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![[Post New]](/s/i/i.gif) 2016/12/12 14:13:37
Subject: Re:Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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So I've been playing around with what I got (PHR Fleet is already built, UCMs frigates and Battlecruisers are built but 6 or 7 more Cruisers can be made).
I plan on playing an intro level (=standard Starter Fleet as is on the quick start carts) game first and then maybe show off both fleets in a 1500pts game afterwards - I've only played once at Spiel and the other guy hasn't played at all yet. Will these fleets work well on their own and when facing each other? Any suggestions for stuff that I should swap?
UCM
I've got 4 Taipeis, 4 Toulon, 2 Lima, 2 Jakarta, 4 New Orleans, 1 Avalon and 1 Atlantis built and 7 more cruisers will be built this week.
I'll definitely build 2 San Franciscos, 1 Moscow, 1 Berlin and 1 Seattle - but I plan on making the "wings" interchangeable with only the main hull being fixed and will look into making the chin mount magnetized - I'll probably build these if that fails for some reason:
2 Seattle/Rio/Osaka
1 Moscow
2 Berlin/New Cairo
2 San Francisco
SR11 Vanguard battlegroup // snipe from afar? not sure how Limas work right now,
1 x Atlantis
1 x Lima
SR14 Vanguard battlegroup // Just get in and kill stuff
1 x Avalon
4 x Toulon
SR6 Line battlegroup // Carrier Group to protect other groups
1 x Seattle
1 x Lima
SR16 Line battlegroup // Fast but deadly and hopefully survives long enough to get the Taipeis into close-action
2 x New Cairo
2 x Jakarta
4 x Taipei
SR7 Pathfinder battlegroup // Drop stuff
1 x San Francisco
2 x New Orleans
SR7 Pathfinder battlegroup // Drop stuff, too
1 x San Francisco
2 x New Orleans
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PHR
I've already finished building these and have available:
16 Europa/Pandora/Andromeda/Calypso (limited to 8 of a single class)
4 Medea
1 Achilles
1 Bellerophon
1 Leonidas
1 Ikarus
1 Orpheus/Ajax
1 Ganymede
1 Theseus
1 Hector/Orion
SR10 Vanguard battlegroup // Carrier Group
1 x Bellerophon
+ Fleet Vizier (2AV)
SR4 Pathfinder battlegroup // Carrier Group 2 - should I leave them solo or merge them with the Bellerophon?
4 x Andromeda
SR19 Vanguard battlegroup // Broadsides everywhere
1 x Leonidas
1 x Theseus
4 x Europa
SR7 Line battlegroup // Drop own stuff, kill enemy ground stuff
1 x Ganymede
2 x Medea
SR7 Line battlegroup // Drop own stuff, kill enemy strike carriers
1 x Orpheus
2 x Medea
SR8 Line battlegroup // Attack Carrier / Burn Squad - should I swap the Ikarus with the Theseus from the SR19 Vanguard group?
1 x Ikarus
3 x Pandora
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![[Post New]](/s/i/i.gif) 2016/12/12 14:15:21
Subject: Dropfleet Commander - initial thoughts
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Lethal Lhamean
Birmingham
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EDIT: This was aimed at Compel, nikooni ninja'd me on the positng.
I'm not too sure I agree with you on the PHR fleet, I think Calypso's will be excellent at keeping your Battle/Heavy Cruiser or Battleship alive for longer when facing off against Shaltari ships with multiple Particle Lances (Obsidian and Diamond especially), or UCM and Scourge ships with multiple Burnthrough weapons. I'd be more inclined to drop the Andromeda's for Europa's or Pandora's, I don't see a frigate with a single launch asset being a whole lot of use, especially when you've already got a Scipio and Ikarus.
And to be honest, I'm not that sold on the PHR Battlecruisers either, I can see a Leonides taking the place of a couple of Theseus thanks to the Linked broadsides and being a little cheaper overall, but I'd much rather have a Bellerophon than a Scipio and spend the saved points on more frigates.
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This message was edited 1 time. Last update was at 2016/12/12 14:17:59
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![[Post New]](/s/i/i.gif) 2016/12/12 14:35:11
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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Imateria wrote:EDIT: This was aimed at Compel, nikooni ninja'd me on the positng.
I'm not too sure I agree with you on the PHR fleet, I think Calypso's will be excellent at keeping your Battle/Heavy Cruiser or Battleship alive for longer when facing off against Shaltari ships with multiple Particle Lances (Obsidian and Diamond especially), or UCM and Scourge ships with multiple Burnthrough weapons. I'd be more inclined to drop the Andromeda's for Europa's or Pandora's, I don't see a frigate with a single launch asset being a whole lot of use, especially when you've already got a Scipio and Ikarus.
And to be honest, I'm not that sold on the PHR Battlecruisers either, I can see a Leonides taking the place of a couple of Theseus thanks to the Linked broadsides and being a little cheaper overall, but I'd much rather have a Bellerophon than a Scipio and spend the saved points on more frigates.
