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frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.
I think it's a very good strategic concept (activate a higher % of your army before it can suffer casualties) but some of the cons he points out are very compelling.

A) you are much more vulnerable to positioning errors in general

B) your infantry are much more vulnerable to building destruction

C) it seems to me like shooting is very reactive, eg. armies can't see each other due to terrain density until one of us makes an opening gambit and risks line-of-sight. That inherently disadvantages the low activation army because they have less "throwaway" moves before their activations have to start directly pursuing objectives.

The Orbital Bombardment guy makes a good point: there's less incentive to go with Death-Star style play because all shooting is model-to-model anyway. If you can't get your big units into good firing positions (because their Mv is terrible), you risk wasting their shooting for that turn.

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frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

muggins posted:

We've done a couple battle reports for DZC - still learning how to make them interesting. Check it out if you're interested.

https://www.youtube.com/watch?v=XhO6GT1VDf4

I noticed that you guys have a ton of little cars for scenery, where'd you get them?

muggins
Mar 3, 2008

I regard the death and mangling of a couple thousand toy soldiers as a small affair, a kind of morning dash
They are n scale railroad cars - can be had on eBay super cheap from China.

BULBASAUR
Apr 6, 2009




Soiled Meat
I haven't played that much myself, but I see merits to having less activations. It makes it much easier to alpha strike, but you can only alpha strike things you can hit. With that in mind this favors long range demolition type lists. Having a bunch of Enyos and Hyperion's walking onto the board, as an example, can put serious focused hurt onto buildings and units. So much so that it can dictate what your opponent does despite a lack of flexibility or react-ability. I have the models so I might try it out sometime in the future.

Gotta finish my army first though.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
PHR are also the faction that suffers most from poor deployment. They have to commit to a plan more than others anyway so reduced activation flexibility affects them less. In theory.

ijyt
Apr 10, 2012

Little blurry, but that looks like a really clean cast with little to no clean up, impressive.

BULBASAUR
Apr 6, 2009




Soiled Meat
I think those are the metal limited edition ones HAWK has at expos. Could be wrong though.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Yup the metal show model is the only thing out there right now. I'm looking forwards to see what they have at Invasion in September...

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.
Last night I played a second game of PHR vs Resistance, a 999 point Skirmish. Now armed with the ability to actually read the rules for shooting/damage. We're still waiting on the resistance command deck so we didn't use any cards.

Resistance:
Alexander CV3 w/hawk
2 Hannibals w/hawk
6 stands Infantry w/Jacksons w/hawk
3 Flame wagons w/Kraken
3 AA wagons w/Kraken
6 Gun Technicals w/Kraken

PHR
Zeus CV2, Odin w/Neptune
2 Phobos w/Neptune
2 Ares w/Neptune
2 Helios w/Neptune
4 stands Immortals w/Junos w/Neptune
2 stands Immortals w/Triton

A few questions/observations: The Immortals made the resistance fighters look like complete chumps in CQB, and that's even with some spidermine assistance from the Jacksons. This was our first time rolling it out after reading it over a few times and I just want to make sure we did it right.

Once you've totaled up your dice, you distribute them across the enemy stands. Then you roll it out, but you still remove whole stands as casualties even when you has just distributed the attacks between the stands? So his 6 stands of infantry are in the same battlegroup and are chosen as part of the same Squad, or are they treated as separate units (each 2 stands is it's own unit) and thus wounds don't spill over. Is the dividing the stuff between stands just to avoid rolling 25 dice at a clip or something?

The way we played it, the Immortals ended up pulping the Resistance fighters 300 style, then camping out in the building with minimal casualties from vengeful Flame Wagons. They turned around and fired their Small Arms as an AA weapon at Lifthawks nearby. Can they also then fire their Sniper Rifle at a different target? They just chose an alternate mode for the assault rifle shots only?

Can Infantry in a building leave and embark directly into a ground transport, the ground transport then immediately embarks into an aerial transport which moves half of its Mv value, then the ground transport disembarks from the aerial transports, and then the infantry disembark again into a new building? Basically just making sure we're doing these Russian nesting doll movements correct.

