Dropzone Commander Battle Report #16 – Post-Human Republic vs Shaltari Tribes
Welcome
back to another Dropzone Commander battle! For the first time in my Dropzone
career, I square off against the enhanced warriors of the PHR, commanded by my
friend Allen. It is a battle of the superior technologies as these to forces go
to war!
The Armies
Lyr
Thema
Post-Human
Republic – 2,500
Hand of the
Sphere
COMMAND – Zeus
with Supreme Vizier (CV6)
2x Enyo Siege Walker
SCOUT – 4x
Mercury Drone
-2x Triton A2 with RN-5 Skyhammer
Missiles
EXOTIC – 2x
Siren Corps
-2x Triton A1
Battle Pantheon
STANDARD – 2x
Phobos AA Walker
SUPPORT – 2x
Helios Jetskimmer
Battle Pantheon
STANDARD – 4x
Ares AT Walker
-2x Neptune Medium Dropship
STANDARD – 2x
Phobos AA Walker
-Neptune Medium Dropship
Immortals
Phalanx
TROOPS – 2x
Immortals
-Juno IFV - A1
TROOPS – 2x
Immortals
-Juno IFV - A1
-Sharing Neptune Medium
Dropship
SUPPORT – 2x
Apollo Strike Walker
-Neptune Medium Dropship
Immortal Phalanx
TROOPS – 2x
Immortals
-Juno IFV - A1
TROOPS – 2x
Immortals
-Juno IFV - A1
-Sharing Neptune Medium
Dropship
Heavy Pantheon
HEAVY – Hades
Type-4 Walker
-Poseidon Heavy Dropship
HEAVY – 2x Odin
AT Walker
-Neptune Medium Dropship
PHR Air Wing
AIR – Athena Air
Superiority Fighter
Ubii
Tribe War Council
Shaltari
Tribes – 2,500
Wings of the
Chieftain (Gate Pool)
Gaia Heavy Gate
3x Eden Medium
Gate
4x Spirit Light
Gate
2x Haven
Terragate
Court of Elders
COMMAND – Coyote
Warstrider with Prime Warchief (CV6)
HEAVY – 2x
Ocelot Warstrider
SCOUT – 4x Yari
Light Grav-Tank with Light Ion Cannon
Shaltari
Swordpoint
STANDARD – 6x
Tomahawk Main Grav-Tank
SUPPORT – 3x
Kukri AA Grav-Tank
Shaltari Swordpoint
STANDARD – 2x
Tarantula Battlestrider
STANDARD – 2x
Tarantula Battlestrider
Shaltari Warrior
Clan
TROOPS – 2x
Braves
TROOPS – 2x
Braves
SUPPORT – Totem
Warspire
Shaltari Warrior
Clan
TROOPS – 2x
Braves
TROOPS – 2x
Braves
Shaltari Warfist
HEAVY – 2x
Jaguar Warstrider
HEAVY – 2x
Caiman Heavy Grav-Tank
SUPPORT –
Dreamsnare
Shaltari
Speartip
SCOUT – 2x Yari
Light Grav-Tank with Light Ion Cannon
EXOTIC – 2x
Firstborns
After Action
Review
Allen:
Well
that was tense. First time fighting the Shaltari and the space porcupines were
tougher than I thought. Seriously the first 4 or so rounds was little beyond a
pretty light show as two solid walls hurled rocks at each other and did
nothing. Then of course it all turned bloody at the end as the walls began to
collapse under the weight of fire. Overall a very fun time was had!
Normally
I run Immortals in their own Triton A1s to give them a speed advantage. My
prior experiences against the UCM have shown me that sometimes the resilience
of a Neptune and Juno is worth the slower movement. In this game it also gave
me an extra bit of firepower, unusual given my usual opponent’s high armor.
Those Juno drivers can paint their own kill markers now! I’ll definitely be
including at least two squads in a Juno variant from now on.
A
big surprise for me this game was the Sirens. The girls rarely fail me in the “murder
everyone in the room” department but for once they found an objective, then
spent the rest of the game in reserve. That cost me in the CQB at the end of
the game…30 dice worth of crazy female assassins was sorely missed! Actually I
found the center objectives rather quickly over all, the Mercury Drones were
very effective this game. I kind of wish they had been on the opposite side
though, but my original plan was to jump into the near dead building on the
left then hopefully find the objective and get out. Sadly that did not work
out.
Apollo-As
just don’t work out for me in pairs, but I may be using them wrong, for now I
am going to try larger groups. Their dropship move though is a beautiful thing,
being able to throw a unit in the backfield is great. I also feel that the
Helios skimmers are in dire need of extra speed on the first turn, in the
future they will always be run with a Neptune. It’s just too amazing to have 6
shots that can break into groups of 3 if needed, that with their faster
movement still leaves me feeling the skimmers are a great compliment to the
zone defense of the Phobos walker. I’ll be fine tuning my lists with this new
information, I promise you.
The
game for me had a lot of cinematic moments, which I greatly enjoy in wargaming.
It’s being able to imagine your Odins, massive walking tanks that they are,
stomping forward. The sounds of pavement shattering under each step, a hail of
fire pinging off their armor and the whine of dual railguns answering. A raging
block war between armored Shaltari and the cyborg Immortals. The Hades walker
trading fire with the Shaltari big guns, finally going down after the weight of
more than half the enemy army is leveled against its hulking form. An Athena
fighter weaving through skyscrapers going at supersonic speeds…just a blur of
death followed by a boom and the sounds of guns and engines. A desperate fight
between Immortals and the elite of the Shaltari, my commander screaming for the
Sirens to return and aid his dying men. Those are the moments that keep me
coming back to the tabletop.
Randall:
Allen
said it all. I think we were both surprised with the resilience we faced, and
as a result we had a ridiculous civil war-style gunline battle between my
Jaguars and his Odins. I mean, we literally shot until Turn Six with NOTHING
dying. We each dropped one or two Field Repairs in the area, ensuring that the
carnage dragged on to the very end!
It
was a very different game for me, because Aircraft normally stand no chance
against my Shaltari. That extra point of Armor on PHR Aircraft was a real pain,
and meant that he took next to no damage. Maybe it is time to give the
Warspears a chance…
I
was also surprised at how many Command Cards we threw back and forth. In an
average game for me a handful of cards will make an appearance, but with two
level six Commanders we really tossed the ammunition to the table! It added a
really fun element to the game; without a well-timed Scout Gate Drone, I’m not
sure my Firstborns could have skirted the Phobos web in time to stop the
game-winning objective from leaving the table.
The
Tarantulas just continue to earn their paycheck. In this game they took out the
Hades, a Phobos or two, and an Odin at the last second. In an army with next to
no firepower over Energy 10, those Gravity Cannons are just so good. Add their
ambush factor in climbing buildings, and they really bring something special to
the Shaltari war effort.
I’m
looking forward to facing the PHR again, particularly in different scenarios,
just to see how they play. Stay tuned, I’m sure we haven’t seen the last of Lyr
Thema!
Comments
Post a Comment