Showing posts with label dropfleet commander. Show all posts
Showing posts with label dropfleet commander. Show all posts

Sunday, February 5, 2017

Dropfleet Commander, Scourge Cruiser Assembly and Magnetizing

In the previous post, I covered how I assembled and magnetized my Scourge Frigates.  As I began to write up the Cruiser assembly and magnetizing section, I realized the length dictated that I probably break the post up into two parts, so here is the second part.
KS Exclusive Scourge Battle-Cruiser

My first attempt to build and magnetize a cruiser was a complete failure, so it quickly got re-purposed to the Kickstarter exclusive battle-cruiser (which has special/different bits).  This hid all the mistakes I made and ultimately the battle-cruiser was not a suitable for magnetizing anyway (that "crown" is the deal breaker).  

While I do think the quality of the frigates and cruisers are excellent, these special add-on parts for the battle-cruiser (at least for Scourge) were a bit of a let down and required significant work.  All the pieces (crown and the forward "winglets") had large ports and vents, as well as pretty bad mold lines.  Additionally, the crown was badly curved.  It took some work, but all of that was addressable and I think it looks great now.  And overall, I've seen much much worse.  It was just a little disappointing after how great the frigates were.

Cruiser Assembly and Magnetizing
Anyway, back to magnetizing the cruisers.  As I tried to wrap my head around magnetizing the cruisers, I stumbled across a great blog post at NanoTanks that really helped break down the issues at hand (you can find the specific post here).  To cover all the bases you are looking at:  3 different wing options, 4 "mouth" options, crown and no crown, and belly or no belly.  Hmm, I think that is 48 permutations.  Not all permutations are valid configurations in the rules of course but wow.

I'll cover the crown first, since it requires placing a hidden magnet during the first steps of assembly.
Never mind those small holes in the mouth, we will come back
to that later.
In the picture above, you can see a large magnet recessed (left) before putting the upper fuselage piece on (right).  This upper fuselage piece is fairly thin and a larger magnet can provide enough attractive force to hold the small/light crown (the small piece on the cutting pad between them) to the upper hull.  
The "large" magnet.  Not really that large except when
compared to the "small" magnets.
Two small magnets placed below the crown.  Note
these were not recessed as they are fairly obscured.
A bad picture with the crown held on by the magic of
magnetism.
The wings and belly are easy enough:

Small magnets for the wings and in the socket, similar
to the frigates.

Wing Option 1

Wing Option 2

Wing Option 3

Again, small magnets for the belly option.
I used 2 here to minimize rotation.  Again, ignore those
holes in the "mouth."
Show me your belly!

So far not to bad.  Now all that is left is 4 mouth options but this is where things get tricky since the 4 options are actually:  1 no option (vanilla/plain) and 3 attachments.

My first approach failure was to place a hidden magnet (one of the large ones) in between the left and right halves of the fuselage, in the mouth area.  This was difficult to do without drilling through the side but it is doable.  The next part, was to attach ferro paper to the backsides of the 3 attachment options.  This failed because there was simply not enough attractive force.  Hell, even just the paper by itself didn't hold in place.

The second approach failure was to drill two holes, as seen in some of the pictures above, in the mouth section and attempt to place the small magnets on the backsides of the 3 attachment options.  This was a very bad idea due to the obvious alignment nightmare it creates.  This also completely eliminates the no attachment option.  I was going to live with this though because the 2 cruisers builds that have vanilla mouths are already visually distinctive by being the only configurations with launch pods or the belly or I would just keep 1 or 2 cruisers aside specifically for the vanilla mouth configurations.

Building on the second approach (and having no way to turn back from the mess I already caused) I decided to drill out just the forward drill hole for a large magnet and reamed it out to be even bigger than that.

These magnets are not recessed either but
hidden away in the large hole through the mouth.


So the magnets on each side do not actually make contact but the attractive force is more than enough to hold them securely in place.  And reaming out the hole to be a bit larger than the magnets addressed the alignment issues.

There you have it, Scourge Cruiser magnetizing with all the options.  Except the vanilla mouth option that I gave up on.  Or did I?

I just happened to have this, never have used it before.

I didn't create the mold using this cruiser which has
the two holes drilled in the mouth.

Lip balm is great when working with green stuff to
smooth it out and to minimize sticking.

Thinly rolled greenstuff pressed over my molds.  Yes
there is a "little" excess.