Not sure about the Andromedas - They're the cheapest Launch Assets we've got. Sure, they're not bringing anything else to the table but I'd imagine running them well clear of the enemy while hitting stuff with bombers should work out fine.
The PHR Battlecruisers aren't straight-forward to use, but I gotta say after thinking about their roles i regret building mine as a Leonidas.
- The Leonidas is just pure broadsides and while Theseus are cheaper and have more hit points the Leo has better PD. Not sure which one will be better, but I'm leaning toward the Theseus'.
- The Scipio is really odd but I think it could work well if you think what it's designed to do - go fast and deep into the enemy lines and try to get between two targets, breaking up the battlelines and taking out frigates. The Scipio can do that without ever going weapons free and still fight 3 targets at the same time while being really tough to kill. I could see this being a tactic you'd assign other ships to, too - like a flight of Europas or Theseus'
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![[Post New]](/s/i/i.gif) 2016/12/12 15:33:13
Subject: Dropfleet Commander - initial thoughts
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Executing Exarch
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Played a game with the intro fleets (500p I think). First reaction: Jesus this game is complicated! There's so much to keep track up, from persistent damage effects that need rolling every turn down to damage on individual sectors, tables upon tables, and on top of this the core game mechanics are already quite complicated due to the number of different orders, all with differences in speed, turning, shooting etc, weapon ranges varying depending on what your opponents have been doing in the previous turns, etc. I mean it was fun and I enjoyed it but I almost got a headache from thinking. And we didn't even use any launch assets (fighters/bombers/missiles). And this was with about 7-8 ships per side, can't even imagine double or triple the amount! Am I too casual for this game?
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This message was edited 4 times. Last update was at 2016/12/12 15:35:56
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![[Post New]](/s/i/i.gif) 2016/12/12 15:48:48
Subject: Dropfleet Commander - initial thoughts
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Lethal Lhamean
Birmingham
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I guess it's all theorycommander at the moment, as I don't yet have a PHR fleet I can't even test them out so I'm yet to see whether multi role ships, specialised ships or a mix of the two is going to be better. I will say that I think the Bellerophon could be an auto include, especially for Skirmish games. Having Pandora's or Ajax use their Supernova's to light up enemy cruisers for the Bell's twin supernova to take out at range whilst the 4 bombers can be used elsewhere makes for an excellent ship that doesnt need to get into the middle of the fight, and is only 12pts more expensive than 4 Andromeda's with better firepower.
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![[Post New]](/s/i/i.gif) 2016/12/12 16:47:55
Subject: Re:Dropfleet Commander - initial thoughts
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Battlefortress Driver with Krusha Wheel
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Yes
I had a 2500 point 4 payer game on Saturday and it took us about 5 hours (one of the players hadn't played a wargame before) which is probably about average for a wargame.
I am looking to get a set of 'ship cards' made up and laminated to use in place of the frankly terrible bases as well as sourcing some kind of semi circular token that will easily fit around the flight stem to keep track of orbital layers and spikes. This will significantly cut down on the more irritating aspects of record keeping and keep things nice and neat.
Fighters seem largely pointless, 3-4 extra PD dice just isn't impressive.
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This message was edited 1 time. Last update was at 2016/12/12 16:49:15
My PLog
Curently: DZC
Set phasers to malkie! |
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![[Post New]](/s/i/i.gif) 2016/12/12 16:49:34
Subject: Dropfleet Commander - initial thoughts
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Abel
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Mymearan wrote:Played a game with the intro fleets (500p I think). First reaction: Jesus this game is complicated! There's so much to keep track up, from persistent damage effects that need rolling every turn down to damage on individual sectors, tables upon tables, and on top of this the core game mechanics are already quite complicated due to the number of different orders, all with differences in speed, turning, shooting etc, weapon ranges varying depending on what your opponents have been doing in the previous turns, etc. I mean it was fun and I enjoyed it but I almost got a headache from thinking. And we didn't even use any launch assets (fighters/bombers/missiles). And this was with about 7-8 ships per side, can't even imagine double or triple the amount! Am I too casual for this game?
I've had limited play experience, but I'll tell you that it only gets worse. Some of it is mitigated in the small ships with few hull points and not rolling on one of the damage tables. If you spread your fire power out doing a little bit of damage here and there, the game will take forever. Try to concentrate on a couple ships at a time.
When you add in the Launch Assets, it will just add a another phase to the game and make it take a bit longer.
One of the things that really caught me off guard was the ground combat. It's like an entire sub-game within the game. The more clusters and sectors on the table, the longer it takes. My initial reaction: You need at least two ships that can launch Drop Ships/cluster, along with at least one ship that can land Bulk Landers. Ideally, you should have one ship with fighters/bombers per group of Drop Ships/Landers. Finally, one ship with Bombardment will go a long way. Most of the scenarios are all about Victory Points via Clusters and Critical Locations. Only a couple scenarios in the book use Kill Points- killing the enemy fleet. Those are the only scenarios where you can win by blowing up the enemy fleet.
