Dropzone Commander Battle Report #23 – The Resistance vs Shaltari Tribes
For
the first time here at the Maelstrom, the Resistance are making their presence
known! Apparently Ubii Tribe strayed into territory that clearly doesn’t belong
to them. Watch as the horde launches their assault.
The Armies
The
Resistance – 2,500
Warlord’s
HQ
COMMAND – NT-5
Thunderstorm Custom with Resistance General (CV5)
SCOUT – 4x
Freeriders
SCOUT – 4x
Freeriders
Resistance
Band
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
TROOPS – 2x
Resistance Fighters
-MT-90 Jackson
-Sharing AT-77 Lifthawk with AA
Cannon
EXOTIC – 4x Occupation
Veterans
-Battle Bus
EXOTIC – 4x Occupation
Veterans
-Battle Bus
-Sharing NT-1 Kraken
Vehicle
Detachment
STANDARD – 12x
Rocket Technicals
STANDARD – 12x
Rocket Technicals
Sharing NT-4 Leviathan with 4 AA
Cannons
SCOUT – 6x Gun
Technical
Vehicle
Detachment
STANDARD – 3x Gun
Wagon
-NT-1 Kraken
STANDARD – 3x Gun
Wagon
-NT-1 Kraken
SUPPORT – 3x AH-16
Cyclone
Rusted
Fist
HEAVY – 2x M20
Zhukov
-AT-77 Lifthawk with AA Cannon
Fast
Strikers
AIR – Archangel Pathfinder
Ubii
Tribe War Party
Shaltari
Tribes – 2,500
Wings
of the Chieftain
Gaia Heavy Gate
3x Eden Medium
Gate
4x Spirit Light
Gate
2x Haven Terragate
Court
of Elders
COMMAND – Coyote Warstrider
with Shaltari Warchief (CV4)
HEAVY – 2x Ocelot
Warstrider
Shaltari
Swordpoint
STANDARD – 2x
Tarantula Battlestrider
STANDARD – 2x
Tarantula Battlestrider
SUPPORT – 3x Kukri
AA Grav-Tank
Shaltari
Warrior Clan
TROOPS – 2x Braves
TROOPS – 2x Braves
SUPPORT – 2x
Thunderbirds
Shaltari
Warrior Clan
TROOPS – 2x Braves
SUPPORT –
Firedrake
Shaltari
Speartip
SCOUT – 4x Yari
Light Grav-Tank with Light Ion Cannons
EXOTIC – 2x
Firstborns
Shaltari
Warfist
HEAVY – 2x Caiman
Heavy Grav-Tank
HEAVY – 2x Jaguar
Warstrider
SUPPORT -
Dreamsnare
Shaltari
Arrowhead
AIR – War Spear
Heavy Fighter
AIR – War Spear
Heavy Fighter
After Action
Review
I
played a terrible game, and lucky dice got me out of the situation.
Early
on I was acting as if the Objective on the train was the only thing that
mattered. By the end of turn two I realized there was still quite a bit of game
to play, and I knew that to win I would have to hold him to his own half of the
table, while protecting my own to keep him from securing enough points for the
win. At this point I underestimated the technologically inferior Resistance,
and I wound up pinned to the edge of the board and fighting for control.
My
opponent started out strong, but in the last two thirds of the game he just
couldn’t get anything to connect. His Zhukovs only scored one hit total with
their main cannon across the entire length of the game! Only his Commander was
getting the job done late, but it simply wasn’t enough.
My
entire left flank was played incorrectly. I allowed the Freeriders to draw too
much of my attention, when I could have simply picked my Tarantulas up and
redressed my battle line. I wasted the Firedrake against them, although it may
have been worth the risk. One six, and the Freeriders could have been
annihilated. With that said, I misappropriated my resources and several
Shaltari paid with their lives for my bad planning.
This
was my debut game against Resistance, and though I’ve watched H play them once
before I simply wasn’t ready for the horde of models that came flooding across
the table at me. The Cyclones and Zhukovs created a beautiful area of denial,
and forced me to stand and bang with the technicals. I simply cannot put into
words how surprised I was that any of them survived the game, but survive they
did! The Thunderstorm Command Vehicle is INSANE, and I loved watching it tear
the residential district to pieces. Not quite so humorous was the instantaneous
death of a Jaguar, literally the only time I have lost one in action thus far.
If H keeps bringing that thing to the table, I have a feeling that the loss
might become a common occurrence!
Playing
another army also allowed me to see the usefulness of some units that simply
don’t cut the mustard against Griff. I really wanted to take my War Spears out,
but I decided at the last moment to leave them in for one more game, just to
see how they fared against a non-UCM opponent. While they whiffed several times
in their aerial combat with the Pathfinder, once it was down they really went
to work, tearing a Lifthawk and a Cyclone from the sky in a single turn. That E7
just proved so useful against a foe with A6 in the air.
My
Infantry also had a blast, riding the train through the enemy forces and
blowing up Technicals every turn. It was impressive to see two bases of Braves
cut down four vehicles per turn, although I was also aware that those four
vehicles were barely more expensive than a single base of Braves!
Occupation
Veterans proved to be beastly; they nearly annihilated my Firstborns in a
protracted melee, and the other squad obliterated my poor Tarantulas. They
definitely bear closer watching in future games; I simply lost track of where
they were and what they did, and I truly paid the price for that. With four
bases of them, they are definitely a force to be reckoned with!
Let us have it, armchair generals; what could we have done
differently? Go easy – I already see a dozen things I need to change in my
future engagements with the Mad Max faction!
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