Dropzone Commander Battle Report #9
For
a change of pace we dropped from Battles to Clashes this week, with a 1,500
point game to see some different power levels in action. The Shaltari and the
United Colonies of Man square off once more, in the basic Targets of
Opportunity mission.
The Armies
Ubii
Tribe Hunting Party
Shaltari
Tribes – 1,500
Wings of the
Chieftain (Gate Pool)
3x Eden Medium
Gate
2x Spirit Light
Gate
2x Haven
Terragate
Court of the
Elders
COMMAND – Coyote
Warstrider with Shaltari Warchief (CV4)
HEAVY – Caiman
Heavy Grav-Tank
Shaltari
Swordpoint
STANDARD – 6x
Tomahawk Main Grav-Tank
SUPPORT – 3x
Kukri AA Grav-Tank
Shaltari Warrior
Clan
INFANTRY – 2x
Braves
INFANTRY – 2x
Braves
SUPPORT – Totem
Warspire
Shaltari Warrior
Clan
INFANTRY – 2x
Braves
SUPPORT – 3x
Kukri AA Grav-Tank
Shaltari
Speartip
SCOUT – 4x Yari
Light Grav-Tank with Light Ion Cannon
EXOTIC – 2x
Firstborns
UCM
Marine Expeditionary Force
United
Colonies of Man – 1,500
UCM Field
Command
COMMAND – Kodiak
ACV with Colonial Lieutenant (CV2)
SUPPORT – Ferrum
Drone Base
Colonial Armored
Formation
STANDARD – 6x
Sabre MBT
SUPPORT – 3x
Rapier AA Tank
Sharing Albatross Heavy Dropship
Colonial
Legionnaire Corps
INFANTRY – 3x
Colonial Legionnaires
Bear APC
INFANTRY – 3x
Colonial Legionnaires
Bear APC
Sharing Condor Medium Dropship
Colonial
Legionnaire Corps
INFANTRY – 2x
Colonial Legionnaires
Raven-A Light Dropship
INFANTRY – 2x
Colonial Legionnaires
Raven-A Light Dropship
Colonial
Expeditionary Group
SCOUT – 4x
Wolverine LAV Type A
2x Raven-B Light Dropship
EXOTIC – 2x
Praetorians
Raven-A Light Dropship
Colonial Air
Wing
AIR – Archangel
AIR – Archangel
After Action
Report
This
game marked a big change of pace to the feel of Dropzone Commander that we’ve
become accustomed to playing. Units fulfilled different roles; in some
instances this role felt lessened by the lower concentrations of enemy
incoming, and in other instance the impact felt greater for the same reason.
His
Archangels were infinitely more impressive at this lower points value, and it
is making me look at taking one or two Warpear Fighters the next time we play
at 1,500. It just seems that the lighter concentration of enemy forces really
allows Fast Movers the room to fulfill their objectives. By the time the game
was over, they had cleared almost all of my Gates, bringing the game down to a
tight finish as they broke apart my ability to disengage.
Each
unit also felt more alive at this level, and less like another playing piece.
This isn’t necessarily a good or a bad thing, I just think it shows how the
feel of this game changes at each point value. We’ve played demonstration games
recently, and even in those I’ve noticed a change, a feeling that each soldier
is infinitely valuable, and each piece lost is a significant blow to the
fighting whole of the army.
More
battle reports and articles will be coming in the near future, so stay tuned to
the blog and our YouTube channel!
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