Dropzone Commander Battle Report – Shaltari vs UCM
Today we’ve got another Dropzone Commander 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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