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Grey Hunter posted:The Missile variant? It's not much cop really except for hitting infantry - or saving those points to get an exotic group! Got a game of 'fleet tomorrow at 999, we're gonna pick just a basic mission, either 3 clusters or the 2 clusters/1 station one: -------------------------------------- 999 - 994pts UCM - 9 launch assets SR11 Vanguard battlegroup (242pts) 1 x Atlantis - 205pts - H + UCM Commodore (40pts, 3AV) 1 x Lima - 37pts - L SR12 Line battlegroup (328pts) 1 x Seattle - 132pts - M 1 x Seattle - 132pts - M 2 x New Orleans - 64pts - L SR10 Pathfinder battlegroup (209pts) 1 x Madrid - 79pts - M 3 x Santiago - 66pts - L 2 x New Orleans - 64pts - L SR5 Pathfinder battlegroup (195pts) 5 x Taipei - 195pts - L ------------- dflist.com -------------
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# ? Aug 21, 2017 19:57 |
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# ? May 27, 2024 02:40 |
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Can you put the Lima/some NO in a separate battlegroup so the Atlantis doesn't have to drag the Lima around?
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# ? Aug 21, 2017 20:31 |
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Incy posted:Can you put the Lima/some NO in a separate battlegroup so the Atlantis doesn't have to drag the Lima around? 999 points only has four battlegroups.
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# ? Aug 21, 2017 20:40 |
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Had my game (lost narrowly) and notes: 5 Taipei was overkill, may have been my dice but they were one shotting everything they got near. so i'm dropping one of those. Madrid is savage, but I was a bit too far back early on so although he brutally murders stuff, I REALLY wish I had a Troopship instead. (Side note, I really wish Bulk Landers could drop 1x Armour Token, so they're not as efficient as say, Strike Carriers, but at least they have the option?). I needed more ground assets! Atlantis owns. Seattles Own: Rejigging the list, I get to this: -------------------------------------- 999 - 999pts UCM - 6 launch assets SR11 Vanguard battlegroup (232pts) 1 x Lima - 37pts - L 1 x Avalon - 195pts - H + UCM Commodore (40pts, 3AV) SR12 Line battlegroup (328pts) 1 x Seattle - 132pts - M 1 x Seattle - 132pts - M 2 x New Orleans - 64pts - L SR9 Pathfinder battlegroup (199pts) 2 x Santiago - 44pts - L 1 x San Francisco - 111pts - M 2 x Santiago - 44pts - L SR6 Pathfinder battlegroup (220pts) 4 x Taipei - 156pts - L 2 x New Orleans - 64pts - L ------------- dflist.com ------------- I really felt the pinch without one more Corvette and the Troopship, so rejigging it around gives me this. Flipswitch fucked around with this message at 18:55 on Aug 22, 2017 |
# ? Aug 22, 2017 18:52 |
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I like that list a lot. I'm still on the fence about Santiagos, but dropping them doesn't really get you much, and I suppose UCM does need to contest the corvette game at least a little. I'm tempted to try something similar in my next list. Are you finding much success with the Lima? I'm always on the fence about mine.
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# ? Aug 22, 2017 19:01 |
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Arcturas posted:I like that list a lot. I'm still on the fence about Santiagos, but dropping them doesn't really get you much, and I suppose UCM does need to contest the corvette game at least a little. I'm tempted to try something similar in my next list. Limas, thinking about it didn''t feel like that much, but over the course of the game I was putting ships into range of my guns without having to over-extend, so it's super nice to have. I think double Lima is preferable to one though just for long range bombardment.
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# ? Aug 22, 2017 19:18 |
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Flipswitch posted:Had my game (lost narrowly) and notes: That looks pretty good. Right now I'm trying to work on a 1250 point UCM list. I was hoping to be able to use both the BC I have, but it's very tricky to fit them in.
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# ? Aug 22, 2017 19:30 |
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I haven't tried around with 1,250 lists just yet, 251pts to spend on 2 more battlegroups sounds really tricky. I mean Battleships are begging you to lose a combat group?
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# ? Aug 22, 2017 19:35 |
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I think you go with lower SR groups at 1250. Having an SR 4 New Orleans, Santiago, or Taipei group is handy for pulling turn order shenanigans.
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# ? Aug 22, 2017 20:36 |
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Spoken for! Sojenus fucked around with this message at 01:45 on Aug 23, 2017 |
# ? Aug 23, 2017 01:29 |
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Sojenus posted:Just found a blister of Shaltari corvettes I forgot I had and will never use. Free to a good home if you cover the cost of shipping (US). PM'd
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# ? Aug 23, 2017 01:32 |
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Yesterday my friend told me he didn't like the ships but found the game interesting, so given the size of the local scene I thought that was the end of it. Then he messaged me today saying he had bought 3 starter fleets and the rules. Guess I'm in.
