
Hawk Talon
- Posts: 1047
- Joined: Wed Nov 04, 2015 12:27 pm
- Location: Airdrie, Alberta, Canada
I have a thread going in the UCM Tactics section about how you don't need to use a Lima all the time to get your Active Scanning done. This battle of 1250pts with my UCM vs PHR is an example of that theory in action and in my eyes a perfect example of why you don't need the over priced scanners in every list. I'll post the lists at the end.
Mission was Power Grab with the Planetary Ring variant in play. Deployment was Column.
Turns 1-2
Like most games nothing too exciting with Column deployments. I sent a Madrid after each power plant assuming that I would not be able to hold them. My New Orleans went for the the middle cluster as well as the 2 far ones. Goal was to make power plants less valuable and take over the military sectors. I succeeded in destroying one plant while the other was left with 1 health. *Note here we both forgot that as soon as the power plant was destroyed those clusters are worth 0 points*
In return the PHR player brought on 1 Orpheus and 2 Achilles! Those heavy cruisers were able to destroy one of the Madrid in short order as 8 dice on 3+ crit 4+ combined with a pair of 6's for the crippling table will gut most ships in the game. He only brought on 2 Medea on Turn 1 and on Turn 2 he sent his other pair to the middle fight leaving one flank unopposed for my 3 committed New Orleans there.

Turns 3-4
I finished off the second power plant and moved my Madrid away from the fight so as to cap Critical Locations with it later in the game. It would score one far Critical Location on Turn 4. Turn 3 would see my Saratoga Group gun down one Orphesus. I was unable to bring any of my heavier cruisers firepower to bear until Turn 4 as the PHR player used premeasuring well and was always a fraction of an inch away from my maximum firing range (move + sig + scan + major spike). While this slowed his advance down a little bit and bringing on the 2 Orpheus Turn 2 it didn't really matter as I had 3 New Orleans dropping against 2 Medea and an Oprhesus with only 1 turn head start. I would actually do alright in the ground game in the centre cluster till turn 6 but it was always going to go to PHR. I did get to Weapons Free with my St. Pete in turn 4 which did heavy damage to the second Orphesus which would let the Rio and Berlin finish it off.

His Achilles were a real pain for me. Both torpedoes got critical hits on the Saratoga they were targetting which killed both of them with the crippling damage. I tried to course change away but alas no 6's were rolled. The third Saratoga was in their side arc and so was promptly killed by thier broadsides. I was hoping to have at least one of them alive to make a suicide run in turn 5 but wasn't to be. This also highlights the issue with torpedoes. Since he rolled crits on both of them I lost 2 ships, if they were not crits I would likely had 1 if not 2 still alive for another turn and he would have been in a very difficult position. As it was he made light work of my group of light cruisers. During this time I had Active Scanned with my 'extra' New Orleans and Jakarta as well as one of the Saratoga. In the end none of that matter since the Achilles just sat on the edge of my effective range and the lead Orpheus was too high priorty a target for them to ignore anyways. By the time I was able to engage the Achilles my cruiers were gone.