BAHAHAHAA
Its not necessarily the prettiest solution but from the angle and distance that you view the ships from, it works beautifully.  Sort of.  The greenstuff is a bit flimsy since it is so thin and I am worried about the long term wear and tear of removing these pieces (the large magnets have the stuff together pretty tightly).  I tried the same thing with 2 different kinds of milliput that I had but was not pleased with either result.  I will try again though, maybe my ratios were off.  I've also heard of mixing greenstuff and milliput.  And there is also Magic Sculpt (?).

There was yet another potential solution failure I attempted after this.  But I don't want to talk about it.  Let's just say it was a really bad idea.  Oh no, I just thought of another potential solution that I happen to have the materials for, hmmm.

Anyway, that was/is my solution (for now at least).  I just need to finish the rest of these off (2 more cruisers, 8 more frigates) and get them off my hobby desk.  Maybe then I can focus my attention back to some other things that have been ignored for the past month.  I'll also need to order some more magnets (this project tore through my supply) before trying PHR or UCM (both of which look a bit more challenging than Scourge).

Btw, I think this is something worth mentioning:  Despite having a supply of magnets on hand for this project, this is actually the first time I had ever magnetized any of my miniatures.  Maybe it is just the engineer in me but I really enjoyed it.  As you can perhaps see from above, there is a certain problem solving aspect to it that I really liked.  And I really did not find it all that difficult, so if you have ever wanted to do it but been afraid to - give it a try.  That being said, if you absolutely hate pinning miniatures I can't imagine you would like magnetizing them.  

Friday, February 3, 2017

Dropfleet Commander, Scourge Frigate Assembly and Magnetizing

Shortly before Christmas, my kickstarter of Dropfleet Commander arrived and has been a bit of a distraction.  From the kickstarter I picked up a starter fleet for Scourge, PHR and UCM.  Actually, I doubled down on the UCM starter fleet because I love their ships so much.  Scourge were perhaps my least favorite, but to try to stay interested and motivated I started with assembling them first.  This was also because I wanted to experiment with magnetizing the various options, first on a fleet that I wasn't as excited by.

Up front, I will apologize for the quality of the pictures.  My new smartphone apparently has camera that picks up the scan lines from my bench light.  And since a number of photos was taken before I realized this, I was not going to go back and re-shoot them.

Frigate Assembly and Magnetizing


The first batch of Scourge Frigates, with a pile of bits for all the options
The frigates are actually a breeze to assemble:  just the center body of the ship and a left and right attachments (btw, I am going to call them wings from here on).  Easy, unless you decide to magnetize all the wings so that you are not locked into a particular loadout in army construction (or have to resort to proxying).  Seemed like a great idea at the time, now I would say it is more of an obsession.

In any case, magnetizing the frigates really is not that bad with a couple of tricks and practice.  The left and right wings are just ball-n-socket joints.  Drilling and putting a magnet into the socket is pretty straight forward.  You just have to be careful of two things:
  1. Do not drill to far.  Drill a little, check to see if the magnet will sit flush.  Drill a little more, check again.  So on.  These pieces are not that thick and you will break through the other side fairly quickly.
  2. ALWAYS check the polarity of magnets even before you do a dry fit check!  They have a habit of getting stuck, even when just doing a dry fitting, so you want to make sure if that happens you haven't totally screwed yourself.  
For the ball side of the ball-n-socket (ie, the main fuselage), you are going to need a very expensive tool to get the drill started on a curved surface properly:
Yes, a thumbtack.  Just sand the half sphere down a little bit and then use
the thumbtack "scar" a hole to start your drill bit in.  Great
to use on any drilling project.
A few twists of the drill bit and then drop the magnets in with as little CA glue as I can (it's a tight fit hopefully, so any excess glue will get all over the place) and I am done!
You can hopefully spot the magnets here.
A wing option.

Different wing option.

Now, I will say that I wish the magnetic attachment was stronger.  The wings are not likely to fall off or anything, at least with reasonably gentle handling.  But due to the ball-n-socket situation, they will rotate a fair amount.  That being said, I am justifying living with this defect by believing they would be articulated in reality and you can't convince me otherwise.  LOL
The magnets used, herein referred to as the "small magnets."
Also, these are about as big and strong as I think you can get for the joints.
One last thing to note is about the models themselves.  I think these particular models are excellent.  No significant mold lines.  The ports and vents are sometimes located in inconvenient locations but a closer inspection leads me to believe there was really no way around this.  You do need to be careful though.
These almost look the same...
As you can see in the picture above there are 2 identical wing options.  Except, they are not exactly identical.  When clipping one of these out the sprue, I was not careful and apparently caused (or left) a little to much tension on the wing and snapped that second "tail" partial off.  Ultimately, I decide to just cut the remaining tail off and completely amputate it from the matching wing.  The morale of the story is, be careful and mindful of what you are doing.  Some of these bits are tiny, thin and delicate.

