch quite as many Bombers as before, bringing their destructiveness into line with regular weapons.
We've also added some whole new elements that were either missing from the beta or have since been incorporated into the ruleset. Here are some of the highlights:
1) 'Ramming' is now in the rules!
This has been discussed at considerable length, and has now been added due to popular demand and (admittedly) for sheer fun factor. However, since ramming in the Greek Trireme sense is extremely hard to pull off in high velocity space combat, the actual thing your desperate captain is doing when you ram is closing to suicidal point blank weapons range and/or detonating the drives for massive devastation. Since this always results in the destruction of your ship, you can only do this when the ship is almost destroyed as a last and desperate attempt to drag the enemy down with you! If you can pull off a successful ram though, the results can be devastating... Rolling a number of Lock 3+ dice equal to your starting hull points can be RUINOUS, especially if it's a 22 HP battleship doing the ramming...
2) A range of rules for orbital scenery
These add greatly to reasons for manoeuvring and provide a plethora of tactical options for players. Most of the game's scenarios incorporate some orbital scenery and we find it improves the gaming experience greatly. Most common is Debris Fields, a constant threat in wartorn orbits of the Cradle Worlds. These come in Fine and Dense varieties, each bringing their own opportunities and challenges. For example, Fine types are particularly dangerous to strike craft, whereas Dense ones do more damage to ships that fly through them. There are also Planetary Rings (essentially, a fine strip of debris bisecting the table) and Large Solid Objects (LSOs), being small moons, orbiting asteroids and massive orbital plates. Since scenery is now integral to the game, the 2 Player Starter Set now also includes punch out card Fine and Dense debris fields!
3) Detailed rules for Space Stations
These are common sights in the orbits of the highly developed Cradle Worlds and are now included in many of the game's scenarios. Often, these are worth Victory Points and present a different challenge than Clusters when it comes to taking them, as Strike Carriers cannot hide in Atmosphere while dropping troops on them, making Troopships far more durable for the task. The core rules even include a set of standard armaments for them, often adding an extra reward for holding them as the scenario dictates.
4) Three new special Sector types
These add flavour and variation to some of the new scenarios in the book and can be used to make some awesome setups of your own. Orbital Defence Sectors feature colossal anti-orbital guns that can engage enemy ships if you hold them, Power Plant's give a highly valuable (but volatile) objective that does massive damage to all other Sectors in the Cluster if destroyed, and Comms Stations give your ships added Scan Range if you hold them. Tokens for these new Sector types are now included in the 2 Player Starter Set in addition to the original 3 types.
5) Approach type
This is a new part of every scenario. It dictates how a fleet approaches the battlespace, be it in an ordered battleline or in a chaotic and rapid response to an emerging threat. There are six types in total and these greatly change the dynamic, often feeding the fleets into the maelstrom over several turns, making Energy Spikes a lot more instrumental late game. You can also change the suggested Approach Type in any scenario, altering the shape of the game and adding to replay value.
6) Command Cards
These add an extra tactical and immersive layer to the game. Much like in Dropzone Commander, these are not essential and can be added once you've got used to the core rules. These will be released in early 2017 for all four factions and the rules for them are now also included in the core book.
7) Integration with Dropzone Commander
Five pages of the book are dedicated to integrating the two games together in various ways. How you do this is going to be massively dependant on the size of your gaming group and the amount of time available. As such, the rules give multiple options, catering for in depth campaigns with multiple players, 2 player time-lapses, campaigns days and much more! The close ties between Dropzone and Dropfleet Commander will be integral to some exciting global campaigns we have planned in the near future!
We hope you enjoy the Rulebook for Dropfleet Commander and are as excited as we are to finally see it released into the wild! In the following updates, we shall include a range of other updated information like this, including more images of the final reward items going out. We shall have further shipping information for you soon.
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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#39
(28-09-2016, 07:09 AM)hectorkmackenzie Wrote: I'm a captain myself but I did get quite a few bolt ons (I can't even remember exactly what they are...) so I should get them soon.....

Hey Hector, you can login on the pledge manager and see your orders http://dfcpm.com/.
Dropfleet Commander: UCM
Dropzone Commander: UCM
Star Wars X-Wing: Rebel Alliance
Magic the Gathering
LotR SBG: High Elves
Warhammer 40,000 7th ed.: Astra Militarum & Eldar
Halo Fleet Battles: Covenant
BFG: Imperial Navy & Eldar Corsairs
Warhammer Fantasy 8th ed.: Warriors of Chaos

Element Games referral code JAS173.
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#40
Guess what arrived today guys....

   
40K - Dark Angels, Dark Eldar, Necrons; Lord of the Rings - lots; Bloodbowl - Dwarves, Wood Elves; SAGA - Anglo Danes & Welsh; Guildball - Morticians, Engineers; Dropzone/fleet - Shaltari
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