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# ? Aug 23, 2017 04:12 |
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Can we all just take a second to appreciate the absolute crock of poo poo that is the Dropfleet rulebook? I'm flicking through it now to try to just memorize rules like I do for other systems and its just so badly laid out.
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# ? Aug 23, 2017 12:23 |
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My favourite part is the index, there are only around six letters, and half the entries are under one letter. Anyway, while I wait for my corvettes and battleship to arrive, does anyone have any suggestions on this list I'm going to play this evening? I'm worried that running only 9 void gates and no bombardment with no corvettes to hunt strike carriers is going to make my ground game very weak, but am struggling to solve this for Shaltari. Gates/emeralds are very expensive, and although I would consider running 12 gates in 1250 I don't think I would like to see more than two emeralds as board presence is already tough. Saying that the emerald is a fine combat ship that sits where most factions would expect to see a cruiser with regards to damage per cost, if in limited arcs. Shaltari bombardment is pretty bad in terms of points and opportunity cost, as it will never knock out a sector in one turn. With the tournament scoring rules revision, I can see this being a major problem for the hedgehogs. code:
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# ? Aug 23, 2017 12:55 |
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The rulebook is beautiful but useless. It wouldn't be so bad if it had a functional index. Or a consistent scheme for when special/odd rules are in sidebars. I'm really glad I saved the quickplay reference sheet from my starter set since it has the game phases laid out really nicely and concisely. It helps so much when trying to remember the order of ground phases and fights and when orbital lasers and such fire.
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# ? Aug 23, 2017 14:26 |
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Yeah. When ugleb and i played a few weeks ago, we had to spend ten minutes hunting down the proceedure for orbital bombardment. The actual rules are simple enough, but hidden in three places.
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# ? Aug 23, 2017 15:46 |
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Flipswitch posted:Can we all just take a second to appreciate the absolute crock of poo poo that is the Dropfleet rulebook? Traffic James. *Drops mic*
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# ? Aug 23, 2017 17:07 |
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We had a traffic James situation last night where we couldn't place three ships because of overlapping cluster gently caress of trying to all be near a sector to contest a critical location and drop guys there. Looked messy as gently caress.
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# ? Aug 23, 2017 17:32 |
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The solution is shoot the little one until it explodes and starts clearing out the others!
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# ? Aug 23, 2017 18:38 |
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My favoured solution is to just accept that you're playing a physical game with physical pieces and deal with the fact that they can't occupy the same space. something something antigrav interference something something
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# ? Aug 23, 2017 18:50 |
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Grey Hunter posted:Yeah. When ugleb and i played a few weeks ago, we had to spend ten minutes hunting down the proceedure for orbital bombardment. Yeah, what are the rules for that? It's like...make the bombardment roll at weapon value (unless it's not a bombardment weapon, in which case 6+?), if you hit there's some sort of armor save for the sector to do damage to the sector hp, and if the sector takes damage then every token within the sector takes a point of damage that they save with their orbital bombardment save (3+ for infantry, 5+ for tanks)? Or do you have to roll to hit tokens as well? And all of this is only available if there are no friendly tokens there. And if you kill all sector hp, all tokens die? Or do they get displaced? Fake edit: gently caress I should learn these rules before I build a Madrid. I should build one, though, because they look neat and are 2/3 the cost of a San Fran.
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# ? Aug 23, 2017 19:16 |
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Arcturas posted:Yeah, what are the rules for that? It's like...make the bombardment roll at weapon value (unless it's not a bombardment weapon, in which case 6+?), if you hit there's some sort of armor save for the sector to do damage to the sector hp, and if the sector takes damage then every token within the sector takes a point of damage that they save with their orbital bombardment save (3+ for infantry, 5+ for tanks)? Or do you have to roll to hit tokens as well? Edited: Your ships needs to be in low orbit and within scan range of the sector (but the Medea can do it while in atmosphere thanks to Low Level rule). Roll to hit sector at 6+ (or lock value if bombardment) Roll save using sector types armour Criticals ignore armour Sector takes damage, replace with ruins if destroyed Tokens roll save per point of damage dealt (Infantry and Batteries on 3+, Armour on 5+) If the sector was destroyed, each token is also destroyed on 2+ Ugleb fucked around with this message at 17:16 on Aug 24, 2017 |
# ? Aug 23, 2017 19:37 |
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Bistromatic posted:My favoured solution is to just accept that you're playing a physical game with physical pieces and deal with the fact that they can't occupy the same space. Go back to sperging at other talons you How does bombardment work with allied troops? Can you shoot them? If you deal multiple damage into a sector with multiple enemy tokens, do you divide up the saves? Or just group them out?