Do buildings receive "cover" if the angle to shoot at them is extremely severe or blocked by other buildings? Basically we had a couple shots at buildings where only a small corner was visible to the unit, but we just treated it as a normal shot since buildings can't, you know, dodge or anything. Did we do that right?

I appreciate you guys putting up with my "babby's first game" question spam! I picked up a Longreach team and can't wait to try them out.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Ok I'm sat in front of an actual keyboard rather than my phone so here goes.

frest posted:

A few questions/observations: The Immortals made the resistance fighters look like complete chumps in CQB, and that's even with some spidermine assistance from the Jacksons. This was our first time rolling it out after reading it over a few times and I just want to make sure we did it right.

Once you've totaled up your dice, you distribute them across the enemy stands. Then you roll it out, but you still remove whole stands as casualties even when you has just distributed the attacks between the stands? So his 6 stands of infantry are in the same battlegroup and are chosen as part of the same Squad, or are they treated as separate units (each 2 stands is it's own unit) and thus wounds don't spill over. Is the dividing the stuff between stands just to avoid rolling 25 dice at a clip or something?

So assuming all infantry are undamaged it looks like this. Immortals have 5 DP per base with a CQB of 1.5 and come in squads of two bases, so they get a total of 10 DP*1.5 for 15 dice. If you have a second squad in the CQB (say they are in Juno's sharing a Neptune and from the same battlegroup) then that squad also get 15 dice which you then combine for a total of 30.

Your 6 bases of resistance fighters travelling in 3 Jacksons with a Lifthawk will have had to be three squads of two bases. They all belong to the same battlegroup but take damage and add their dice as squads. With the Spidermines you are looking at 5DP and CQB 1 per base plus D3 dice, so 10DP*1+D3 for 11 to 13 dice per squad. So 33 to 39 dice in total.

Note that the Immortals CQB of 1.5 makes two bases worth three of the Resistance fighters. The spidermines are at first glance providing a clear edge and you would expect the Immortals to get spanked at this point.

What you do next is take your combined dice pool and divide it up equally between each of your opponents bases (not battlegroups or squads, but the individual models). If you can't split it exactly then you decide which of your opponents bases receive the extra dice and they do the same in return. This means that you get a chance to put more damage onto the units you most want dead. The reason for splitting the dice up is so that each squad has a risk of taking damage based on its size. The more bases (people) in the squad, the more fire it draws.

Once dice are allocated, pool the dice hitting bases belonging to the same squad and roll them together. There is a special table on the quick reference sheets and in the rulebook on page 34. The armour value of your opponents squad determines your target. Immortals have armour 3 so you need a 5+, while Resistance fighters only have armour 2 so the target is 4+. That obviously makes quite a difference to the outcome and compensates for the difference in quantity of dice being rolled. You may find yourself rolling a couple dozen dice per squad at this point if elite infantry is involved or if you heavily outnumber your opponent.

While it won't affect your game yet, some infantry can have passive saves and/or dodge rolls that they make against successful hits. If they have both a passive save and dodge, they get to make both rolls and will probably refuse to die!

Any hits that get through are applied to the most damaged base in the squad first until it is wiped out, then the remainder go on the next base and so on. Squads that are reduced to half their starting DP have to take a morale check which is rolled against their fortitude value. This does mean that it is possible to inflict more damage in a round but still be driven out of the building.

Roll for each squad in turn, you will probably find it easier to make morale checks as you go rather than remembering which squads took hits in this round.

frest posted:

The way we played it, the Immortals ended up pulping the Resistance fighters 300 style, then camping out in the building with minimal casualties from vengeful Flame Wagons. They turned around and fired their Small Arms as an AA weapon at Lifthawks nearby. Can they also then fire their Sniper Rifle at a different target? They just chose an alternate mode for the assault rifle shots only?

