Saturday, February 4, 2017

THLZ Episode 6: Review of the Battleships

As the Kings of Space glide in, the mere mortal trembles


Here we are! Episode 6. We are starting to do reviews of the factions now but we are going it a bit differently. We are going by ship type and reviewing ALL of the ships of those types! In this episode we discuss the 9 Battleships in the game.



Podcast Breakdown: 

1:08 news
6:35 hobby time
20:33 game talk
49:28 war reports
1:20:34 q/a
2:30:00 upcoming events


Credits:

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14 comments:

  1. Someone forget these for the notes, so I'll just add them here.
    http://solaris7.pl/2017/01/20/dropfleet-commander-bitwa-shaltari-vs-ucm-zwiad-phr/
    http://solaris7.pl/tag/dropfleet-commander/
    https://boardgamegeek.com/thread/1701372/dropfleet-commander-first-impresions

    These are the links for Roberts battle reports. Enjoy!!

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  2. I'm confused how the strategy of voidgates being able to drop troops turn one after max thrusting is a thing? I thought max thrusting prevented a ship from dropping a layer, and It normally takes two turns to get a ship to atmospheric levels anyways. So what rule am I not understanding/forgetting that would allow Shaltari to be able to max thrust, drop to atmosphere, and drop troops in one turn? Any clarification would be much apreceated!

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  3. Side note... Just found your podcasts yesterday and they are great!! It's hard to find many ppl that are discussing this game in depth right now, and you guys clearly have a strong interest in this game which makes it much more enjoyable to listen to. As a fellow UCM/Shaltari admiral myself, I'm working on my loacl DFC community in Seattle WA, USA and I really hope It takes off. I've had numerous people come to watch us play games and I think we have some good potential for a large community up here, fingers crossed! Keep up the great podcasts, and I'll be sure to send in any questions that I have.

    Cheers!

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    1. Glad you found us, and glad to hear you like them. As a little tip these people that watch, have them play a starter game that'll get em hook. And by all means send us questions, we love getting questions.

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  4. Ok, I ran into this question over the weekend while playing a game, and found that the book has a wicked typo in the book for this rule that makes it a little confusing. When it comes to rolling crippling damage on a ship with an even number of health (say a frigate with 4 health), do they have to drop below 50% health to roll crippling (aka lose 3 health instead of 2) or is it when the ship is at or below 50% health? I thought at one point I remember Dave saying that frigates only have to suffer 2 points of damage before they are crippled, but when looking it up in the book, the wording is all messed up and is unclear for my friends and I who are playing. Any clarification would be great!

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    1. Crippling damage rolls occur when the ship has taken 50% or more in damage, rounded up. So a 5 hull PHR frigate that has taken 2 damage would not roll. So simply put: divide the starting hull value of your target by two and round up if necessary to get your target value for crippling(ex: 5/2=2.5, rounding up=3). Or just run a Diamond and never worry about when to roll on the crippling table again!

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    3. No hate here(lies). Only genuine respect and fear for that main battery(more lies). Seriously though: with the Diamond on the table, would you ever be unsure of when to roll on the crippling table?

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    4. I guess in the event that you are shooting a target with several diamond weapons, their could be some confusion on when to roll the crippling table from the main guns effect. I would think that the crippling role caused by the crippling gun would go into effect right after that gun fires, and before any other weapons fire. Additionally if the ship dropped to 50% or below as a result of any of the diamond attacks, after the diamond completed its activation then a second cripple roll would be taken. Would that be the correct way to carry out the crippling affect in the event of multiple guns firing? This way the crippling gun could potentially crack armor before any other guns fire and would result in potentially a weaker target, yeah?

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    5. The way it works to my knowledge: is you allocate all your shooting in the group, roll your attacks, resolve crippling damage and then any catastrophic damage. So the short answer is no, I don't believe that you can cripple a target and follow up with shooting from the same ship.

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    7. Oh, ok so treat all firing as simultaneous then I see.

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