Dropzone Commander Battle Report #29 – Scourge vs UCM
It’s
been a while since the Scourge have seen the tabletop, but today they make
another appearance as the UCM go to war with their hated nemesis.
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The Armies
The
Endbringers
Scourge
– 1,500
Scourge
Oppressors
COMMAND –
Desolator with Scourge Overlord (CV5)
SCOUT – 4x Minders
-Intruder Beta Light Dropship
Scourge
Vanguard
STANDARD – 3x
Hunter MGT
-Marauder Medium Dropship
SUPPORT – 3x
Ravager
-Harbinger Assault Dropship
Scourge
Warrior Cabal
TROOPS – 3x
Warriors
-Invader APC
TROOPS – 3x
Warriors
-Invader APC
-Sharing Marauder Medium Dropship
SUPPORT – 3x
Reaper AAGT
-Marauder Medium Dropship
Scourge
Warrior Cabal
TROOPS – 2x
Warriors
-Intruder Alpha Light Dropship
TROOPS – 2x Warriors
-Intruder Alpha Light Dropship
Scourge
Invasion Host
HEAVY – 2x Slayer
HGT
-Marauder Medium Dropship
Scourge
Occupation Patrol
SCOUT – 4x
Prowlers
-Intruder Beta Light Dropship
SCOUT – 4x
Prowlers
-Intruder Beta Light Dropship
UCM
Fleet Marine Security Force TF-109
United
Colonies of Mankind – 1,500
UCM
Field Command
COMMAND – Kodiak
ACV with Colonial Captain (CV4)
Colonial
Armored Formation
STANDARD – 6x
Sabre MBT
SUPPORT – 3x
Rapier AA Tank
-Sharing Albatross Heavy Dropship
Colonial
Legionnaire Corps
TROOPS – 3x
Colonial Legionnaires
-Bear APC
TROOPS – 2x
Legionnaire Mortar Teams
-Bear APC
-Condor Medium Dropship
SUPPORT – 3x
Fireblade Light Tank
-Condor Medium Dropship
Colonial
Legionnaire Corps
TROOPS – 2x
Colonial Legionnaires
-Raven-A Light Dropship
TROOPS – 2x
Colonial Legionnaires
-Raven-A Light Dropship
SUPPORT – 3x
Rapier AA Tank
-Condor Medium Dropship
UCM
Expeditionary Group
SCOUT – 6x
Wolverine LAV Type-A
Colonial
Fleet Air Wing
AIR – Archangel
After Action
Review
I
think I had too much Shaltari on the brain the last time I played Scourge. They
impressed me as weak and reactionary, but this time they were anything but!
My opponent made an error in allowing me a straight run at his commander with the Prowlers; even one unit of air coverage would have done wonders to shut down their advance. If the Archangel had become available it would have made me dump earlier in the turn, giving him time to shoot them up with at least a few things. That said, Prowlers are proving to be an excellent psychological unit, as you simply cannot let them get through to threaten those vulnerable rear units.
My opponent made an error in allowing me a straight run at his commander with the Prowlers; even one unit of air coverage would have done wonders to shut down their advance. If the Archangel had become available it would have made me dump earlier in the turn, giving him time to shoot them up with at least a few things. That said, Prowlers are proving to be an excellent psychological unit, as you simply cannot let them get through to threaten those vulnerable rear units.
Slayers
are another unit that has always surprised me. While they don’t seem that much
different than Hunters on paper, their additional firepower really does make a
difference. I got lucky in pasting the Mortars all at once, but the sheer
damage was incredible. After doing the math, I’m wondering about sticking six
of them in a Despoiler for my next 2,500 outing…
Have at it armchair generals; teach me how to play the Scourge!
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