I was really looking for a game more about space combat then rushing to a Cluster, landing ground forces, and letting them fight it out for ultimate victory in the game. I still like the game, and it is fun. I just don't know how a tournament will work with 1,500 points of ships and only 2.5-3 hours of play time for six turns. If it's a three round tournament, you could be looking at spending 10-12 hours at a game store.
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Kara Sloan shoots through Time and Design Space for a Negative Play Experience |
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![[Post New]](/s/i/i.gif) 2016/12/12 17:02:18
Subject: Dropfleet Commander - initial thoughts
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Mighty Vampire Count
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Tamwulf wrote: Mymearan wrote:Played a game with the intro fleets (500p I think). First reaction: Jesus this game is complicated! There's so much to keep track up, from persistent damage effects that need rolling every turn down to damage on individual sectors, tables upon tables, and on top of this the core game mechanics are already quite complicated due to the number of different orders, all with differences in speed, turning, shooting etc, weapon ranges varying depending on what your opponents have been doing in the previous turns, etc. I mean it was fun and I enjoyed it but I almost got a headache from thinking. And we didn't even use any launch assets (fighters/bombers/missiles). And this was with about 7-8 ships per side, can't even imagine double or triple the amount! Am I too casual for this game?
I've had limited play experience, but I'll tell you that it only gets worse. Some of it is mitigated in the small ships with few hull points and not rolling on one of the damage tables. If you spread your fire power out doing a little bit of damage here and there, the game will take forever. Try to concentrate on a couple ships at a time.
When you add in the Launch Assets, it will just add a another phase to the game and make it take a bit longer.
One of the things that really caught me off guard was the ground combat. It's like an entire sub-game within the game. The more clusters and sectors on the table, the longer it takes. My initial reaction: You need at least two ships that can launch Drop Ships/cluster, along with at least one ship that can land Bulk Landers. Ideally, you should have one ship with fighters/bombers per group of Drop Ships/Landers. Finally, one ship with Bombardment will go a long way. Most of the scenarios are all about Victory Points via Clusters and Critical Locations. Only a couple scenarios in the book use Kill Points- killing the enemy fleet. Those are the only scenarios where you can win by blowing up the enemy fleet.
I was really looking for a game more about space combat then rushing to a Cluster, landing ground forces, and letting them fight it out for ultimate victory in the game. I still like the game, and it is fun. I just don't know how a tournament will work with 1,500 points of ships and only 2.5-3 hours of play time for six turns. If it's a three round tournament, you could be looking at spending 10-12 hours at a game store.
We played a game on Thursday night and it took a couple of hours at 1000pts but that's mainly because we were unfamiliar.
As space ship games go I would say its medium complexity and I would agree that the ground / orbital levels elements do add the complexity and time elements. The previous Space ship games we have played have a lot of similar rules (BattleFleet Gothic and ACTA) - both had a few more orders. If you do find this rule set complex avoid Star Fleet Battles!
I think it would work just fine as a "normal" space game in space and also agree would be quite happy to play games like this as much as the full game. Obviously your ships choice would be different but that's fine - Make sure plenty of cover for ships and go for it.
The bases are ok but we use dice for damage and counters for the rest - they are too fiddly. Ship cards are a must - I was hoping for official ones but have templates from previous games so will convert some of them.
Some odd design choices - ships with less than 4 hull points don't get crippled - makes void gates extra annoying and they are already bordering on broken IMO. You can't use your fighter assets to intercept bombers - rather than having them on Point defence - would rather they just remove bomber counters and themselves. Quick and easy and intuitive.
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This message was edited 1 time. Last update was at 2016/12/12 17:07:56
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2016/12/12 19:45:25
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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A few comments scattered about.
One think to keep in mind Nekooni, is that Lima Frigates are 'Rare' choices, which means in smaller points games, effectively you can only have a single group of them containing 1-2 frigates. I also believe that in smaller games (I don't have the book to hand right now, cause making dinner), you're only allowed a single Vanguard Battlegroup, but it can have up to 2 Heavy tonnage ships in it (EG my Avalon and my Moscow). The other thing is, at skirmish scale, you're only allowed 4 battlegroups total. In saying that, I haven't pointed up your list there to see whether it was skirmish (999) or Clash (1500-ish)
As for the Calypso, the thing with it is, it only nerfs the accuracy of one Weapon System once per turn, with a weapon system effectively a single 'line' on the weapons stats sheet. So a ship hits you with multiple particle lances, ONE of them gets a -1 to accuracy... Which for something like an Obsidian, means that it's hitting you just about as much as your typical PHR medium battery. Sure, a -1 accuracy is helpful, especially with burnthroughs. But dedicating an entire frigate to it, and it only helping once a turn? I'm not convinced. In saying that, I did include it in my list there anyways.
I've not tried out the Andromeda's yet, - I've only played the starter game with my PHR but I think the fighters would help at the very least discourage any Manticore / Wyvern style driveby's for them to convince to target another ship. But yeah, Pandora's do seem really neat and I wouldn't blame anyone for wanting to include them instead.
I've got a good feeling about the Scipio, but yeah, the Bellerophon is really, really good. You could quite happily swap the Hector and Scipio in my list for a Bellerophon and Leonidas, maybe.
