Dropzone Commander Battle Report #21 – Shaltari vs UCM




Today we’ve got another battle report for you, as the Shaltari and the UCM go to war.

We took the advice of the general community and backed off to 1,500 points for this game, in an effort to get more of a feel for the tournament level of Dropzone play. I can’t promise this will be our normal game total from now on, but it was definitely interesting to see the game at this points value. It has been a long time since we’ve played below 2,500, and it was a definite breath of fresh air.


The Armies

Ubii Tribe Raiding Party
Shaltari Tribes – 1,500

Wings of the Chieftain (Gate Pool)

-2x Eden Medium Gate
-3x Spirit Light Gate
-3x Haven Terragate

Court of Elders

COMMAND – Coyote with Shaltari Warchief (CV4)

Shaltari Swordpoint

STANDARD – 6x Tomahawk Main Grav-Tank
SUPPORT – 3x Kukri AA Grav-Tank

Shaltari Swordpoint

STANDARD – 2x Tarantula Battlestrider

Shaltari Warrior Clan

TROOPS – 2x Braves
TROOPS – 2x Braves
TROOPS – 2x Braves

Shaltari Warfist

HEAVY – Caiman Heavy Grav-Tank
HEAVY – Caiman Heavy Grav-Tank

Shaltari Speartip

SCOUT – 4x Yari Light Grav-Tank with Light Ion Cannons
EXOTIC – 2x Firstborns

UCM Fleet Marine Security Force TF-109
United Colonies of Mankind – 1,500

UCM Field Command

COMMAND – Kodiak ACV with Colonial General (CV5)
SCOUT – 4x Wolverine LAV Type-A
            -2x Raven-B Light Dropship

Colonial Armored Formation

STANDARD – 3x Sabre MBT
            -Condor Medium Dropship
SUPPORT – 3x Rapier AA Tank
            -Condor Medium Dropship

Colonial Armored Formation

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

Colonial Legionnaire Corps

TROOPS – 3x Colonial Legionnaires
            -Bear APC
TROOPS – 3x Colonial Legionnaires
            -Bear APC
            -Sharing Condor Medium Dropship

Colonial Legionnaire Corps

TROOPS – 2x Colonial Legionnaires
            -Raven-A Light Dropship

Colonial Fleet Air Wing

AIR – Archangel

After Action Review

It was interesting to change up the points value we bring to the game. I rarely change my 2,500 point list other than minor tweaks here and there, so it was a fun mental exercise to scale that process down to a different level. Overall I was happy with how the list performed, though I did feel a little light on anti-air firepower.

My goal throughout the game was to get my opponent to commit to a flank, before flooding my own forces to the other end of the table. The idea was to escape with more Objectives, and then be happy with a tie on Focal Points. This almost didn’t work out when he rolled Fighter Escort for one of his Dropships; in such a short amount of time, I can already feel the enhanced power of the UCM Command Deck. I was barely able to squeak my Firstborns into the central building. If I hadn’t drawn the Underground Monorails, I’m not sure I would have been able to get them out again.

I knew going into the game that I needed to squeeze in a third Eden, I simply couldn’t make the points work out. It almost cost me; if that Archangel had managed to shoot me down with its first flyover, I would have had a very difficult time putting pressure on the Focal Point in his half of the table.

I do think he would have been better off splitting his armored elements to each flank. While this would have left either position of power less effective overall, it would have forced the Shaltari to engage somewhere. If I am given an option that allows me to move without getting into a fight, that is the one I will always take!


All right armchair generals, where did we go wrong? Let us know in the comments below!

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