If a unit has two separate weapon entries then each weapon can be fired at a separate target. If they are alternate fire weapons (ALT-X) then you have to pick just one of them to use each turn. The Athena suffers from this, it has lots of weaponry but can only use one at a time as they are all ALT-1. Immortals however don't have this limitation so yes, you can use both their assault rigles (with the AA small arms option) and their longrifles in the same turn.

frest posted:

Can Infantry in a building leave and embark directly into a ground transport, the ground transport then immediately embarks into an aerial transport which moves half of its Mv value, then the ground transport disembarks from the aerial transports, and then the infantry disembark again into a new building? Basically just making sure we're doing these Russian nesting doll movements correct.

Yeah that's fine.

frest posted:

Do buildings receive "cover" if the angle to shoot at them is extremely severe or blocked by other buildings? Basically we had a couple shots at buildings where only a small corner was visible to the unit, but we just treated it as a normal shot since buildings can't, you know, dodge or anything. Did we do that right?

I appreciate you guys putting up with my "babby's first game" question spam! I picked up a Longreach team and can't wait to try them out.

I'm not too sure how you would call this one to be honest. Other than always hitting buildings on a 2+ I don't know of a ruling on how much of the building must be visible. I haven't needed to be that picky about it yet. Hmm.

My Longreach team (and some Janus) just turned up too! Looking forward to trying them out. :)

LazyAngel
Mar 17, 2009

Finished assembling the PHR starter, and have ended up ordering metal Immortals, because by god the plastic sculpts are aggressively bad.

Might embed the plastic ones in a bit of road scenary - already flat enough that they look run over.

ZachAttack
Mar 17, 2009

Malevolent Hatform
Nap Ghost

Ugleb posted:

What you do next is take your combined dice pool and divide it up equally between each of your opponents bases (not battlegroups or squads, but the individual models). If you can't split it exactly then you decide which of your opponents bases receive the extra dice and they do the same in return. This means that you get a chance to put more damage onto the units you most want dead. The reason for splitting the dice up is so that each squad has a risk of taking damage based on its size. The more bases (people) in the squad, the more fire it draws.

Hey Ugleb, great rules clarifications, however I think this is slightly incorrect. I dont have the rule book in front of me, but you can reference this video from Hawk Dave about CQB: https://www.youtube.com/watch?v=Q4RkoUE6ojw At 2:50 he talks about how dice pools are split evenly via squads not bases. If an even split is not possible the controlling player chooses what squad to allocate the odd die. All of Dave's rule clarification videos are great and worth a watch.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
The rulebook says to split dice by base then group them by squad and roll as I read it when writing that. I may be wrong though as CQB has a habit of confusing people including me.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Double post.

LordAba
Oct 22, 2012

by FactsAreUseless
Just bought the 1.1 rules... is there anything I should know about the FAQs/errata before reading through the rules? I know the unit profiles had some updates (I play UCM) but are the main rules pretty much good in it?

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

LordAba posted:

Just bought the 1.1 rules... is there anything I should know about the FAQs/errata before reading through the rules? I know the unit profiles had some updates (I play UCM) but are the main rules pretty much good in it?

No core rules have been changed in the errata, they've just changed points values and added a few unit specific rules (most of those are in the Reconquest: Phase 1 book.)

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Ugleb posted:

a bunch of thoughtful answers
Thanks for this, especially just the CQB walkthrough.

I had put 6 stands of Immortals (Triton + 2x Juno) in a large, centrally located building and the Resistance fighters attempted to storm it. It did not end well for them. We both were a little unsure what to expect from that sort of a combat but it sure was bloody.

This week I'm going to test out the Mercury Drones + indirect-firing Tritons, some Sirens and a Longreach squad. I think I might be overdoing it with the specialist infantry. However we've got the models now to step up to 1500 so we're going to do that, plus add the Command cards.

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

LazyAngel posted:

Finished assembling the PHR starter, and have ended up ordering metal Immortals, because by god the plastic sculpts are aggressively bad.

Might embed the plastic ones in a bit of road scenary - already flat enough that they look run over.

