Dropzone Commander #18 – The Resistance vs United Colonies of Mankind
Today
we feature the Resistance for the first time in ETM battle report history, with
the Ferals squaring off against the UCM. A bloodbath ensues as the enmity
between these two groups spills over into a terrible street war.
The Armies
UCM
Fleet Marine Security Force TF-109
United
Colonies of Mankind – 2,000
Field Command
COMMAND – Kodiak
ACV with Colonial General (CV5)
SCOUT – 4x
Wolverine LAV – Type A
SUPPORT – Ferrum
Drone Base
Colonial Armored
Formation
STANDARD – 3x
Sabre MBT
-Condor Medium Dropship
SUPPORT – 3x
Rapier AA Tank
-Condor Medium Dropship
SUPPORT – 2x
Longbow Howitzer
-2x Raven-A Light Dropship with
Missile Pods
Colonial Armored
Formation
STANDARD – 3x
Sabre MBT
-Condor Medium Dropship
SUPPORT – 3x
Rapier AA Tank
-Condor Medium Dropship
SUPPORT – 2x
Longbow Howitzer
-2x Raven-A Light Dropship with
Missile Pods
Colonial
Legionnaire Corps
TROOPS – 3x
Legionnaire Squad
-Bear APC
TROOPS – 3x
Legionnaire Squad
-Bear APC
-Sharing Condor Medium Dropship
Colonial Fleet
Air Wing
AIR – Archangel
AIR – Archangel
UCM
Expeditionary Group
SCOUT – 4x
Wolverine LAV – Type A
EXOTIC – 2x
Praetorians
-Raven-A Light Dropship
The
Unbowed
Feral
Resistance – 2,000
Model 109
Breaching Drill
Warlord’s HQ
COMMAND – M3 Alexander
with Resistance Commander (CV4)
-AT-77 Lifthawk
SCOUT – 2x
Freeriders
SCOUT – 2x
Freeriders
Vehicle
Detachment
STANDARD – 3x
Gun Wagon
-NT-1 Kraken
SUPPORT – 2x M20
Zhukov
Resistance Band
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
EXOTIC – 2x
Berserkers
-MT-90 Jackson
-All sharing an AT-77 Lifthawk
SUPPORT – 2x
AH-16 Cyclone
Resistance Band
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
EXOTIC – 2x
Berserkers
-MT-90 Jackson
-All sharing an AT-77 Lifthawk
SUPPORT – 2x
AH-16 Cyclone
Rusted Fist
HEAVY – 2x M9
Hannibal
-AT-77 Lifthawk
-AT-77 Lifthawk
HEAVY – 2x M9
Hannibal
-AT-77 Lifthawk
Fast Strikers
AIR - J19 Hellhog
-AT-77 Lifthawk
Fast Strikers
AIR - J19 Hellhog
After-Action
Review
Josh (Griff):
I
came away from this game with the Resistance with a different mindset than when
I began. The Resistance were looking to be my second army for DzC, but after
having played against them at this points level, I am not convinced they are
for me. They have a very similar approach to the Scourge, at least in regards
to the range on a lot of their weapons. Half of the army doesn’t have
Countermeasures at all. Before the game, the army seemed to be capable of
rushing an opponent and overwhelming them with weight of numbers. Having seen
the carnage that shooting at units without Countermeasures creates, I do not
wish to play this army anymore. I see the Resistance struggling to find the
balance between old world military tech and new world scrap heap. They suffer
from some variant approaches to war in the same army.
The
good things in the army, however, were very good. The Alexander is a fantastic
command vehicle! It practically one-shot my Ferrum! The Cyclone helicopters
accounted for a huge portion of my casualties as well. Their barrage weapons
are extremely effective. And finally, the Lifthawk… This transport is a
monster, the armor and damage points on it are great. It is perfect for pushing
units right into the center of a fight.
I
had a blast against a new opponent. Games against Josh are always great, but I
do not think the Resistance are the faction for me. So Josh does not like the
army, and Josh loves the army.
Josh
(Himebaugh):
Well,
this was my first full-on game playing Resistance. Therefore, this turned into
a bit of trial-and-error in learning some of the quirks of this army. Once I
had my Command Deck and Alexander in hand, I had a rather sizable force to be
able to field. About the only crucial thing left that I didn’t have was Hellhogs,
the buses and the large Hovercrafts, so I decided to focus more on units that
can be carried in on Lifthawks. I decided to try out the Ferals first because I
do like their cards, and I did think it was more appropriate against the UCM.
One of the harder points of the army is trying to figure out a nice balance between
the cheap units and the expensive ones as there is not a great deal of middle
ground.
One
of the points that I wanted to test with this army was to see for myself what
works and what doesn’t so much. For instance, the net lists seem to be in love
with the four Cyclone groups to be able to drop a ton of barrages on the
enemy’s head. I on the other hand am not as thrilled with this prospect of
creating too much threat centered on single units for my opponent to concentrate
AA to destroy. Also, the Hannibals have been considered one of more
underwhelming units in the new army. My first small trial game with the starter
force did make them seem rather mediocre, but I figured this might have been in
the similar ballpark as only having the minimum unit of Sabres. I tried out
four Hannibals with two Lifthawks to see if they were more effective. Last, I
put in the Berserkers to test them out, but I decided against just running a
larger unit to dog pile on some hapless foes. Instead, I tried a smaller
support unit with two other Fighter units in two separate battlegroups.
