Halte mal die Augen auf, es ist möglich, dass noch ein paar Admirals abspringen und ein Slot frei wird. Bei ein paar Backern dürfte nämlich kurz vor Weihnachten das Finanzministerium Einspruch erhoben haben. 😉
Update #20 - The Activation Card Pack
We’ve unlocked Activation cards, an important extra when moving from starter to larger scale games of Dropfleet Commander. How does this work and are they 100% necessary to the game? Read on…
As with Dropzone Commander, Dropfleet Commander works on an alternate activation method of gameplay. This means that instead of a player doing all their moving, shooting and deployment of ground forces at once, players take turns in activating battlegroups.
Similar to Dropzone Commander, the groups of units which activate together are battlegroups, and created by players when they make their fleet lists before the battle. Each battlegroup will be made up of a collection of ships, determined by the players. By consulting a simple table player will be able to work out the command value of each battlegroup, which become important in playing the game.
The difference in the games comes from who activates first, and when.
In Dropzone commander, players role a die and add their command value. Whoever has the higher total chooses to go first or second, and then players alternate activations until all battlegroups have activated, ending the turn.
In Dropfleet commander there is no dice off for who activates a battlegroup first. Instead, at the start of each turn players issue their fleet manoeuvre orders by way of activation cards. They choose an order that the cards will be flipped over in, and place them face down on the table in a stack. Both players then flip their first card. The cards are numbered, or, in the case of our unlocked cards, have a complete list of what is in the battlegroup on the card.
Players then compare command values of the flipped cards. Whichever battlegroup has the lower command value (i.e. 1 is low, 10 is high) gets to activate that battlegroup first or second (as the player chooses). The other player then activates the battlegroup on the card they have flipped. Once both battlegroups have activated, the players flip again and the process is repeated.
What this means is that the die roll at the start of the turn in Dropzone Commander has become a flip and compare before each battlegroups activates in Dropfleet Commander. In this way players have to work out which battle groups they want to activate in which order at the start of the turn, and also adds an element of reading your opponent to out manoeuvre / out think them and get the drop on the enemy.
To be clear, in basic terms this means:
Players create a stack of battlegroup cards.
They flip a card each, comparing command values to determine the order battlegroup activation.
Once those battlegroups have both activated, players flip again.
When both players have finished their card stacks, the turn ends.
They then decide card order, and create a stack again.
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Concept for Activation cards (with Battlegroup A card shown).
The Activation cards are designed to help players with this game mechanic. Players could you anything they like, from a deck of cards to numbered chips, so long as they refer to their fleet list and are all the same on the other side. However we have created these activation cards so that players can add command values and exactly what is in each battlegroup, then flip the cards which have a battlegroup letter on them. They are for ease of use, and can be written on – players who want to re-use them over and over can add clear card sleeves and use a washable marker to make the cards completely mutable.
So how may cards are in the Activation card pack? well:
There are 8 cards labelled Battlegroup A, 8 labelled Battlegroup B etc. up to Battlegroup F, which gives players 6 battlegroups – the standard amount for a Dropfleet Commander game.
However there are also 4 labelled Battlegroup G, 2 labelled battlegroup H and two with no battlegroup label. This allows players to expand into even larger games, and also have 2 spare cards to use for whichever battlegroup they would like.
In total this makes 56 cards in one pack.
We hope this has cleared up some information about the Activation Card Pack - as useful aid to playing Dropfleet Commander.
Many thanks,
The Hawk Team
Update #21 - PHR Ajax Class Cruiser - Painted!
We know there has been some serious anticipation in the run up to seeing some painted PHR models, and we are happy to announce we have the Ajax Class Cruiser for you to see. There are more photos on the Campaign Page, under the PHR.
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We hope to have some more video based information about the Shaltari and PHR for you all before the end of this campaign, so there is further details about how these factions work. More will be revealed on this in due course!
Tomorrow's update will contain a lot more information about the KS Exclusive Battlecruisers that will be unlocking! As we get closer to the start of the last week of this campaign, we have some exciting things to show off...