It's worth clarifying that the Leonidas has more HP than the Theseus. - In my starter game, my poor Theseus got one-shotted by a Moscow class.
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![[Post New]](/s/i/i.gif) 2016/12/12 20:03:58
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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Compel wrote:A few comments scattered about.
One think to keep in mind Nekooni, is that Lima Frigates are 'Rare' choices, which means in smaller points games, effectively you can only have a single group of them containing 1-2 frigates. I also believe that in smaller games (I don't have the book to hand right now, cause making dinner), you're only allowed a single Vanguard Battlegroup, but it can have up to 2 Heavy tonnage ships in it (EG my Avalon and my Moscow). The other thing is, at skirmish scale, you're only allowed 4 battlegroups total. In saying that, I haven't pointed up your list there to see whether it was skirmish (999) or Clash (1500-ish)
Sorry - I removed all the points cost, they're both Clash sized (right below 1500). You're correct for a Skirmish, I've pretty much maxed out on the Clash sized slots available on both fleets:
PHR: http://dflist.com/s/#/share/603f481537104
UCM: http://dflist.com/s/#/share/c74d481539191
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This message was edited 1 time. Last update was at 2016/12/12 20:04:14
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![[Post New]](/s/i/i.gif) 2016/12/12 20:04:28
Subject: Dropfleet Commander - initial thoughts
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Longtime Dakkanaut
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Compel wrote:A few comments scattered about.
One think to keep in mind Nekooni, is that Lima Frigates are 'Rare' choices, which means in smaller points games, effectively you can only have a single group of them containing 1-2 frigates. I also believe that in smaller games (I don't have the book to hand right now, cause making dinner), you're only allowed a single Vanguard Battlegroup, but it can have up to 2 Heavy tonnage ships in it (EG my Avalon and my Moscow). The other thing is, at skirmish scale, you're only allowed 4 battlegroups total. In saying that, I haven't pointed up your list there to see whether it was skirmish (999) or Clash (1500-ish)
As for the Calypso, the thing with it is, it only nerfs the accuracy of one Weapon System once per turn, with a weapon system effectively a single 'line' on the weapons stats sheet. So a ship hits you with multiple particle lances, ONE of them gets a -1 to accuracy... Which for something like an Obsidian, means that it's hitting you just about as much as your typical PHR medium battery. Sure, a -1 accuracy is helpful, especially with burnthroughs. But dedicating an entire frigate to it, and it only helping once a turn? I'm not convinced. In saying that, I did include it in my list there anyways.
I've not tried out the Andromeda's yet, - I've only played the starter game with my PHR but I think the fighters would help at the very least discourage any Manticore / Wyvern style driveby's for them to convince to target another ship. But yeah, Pandora's do seem really neat and I wouldn't blame anyone for wanting to include them instead.
I've got a good feeling about the Scipio, but yeah, the Bellerophon is really, really good. You could quite happily swap the Hector and Scipio in my list for a Bellerophon and Leonidas, maybe.
It's worth clarifying that the Leonidas has more HP than the Theseus. - In my starter game, my poor Theseus got one-shotted by a Moscow class.
I can only speak to PHR and im no expert only getting in 3 games in but ive tried a few things, and at least read as much material/reviews as I could
Over all, they are the "worst" of the 4.
The big issue, which is highly discussed on hawk forums is the broadsides are just crap. 1 or 2 turns of great shooting chance doesn't make up for the other 4 turns of not doing much. Most weapons not being good for Forward arc really cripples the faction. What the white sphere was thinking I cant imagine. Maybe the magic 8 ball is broken.
I am pretty sure Calypso is all of the ships weapons though. I don't have the book on me at the moment but thought RAW it was everything shot at it from a single ship. At least it also stacks, so doing it twice gives it 2 harder, etc.
Andromeda is really good if you take it in its own group of 4. It can swarm the enemy very quickly. I like them a lot. Still rather take Bellerophons but if you have space they fill it great. But only in big groups. 1 or 2 isn't going to do much
Pandora is also great. Big weapon on a little ship. These are also good to take in groups of 2-3. I haven't tried 4 of them but I want to. Flash is good to really light up the enemy.
It does feel mandatory to take 2 Bellerophons in any list. One of the best ships PHR can take.
I tried Leonidas, hes ok. Nothing amazing but his speed is good so it helps get him into position.
Hercules is really good, but I expect it as hes a battleship.
Still need to try more lists out before I fully give up on them til they are fixed, but as a whole they are disappointing.
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![[Post New]](/s/i/i.gif) 2016/12/12 20:18:18
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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Special Rule - Advanced ECM Suite: Once per turn, when a friendly ship within 4" is being targeted by an opponents weapon, you may add 1 to one weapons systems Lock value for the remained of the turn. In order to be affected, ships must be on the same orbital layer as the Calypso. In addition the calypso can choose to target itself. This is cumulative with other advanced ECM suites.
So to do it twice, you're needing two Calypso's, so spending near enough the points for a Theseus class...