In the next post, I will cover my attempts to magnetize the cruiser options.  That was significantly more tricky.

Sunday, December 25, 2016

Rules Review - Dropfleet Commander


My kickstarter for Hawk Wargames' Dropfleet Commander has arrived and I have begun to make my way through the rules while I continue to try to get back on the hobby horse and finish clearing stale projects from my hobby desk.  So I thought I would share a few impressions of the rules.

Did I really buy this much?  Oh dear.
Oh no, why did you do this?
One quick thing before the review of the rules.  The rulebook itself has not made this review very easy (see pic above) or enjoyable.  I can appreciate the "artistic license" that printing in a landscape format can offer but the practicality is awful.  It is a rulebook, not a coffee table art book, therefore functionality is key.  I can only hope that Hawk Wargames will consider printing a small rulebook in a portrait orientation (killing two birds with one stone for me:  pocket rulebook and a functional rulebook).  And hey, that would put more money in their pocket too.  Win-win-win!

Background:
Dropfleet Commander is a capitol ship (ie, battleships, cruisers, frigates) space combat game set in the Hawk Wargames Sci-Fi universe, which is also home to the sister game Dropzone Commander.  Rather than the typical space combat game though, Dropfleet focuses on the orbital combat involved in planetary conquest (or defense).  This distinction leads to some very interesting characteristics to the game, described throughout this review, that help it stand out from other space combat games (in my opinion and to my knowledge).

Scale of Game:
Dropfleet Commander is intended to be played at a points value of 500-3000.  This range is broken into 3 categories:  Skirmish (500-999), Clash (1000-1999) and Battle (2000-3000).  Ignoring most of fleet organization rules/restrictions and using pure point costs:  I would guess Skirmish at 999 pts would be a combination of 13 frigates and cruisers; Clash ~25 combined ships; Battle ~36 combined ships.  I'm pulling those numbers out of my ass but a quick look on the forums confirms the skirmish is in the ballpark.  Tournament play is suggested at 1500 pts.

List Building:
To be honest, for me, list building is a royal mess and I can't wrap my head around it.  It just makes my head hurt.  And it is hard to write about something you don't understand.  Luckily, The Hot LZ blog can provide some insights to you.  Maybe.  Good luck!

Standard Rules:
For the most part Dropfleet Commander plays as I would expect a naval warfare game to play, which seems fairly common in this genre.  It also worth noting upfront, it does not make use of complex vector mechanics, mountains of book keeping or graduate level mathematics.  Whether that is a good thing or a bad thing is matter of your perspective (for the record, it's a good thing in my eyes - why else would I have bought all that stuff up above).  Rather than rehashing every aspect of the game rules, this post will already be to long, I will instead focus on what I consider unique or interesting aspects of the rules (good or bad).  Also note, this what I pulled from my first pass through the rules and without having played, so I could have some things wrong.  Ok, probably have at least something wrong.

A unique aspect that Dropfleet Commander seems bring to the genre, at least in regards to a more "abstracted" space combat games and to my knowledge, is the concepts of energy signature, sensors and target locks.  Basically, it assumes that firing ranges are nearly infinite in exo-atmospheric flight and what drives your ability to hit another ship is achieving a proper firing solution.  As such, ships have a sensor stat which gets added to the targeted ship's energy signature to result in the max distance that a target lock can be achieved.  This seems to me to scale with ship size in what seems like a realistic and recursive manner:  Smaller ships may lack the room to carry sophisticated sensor arrays that larger ships do, thus limiting their weapon ranges;  Which also in turn represents the smaller weapons that they would be equipped with, since the ships are smaller.  The energy signature of the ship is driven by a few factors:  firing weapons increase it, certain maneuvers increase it (or decrease it in the case of silent running), using active scanning, being hit with active scanning, etc.  The energy signature of a ship is tracked via the flight stand base so hopefully this is fairly minimal bookkeeping and hopefully not fiddly.