Thanks again for your continued support in Hawk Wargames, and this Dropfleet Commander Kickstarter.
Kind regards
The Hawk Wargames Team
Bin jetzt auch dabei 😀.
Update #22 - Battlecruisers to increase your fleet's firepower
Today’s update is all about firepower – torrents of explosive, burning death unleashed at lethal speed toward the enemy fleet. And what better way to bring overwhelming force to bear than with one of the four unlocked Battlecruisers!
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Battlecruisers in all their glory
As we have hinted and many backers have guessed, there are in fact four Battlecruisers to choose from – one for each race, including one for the UCM. They are all Kickstarter exclusive, and while we originally thought of only having three (Shaltari, PHR and Scourge) we have listened to the community and are offering a new UCM ship as well, so that backers who are unable to get the UCMF Atlantis can still get a kickstarter exclusive ship in this class.
How will pledge levels relate to the Battlecruisers? Well, backers can add them in the same way as previous bolt ons for £14 per ship. This allows any backer of any pledge level to add more if they would like (which is understandable given that these models will only ever be available via kickstarter!), however Admiral and Commodore backers are slightly different:
As previously stated (but for clarity):
Commodore backers receive:
1x UCMF Atlantis + 3x any combination of the other four battlecruiser (e.g. 3 UCM OR 2 Scourge and 1 Shaltari OR 2 PHR and 1 UCM etc).
Because of the now added extra UCM battlecruiser, backers who would like the Atlantis AND all four other Battlecruiser will have to bolt on the fourth Battlecruiser.
Admiral backers receive: 1x UCMF Atlantis AND 1x each of the other Battlecruisers.
Again, if they would like even more of any of the Battlecruisers (apart from the Atlantis, which is only ever 1 per backer at high pledge levels) they need to bolt this on.
Now the technical information’s out the way, here’s a little more about the ships and the class itself.
Battlecruisers are - and have been since their inception – top heavy. They we designed to be able to maximise the speed and manoeuvrability while able to carry guns and payload a step above their weight class. In this respect they offer almost as much firepower as a battleship, on a much faster ship.
However this is where the top-heavy element comes in; they can dish out punishment, but need to be wary of sustaining it. A Battlecruisers' superstructure is only slightly more durable than a standard cruiser, which makes them almost as susceptible to enemy fire. While they are close to matching Battleships in firepower – and can certainly out-manoeuvre them – the odds are stacked against them in a protracted exchange of fire.
As with all elements of Dropfleet commander, this is where a player’s tactical acumen and planning come into play. To be used best, Battlecruisers have to apply their speed and force in more strategic ways – picking your battles for the best outcome, rather than slamming head on into the enemy’s larger ships and formations. However in the right hands the sheer firepower on tap from a fast hull will favour the aggressive, bold player when pouncing on lesser foes.
Battlecruisers also make excellent choices for flagships, especially in smaller games. They cost fewer points than full battleships and can keep up with the rest of the fleet, allowing a more varied and flexible fleet when the need arises.
The UCMF Avalon
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The UCM Battlecruiser Avalon
The Scourge Basilisk
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The Scourge Basilisk
The Shaltari Adamant
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The Shaltari Adamant
The PHR Leonidas
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The PHR Leonidas
Each has a devastating array of weaponry that we’ll be talking about in more detail at a later date, but eagle eyed backers will be able to see from the scale of weaponry just how potent these vessels are on the tabletop. As with the Atlantis, these Battlecruisers are kickstarter exclusive but can be used as proxy models for a standard battlecruiser – and, because we’ve had questions about this before, they do all come with their appropriate bases! Kind regards, The Hawk Team
Update #22 - Battlecruisers to increase your fleet's firepower
Today’s update is all about firepower – torrents of explosive, burning death unleashed at lethal speed toward the enemy fleet. And what better way to bring overwhelming force to bear than with one of the four unlocked Battlecruisers!
