Dropzone Commander Battle Report #32 – PHR vs UCM

Today’s Dropzone bout features Allen’s PHR against Griff’s UCM. This tactical shootout should be more fun than a barrel of Razorworms!


The Armies

UCM Fleet Marine Security Force TF-109
United Colonies of Mankind – 2,500

UCM Field Command

COMMAND – Kodiak ACV with Colonial General (CV5)
SCOUT – 4x Wolverine LAV Type-A
SCOUT – 4x Wolverine LAV Type-A

Colonial Armored Formation

STANDARD – 6x Katana Light Tank
SUPPORT – 3x Fireblades
            -Condor Medium Dropship
SUPPORT – Eagle Gunship

Colionial Armored Formation

STANDARD – 3x Sabre MBT
            -Condor Medium Dropship
STANDARD – 3x Sabre MBT
            -Condor Medium Dropship
SUPPORT – 2x Longbow Howitzer
            -2x Raven-B Light Dropship with Missile Pods

Colonial Legionnaire Corps

TROOPS – 3x Colonial Legionnaires
            -Bear APC
TROOPS – 3x Colonial Legionnaires
            -Bear APC
            -Condor Medium Dropship
TROOPS – 2x Legionnaire Mortar Team
            -Bear APC
SUPPORT – 3x Rapier AA Tank
            -Condor Medium Dropship

Colonial Legionnaire Corps

TROOPS – 2x Colonial Legionnaires
            -Raven-A Light Dropship
TROOPS – 2x Colonial Legionnaires
            -Raven-A Light Dropship
SUPPORT – 3x Rapier AA Tank
            -Condor Medium Dropship

UCM Special Ordnance Section

HEAVY – 2x Gladius Heavy Tank
            -Condor Medium Dropship
HEAVY – 2x Scimitar Tank Destroyer

Colonial Fleet Air Wing

AIR – Archangel
AIR – Archangel

Lyr Thema
Post-Human Republic – 2,500

Hand of the Sphere

COMMAND – Nemesis Command Walker with PHR Supreme Vizier (CV6)
SCOUT – 4x Mercury Drones
            -2x Triton A2 Light Dropship with Skyhammer Missiles
EXOTIC – 2x Sirens
            -Triton A1 Light Dropship

Battle Pantheon

STANDARD – Ares Anti-Tank Walker
                        Phobos Anti-Air Walker
            -Neptune Medium Dropship
STANDARD – Ares Anti-Tank Walker
                        Phobos Anti-Air Walker
            -Neptune Medium Dropship

Battle Pantheon

STANDARD – Ares Anti-Tank Walker
                        Phobos Anti-Air Walker
            -Neptune Medium Dropship

Immortal Phalanx

TROOPS – 2x Immortals
            -Juno A1
TROOPS – 2x Immortals
            -Juno A1
            -Neptune
TROOPS – 2x Immortals
            -Triton A1 Light Dropship

Immortal

TROOPS – 2x Immortals
            -Juno A2
TROOPS – 2x Immortals
            -Juno A2
            -Neptune
TROOPS – 2x Immortals
            -Triton A1 Light Dropship

Heavy Pantheon

COMMAND – Zeus Command Walker with PHR War Adviser (CV2)
                        -2x Enyo Siege Walker
HEAVY – Hades Type-4 Heavy Walker
            -Poseidon Heavy Dropship

PHR Air Wing

AIR – Athena Air Superiority Fighter

After Action Review

What a bloodbath! The UCM and the PHR came out punching, and six Rocky-like rounds later our bloodied contenders fell back into their corners. Griff’s United Colonies of Mankind pulled out a much-deserved win; he has been losing by the narrowest of margins for a long time, and this one finally fell in his favor.

The Building demo that the Katanas bring (aside from the turn of Five Point Fail) is just insane. It killed off the PHR infantry so fast that they couldn’t search for new objectives; it’s hard to be concerned about Intel points when you’re trying to figure out where your arms went! Although the UCM infantry also experienced that scale of slaughter, they were able to hold on just long enough to eke out a win at the last possible second, with only one or two guys finding those final points.

Allen:

The double Type-4s were interesting as a control mechanic. I think I’d enjoy them on Focal Point missions where the enemy is forced to deal with them. I was a bit surprised at how effective the Scimitars were, but that was the first time I’ve experienced them. The Katana block continues to be a problem when having to worry about Building demo.

It was a terrifyingly bloody day to be an infantrymen. We had, what…5 men out of both our forces to survive the battle? I wish I had my Sniper teams for that missions, they could have helped wear down some of that Mortar fire and put a few rounds in tanks on the off chance that Shape Charge killed the enemy.

Overall it was a fun time and fairly close. I should have chosen my early Buildings a bit better though and taken those that would have forced the Katanas to expose themselves to Hades return fire. But there is always next time.


What about our bloody-minded spectators? What ideas and pointers do you have for our contestants?

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