from how many weapons it can fire, how much it can move, to how much it can turn, aswell as how much it adds or subtracts from its signature, which is super important. Orders, which significantly control how your ship will operate this turn. There's plenty of slow-ass brawlers that want to reach the midfield as soon as possible. >She has a powerful weapon that wants to shoot asap and close action attacks that need her to be close to work well, but she's too slow to get anywhere and too low of a scan value to make up for her speedīeijing and Tokyo seem to do fine, and their scan is barely better. I'm thinking solo gangs might be able to full thrust relatively freely and get more out of their target marking, but I haven't tried it yet. I've tried putting a couple with a Sanfran to replace a Jakarta/combat ship combo and they do alright work there too (though you feel the speed difference sometimes). Viennas are built to hang out with battleships/Moscows and brawl, and that's what they do. The big thing I've found their bombardment good for is finishing off a cluster if the main Madrid pair (or less likely Tokyo) got killed early, they're perfect for it. Istanbuls are the bombardment ships we didn't know we needed. Overall I like the Istanbul, she confused me when I first saw her, but I think she fills an interesting niche in the UCM lineup, but I just cant think of a situation where a squad of Viennas is worth taking over say, a Berlin and a Jakarta or two. Sure, she can escort your Battleship/Dreadnought and protect it, but what utility/support is she really offering? Battleships are slow and thus usually out of range from CA/Bomber attacks for the first 3-4 turns anyway, making the Aegis kinda useless, the Lasers ability to light up targets to help the battleship shoot them is redundant since the Battleship/Dread is longer ranged anyway, and the close action attacks are useless since it'll never get close enough to use them. Aegis is a very nice ability, but it shines protecting ships in the midfield, which is where most launch assets and close action attacks will be happening, but she'll have a very hard time keeping pace with your midfield cruisers, destroyers and frigates. She has a powerful weapon that wants to shoot asap and close action attacks that need her to be close to work well, but she's too slow to get anywhere and too low of a scan value to make up for her speed. I'm still unsure of what purpose the Vienna serves, though. I mean, while its obviously slower and thus will not get there as fast as the other ships, its pretty good at what it does desu ģ Istanbuls cost 126 points, and have either 9 3+ massdriver shots (compared to 8 3+ shots of a moscow on WF for 163 points), or 6 2+ dmg 2 bombardement shots (compared to 12 2+ dmg 1 bombardement shots from 2 Madrids for 158 points). A long range fire support piece that cant be targeted by the enemy very easily, thanks to low signature and operating on standard orders, with the option to switch into utility bombardement in the later stages of the game. The Istanbul sounds pretty neat desu, interesting niche for UCM. Dropfleet Commander is its fleet-scale companion game, featuring spaceships in close orbit over a planet, battling for control of ground assets and orbital installations. Dropzone Commander is a 10mm scale sci-fi wargame focusing on highly air-mobile futuristic forces and objective-oriented scenarios. This is a general thread for Dropzone Commander and Dropfleet Commander sci-fi wargames, created by Hawk Wargames and currently published by TTCombat. !y8sUHC4B!pwH-pViRnc-432mzzAO4rPeMa7qxDJrTQpVa6-FQl1w
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