Dropzone Commander Battle Report #34 – PHR vs UCM
Today
the table features what is rapidly becoming a standard game around the
Maelstrom; 1,500 points of UCM have arrived, to show the abandonists a thing or
two about warfare in the not-too-distant future!
The Armies
UCM
Fleet Marine Security Force TF-109
United
Colonies of Mankind – 1,500
Colonial
Field Command
COMMAND – Kodiak ACV
with Colonial Captain (CV3)
Colonial
Armored Formation
STANDARD – 3x
Sabre MBT
-Condor Medium Dropship with Missile
Pods
SUPPORT – 3x
Longbow Howitzer
-3x Raven-B Light Dropship with
Missile Pods
Colonial
Armored Formation
STANDARD – 3x
Sabre MBT
-Condor Medium Dropship with Missile
Pods
SUPPORT – 3x
Longbow Howitzer
-3x Raven-B Light Dropship with
Missile Pods
Colonial
Legionnaire Corps
TROOPS – 2x
Legionnaire Mortar Team
-Bear APC
TROOPS – 2x
Legionnaire Mortar Team
-Bear APC
-Sharing Condor Medium Dropship with
Missile Pods
SUPPORT – 3x
Rapier AA Tank
-Condor Medium Dropship with Missile
Pods
Colonial
Legionnaire Corps
TROOPS – 2x
Colonial Legionnaires
-Raven-A Light Dropship
TROOPS – 2x
Colonial Legionnaires
-Raven-A Light Dropship
UCM
Expeditionary Group
SCOUT – 4x
Wolverine LAV Type-A
EXOTIC – 2x Heavy
Hazard Suits
Gladii
Argenti
Post-Human
Republic – 1,500
Hand
of the Sphere
COMMAND – Zeus
Type-2 Walker with PHR War Councillor (CV3)
Odin Type-2 Walker
-Neptune Medium Dropship
Battle
Pantheon
STANDARD – 2x
Phobos Type-1 Walker
STANDARD – 2x Ares
Type-1 Walker
-Neptune Medium Dropship
Battle
Pantheon
STANDARD – 2x
Phobos Type-1 Walker
STANDARD – 2x Ares
Type-1 Walker
-Neptune Medium Dropship
Immortals
Phalanx
TROOPS – 2x
Immortals
-Triton A1
TROOPS – 2x
Immortals
-Triton A1
TROOPS – 2x
Immortal AM Longreach Team
-Triton A1
Immortals
Phalanx
TROOPS – 2x
Immortals
-Triton A1
TROOPS – 2x
Immortals
-Triton A1
SUPPORT – 2x
Apollo-A Type-4 Walker
-Neptune Medium Dropship
Pegasus
Group
SCOUT – 4x Mercury
Drone
-2x Triton A2 with Skyhammer
Missiles and Twin Stealth Missile Batteries
After Action
Review
This
is the first time I’ve ever seen the PHR ground element schooled so soundly by
the UCM. Normally it requires an inordinate amount of firepower to bring down
the Walker blocks, but the Sabres and the Kodiak walked through my entire
presence as if it wasn’t even there. Props to my opponent for prosecuting an
excellent tank warfare game; if he continues to do so much damage, I’m going to
have to reconsider some of my basic assumptions about PHR danger.
When
the Sabres gained deployment advantage on me, I started to just pick up my Ares
and move them all to my left flank. That was the biggest reason my Phobos squad
shot down the Sabre transport. For whatever reason, I decided that I could
defeat them piecemeal before they could rally and group. One handful of shoddy
dice made that a non-issue, and all of my Walkers paid the price.
I
think I missed a lot of command potential by my Mercury Drones and Zeus being
on the same side of the table. I’m used to playing bigger points values (and
MUCH bigger Commanders), so I suppose that is partially to blame. I also got
crossed up trying to counter one group of Longbows; the Drone’s Tritons were in
the best position to do it, and I decided that the better investment was to go
ahead and strike against the artillery. In the long run, I do think I made a
mistake by not keeping that command coverage on a wider chunk of my army.
At
the end of the day, this mission is all about the Infantry. I think my opponent
made a mistake by deploying his own Legionnaires so early. Had he waited, the
Walkers would have been out of the way, giving him a clear shot into my zone.
Instead they went down in a brutal CQB, with the last of them being gunned down
in the streets. Although I still held a very slight advantage in points without
all the garrisoned Infantry (I’m still not really sure how), the Immortals blew
the game wide open and made the difference.
Let’s hear your thoughts; how would you have approached this one
differently?
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