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Made in pl
Longtime Dakkanaut





Either of you played recently?

No, because once the game lost me with it's complex and fiddly land-based rules, I moved on. I like the models, but even with the changes described (which yes, I tried once), there is far too much focus on land part of the space game.

Which is the point- the game has such a strong theme (centered around dropships) that it will draw in all who find it fun, but is unlikely to retain people who just want fleet vs fleet game...which is probably most people who are looking to get into spaceships combat. It has a niche, but without major changes, it cannot evolve past that niche because how specific it's rules are.


IMO anyway. That's why even with spartan death, it never expanded that much.
   
Made in us
Member of the Ethereal Council






I feel also that it never expanded because the game have never really made it stateside.
I know it sounds US centric, but why are they ignoring a major market? you dont get big by doing that.


5000pts 6000pts 3000pts
 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I think thats mainly an issue of their efforts at transatlantic logistics just not being very good. Golden or whoever it is underlying TTC is honestly just awful at the whole logistics and distribution thing. None of their product ranges are really available here. The irony of this is that Hawk was better at getting the games into the US market on its own than TTC has been, despite TTCs logistics and distribution capabilities apparently being part of the justification for selling to them.

I also think its pretty damning that this many years on TTC still don't have the full range of minis/units available for sale.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Member of the Ethereal Council






It's funny because me and my friends love the TTC terrain and hobby stuff.
If it was sold her it would sell great.

5000pts 6000pts 3000pts
 
   
Made in us
Legendary Master of the Chapter





SoCal

Teaser Tuesday – Dropfleet, City Streets & Sprays!
Hey Folks, it’s time for another Teaser Tuesday, this week you can expect to see an expansion to our City Streets range, a brand new Dropfleet Commander unit. As well as this some brand new spray paints.

The biggest, most modular ship we’ve ever made is coming to the store for pre-order this Friday!

Resistance Coloniser Dreadnought



This right here is the Resistance Coloniser Dreadnought. The kit itself is able to be made into three different ships: the Pathfinder, Explorer and the Coloniser (See above). All three ships are incredibly modular allowing you to build the perfect ship to add to your fleet. They range in size from being a small battlecruiser or a monstrous Dreadnought. This ship will be available to Pre-Order on Friday!

We’ll be stopping in later in the week to learn more about how you can build your Dreadnought, and what exactly it does in the game!

City Streets



Here we have the very impressive Lincoln High-Rise. It is a fantastic kit for a City Streets table top. It bolsters some impressive features such as 4 removable floors as well as a removable roof. Allowing for easy access to different levels of the building. If you want the kit to be a certain height to better fit your board, you can add or remove floors and the kit will still work perfectly.



Now for the last teaser for this week, we have 13 brand new spray paints. These will be joining our existing Painting & Modelling range, allowing us to cover an even wider range of colours. These will be available to order on Friday for UK residents only.

If you are interested to see what other MDF kits are within our City streets range you can check those out here. Alongside this if you curious to see what other Dropfleet models we produce are they can be checked out here. And Finally all of our existing paints and modelling tools can be found here.



(oh that’s also a Resistance Dreadnought – there’s a lot you can do with the kit!)






   
Made in gb
Decrepit Dakkanaut




UK

I've got to admit, whilst they still have issues with mould line placement at times they can freaking make some diverse multi-part kits for the resistance! Those are works of art in terms of how the various parts slot together to make such vastly different ships!

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Im not entirely loving the dread. I admit its an impressive kit, but the two designs shown so far feel kinda bland - I think they needed to design a lot more "non-standard" parts for it so that the end result didn't look like a flattened lego construct. I.E. more parts like the prow on the orange one and bits that allow you to build out in more than two dimensions so you could add some more multi-dimensionality to the design.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in gb
Decrepit Dakkanaut




UK

I do get what you mean, I think part of that might well come just from holding and seeing it as a physical model not just as a photo, which I think makes it appear more flat than it really is. Even just a smooth rotating image might convey its shape better.

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in de
Perfect Shot Dark Angels Predator Pilot




Stuttgart

Man I need at least two of these
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Yeah, a 360 deg rotation/video might help. Right now though it doesn't look like anything I couldn't have done with a bag full of bits and an old tube of deodorant. Don't get me wrong - the fine surface detailing and panel lines are phenomenal, as always the sculpt quality is impeccable, but geometrically speaking the end result of both builds shown look pretty meh and somewhat amateurish.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Legendary Master of the Chapter





SoCal

Already there are memes.
[Thumb - 89A26A9E-CC17-4F0B-83FE-4B52C8530156.jpeg]


   
Made in ca
Rebel_Princess




Austin, TX

The vertical orange configuration looks a lot more saturated and intense than in the WIP shots. I think it's not the model, but the photographer, cranking nobs to give it this bright primary colors look that makes it feel 'playskool' toy-like. They did the same thing with the recent DZC repaints. It also inherently makes it feel more like a game asset than a ship from reality.