I'm not sure what ship you're referring to when you say 'worst of the 4' - The Scipio? Or the PHR in general. I mean, yeah, my gut instinct is that the PHR are kind of the weakest, Andy Chambers still seems pretty confident with them though.
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![[Post New]](/s/i/i.gif) 2016/12/12 20:41:55
Subject: Dropfleet Commander - initial thoughts
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Longtime Dakkanaut
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Compel wrote:Special Rule - Advanced ECM Suite: Once per turn, when a friendly ship within 4" is being targeted by an opponents weapon, you may add 1 to one weapons systems Lock value for the remained of the turn. In order to be affected, ships must be on the same orbital layer as the Calypso. In addition the calypso can choose to target itself. This is cumulative with other advanced ECM suites.
So to do it twice, you're needing two Calypso's, so spending near enough the points for a Theseus class...
I'm not sure what ship you're referring to when you say 'worst of the 4' - The Scipio? Or the PHR in general. I mean, yeah, my gut instinct is that the PHR are kind of the weakest, Andy Chambers still seems pretty confident with them though.
Hum, guess we played it wrong then. Its really horrible then... I mean its great to try to ruin an opponents Dark Matter Canna/ParticleTriad etc, but wow. Rather take more ships.
And yea, sorry I should have clarified. PHR is the weakest faction of the 4 at the moment.
Did Chambers post anywhere why he thinks they are still good.? Id love to know his testing data.
Like I said, one or two turns weapons free and people on either side of you is great, but it may only happen once or twice and your ships have to make it there and be able to live. 3+ Armor on everything is hardly a guarantee when so much is critting you.
Im pretty shocked the bigger ships don't have shields like the bigger walkers do in DZC.
My next idea is to take lots of ships and literally go straight ahead, being as aggressive as possible to try to get more side shots off
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![[Post New]](/s/i/i.gif) 2016/12/12 20:57:14
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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It was on the Facebook pages, possibly his own. Basically someone had written out a statistical chart of effectiveness of the various ships (I think the Sphinx won surprisingly).
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![[Post New]](/s/i/i.gif) 2016/12/12 21:14:26
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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str00dles1 wrote: Compel wrote:Special Rule - Advanced ECM Suite: Once per turn, when a friendly ship within 4" is being targeted by an opponents weapon, you may add 1 to one weapons systems Lock value for the remained of the turn. In order to be affected, ships must be on the same orbital layer as the Calypso. In addition the calypso can choose to target itself. This is cumulative with other advanced ECM suites.
So to do it twice, you're needing two Calypso's, so spending near enough the points for a Theseus class...
I'm not sure what ship you're referring to when you say 'worst of the 4' - The Scipio? Or the PHR in general. I mean, yeah, my gut instinct is that the PHR are kind of the weakest, Andy Chambers still seems pretty confident with them though.
Hum, guess we played it wrong then. Its really horrible then... I mean its great to try to ruin an opponents Dark Matter Canna/ParticleTriad etc, but wow. Rather take more ships.
And yea, sorry I should have clarified. PHR is the weakest faction of the 4 at the moment.
Did Chambers post anywhere why he thinks they are still good.? Id love to know his testing data.
Like I said, one or two turns weapons free and people on either side of you is great, but it may only happen once or twice and your ships have to make it there and be able to live. 3+ Armor on everything is hardly a guarantee when so much is critting you.
Im pretty shocked the bigger ships don't have shields like the bigger walkers do in DZC.
My next idea is to take lots of ships and literally go straight ahead, being as aggressive as possible to try to get more side shots off
Yeah, I think going straight at the enemy might be a solution.
Bellerophons and Scipios can deal all their damage without going weapons free ever, and they're tough. Slap Calypsos to their sides and they're even tougher.
Orpheus' are also lending well to an aggressive style, same with Europas and Pandoras.
Maybe something like this? http://dflist.com/s/#/share/25f3481574244
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![[Post New]](/s/i/i.gif) 2016/12/12 21:35:43
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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I'm not a fan of the Ajax myself, I tend to feel like you might as well try to rejig points to get another Orpheus instead. But since you have 2 already in that list, maybe an Orion? Lots of points tweaking needed though.
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![[Post New]](/s/i/i.gif) 2016/12/12 22:18:46
Subject: Re:Dropfleet Commander - initial thoughts
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Fireknife Shas'el
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Compel wrote:At the 999 point level, I think you can take the battlecruisers, if you're not taking the heavy cruiser. - Broadly speaking.
It depends though. PHR Battlecruisers can be seen as 'better' Light Cruisers rather than 'better' Heavy Cruisers. So I could foresee a list that had a Leonidas but no Theseus.
I think 5-8 Fighters/Bombers is quite a lot, for the UCM at least. - That would mean taking 2 Seattles minimum, which seems like a lot.
Well I was thinking Atlantis + Seattle as a Vanguard group, maybe with some Toulons in escort for extra railguns. It would be a costly unit, but very punchy once it opens up. I don't want to make my fleets too specialized just yet though.
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![[Post New]](/s/i/i.gif) 2016/12/12 22:29:57
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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Compel wrote:I'm not a fan of the Ajax myself, I tend to feel like you might as well try to rejig points to get another Orpheus instead. But since you have 2 already in that list, maybe an Orion? Lots of points tweaking needed though.
