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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