I used the plastic ones for color tests and so forth. Honestly I don't regret buying the metal Immortals at all, the plastic infantry is ridiculously terrible.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Cool new thing detected from 4Ground, a 10mm power station. No idea what it costs but I do like it.

http://www.beastsofwar.com/4ground/10mm-urban-power-plant-power-lines-coming-4ground/#comment-216442

It got me thinking about Invasion and what Hawk Dave was saying last time about trying to up their game with terrain a bit for tournaments. Wonder if we might see a bit more variety in the tables this time around?

LordAba
Oct 22, 2012

by FactsAreUseless

Grey Hunter posted:

No core rules have been changed in the errata, they've just changed points values and added a few unit specific rules (most of those are in the Reconquest: Phase 1 book.)

Thanks! This shiny ball is for you.

LazyAngel
Mar 17, 2009

frest posted:

I used the plastic ones for color tests and so forth. Honestly I don't regret buying the metal Immortals at all, the plastic infantry is ridiculously terrible.

I've got a spare (badly assembled) Zeus for that. Of course, this was the (possibly inevitable) result of me going off to order the metal troops;



I figured that the Siren/Triton combos were a must-buy. Just need some Helios/Angelos and maybe a pair of Odins... and maybe another Neptune and I'll have enough to play.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Ugleb posted:

Cool new thing detected from 4Ground, a 10mm power station. No idea what it costs but I do like it.

http://www.beastsofwar.com/4ground/10mm-urban-power-plant-power-lines-coming-4ground/#comment-216442

It got me thinking about Invasion and what Hawk Dave was saying last time about trying to up their game with terrain a bit for tournaments. Wonder if we might see a bit more variety in the tables this time around?

Yeah, I want that, if only for the fences.

I've been spending a bit of time pimping out my DZ table - trees, wreaked cars, overgrown raised beds. I've been using the ruins set for a year or so now, but its time to start pushing the envelope. I'll take some shots of Ugleb and I's next game.

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.
We played Recon last night and rolled like 5 separate 1s for Intel examination. I can't imagine doing this in a tournament environment, because for me it would be my entire side of the board 1s, and my opponent would be scuttling off with back-to-back 6s and objectives.

Other notes: Occupation Veterans in Battle Buses are rude

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING

frest posted:

We played Recon last night and rolled like 5 separate 1s for Intel examination. I can't imagine doing this in a tournament environment, because for me it would be my entire side of the board 1s, and my opponent would be scuttling off with back-to-back 6s and objectives.

Other notes: Occupation Veterans in Battle Buses are rude

Funnily enough, Recon gets a lot of stick from tournament regulars. The feeling seems to be that it can be too swingy and that a couple of bad rolls can kick you in the balls. There are some variants of it out there where people are trying to even it out a bit. I haven't played it enough to have much of an opinion tbh.

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Ugleb posted:

Funnily enough, Recon gets a lot of stick from tournament regulars. The feeling seems to be that it can be too swingy and that a couple of bad rolls can kick you in the balls. There are some variants of it out there where people are trying to even it out a bit. I haven't played it enough to have much of an opinion tbh.
We actually ended up calling it without playing out the results of the final turns because there was no possible way for one side to even remotely catch up. IF we did it right (there will be a youtube eventually), then the process was one roll per player per piece of Intel. There were cases of one faction revealing +1 VP, and the other faction getting a booby trap from the same building, which while it makes narrative sense was kind of frustrating.

Without a delaying motivation (like potentially needing to spend a number of turns searching for an Objective) CQB seemed kinda awkward to initiate, unless we were doing it wrong. If I'm understanding it, you need to basically bait the enemy infantry activation, then respond afterwards with your CQB specialist unit activation in the same turn and move into the building. Otherwise the other person will almost always have a chance to bail on the building after they reveal their Intel.

Still, the Long Reach team performed pretty well, and specifically acted as a large area denial psychological factor. Do their cloak's Evasion +! countermeasures work against Flame weapons? We decided that they did because the description of Evasion countermeasures is pretty short and to the point. If so, that would make them fairly resilient against Flame stuff at least as far as Infantry goes. I was less impressed by the Sirens, but the problem with them seems more a case of me being bad at planning ahead for their activation.

