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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