I'd love to see some more examples of the overall shape being played with. It looks really modular, but the two examples are brick-on-edge and brick-on-side, with a few weapon greebles difference. Show me the wildly divergent builds, like the space station kit produces. THAT's what I expect a Remnant to dread to look like. No Two The Same.
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Resistance Dreadnought: So Many Rules

Spoiler:
Resistance Dreadnought: So Many Rules
Hello Dropfleet Commanders and welcome to the craziest set of rules so far!


The Resistance Coloniser Dreadnought is coming your way to pre-order this week, and we thought we should lift the lid on exactly what it brings to your fleet.

Well… this is no ordinary Dreadnought!



When the Resistance fleet was released, we saw the most modular space ship sprue ever in the Resistance Cruisers. They came with a bare hull upon which you could fasten all sorts of weapon systems and structures.

Since then we’ve released some truly cool spaceships, but most of the rest of the fleet is fairly standard, and not nearly as modular. Even the Battleship only comes as the Trident or Olympus class (although there are dozens of combinations of ship you can make with the model itself).

And while the Seneca Detonators are great explosive ships and the Galileo Monitor is fantastic at scanning, there’s long been calls to make even more modular options for the fleet.

And that’s where the Coloniser comes in!



One Box: Three Ships
Although the Coloniser Dreadnought is only one of the ships you can build with this incredible new kit.

There are three different classes of ship available: the Pathfinder, Explorer and Coloniser. Each is super modular, and fills a different role in your fleet. The smallest is around the size of a Battlecruiser, and the largest is a massive Dreadnought (seriously, it can be physically the biggest ship in the game).

How did we go about making rules for all these modular ships? Well, it involves a few tables, and some trial and error. Without further ado, let’s have a look at the rules.

Pathfinder – Interstellar Raft



Starting with the smallest, let’s welcome the Pathfinder!

The Pathfinder is equivalent in size to a larger Battlecruiser. While it has a higher Signature than the likes of the Phalanx or Tribune, it also has more Hull and Point Defence.

None of these new ships come with Ablative Armour though, which means that 3+ Armour save is there to stay. It’s slightly easier to hurt than the other Resistance Battlecruisers, but stays at 3+ even after being Crippled. These big tankers are made with redundancy in mind, so you have to blow it to smithereens before it stops going!

The Pathfinder is armed with some NC-16 Missiles, which you’ll see on all the ships here. They’re a cursory defence system. If you want more defence, you’ll need to start adding options from the Dreadnought Systems list. But we’ll get to that…

Explorer – Interstellar Ark



Right, now we’re getting a little chunkier!

The Explorer is equivalent to a Battleship, but in true Resistance style, it’s a big battleship indeed! With a massive 28 Hull, it’s as survivable as most other factions’ Dreadnoughts.

However, while it has a lower Signature than most other Dreadnoughts, its Scan and Thrust are also rather low. This thing is going to have to get in close, and will rely on some Spikes (looking back at you, Galileo).

Luckily enough, this big ship isn’t quite big enough to be classed as a Dreadnought though, so you’re saved from 2 rolls on the special Crippling Damage table. Which is a nice bonus, considering this ship is going to be taking a lot of damage in a game.

Coloniser – Interstellar Dreadnought



Finally the big momma of all ships. This is probably the biggest ship in the game! Depending on how you build it of course, but there’s potential for it to be rather chonky. And the Coloniser’s statline certainly supports that!

With a massive 35 Hull, it’s the toughest ship around (although still only a 3+ save). Your enemies can see it from a mile off, and its Scan is low (which is standard for Resistance ships). The Coloniser’s Point Defence is the best in the fleet, but still rather low compared to other factions, which means you’ll have to support it properly.

This big beast of a ship must take 8 options from the Dreadnought Systems list. Its smaller cousins only have 6 and 4, respectively. That’s a lot of options! This thing can be armed to the teeth, so once it gets in range, it’s going to make a horrible mess.

But what are these Dreadnought Systems exactly? Well, that’s where we put the flavour on these ships.

Dreadnought Systems List



There we go, that’s the table.