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
I feel the need to tell people that I don't stalk this thread 24/7, I just happen to have a relatively short set of bookmarks and specific interests on these forums. I do other things as well as post in here obsessively.

frest posted:

We actually ended up calling it without playing out the results of the final turns because there was no possible way for one side to even remotely catch up. IF we did it right (there will be a youtube eventually), then the process was one roll per player per piece of Intel. There were cases of one faction revealing +1 VP, and the other faction getting a booby trap from the same building, which while it makes narrative sense was kind of frustrating.

I think you are doing this right, so long as you are removing the intel on a roll of 1 (booby trap) or a 6 (in which it is replaced with an objective marker). A 2-5 means that player 2 gets a chance to roll as well. Unless you blow up the building ofc. ;)

frest posted:

Without a delaying motivation (like potentially needing to spend a number of turns searching for an Objective) CQB seemed kinda awkward to initiate, unless we were doing it wrong. If I'm understanding it, you need to basically bait the enemy infantry activation, then respond afterwards with your CQB specialist unit activation in the same turn and move into the building. Otherwise the other person will almost always have a chance to bail on the building after they reveal their Intel.

Pretty much. If your troops move into an occupied building before your opponent has activated their own troops, then your opponent may move them out of the building before the CQB begins. Searching for objectives or intel will keep infantry in a building for at least a full turn so you should probably be trying to position your CQB specialists to get the drop on where your opponent is likely to go next rather than where they already are, which can be easier said than done. Otherwise just try to get to the shiny objects first I guess.

frest posted:

Still, the Long Reach team performed pretty well, and specifically acted as a large area denial psychological factor. Do their cloak's Evasion +! countermeasures work against Flame weapons? We decided that they did because the description of Evasion countermeasures is pretty short and to the point. If so, that would make them fairly resilient against Flame stuff at least as far as Infantry goes. I was less impressed by the Sirens, but the problem with them seems more a case of me being bad at planning ahead for their activation.

In the most recent errata flame weapons were updated to ignore evasion countermeasures in the attempt to make flame units more relevant. So you used to be right! That is here:

https://cdn.shopify.com/s/files/1/0159/4298/files/Rules_Update_to_1.1_Rulebook_2015.pdf?6811960816117305337

frest
Sep 17, 2004

Well hell. I guess old Tumnus is just a loverman by trade.

Ugleb posted:

I feel the need to tell people that I don't stalk this thread 24/7, I just happen to have a relatively short set of bookmarks and specific interests on these forums. I do other things as well as post in here obsessively.
I basically spend all week obsessing about my next game, reading forums and reddit and what have you during my downtime at work. For what it's worth I find SA to be one of the better locations to go for long-form responses (for almost any game, let alone something as relatively niche as this). I know the DZC thread is relatively low traffic relative to the other threads in TG but I kind of really like this game and its art style. I appreciate you fielding my questions.

A lot of the other communities with trad games stuff move even slower than SA. The DZC subreddit for example is really dead. Having poked my head around following the debacle that is Age of Sigmar, it's crazy how saturated the marketplace is with affordable and decent rulesets. I just like the unit design here more.

frest fucked around with this message at 01:54 on Jul 24, 2015

Arcturas
Mar 30, 2011

Hey thread, I'd appreciate some advice on how to expand the UCM starter. I've got that - 3x Sabres, 3x Rapiers, 2x Bears, 6x infantry, 3x dropships - and I have a few Epic 40k Marauder bombers that I think would proxy nicely for some UCM fast movers.

So where do I go from here? I was thinking: Kodiak, then some Wolverines + Ravens, then some filler tanks & AA (Sabres & Rapiers, plus more Condors for em). I'd love to have some of the shinier toys (falcons, the Ferrum drone thingies, howitzers, maybe some exotics) but I feel like I should fill out a basic core before I grab shinies.