Yeah, it's a bit slow - I've swapped the Ajax and 2 Europas for two Theseus, but I gotta say I'm not that convinced. But the Theseus are as fast as the Europas and more flexible, so I guess that could work out fine.
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![[Post New]](/s/i/i.gif) 2016/12/12 23:31:18
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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You probably need to read the article Andy references first for context. I tried, it gave me a headache.
Andy Chambers" wrote wrote:The Crunchy bits
I was enjoying reading Adrian Beale’s blog where he does some number crunching on the ships from Dropfleet Commander: https://dzcau.wordpress.com/2016/12/06/standard-cruiser-damage-output/
The point he’s making is that contrary to current thinking the damage output for cruisers of one faction, the Post Human Republic, are equal to the others despite appearances. There’s also some good debate in the comments countering the refutation etc.
My first thoughts were ‘well of course they balance out in theory, I did the theory too’ but then it struck me that Adrian doesn’t know that, nobody knows that because I don’t talk about the crunchy bits very often, by which I mean numbers.
I’m no mathematician but back in the day Jervis Johnson taught me the value in rendering things into cold, hard statistics. It won’t tell the whole story of how a unit will work in a game, but it gives a solid and common starting point for comparing one thing against another even when they aren’t really the same.
So in this example for Dropfleet Commander I actually kept little damage output tables for the different ship designs we had in mind to ensure that I had a clear idea of how fighty they were. Here’s a fairly late one for the UCM Rio class cruiser:
1 Sys Max Avg Crit Close
2.56 8.0 4.56 24% +2.25
Note I haven’t checked this one against the current stats so it might be out of date.
‘1 Sys’ is firing one weapon system only, assuming the best one. ‘Max’ is best possible on Weapons Free orders, ‘Avg’ is what you’ll get with average rolls on Weapons Free, ‘Close’ is the average bonus damage for close action weapons when within scan range.
This was a useful guide when it came to looking at points values as well as general balancing. Dropfleet Commander went through a lot of tuning during its development. Early on cruisers used to have less hits (8) and their guns were on average one point less potent (say hitting on 4+ in the old and 3+ in the newer versions). Energy spikes were also +2-3” each but you accumulated an unlimited number of them until you shed them by silent running (i.e. never as we discovered in testing).
We ended up changing things because it felt like shooting could often be ineffectual and bringing in better hit rolls also made for more critical hits (very important because they bypass armour) so more action happening. To compensate the ships gained some extra hull points, although not enough to turn things back into a slugfest. Through the course of such relatively (on paper) minor tweaking the damage output changes were useful to track.
Naturally the raw damage output doesn’t tell the whole story of ship’s usefulness. It misses a lot of the nuances in the balance between speed, armour, hull, sensor range and fire arcs, let alone special capabilities like launching strike craft or bombardment capability in a ground-objective oriented game. It’s just a starting point and the rest of the game balance (in terms of unit stats) can be built out from there.
It’s perhaps worth noting that at the outset I statted up ships purely for what ‘felt right’ rather than in accordance with a pre-planned scheme, the numbers were a little off as testing showed (too conservative) but easily adjusted later. Morale of the story; don’t be afraid to mess with your initial stats, but do try and keep track of what you’re doing.
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![[Post New]](/s/i/i.gif) 2016/12/13 01:37:40
Subject: Dropfleet Commander - initial thoughts
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Lethal Lhamean
Birmingham
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Compel wrote:Special Rule - Advanced ECM Suite: Once per turn, when a friendly ship within 4" is being targeted by an opponents weapon, you may add 1 to one weapons systems Lock value for the remained of the turn. In order to be affected, ships must be on the same orbital layer as the Calypso. In addition the calypso can choose to target itself. This is cumulative with other advanced ECM suites.
So to do it twice, you're needing two Calypso's, so spending near enough the points for a Theseus class...
I'm not sure what ship you're referring to when you say 'worst of the 4' - The Scipio? Or the PHR in general. I mean, yeah, my gut instinct is that the PHR are kind of the weakest, Andy Chambers still seems pretty confident with them though.
Now here's an important question, how does ECM work with Linked systems?
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![[Post New]](/s/i/i.gif) 2016/12/13 08:20:28
Subject: Dropfleet Commander - initial thoughts
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Fixture of Dakka
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Linked only counts as the same weapon system for 'activation purposes' - so ECM would only affect one of them.
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![[Post New]](/s/i/i.gif) 2016/12/13 08:25:42
Subject: Dropfleet Commander - initial thoughts
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Regular Dakkanaut
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str00dles1 wrote: Compel wrote:A few comments scattered about.