While the game does abstract the infinite-ness of space, and that it is 3 dimensional space, by specifying that ships do not collide with each other (unless you are trying to ram, which can only be done if your ship is already badly damaged) and do not block LOS, it does offer 3 altitudes bands (high orbit, low orbit and atmospheric) and the ability to move/interact between them in reasonable ways.  While the altitude bands are nothing revolutionary to land/sea/air based combined arms games, how it's implemented and integrated into an orbital combat game seems new.  The concept of orbital combat for planetary conquests leads to the scenarios based on delivering ground assets to key locations and this all appears to work nicely together.

Dropfleet Commander also makes use of battlegroups and groups.  Within a battlegroup, identical ships form a group and solo ships forms there own groups.  Groups must maintain a certain coherency based on it's hull value, representing that larger ships have better/more communication capability to share data and work together.  Additionally, all groups within a battlegroup have to also maintain a certain coherency to represent their ability to work together.  The exact composition of the battlegroup contribute to its overall value (I forget the term), which factors into the activation system.  Again, nothing necessarily new to this but I like how it integrates into the activation system (coming up next).

Activation is handled in an interesting manner that might force key tactical decisions to be made in fleet composition, battlegroup composition and during the planning step.  The planning step takes place at the beginning of each turn and has each player stack their set of battlegroup cards face down in an order of their choice.  During activation, each player flips over their top battlegroup card.  Now, remember how I said just above each battlegroup has a value?  The player who has flipped the lower valued battlegroup gets to choose to activate that battlegroup first or force the other player to activate the one he revealed.  I want to believe this helps represent that smaller battlegroups are more "nimble" than larger ones.  Want to activate your heavily damage battleship to fire off it's weapons before it blows up?  Better hope your opponent does not flip over that small battlegroup of frigates to finish you off.

I also really like how critical hits are handled.  If your attack roll exceeds your target number by 2 or more, it is a critical.  Unless a passive defense save is allowed, critical hits bypass the armor save to cause direct hull damage.  End up with a damaged enough hull, then you start taking crippling damage which has a lot of cinematic flavor to it (reactor melt down, etc).

Lastly, if you decide to play with this option, you (and your opponent) draw activation cards at the beginning (I think) of each turn, based on your Admiral value.  These cards have special triggers and effects that add bit of surprise to the flow.  I wonder how these will be embraced by the community.  I vaguely recall that Spartan Games Uncharted Seas (and maybe other of their games) might have had something like this but I want to say it was not particularly well received.

Things I think are fairly standard/not worth a paragraph but maybe should be pointed out:
  • You have your fairly typical set of special orders:  Weapons Free, Station Keeping, Course Change (additional turn), Max Thrust, Silent Running, Active Scan
  • Movement is primarily handled in a naval combat game fashion.  Must move at least half of your movement speed and can make one 45 degree turn at the beginning of the movement, unless you issue a special order.  
  • It is not a bucket of dice game like Spartan Game's core system or others.  That being said, you do roll multiple dice to help offset a uniform distribution effect.  Its just not a bucket of them.
  • No exploding dice.
  • While there are some tables, in my opinion they provide nice cinematic flavor to the game.
Scenarios:
As I mentioned several times before, this game is about the orbital combat of/during planetary conquests.  Therefore, scenarios often require capturing and holding ground sectors by delivering ground troops to those locations and ground combat mechanics.  The given scenarios seem to provide a nice set of variety and mostly interestingly use a wide variety of deployment types.  Not just deployment zones but also things like turn staggered deployments.

Other Things:
The rules, in my eyes, are well written.  Even the fleet organization part appears to be very clearly stated, its just they are some complex restriction interactions that I can't process right now.  The artwork is great and not a focus of this review, but I suspect the fluff is rich.  I've already harped on the landscape layout but I can tell you it has been a couple of hours with the rules between righting that point above and then here; and I am even less happy about the layout now.  lol

The miniature quality seems top notch.  I have already started assembling the Scourge ships that I got in the kickstarter.  While I got UCM x2, PHR x1 and Scourge x1, the Scourge were at the bottom of my list of desire.  So I started with them in case I screwed something up (because I wanted to try magnetizing the options), I thought they would be easy to paint and because I loose motivation for anything after the first faction if I start with my primary choice.  I will post these up later with more thoughts but overall they seem to be great miniatures.