So I'd appreciate a few pieces of advice. First, am I missing anything in terms of the basic stuff that UCM armies want all the time? Second, how should I prioritize expanding? Does Kodiak -> Wolverines -> basic tanks sound about right? I'm trying to avoid the temptation of getting ALL THE THINGS ALL THE TIME. Third, which fast movers have you had more success with? Should I prosy the Marauders as Archangels or as Seraphim?

Arcturas fucked around with this message at 03:13 on Jul 24, 2015

Safety Factor
Oct 31, 2009




Grimey Drawer
New newsletter out: http://hawkwargames.cmail2.com/t/ViewEmail/j/1543B3AE7C353A75/F3AC56C86DECE729F990754F028F0E8F

Hawk is putting out a :siren:limited edition rulebook:siren: for some reason. New artwork, background, and it'll be up to date with a new errata that's coming out. So if that's your thing, I guess go for it?

Other than that, some renders of next wave of units. I'm bored at work, so here's all the links:
UCM - Legionnaire Flak Teams http://www.hawkwargames.com/products/legionnaire-flak-teams
Scourge - Vampires http://www.hawkwargames.com/products/vampires
PHR - Valkyries http://www.hawkwargames.com/products/valkyries
Shaltari - Samurai http://www.hawkwargames.com/products/samurai
Resistance - Attack ATVs http://www.hawkwargames.com/products/attack-atvs

Recoome
Nov 9, 2013

Matter of fact, I'm salty now.
I for one look forward to my Feral Resistance liberating the poo poo out of everyone with ~war crimes~

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Arcturas posted:

Hey thread, I'd appreciate some advice on how to expand the UCM starter. I've got that - 3x Sabres, 3x Rapiers, 2x Bears, 6x infantry, 3x dropships - and I have a few Epic 40k Marauder bombers that I think would proxy nicely for some UCM fast movers.

So where do I go from here? I was thinking: Kodiak, then some Wolverines + Ravens, then some filler tanks & AA (Sabres & Rapiers, plus more Condors for em). I'd love to have some of the shinier toys (falcons, the Ferrum drone thingies, howitzers, maybe some exotics) but I feel like I should fill out a basic core before I grab shinies.

So I'd appreciate a few pieces of advice. First, am I missing anything in terms of the basic stuff that UCM armies want all the time? Second, how should I prioritize expanding? Does Kodiak -> Wolverines -> basic tanks sound about right? I'm trying to avoid the temptation of getting ALL THE THINGS ALL THE TIME. Third, which fast movers have you had more success with? Should I prosy the Marauders as Archangels or as Seraphim?

Kodiak is a good starting choice, and you can never go wrong with wolverines and scouts. - As a UCM player I'd also suggest a Ferrium - while not an auto-include it gets you scouts, AA and AT aircraft which fill all roles in the army - for a starting army, the doomfridge is a great way of filling gaps.
I'd also think about getting a gunship, a couple of Falcons or an Eagle - the UCM now have some of the best air units, and you can make your opponent pay for not having enough AA!

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
I frequently pay for not taking enough AA. Even when I think I took enough which probably means I'm putting it in the wrong places.

If you are taking the Kodiak then definitely combine it with at least one scout unit. You need them to act as spotters for the indirect fire and to project sphere of influence. Archangels are maybe the fast mover you will get more use out of but that will vary with play style.

Arcturas
Mar 30, 2011

Grey Hunter posted:

Kodiak is a good starting choice, and you can never go wrong with wolverines and scouts. - As a UCM player I'd also suggest a Ferrium - while not an auto-include it gets you scouts, AA and AT aircraft which fill all roles in the army - for a starting army, the doomfridge is a great way of filling gaps.
I'd also think about getting a gunship, a couple of Falcons or an Eagle - the UCM now have some of the best air units, and you can make your opponent pay for not having enough AA!

Thanks Grey, Ugleb. I'm glad I'm on the right track. It sounds like Kodiak, Wolverines, Ferrum are the next three things I should grab.

Between Falcons and the Eagle, how do you each of them? It feels like the Eagle would be a stand-off AT that's most useful if you can drop a building or two to open up lines of fire, while the Falcons can get farther up the board and be more flexible, particularly with their new dodge rules. Is that about right?