One think to keep in mind Nekooni, is that Lima Frigates are 'Rare' choices, which means in smaller points games, effectively you can only have a single group of them containing 1-2 frigates. I also believe that in smaller games (I don't have the book to hand right now, cause making dinner), you're only allowed a single Vanguard Battlegroup, but it can have up to 2 Heavy tonnage ships in it (EG my Avalon and my Moscow). The other thing is, at skirmish scale, you're only allowed 4 battlegroups total. In saying that, I haven't pointed up your list there to see whether it was skirmish (999) or Clash (1500-ish)
As for the Calypso, the thing with it is, it only nerfs the accuracy of one Weapon System once per turn, with a weapon system effectively a single 'line' on the weapons stats sheet. So a ship hits you with multiple particle lances, ONE of them gets a -1 to accuracy... Which for something like an Obsidian, means that it's hitting you just about as much as your typical PHR medium battery. Sure, a -1 accuracy is helpful, especially with burnthroughs. But dedicating an entire frigate to it, and it only helping once a turn? I'm not convinced. In saying that, I did include it in my list there anyways.
I've not tried out the Andromeda's yet, - I've only played the starter game with my PHR but I think the fighters would help at the very least discourage any Manticore / Wyvern style driveby's for them to convince to target another ship. But yeah, Pandora's do seem really neat and I wouldn't blame anyone for wanting to include them instead.
I've got a good feeling about the Scipio, but yeah, the Bellerophon is really, really good. You could quite happily swap the Hector and Scipio in my list for a Bellerophon and Leonidas, maybe.
It's worth clarifying that the Leonidas has more HP than the Theseus. - In my starter game, my poor Theseus got one-shotted by a Moscow class.
I can only speak to PHR and im no expert only getting in 3 games in but ive tried a few things, and at least read as much material/reviews as I could
Over all, they are the "worst" of the 4.
The big issue, which is highly discussed on hawk forums is the broadsides are just crap. 1 or 2 turns of great shooting chance doesn't make up for the other 4 turns of not doing much. Most weapons not being good for Forward arc really cripples the faction. What the white sphere was thinking I cant imagine. Maybe the magic 8 ball is broken.
I am pretty sure Calypso is all of the ships weapons though. I don't have the book on me at the moment but thought RAW it was everything shot at it from a single ship. At least it also stacks, so doing it twice gives it 2 harder, etc.
Andromeda is really good if you take it in its own group of 4. It can swarm the enemy very quickly. I like them a lot. Still rather take Bellerophons but if you have space they fill it great. But only in big groups. 1 or 2 isn't going to do much
Pandora is also great. Big weapon on a little ship. These are also good to take in groups of 2-3. I haven't tried 4 of them but I want to. Flash is good to really light up the enemy.
It does feel mandatory to take 2 Bellerophons in any list. One of the best ships PHR can take.
I tried Leonidas, hes ok. Nothing amazing but his speed is good so it helps get him into position.
Hercules is really good, but I expect it as hes a battleship.
Still need to try more lists out before I fully give up on them til they are fixed, but as a whole they are disappointing.
Have to disagree, I think PHR are one of the better factions, maybe a little more difficult to use effectively but definitely deadly when done right.
First you need to remember that as you've not got any forward facing weapons worth mentioning you might as well just stay on silent running for the first two turns, this massively limits the oppositions chances of doing any damage to you before you are in position anyway as they cannot shot what they cannot see. Second, split the force between upper and lower orbit - you can always swing it back around on turn three when you're ready to smash the opposition apart, this'll force your opponent to split his fire or to shoot between layers increasing your chances of surviving if he does manage to get any shots off.
This should get you into the middle by turn three with a near complete fleet, then you just open up with the broadsides and watch as your opposition tries to handle your damage output.
Only one I struggled with with this plan is the Shaltari due to their huge scan, in that case I've found all ahead full in the first turn to be a god send. It means they only get one turn of shooting before you are in the middle of them all, and the fact most of their guns are F(N) means once you get past them your broadsides are a huge benefit as you just 'dance' around in a circle whilst they try bring their guns into arc.
In short, yes the PHR are different to most factions in that you need to think how you are going to get in position, but I'd not say they are weak.
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This message was edited 1 time. Last update was at 2016/12/13 08:26:08
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![[Post New]](/s/i/i.gif) 2016/12/18 08:13:48
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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Got to play with the Starter Fleets now (UCM v PHR) and yes, the Broadsides are much harder to use than say the UCMs turret batteries. The starter sadly uses a Hector instead of a Bellerophone, and it wasn't THAT effective. Got two lucky high-crit capped burnthroughs off, but couldn't utilize the broadsides on it at all. The Belle would've done a much better job I'm sure. The Europas impressed me, managed to get them wedged in between the enemies Seattle and Berlin, their broadsides do a ton of damage once both sides are firing - and they're pretty tough. Having to deal 3 damage on 3+ armor makes quite a difference when comparing them to the other gun frigates.
Over all I'd say - even having lost - that the PHR should be doing fine. Moving is even more important to them, and I don't think all the classes are equally valid - you gotta play to the factions strengths.
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![[Post New]](/s/i/i.gif) 2016/12/19 00:56:48
Subject: Re:Dropfleet Commander - initial thoughts
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Longtime Dakkanaut
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Played more PHR games.