I am also hopeful that Hawk Wargames can ride the wave generated by their kickstarter.  There have been larger miniature wargame kickstarters (in terms of money raised) that have basically been DOA/stillborn.  I suspect that a big part of this is that the momentum from the campaign has died in the 2-3 years it took before people got their product.  Additionally, I believe backers start to have a lot of ill will because of delays/lack of communication and other kickstarter BS.  Hawk Wargames is a little different in this regard, because from the day of funding until delivery (at least for me) was right at 1 year.  Yes, it was late but that overall end-to-end time of one year is still far better than most wargaming kickstarters.

Another different aspect is that most kickstarter games, after initial deliver, spend the next few years producing and delivering (if you are lucky) the expansions or wave 2/3/4 that were part of the campaign.  So lets say it took 2 years to get your base delivery and then another year (yeah right but bear with me) to get that first expansion.  So, theoretically it is now maybe 3 and a half years since you "bought" into the game, before you may see something "new."  Not so much for Dropfleet Commander.  Battleships, which were not part of the kickstarter, are hitting retail soon (if not already) and Corvettes are already being teased (maybe those will be within 6 months of the Battleships).  This is a much better business model/approach, in my opinion, than most other kickstarters.

Potential Concerns:
One concern I am left with though is the turn to turn satisfaction of playing the game.  Let me try to illustrate my point.  An opponent's UCM battleship could have a hull value of 18.  Without causing a major energy spike to my ships, I can only fire 1 weapon system at a turn.  That weapon system may only have 2-4 attack dice, has to get past the armor save and then they seem to typically only do 1 damage per hit.  Given this, it seems like it could take awhile and a lot of focused fire to take that battleship down.  Granted, this is how a battleship should be represented.  But accurate representation does not always equal compelling game play.  Only playing the game will really tell if the game feels like it gets bogged down.

Likely related to the previous concern, the rules indicate the typical tournament game (1500 pts) is expected to be 2.5-3 hours.  =(  I would much prefer if this was down into the 1.5-2 hour range.

I am put off a little bit by the combined group and battlegroup coherency rules.  Only playing will tell but coming from a mostly skirmish game background, these are things I am typically not accustomed to.  And on the occasions I have dealt with them, they have seemed to be a nuisance.  Likewise, I am a little put off by the list building complexity (at least right now).

Another concern, is simply will the game be successful?  Dropzone Commander (the sister game) does not really seem to have taken a strong hold in the hobby.  Spartan Games also offers comparable games to Dropzone and Dropfleet, and non of there offerings seem particularly relevant in the hobby space either (maybe due more to Spartan Games than to the games themselves, but I wont get into that).  Certainly in the case of Spartan Games and Dropzone Commander, there are strong pockets here and there, as certainly be the case with Dropzone Commander.  They can probably all co-exist and survive in those pockets, I just hope that Hawk Wargames can grow it bigger than that.

The cost of the game also does seem a little high.  The max skirmish list I took a guess at above would costs roughly $180 retail.  Maybe that is why the community is coverging to 1500 pt games.  The min size for a skirmish would be roughly half of that, so cost of basic entry would be about $120 ($90 for minis, $30 for rulebook and skipping the pack of activation cards).  Not sure how any of these numbers compare to similar offerings though.

Lastly, there are 4 factions and these are the factions that have been established for quiet some time via Dropzone Commander (although Dropzone actually has 5 factions now, but that 5th will never get a spacefleet).  I think this is good since I prescribed to the D6 generation's philosophy that 4 factions is the magic number for new games.  But I don't know how or if, Hawk will add another/more factions.  So the open questions is:  While 4 initial factions is almost mandatory for any new game, can the game sustain with ONLY 4 factions.  X-Wing is one exception to this, but then again X-Wing is an exception to almost everything.  Although some people do not even consider it a valid "miniatures" game.

Conclusion:
Anyway, Dropzone Commander looks to be a good space orbital combat game, in the vein of the more abstracted space combat games that play like naval warfare games.  I love this particular genre, so I am pretty excited to try it out.  I think the distinction that it is focused on orbital combat, rather than space combat, helps breath some refreshing things into this "kind" of game.  And then the miniatures speak for themselves.  If you like them and like a simpler naval warfare type combat, then you should check it out.

And sorry, this was still very long winded.  Once I start, I have trouble stopping.  I guess.  There is also a lot to cover.