You’ve got a couple of turret options and a couple of broadsides (including a pretty great Close Action weapon to mitigate the little missiles you start with). There are three Launch options, including a pair of torpedoes (even better with the updated torpedo rules). You can even take a Scanner Array to mitigate the Coloniser’s poor Scan range.

There are only a couple of rules when choosing options:

You must take the number of options listed (4, 6, and 8 as you go up in size).
You have a limit on the number of Broadsides (there’s only so much hull on each ship – 2, 3, and 4 as you go up again).
Only 1 Structure (which means you can’t put loads of Scanner Arrays on there).
Although this table isn’t quite as exhaustive as that of the Cruisers, all the hits are there, and there’s a lot more variation in how many you can take. A Heavy Cruiser only gets 5 options, and the lightest one of these starts with 4!

Now, I know what you’re thinking: just pick the thing that does the most damage and put all of those on there. And that’s definitely an option, but there are two reasons that you might want to keep thinking:

A Coloniser with 8 Heavy Vent Cannons costs 670 points. That’s basically a UCM London and a Tokyo together!
You’re spending a lot of your points here, and you need to be able to use those points in multiple ways. You’re not going to be able to afford as many support ships, so think about making this ship fill that role.
Have a look and think not just about making this the most deadly ship around, but consider what gaps you have in your fleet. Taking a Coloniser with a toolbox of tricks will mean you have a really strong, stable platform to base your battle plan around. A couple of turrets, some broadsides, some launch, and a Scanner Array. That will be able to tackle everything your opponent throws at you – sometimes a balanced approach is better.

Although sometimes you just want to have 16 Torpedoes to fire. 8 in one round will destroy almost anything around! Although after two rounds you’ll have a big fat points sink floating around not doing much. Worth it though? Up to you!



Modular Ships, Modular Rules
These new ships have a profile each, and options to upgrade the ships with a number of weapon systems and other bits and pieces. That means practically endless combinations of rules to balance!

And here’s the big caveat: these are V1.0 of these rules. They’re incredibly modular. We’ve tried to make sure the construction of your ships is limited only by your imagination. Other than each ship needing to be an approximate size, the options are up to you!

However, we do appreciate that this puts an unprecedented level of control over ship building – something that the other factions are simply not able to do. There are going to be better combos and worse combos. There will be crazy combos and simple combos. We’ve tried to think of the weirdest, most broken ones, and construct these rules and points appropriately. But there aren’t as many designers as there are players, so we’re opening the floodgates to let you figure this out.

What this boils down to is this: these rules are subject to change! Thanks to the online Fleet Builder, all rules are able to be updated and balanced periodically. We fully expect the Coloniser rules to be broken fairly quickly. It might mean we have to rebalance points or put some restrictions on the Hardpoint options. We’d like to not do that – the Resistance ethos is all about freedom of choice after all! Freedom from the Scourge oppressors, freedom from the jingoistic UCM, and freedom to put whatever weapons they want on their ships!

So, let us know what you think, and have fun! The Resistance Coloniser Dreadnought will be available for pre-order this Friday on the TTCombat webstore, and the full rules (and points) will be up then as well. Look for them around 3pm!

This message was edited 2 times. Last update was at 2021/09/30 11:43:53


 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I like the Resistance Explorer build - its not *great* but it is pretty good and shows that the dreadnought can be built to look like something other than a bottle of deoderant or a flying lego brick.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Member of the Ethereal Council






I might havr to buy a fleet or two.
would look great in a display case.

5000pts 6000pts 3000pts
 
   
Made in si
Foxy Wildborne







So is that a sprue or a bag of resin modules or what?

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in us
Regular Dakkanaut





these are pretty cool, not sure I care for the comically large ork-like warheads on the colonizer but otherwise nice...
   
Made in gb
Moustache-twirling Princeps




United Kingdom

petrov27 wrote:
these are pretty cool, not sure I care for the comically large ork-like warheads on the colonizer but otherwise nice...
They're the torpedoes, aren't they?
   
Made in us
Legendary Master of the Chapter





SoCal

 lord_blackfang wrote:
So is that a sprue or a bag of resin modules or what?


I believe they are resin modules.


Automatically Appended Next Post:
petrov27 wrote:
these are pretty cool, not sure I care for the comically large ork-like warheads on the colonizer but otherwise nice...


They would probably be easy to cut off. You can use plastic bits from the Resistance frigate sprue or the space station sprue to give smaller warheads.