Even
though I lost 5 to 10 on this one, much of this came down to rolls on the
activation. I poured a lot of damage into the central structure where the
Legionnaires were going for the objective for many turns, but they my
initiative rolls failed me in the end. Because of that, he was able to pull out
of the building with one squad and three damage points left. Then, it came down
to initiative roll for my Zhukovs to try to catch the Condor leaving with an
objective. I lost every single roll after the first two turns it would appear,
and I shouldn’t have burned that Central HQ Directive card early on because it
got hit with an Espionage. If I had let him burn that card on my Field Repairs
for the Alexander, then it might have been a different story. Topped off with
not having a Call for Extraction card, and I was looking at an uphill battle in
getting the objectives off.
To
say that this game was bloody is a rather obtuse understatement. The Hannibals
did remarkably well most of the game making a nice fat block pushing through
the middle throwing out some damage to the Sabres and the Rapiers, but they
finally begin to falter at the last few turns. The two Cyclone squads I felt
did just fine with only a Barrage 2 which is still usable behind buildings. The
Berserker squads were not really able to showcase their abilities in close
combat as the only CQB was between Freeriders and Praetorians. I know many
people on the forums have caused quite a bit of a stir over these units coming
out of a drill and going for objectives, but my original fears tested of them
being easily intercepted by units in Light Dropships came to fruition
unfortunately. In hindsight, I think I might start using them more in an anti-armor
role when I realized they had more than one shot with those E10 sticky
explosives. My poor scouts with both the Freeriders and the Gun Technicals
getting rolled up rather quickly did a lot of damage to my command radius, and
my AA getting surprisingly shellacked turned the favor toward the UCM. I am
still not sure if it would have been better to get my Zhukovs out in the middle
field or just have them roll on to provide some threat to air right out the
door similar to what I have experienced against Phobos walkers. This unit will
require more experimentation further to get a feel for this Heavy AA tank.
Probably
one of the premier units for my army had to have been the Alexander Command
Tank. This beast took down a Ferrum with 4 wounds left in only a single shot at
almost 40 inches thanks to Devastator and Toughened Shells. I wish I had a
better hand drawn for the Commander to get more of a feel of the Command Deck,
but it just wasn’t in the cards so they say. The multiple groups of Resistance
Fighters did rather well in finding objectives quickly which is what I had to
bank on most of the game.
One
of the hardest things I had to hit me in the face was just how much Resistance
had to take some things at a higher threat that I never really had to while playing
UCM and Scourge. For instance, the Legionnaire rockets doing a superb job in
destroying all three Gun Wagons in one go was a shock. Also, the Longbow
artillery, which I never had to consider as much of a threat before, became one
of the things that stopped a lot of my flanking momentum and kept me having to
scramble in the back field to getting dropped objectives from my poor infantry.
Rapiers even by themselves are frightening towards my lighter units.
I
consider this ultimately a learning experience towards the Resistance. I feel
that I am not just learning a new army but the whole game over again because
this army operates outside much of the standard paradigms that the core four
races were built on. With no light drop ships and units that cost from
extremely cheap to rather expensive, this army is going to require some
definite thought to get into the groove for how this army operates. But I am
hopeful that I will persevere and achieve a better capacity to pull through for
the future. If there is one thing that I do enjoy about DzC, it is that I feel
that I do indeed learn from my experiences in such a well-coordinated and
tactical game.
I
congratulate my UCM opponent for a hard fought victory because it was well
earned, and I look forward to the day that my Separatists will face him again
on the Cradle Worlds.
Interesting to read these post battle thoughts. I've played against a Resistance force once so far, but from that and reading the rulebook, it's very clear that they play very differently to the other races.
ReplyDeleteIt might sound basic and obvious but I think you have to hone in on the strengths of the Resistance and play to them. The gun wagons should play shenanigans with their transport Krakens, staying on board most of the time but unloading and immediately firing. It's a nice threat and being onboard the Kraken shields them as the Kraken is tough and has active countermeasures.
The Freeriders should never be risked in close batlle. They are "easy beats". Their threat comes from attacking armour with sticky bombs and using their scout abilities. I see objective nabbing as down their priority list, if enemy infantry and elites are already engaged elsewhere. The only way I can think to keep them alive is to come out of the drill only once the enemy is under pressure in that sector. They need to hide for one turn as they can't attack with sticky bombs on the turn they disembark, unless I've missed something.
I'm unsure if driving on the Zhukovs is the best option. I think I would aim to have my Hannibals and Zhukovs in Lifthawks together in a central area, dropped on turn 1-2, with some hover units around the flanks. Having played against Resistance once, I walked away clear that the Lifthawk AA guns are worth paying for.
I didn't stop the video to try and catch it, but who gave line of sight to the Kodiak for those shots? If it's not a scout then you get +2 accuracy penalty and if no one can see the target then you can't indirect fire.
Cheers,
Sword
Thanks for the thoughts Sword! We actually came away with many of the same conclusions you mention here, particularly the drive-on Zhukovs and the AA option on the Lifthawk.
ReplyDeleteIf I remember correctly (the game is a week or two stale), it was the Ferrum Drones providing line of sight in most instances.
Thanks for watching!