Dropzone Commander Battle Report #39 – Shaltari Tribes vs The Scourge
Welcome
back to the Maelstrom! For the first time in a long while we have a Dropzone
Commander game for you. We’ve been focused heavily on 40k lately, but this game
quickly turned into a point-blank engagement, one that got both us set to dive
back into this game system. Come along as the Shaltari and the Scourge begin
their war of attrition.
The Armies
The
Endbringers
The
Scourge – 2,000
Scourge
Oppressors
COMMAND –
Desolator with Scourge Master (CV4)
SCOUT – 4x Minders
-Intruder Beta Light Dropship
SCOUT – 4x Minders
-Intruder Beta Light Dropship
SUPPORT – 2x
Reaver Gunship
Scourge
Vanguard
STANDARD – 3x
Hunter MGT
-Marauder Medium Dropship
SUPPORT – 3x
Reaper AAGT
-Marauder Medium Dropship
Scourge
Vanguard
STANDARD – 3x
Hunter MGT
-Marauder Medium Dropship
SUPPORT – 3x
Reaper AAGT
-Marauder Medium Dropship
Scourge
Warrior Cabal
TROOPS – 2x
Warrior Horde
-Intruder Alpha Light Dropship
TROOPS – 2x
Warrior Horde
-Intruder Alpha Light Dropship
TROOPS – 2x
Warrior Horde
-Intruder Alpha Light Dropship
Scourge
Warrior Cabal
TROOPS – 3x
Warrior Horde
-Invader APC
TROOPS – 3x
Warrior Horde
-Invader APC
-Sharing Marauder Medium Dropship
Scourge
Invasion Host
HEAVY – 2x
Tormentor HGT with Razorworms
-Marauder Medium Dropship
HEAVY – 2x Slayer
HGT
-Marauder Medium Dropship
Scourge
Occupation Patrol
SCOUT – 4x
Prowlers
-Intruder Beta Light Dropship
SCOUT – 4x
Prowlers
-Intruder Beta Light Dropship
Ubii
Tribe Raiding Party
Shaltari
Tribes – 2,000
Wings
of the Chieftain (Gate Pool)
Eden Medium Gate
Eden Medium Gate
Eden Medium Gate
Spirit Light Gate
Spirit Light Gate
Spirit Light Gate
Spirit Light Gate
Haven Terragate
Haven Terragate
Court
of the Elders
COMMAND – Coyote
Warstrider with High Warchief (CV5)
Shaltari
Swordpoint
STANDARD – 3x
Tomahawk Main Grav-Tank
STANDARD – 3x
Tomahawk Main Grav-Tank
SUPPORT – 3x Kukri
AA Grav-Tank
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
Shaltari
Warrior Clan
TROOPS – 2x Braves
SUPPORT – 2x
Thunderbird
Shaltari
Warfist
HEAVY – Caiman
Heavy Grav-Tank
HEAVY – Caiman
Heavy Grav-Tank
Shaltari
Speartip
SCOUT – 2x Yari
Light Grav-Tank with Light Ion Cannon
EXOTIC – 2x
Firstborns
After Action
Review
I
didn’t realize how long it had been since I played Shaltari until I sat down to
make a list. When I did I realized I was coming back into a faction that I had
really missed.
I’ve
flirted with the idea of two Yaris for a long time. I like them just for their
Scout bubble, and I always wondered if they would be effective enough with just
two. It frees up the Gates required to get them into position, and still offers
a small amount of AA punch. However, after trying it out I have to say that two
Yaris isn’t enough. They can’t guarantee a punch against that single light
dropship, which is what I have always used them for. As a result, it leaves me
with points invested in an overly fragile Scout unit, and no real offensive
punch to show for it. I remember plenty of times when four Yaris would down
Praetorians or other fast-moving infantry near the center of the table; two
simply can’t get it done.
The
Thunderbirds were a great addition to the force, and I want to invest in some
more of them to bring their numbers up. I think four or six of them could offer
a real threat to rear-echelon units, like Longbows and other artillery pieces.
The Shaltari really struggle to deal with those kinds of units, and I think
that by putting the Thunderbirds in I’m gaining some early game demolition,
along with a unit that doesn’t struggle against heavily armored enemy tanks.
PHR walkers and UCM battle tanks are a real struggle for Tomahawks to engage
effectively, but the Thunderbirds take this out of the equation and offer me a
hunter-killer unit to pick off armor at leisure. So long as I can keep them
clear of dedicated enemy AA fire, I think they will do fine.
In
this game, I think my opponent struggled with the split approach I offered. He
swung heavily to one flank in an attempt to crush that portion of my army
completely. Against any other opponent he probably would have been successful,
but the speed of teleportation kept me out of harm’s way until late in the
game. Even then, it was only his fast-moving Aircraft that were able to bring
their weapons to bear and get the job done. It left his Hunters and Slayers
completely out of the fight, and turned the ground war firmly in my favor.
With
that said, the game was still a close one. I think if he had manned the walls
with the Infantry in my deployment area, he would have been able to make up the
lion’s share of the points deficit with their garrison value. I also think his
initial drops with much of the armor on my flank were too conservative. I think
he would have been better served by rushing the armor block. I still would have
been able to evacuate most of it, but it would have given him a chance to
prevent it from happening, or at the very least punished me for ever having
deployed there.
The
Scourge are a different army to learn, especially after settling into one of
the other factions. However, I have no doubt Josh will be scoring more frequent
plasma kills on my tanks very, very soon.
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