This message was edited 1 time. Last update was at 2021/09/30 17:26:19


   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

yeah the overly lsrge size of torpedoes in the game seems to be a common complaint

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in gb
Decrepit Dakkanaut




UK

Lets face it in most space ship games the weapons are grossly oversized. It's the same reason in many 6-20mm games the weapons are insanely oversized (as are other details); because in the end its more fun at 1ft from the model on the tabletop to see the weapon over seeing a tiny speck that's smaller than the line that marks a mm on a ruler.

The big torpedo I think sells that they are limited ammo, big powerful weapons compared to say smaller rocket pods and such.

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in pl
Longtime Dakkanaut




Germany

Those Torpedos are the size of a small spaceship by themselves.

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in ca
Rebel_Princess




Austin, TX

Wha-Mu-077 wrote:Those Torpedos are the size of a small spaceship by themselves.


That's kinda how they operate in game as well though. Conventional point defense is inadequate to shoot them down. So less 'torpedo' more mega-ICBM. But still stupidly out of scale. Half the current size would be about right.
   
Made in pl
Longtime Dakkanaut




Germany

slyphic wrote:
Wha-Mu-077 wrote:Those Torpedos are the size of a small spaceship by themselves.


That's kinda how they operate in game as well though. Conventional point defense is inadequate to shoot them down. So less 'torpedo' more mega-ICBM. But still stupidly out of scale. Half the current size would be about right.


At that size, do they even need a payload? Can't they just pretty much ram the enemy?

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I mean, they basically have to - its not like the medium of space is conducive to the blast/shock effects which underwater torpedoes rely on to damage and destroy enemy shipping. Outside of ramming, they will basically have to rely on fragmentation to produce area damage, which quickly becomes unreliable given the distances involved in space (and indeed poses risk of damage to the attacker as that shrapnel will continue through space forever at the speed of the blast - its just as lethal at 100 feet as it is at 100 miles - the only difference is the density of fragments up close vs far away). The only other thing you could do is a radiation burst - but most spacecraft are shielded because thats a common environmental risk on its own, so the impact of such a weapon would be negligible. Unless you get weird with (some sort of gravity-distorting warhead maybe?), theres not a lot of options for effective AOE damage in space.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in ca
Rebel_Princess




Austin, TX

Wha-Mu-077 wrote:At that size, do they even need a payload? Can't they just pretty much ram the enemy?


Technically kinetic weapons just ram things, so yes?

chaos0xomega wrote:I mean, they basically have to - its not like the medium of space is conducive to the blast/shock effects which underwater torpedoes rely on to damage and destroy enemy shipping. Outside of ramming, they will basically have to rely on fragmentation to produce area damage, which quickly becomes unreliable given the distances involved in space (and indeed poses risk of damage to the attacker as that shrapnel will continue through space forever at the speed of the blast - its just as lethal at 100 feet as it is at 100 miles - the only difference is the density of fragments up close vs far away). The only other thing you could do is a radiation burst - but most spacecraft are shielded because thats a common environmental risk on its own, so the impact of such a weapon would be negligible. Unless you get weird with (some sort of gravity-distorting warhead maybe?), theres not a lot of options for effective AOE damage in space.


Head-canon, but 'torpedo' means a one way vehicle for overwhelming submunitions. Drive close and kill yourself to eject a million micro flechettes, blast pumped laser beams, and a boatload of guided micromissiles with mixed in ECM payloads. Or for Scourge a flotilla of razorworm packed boarding pods.
   
Made in gb
Moustache-twirling Princeps




United Kingdom

Tangent question - are the Launch Assets in scale or just markers? (99% sure they're just markers, but don't have any to hand to check...)

Spoiler:

This message was edited 3 times. Last update was at 2021/09/30 19:31:30


 
   
Made in pl
Longtime Dakkanaut




well, Harringtonverse had nuke-pumped laser lenses as AoE, but it's not like any wargame is that realistic to begin with...it has space combat so it can't be
   
Made in us
Regular Dakkanaut





Looking those over, i feel its not just the warhead torpedo things that seem over large - the turrets and weapons in them I think would look better to me if they were just scaled a little smaller on those ships. Ah well - just my opinion, its a design choice I am sure, probably easier to cast em that big also....
   
Made in gb
Decrepit Dakkanaut




UK

beast_gts wrote:
Tangent question - are the Launch Assets in scale or just markers? (99% sure they're just markers, but don't have any to hand to check...)

Spoiler:


Just markers, the real thing is much, much smaller, if you peer into the launch bay of a UCM carrier you can see numerous teeny tiny fighters/bombers (I guess this may be the case for other factions too?)

This message was edited 1 time. Last update was at 2021/09/30 20:06:05


 
   
 
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