Still consider them the weakest. They have a great air game, and a great ground game, but their damage power and staying power just isn't there. Which seems odd as they have the most HP and all 3+ armor. But all factions are cheaper then them, so your mostly always outnumbered.
This game is all about critical. How many can you do. PHR mostly standard is 4/6 where other races are mostly 3/5
They do have some good ships, but the lack of doing any damage or any effective damage for a solid 3-4 turns is just bad.
I did try the silent running first two turns, which did help, but to get into position where you can weapons free doesn't happen very often if you are play any bit competent opponent. They realize that's all your trying to do, so they can avoid it most often, while shooting their fronts at you. By the time you do get your double sides off, you get maybe a turn with only a few ships of doing it, before the opponent flies past you and your out of position again.
This also seems to be the general consensus. On FB, in Hawk forums, while people like them and their are about the most popular selling faction (least according to MM and Warstore) they are weakest out of the three.
I have all hopes though that Hawk will be fixing them as they care about game balance.
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![[Post New]](/s/i/i.gif) 2016/12/19 07:47:37
Subject: Re:Dropfleet Commander - initial thoughts
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Regular Dakkanaut
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str00dles1 wrote:
I did try the silent running first two turns, which did help, but to get into position where you can weapons free doesn't happen very often if you are play any bit competent opponent. They realize that's all your trying to do, so they can avoid it most often, while shooting their fronts at you. By the time you do get your double sides off, you get maybe a turn with only a few ships of doing it, before the opponent flies past you and your out of position again.
With the exception of Shaltari you have the range on all other factions, if you're on silent running then you should be able to get your broadsides in range of the other ships BEFORE they get their front arc in range of you (and to get you out of silent running they have to active scan which gives them a major spike). Remember that the PHR don't do very well going head on, the side arcs mean you do much better spaced out, forcing the enemy to move their ships into arc.
Maybe it's different play styles, but I find PHR to be the strongest faction personally.
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![[Post New]](/s/i/i.gif) 2016/12/19 09:30:45
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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Would going frigate heavy help? I've come up with a list for that, any thoughts?
997/999 Skirmish
2x Pathfinder: 4 Europas each at SR4
1x Line: 1 Orpheus & 2 Medeas at SR7
1x Vanguard: 1 Bellerophon, 4 Pandoras & 1 Theseus at SR19
Not sure where else to stick the Theseus, that way I'd just let it roam free. Still thinking about dropping one Pandora to upgrade the Theseus to a proper cruiser, too.
Any thoughts on dropping the Theseus and two Pandoras for another Belle?
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![[Post New]](/s/i/i.gif) 2016/12/19 11:19:10
Subject: Dropfleet Commander - initial thoughts
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Huge Hierodule
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The only bad thing about frigate heavy is the cascading exploding damage that can occur. Fig 1 blows up and causes 2 damage to next fig w/in 3, crippling it. Then is takes a crit and explodes causing damage to the next one. I know it wont happen every time, but in my 3 games I've seen it happen multiple times.
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2016/12/19 11:21:51
Subject: Dropfleet Commander - initial thoughts
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Mighty Vampire Count
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FeindusMaximus wrote:The only bad thing about frigate heavy is the cascading exploding damage that can occur. Fig 1 blows up and causes 2 damage to next fig w/in 3, crippling it. Then is takes a crit and explodes causing damage to the next one. I know it wont happen every time, but in my 3 games I've seen it happen multiple times.
That is annoying - especially since 3HP ships don't get crippled for no apparent reason when 4HP do.
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I AM A MARINE PLAYER
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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2016/12/19 11:36:56
Subject: Dropfleet Commander - initial thoughts
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Witch Hunter in the Shadows
Aachen
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FeindusMaximus wrote:The only bad thing about frigate heavy is the cascading exploding damage that can occur. Fig 1 blows up and causes 2 damage to next fig w/in 3, crippling it. Then is takes a crit and explodes causing damage to the next one. I know it wont happen every time, but in my 3 games I've seen it happen multiple times.
Did it happen with PHR frigs though? It shouldn't happen all that often for them - PHR frigs got 5 HP so you'll need 3 damage to cascade. And they have 3+ armor which will prevent 2/3 of the damage unless it's critical (no save allowed).
Oh - and spacing your frigates is really important. Frigates blow up D3 inches, so if you keep them as far apart as possible that'll also reduce the risk of cascading damage a lot.
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This message was edited 1 time. Last update was at 2016/12/19 11:39:57
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![[Post New]](/s/i/i.gif) 2016/12/19 19:17:30
Subject: Re:Dropfleet Commander - initial thoughts
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Fixture of Dakka
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Stranger83 wrote:
With the exception of Shaltari you have the range on all other factions, if you're on silent running then you should be able to get your broadsides in range of the other ships BEFORE they get their front arc in range of you (and to get you out of silent running they have to active scan which gives them a major spike). Remember that the PHR don't do very well going head on, the side arcs mean you do much better spaced out, forcing the enemy to move their ships into arc.
Maybe it's different play styles, but I find PHR to be the strongest faction personally.
I'm not disagreeing with you, but that could really do with a picture / diagram, I'm kinda confuddled.
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