Last year I embarked on my first Kickstarter to fund Drop Fleet Commander by Hawk Wargames. The main reason for backing the Kickstarter was the quality of the models, they simply look stunning! I also liked the idea of a spaceship game, but one that was objective based sounded even better. Hawk’s reputation with Drop Zone Commander and knowing Andy Chambers was involved also helped give confidence to get in on this game early.


So after about 15 months I have received my pledge, the big question is how does it stack up to the hype?


The Models

These are even better in person than in the photos. I am collecting Scourge, as I like evil aliens, but in my opinion all of the faces feel really distinct and look fantastic. In fact I am already tempted to build and collect PHR.


The plastic is very high quality, with crisp detail. The models do take a while to clean and put together, but that’s the downside of all plastic miniatures. Each Scrourge cruiser sprue can make all 9 options from heavy to light cruiser as you would expect. In addition you can make the battlecrusiers with a small resin kit. The frigate sprue can be constructed as any of the 5 frigate types as well. This modularity is great, although like all plastics comes with the downside of lots of left over bits.

The Rules

In my opinion the rules feel very streamlined, in fact I managed to read through the rulebook within a few hours. In particular it was great to see often over complicated rules like the launch assets delt with very efficiently. Coming from playing more complicated games like Infinity and Dystopian wars this was a nice change, altough I hope the rules have enough depth for the long run as well.


I have not yet played the game, so this is just initial impressions! In my opinion there are two main rules that sets Dropfleet apart from other spacecraft games, energy signatures and objectives. the energy signatures is a fantastic idea that feels very thematic. After all in space weapons ranges would not be limited, instead locking onto moving targets effectively would be incredibly tricky. This is handled by each craft having a scan rating and a signature rating. To see if a ship can fire at a target you add it’s scan rating to the targets signature, this will be the number of inches away that you can use your weapons. Generally the larger the craft the larger it’s scan rating and signature is. This is pretty straight forward, when it gets interesting is that ships that perform special actions can also pick up spikes in their signatures, making them easier targets to get in range of. These special actions cover anything from moving extra fast, firing all weapons or even just making an extra 45° turn! It is also possible to reduce a crafts signature by going on silent running. I expect management of signatures will be critical in this game, it’s certainly unique!

The objective aspect of the game is very similar to Drop Zone Commander. In most missions you will need to get boots on the ground using troop carriers. There are also objectives that require you to have ships near objectives to claim them. Coming from playing infinity I know I like games that have missions and objectives at the core, so this was a great draw to the system.

The Game play

With all these exciting game concepts and fantastic looking models, I really can’t wait to give this game a go. I’ll have my first game next week, looking forward to seeing it all in action!