On the Wolverines, which configuration do you folks find works better? I liked the idea of the machineguns for more AA firepower, which would mean my AA is: 1 squad of 3 Rapiers, 1 squad of 4 Wolverines, and a Ferrum. It's a little light but I think at 1250 that's probably okay? The army'd be a touch over - 1255 pts - but I only play casually and can probably persuade my friend to spot me the 5 points. (Kodiak + Captain, Ferrum + Albatross, 3 Sabres, 3 Rapiers, 2 3-base Legionnaire squads, 2x Falcons, 4x Wolverines, 1x Seraphim)

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING

Safety Factor posted:

New newsletter out: http://hawkwargames.cmail2.com/t/ViewEmail/j/1543B3AE7C353A75/F3AC56C86DECE729F990754F028F0E8F

Hawk is putting out a :siren:limited edition rulebook:siren: for some reason. New artwork, background, and it'll be up to date with a new errata that's coming out. So if that's your thing, I guess go for it?

Other than that, some renders of next wave of units. I'm bored at work, so here's all the links:
UCM - Legionnaire Flak Teams http://www.hawkwargames.com/products/legionnaire-flak-teams
Scourge - Vampires http://www.hawkwargames.com/products/vampires
PHR - Valkyries http://www.hawkwargames.com/products/valkyries
Shaltari - Samurai http://www.hawkwargames.com/products/samurai
Resistance - Attack ATVs http://www.hawkwargames.com/products/attack-atvs

Righty, speculation time! :D

The Legionnaire Flak teams along with the Mortar teams are going to give the UCM a rather nice looking 'backboard' option. Combine them with a Ferrum and/or Kodiak and you have indirect fire from the Mortars and Kodiak with scouts from the Ferrum for target spotting and (presumably) cheap AA from the Flak team to cover it all. You already see players assigning AA tanks to cover their Kodiak or Ferrum so the Flak teams should helpfully free up a few points there. You could even put them in Bears and share a Condor to redeploy late game towards focal points or whatever so there is quite a lot to explore there.

The Scourge Vampires on the other hand may be a useful counter to the Ferrum and good for getting at stuff the enemy is trying to hide at the back. As the fluff suggests, they apparently won't take up a slot in your army list but added to dropships as an upgrade like you can do with Razorworms and Tormentors/Slayers. I can see these being attached to Harbingers and used to keep enemy AA like Starsprite drones off the dropship as it sails up the flank to drop something nasty in the rear. Four models per blister says to me that there might be a fair few of these parasitic manbats flying around soon. I think they're pretty cool.

I was really hoping that Hawk would be posting rules for the previous set of announcements by now as I really want to know what the Medusa is going to be doing for the PHR! I think the Triton-X is going to have the machine guns only then some sort of rule to support the Medusa, but I can't decide what she will be good at. So onto the Valkyries I guess! Honestly I've got mixed feelings about the sculpts for these. The jetpacks are really chunky and the hood/helmets remind me of 40K and the Sisters of Battle. Dunno if that is a good thing or not tbh! Ruleswise, I'm thinking they'll get the evasion rule and possibly transition but maybe just a high move value. Maybe high enough that they could be taken without a dropship? I heard that they will be classed neither as troops or exotics, which makes me think they may be a scout or failing that they must be process of elimination be support. I doubt they would be another Razorworm style option because I dunno what they would be attached to other than an Angelos squad, and I'm not sure I see the point of that.

Combat wise the submachine guns fluff kinda says CQB duty, but the failed-Sirens bit says they must be less good at it than Sirens themselves. Sirens are CQB 5 with 3 DP per base so roll 30 dice. Immortals are CQB 1.5 with 5 DP, so 15 dice. Valks are going to 5 second rate cyber ninjas per base so I guess we split the difference? CQB 2 would be 20 dice, making them clearly inferior to Sirens but a bit better than Immortals, or CQB 3 putting them at the same level as Praetorians I saw suggested somewhere. A high move value would make them more mobile than Immortals but with less ranged firepower, presumably they won't be getting any small arms AA options but I guess they might get something like the Siren's agility passive against falling masonry?