![]()
Battlecruisers in all their glory
As we have hinted and many backers have guessed, there are in fact four Battlecruisers to choose from – one for each race, including one for the UCM. They are all Kickstarter exclusive, and while we originally thought of only having three (Shaltari, PHR and Scourge) we have listened to the community and are offering a new UCM ship as well, so that backers who are unable to get the UCMF Atlantis can still get a kickstarter exclusive ship in this class.
How will pledge levels relate to the Battlecruisers? Well, backers can add them in the same way as previous bolt ons for £14 per ship. This allows any backer of any pledge level to add more if they would like (which is understandable given that these models will only ever be available via kickstarter!), however Admiral and Commodore backers are slightly different:
As previously stated (but for clarity):
Commodore backers receive:
1x UCMF Atlantis + 3x any combination of the other four battlecruiser (e.g. 3 UCM OR 2 Scourge and 1 Shaltari OR 2 PHR and 1 UCM etc).
Because of the now added extra UCM battlecruiser, backers who would like the Atlantis AND all four other Battlecruiser will have to bolt on the fourth Battlecruiser.
Admiral backers receive: 1x UCMF Atlantis AND 1x each of the other Battlecruisers.
Again, if they would like even more of any of the Battlecruisers (apart from the Atlantis, which is only ever 1 per backer at high pledge levels) they need to bolt this on.
Now the technical information’s out the way, here’s a little more about the ships and the class itself.
Battlecruisers are - and have been since their inception – top heavy. They we designed to be able to maximise the speed and manoeuvrability while able to carry guns and payload a step above their weight class. In this respect they offer almost as much firepower as a battleship, on a much faster ship.
However this is where the top-heavy element comes in; they can dish out punishment, but need to be wary of sustaining it. A Battlecruisers' superstructure is only slightly more durable than a standard cruiser, which makes them almost as susceptible to enemy fire. While they are close to matching Battleships in firepower – and can certainly out-manoeuvre them – the odds are stacked against them in a protracted exchange of fire.
As with all elements of Dropfleet commander, this is where a player’s tactical acumen and planning come into play. To be used best, Battlecruisers have to apply their speed and force in more strategic ways – picking your battles for the best outcome, rather than slamming head on into the enemy’s larger ships and formations. However in the right hands the sheer firepower on tap from a fast hull will favour the aggressive, bold player when pouncing on lesser foes.
Battlecruisers also make excellent choices for flagships, especially in smaller games. They cost fewer points than full battleships and can keep up with the rest of the fleet, allowing a more varied and flexible fleet when the need arises.
The UCMF Avalon
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The UCM Battlecruiser Avalon
The Scourge Basilisk
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The Scourge Basilisk
The Shaltari Adamant
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The Shaltari Adamant
The PHR Leonidas
![]()
The PHR Leonidas
Each has a devastating array of weaponry that we’ll be talking about in more detail at a later date, but eagle eyed backers will be able to see from the scale of weaponry just how potent these vessels are on the tabletop. As with the Atlantis, these Battlecruisers are kickstarter exclusive but can be used as proxy models for a standard battlecruiser – and, because we’ve had questions about this before, they do all come with their appropriate bases! Kind regards, The Hawk Team
Momentan habe ich mich eh auf KoW eingeschossen *hust*
Wie gesagt ich finds gut! 🙂
Schade, dass es von HAWK keine Aktien gibt... ich trau den Jungs sehr viel zu!
Vor Allem machen sie alles mit Sinn und Verstand was man bei so manchen derzeitigen Firmen nicht richtig erkennen kann 🙂
Update #23 - UCMF Admiral T-shirts available to bolt on, and more pictures of Battlecruisers!
Since the battlecruisers seemed so well received, we thought we'd show some more pictures from the page just in case you missed them!
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Beyond this, we have updated the page to show off the most recent unlock... The UCMF Admiral KS Exclusive T-Shirt!
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The T-Shirts are high quality Silkscreen printed, and come in all standard sizes up to 5 XL - they are also Kickstarter exclusive, so you'll only ever be able to get them via the Campaign. They are £15 per T-shirt (for any size).
We look forward to updating more very soon!
The Hawk Wargames Team