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# ? Aug 23, 2017 20:05 |
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low orbit and within scan range, also sectors have their own hit dice.
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# ? Aug 23, 2017 20:06 |
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Flipswitch posted:Go back to sperging at other talons you You can't shoot at sectors with friendly troops present. Can't retreat either
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# ? Aug 23, 2017 20:49 |
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You would allocate equal hits to every token being bombarded and randomise anything left over.
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# ? Aug 23, 2017 22:26 |
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Huh, so if a sector takes 3 damage and has 4 tokens in it, only 3 of the tokens take saves? For some reason I thought every token makes a save for every point of damage.
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# ? Aug 23, 2017 23:09 |
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Ugleb posted:You would allocate equal hits to every token being bombarded and randomise anything left over. So six shots and two enemy tonks is 2 saves each. Gotcha
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# ? Aug 23, 2017 23:17 |
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Arcturas posted:Huh, so if a sector takes 3 damage and has 4 tokens in it, only 3 of the tokens take saves? For some reason I thought every token makes a save for every point of damage. I'm going to double check my book when I get home, I'm second guessing if successful hits mean that both sector and tokens have to save against each hit, or if the sector saves mean infantry don't need to.
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# ? Aug 24, 2017 13:28 |
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The way i remember it is that for every safe the sector fails a token has to take one. But who can really say?
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# ? Aug 24, 2017 13:32 |
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A quick look on the forums finds this,quote:In short each damage caused to a Sector cause 1 point of collateral damage that is assigned equally to ground assets in the sector. Then you use the second armour value, e.g. Infantry 5+/3+, thus you use the 3+ to save against collateral damage. Collateral damage can not be critical hits.
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# ? Aug 24, 2017 13:41 |
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Yeah I was right first time, if the sector fails its saves then start allocating hits to tokens, split evenly. Critical hits to sectors ignore armour saves, same as ships. One thing I got wrong: if the sector is destroyed then each token is destroyed on a 2+, so they cash survive and end up in the ruins.
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# ? Aug 24, 2017 17:11 |
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Updated my last post, I think the definitive summary is: Your ships needs to be in low orbit and within scan range of the sector (but the Medea can do it while in atmosphere thanks to Low Level rule). Roll to hit sector at 6+ (or lock value if bombardment) Roll save using sector types armour Criticals ignore armour Sector takes damage, replace with ruins if destroyed Tokens roll save per point of damage dealt (Infantry and Batteries on 3+, Armour on 5+) If the sector was destroyed, each token is also destroyed on 2+
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# ? Aug 24, 2017 17:17 |
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Thanks. It's nice having it all laid out. That said, our lengthy discussion and inability to remember is a mark of the rather clunky rules. And these are simpler than the regular ground rules! (I love this game so much but everything ground-related is a clusterfuck.) Though I'd slightly modify your explanation like so: Ugleb posted:Roll to hit sector at 6+ (or lock value if bombardment)
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# ? Aug 24, 2017 20:29 |
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Yeah the rules aren't exactly easy to grokk as there's a lot of little rules all spread over the place and they aren't exactly intuitive or even at any point, like rounding up or rounding down is different between 'Zone and 'Fleet which is completely nonsensical.
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# ? Aug 24, 2017 23:35 |
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So apparently Hawk has buttered up the distributors at GenCon or something because I'm seeing things pop back into stock.
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# ? Aug 25, 2017 00:19 |
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Please stop shooting my San Francisco, it has really crappy guns and doesn't like shooting back. Wish the side batteries were linked!
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# ? Aug 25, 2017 11:34 |
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wdarkk posted:So apparently Hawk has buttered up the distributors at GenCon or something because I'm seeing things pop back into stock. Maybe their Gencon stock is now in the hands of distributors? So many European manufacturers seem to struggle keeping their stock availiable in the states.
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# ? Aug 25, 2017 14:34 |
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First time doing the moonshot scenario. Holy poo poo what a slugfest. Max thrusting on turn one meant that close action was engaging on turn 3 and my Scourge absolutely plowed through his PHR, meanwhile he's absolutely panicking. Ended up 16-3 on turn four when we called it (for some reason or another we were playing ungodly slow). Some of that was due to my dice rolls (my Scourge were rolling more saves than his PHR) but the LSO made everything funnel together on each side and my close action was melting faces.
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# ? Aug 26, 2017 23:31 |
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# ? May 27, 2024 02:40 |
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Yeah, it was at the tournament Ugleb and I went to yesterday. We almost missed the corner deployment that make it a really good mission.
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# ? Aug 28, 2017 10:12 |