Shaltari Samurai are tipped to get a close combat weapon which the fluff would support. They will probably get the alpha stroke rule like Ronin do, which isn't proving to be too popular I'm gathering. If Hawk change any of these experimental rules that will probably be the first on the chopping block. Like all thing Shaltari I have little to say here.

And finally, a new Resistance unit, the first since the faction launched. Attack ATV's sound fun, and I like the renders. Freeriders are popular so I can see these turning up next to them. Will be interesting to see what else is on the way for Resistance.

I think we are going to see a 1.2 rulebook coming out by the end of the year after this special edition has sold out and the next expansion book is released. By then a big chunk of the stats in the 1.1 book will need to be tweaked along with a few rules and descriptions. They might update the artwork a bit while they are at it I guess. The next round of releases will probably be the remaining Famous Commanders which I'm hoping are going to be more new scultps rather than tweaked variants of existing stuff.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Arcturas posted:

Thanks Grey, Ugleb. I'm glad I'm on the right track. It sounds like Kodiak, Wolverines, Ferrum are the next three things I should grab.

Between Falcons and the Eagle, how do you each of them? It feels like the Eagle would be a stand-off AT that's most useful if you can drop a building or two to open up lines of fire, while the Falcons can get farther up the board and be more flexible, particularly with their new dodge rules. Is that about right?

On the Wolverines, which configuration do you folks find works better? I liked the idea of the machineguns for more AA firepower, which would mean my AA is: 1 squad of 3 Rapiers, 1 squad of 4 Wolverines, and a Ferrum. It's a little light but I think at 1250 that's probably okay? The army'd be a touch over - 1255 pts - but I only play casually and can probably persuade my friend to spot me the 5 points. (Kodiak + Captain, Ferrum + Albatross, 3 Sabres, 3 Rapiers, 2 3-base Legionnaire squads, 2x Falcons, 4x Wolverines, 1x Seraphim)

Don't waste points on the Albatross, I was talking with Dave (the designer) at invasion, and his reply when I said I felt bad about driving it on was "Always be driving on" - You want to drive on, so you can plonk it back field, with those lovely drones spewing out from turn one.
For the wolverines, go for AA, you can never have enough small and mobile AA.
Your right on the Eagle/Falcon mix. Eagles hold back and destroy things at long range, while the Falcons move forward and hunt through the ruins (That your Seraphim is creating).

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING
Can it spit drones out if it is driving on, or just if it starts on the table (direct deployed)? I forget, you certainly can't shoot if you drive on, but I guess this is a disembark? In which case can the drones shoot?

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Ugleb posted:

Can it spit drones out if it is driving on, or just if it starts on the table (direct deployed)? I forget, you certainly can't shoot if you drive on, but I guess this is a disembark? In which case can the drones shoot?

They can disembark, but not shoot. (Not that anything is in range on turn 1).

Ugleb
Nov 19, 2014

ASK ME ABOUT HOW SCOTLAND'S PROPOSED TRANS LEGISLATION IS DIVISIVE AS HELL BECAUSE IT IS SO SWEEPING THAT IT COULD BE POTENTIALLY ABUSED AT A TIME WHERE THE LACK OF SAFETY FOR WOMEN HAS BEEN SO GLARING

Grey Hunter posted:

They can disembark, but not shoot. (Not that anything is in range on turn 1).

Just Neptune's loaded with not-so-Immortals....

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Ugleb posted:

Just Neptune's loaded with not-so-Immortals....

That was the start of turn 2. And you need to learn to not do that.

Also, cross posting from the oath thread.



These are N scale cars, smashed up, rusted and now they look suitably post apocalyptic.



Eagle, Ready to hunt.



The Longbows, Katana's and mortars.

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ZachAttack
Mar 17, 2009

Malevolent Hatform
Nap Ghost

These look great, mind sharing your painting recipe? I got a bag of these cars I have just been littering around as is.

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