Turns 5-6
By now his Bellerophon were in position to start launching bombers and we both didn't have all the much left. I clearly won each flanking cluster and their critical locations while he held the centre firmly. My Rio, Berlin and St Pete were all quickly wiped off the table by bombers while I finished off the last Achilles in return. Nothing to exciting going on beyond that.
Final score ended up 24-22 in favour of my UCM. We used the tournament kill points and he was able to gain 8 while I only scored 5. Nice swing for wiping out most of my fleet however he was unable to capture all 3 centre critical locations due to positioning and only having 2 cruisers left there (my Madrid made a sneaky dash 180 on Turns 5 and 6 to zoom back to one of the side centre locations. If we remembered the power plant rule correctly I think the score would change to 23-16 as there would have been no way for the Orpheus to get to either side flank in time based on the deployment at the time of the power plant destruction, regardless I blew them up fast enough it was basically like playing a normal cluster game instead of the special scenario anyway.
Things I learned:
-Use pre measuring well and you will almost always get to shoot first against someone with a lower scan value (or someone who isn't pre measuring/paying attention). There was nothing I could do to seriously engage his ships until turn 3 based on how fast(slow) he moved and my maximum possible threat distance. Nothing new with this obvious thought but this was another game that fact in action. You could have added 5 Lima to my list for free and it would not have changed the outcome.
-Planetary Ring is almost pointless in this game. We basically all dived to Low Orbit fairly quickly and stayed out of weapons range without relying on the Ring for protection. I used on for my Madrids on the way in but he didn't bring anything to threaten them before they dived down. By turn 4 everything was in Low Orbit.
-Limas would have done absolutely nothing for me this game. In fact my 'extra' New Orleans was able to join the centre cluster fight and dropped 3 tanks after Active Scanning the turn it came on. Jakarata was also helpful and kept the Rio alive one turn longer than it might have otherwise.
-St Petersburg is actually a nice ship. Twice this game I was able to go Weapons Free and fire both Cobras and the shoulder guns. With 3 Clusters in the centre on a map like this one its not so hard to position where several ships will have to drift past you line of fire!
-13 hull ships take a lot of punishment when you need to kill 4 of them fast
I wasn't even rolling bad with my burnthroughs. It just took an extra turn to kill the Achilles which was all they needed to wreck my light cruisers.
-Achilles are decent ships with the new rules. While this time they didn't actually fire their double broadsides against my main ships they did send enough lead into atmosphere on their other side to kill a New Orleans and 2 Santiago. They also scared off my Madrid forcing it out of play since they could freely shoot both sides. If they couldn't I would have kept it closer to centre and added its close action to the fleet fight and would have bombarded the centre some more reducing his victory points. Twice he had to turn to get his side arc into play so the Madrid would never have been in a Weapons Free angle.
My UCM:
--------------------------------------
Tourny UCM 1250 - 1247pts
UCM - 0 launch assets
SR10 Vanguard battlegroup (155pts)
1 x St Petersburg - 155pts - H
+ UCM Captain (20pts, 2AV)
SR17 Line battlegroup (328pts)
1 x Jakarta - 32pts - L
3 x New Cairo - 264pts - M
1 x New Orleans - 32pts - L
SR9 Line battlegroup (207pts)
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
1 x Madrid - 79pts - M
SR10 Line battlegroup (210pts)
1 x Rio - 105pts - M
1 x Berlin - 105pts - M
SR5 Pathfinder battlegroup (120pts)
1 x New Orleans - 32pts - L
2 x Santiago - 44pts - L
2 x Santiago - 44pts - L
SR9 Pathfinder battlegroup (207pts)
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
1 x Madrid - 79pts - M
------------- dflist.com -------------
PHR:
--------------------------------------
PHR 1250 - 1246pts
PHR - 10 launch assets
SR20 Vanguard battlegroup (330pts)
1 x Achilles - 165pts - H
1 x Achilles - 165pts - H
SR20 Vanguard battlegroup (360pts)
1 x Bellerophon - 180pts - H
+ Fleet Vizier (20pts, 2AV)
1 x Bellerophon - 180pts - H
SR7 Line battlegroup (208pts)
2 x Medea - 78pts - L
1 x Orpheus - 130pts - M
SR7 Line battlegroup (208pts)
2 x Medea - 78pts - L
1 x Orpheus - 130pts - M
SR2 Pathfinder battlegroup (60pts)
2 x Echo - 60pts - L
SR2 Pathfinder battlegroup (60pts)
2 x Echo - 60pts - L
------------- dflist.com -------------
Mission was Power Grab with the Planetary Ring variant in play. Deployment was Column.
Turns 1-2
Like most games nothing too exciting with Column deployments. I sent a Madrid after each power plant assuming that I would not be able to hold them. My New Orleans went for the the middle cluster as well as the 2 far ones. Goal was to make power plants less valuable and take over the military sectors. I succeeded in destroying one plant while the other was left with 1 health. *Note here we both forgot that as soon as the power plant was destroyed those clusters are worth 0 points*
In return the PHR player brought on 1 Orpheus and 2 Achilles! Those heavy cruisers were able to destroy one of the Madrid in short order as 8 dice on 3+ crit 4+ combined with a pair of 6's for the crippling table will gut most ships in the game. He only brought on 2 Medea on Turn 1 and on Turn 2 he sent his other pair to the middle fight leaving one flank unopposed for my 3 committed New Orleans there.

Turns 3-4
I finished off the second power plant and moved my Madrid away from the fight so as to cap Critical Locations with it later in the game. It would score one far Critical Location on Turn 4. Turn 3 would see my Saratoga Group gun down one Orphesus. I was unable to bring any of my heavier cruisers firepower to bear until Turn 4 as the PHR player used premeasuring well and was always a fraction of an inch away from my maximum firing range (move + sig + scan + major spike). While this slowed his advance down a little bit and bringing on the 2 Orpheus Turn 2 it didn't really matter as I had 3 New Orleans dropping against 2 Medea and an Oprhesus with only 1 turn head start. I would actually do alright in the ground game in the centre cluster till turn 6 but it was always going to go to PHR. I did get to Weapons Free with my St. Pete in turn 4 which did heavy damage to the second Orphesus which would let the Rio and Berlin finish it off.

His Achilles were a real pain for me. Both torpedoes got critical hits on the Saratoga they were targetting which killed both of them with the crippling damage. I tried to course change away but alas no 6's were rolled. The third Saratoga was in their side arc and so was promptly killed by thier broadsides. I was hoping to have at least one of them alive to make a suicide run in turn 5 but wasn't to be. This also highlights the issue with torpedoes. Since he rolled crits on both of them I lost 2 ships, if they were not crits I would likely had 1 if not 2 still alive for another turn and he would have been in a very difficult position. As it was he made light work of my group of light cruisers. During this time I had Active Scanned with my 'extra' New Orleans and Jakarta as well as one of the Saratoga. In the end none of that matter since the Achilles just sat on the edge of my effective range and the lead Orpheus was too high priorty a target for them to ignore anyways. By the time I was able to engage the Achilles my cruiers were gone.

Turns 5-6
By now his Bellerophon were in position to start launching bombers and we both didn't have all the much left. I clearly won each flanking cluster and their critical locations while he held the centre firmly. My Rio, Berlin and St Pete were all quickly wiped off the table by bombers while I finished off the last Achilles in return. Nothing to exciting going on beyond that.
Final score ended up 24-22 in favour of my UCM. We used the tournament kill points and he was able to gain 8 while I only scored 5. Nice swing for wiping out most of my fleet however he was unable to capture all 3 centre critical locations due to positioning and only having 2 cruisers left there (my Madrid made a sneaky dash 180 on Turns 5 and 6 to zoom back to one of the side centre locations. If we remembered the power plant rule correctly I think the score would change to 23-16 as there would have been no way for the Orpheus to get to either side flank in time based on the deployment at the time of the power plant destruction, regardless I blew them up fast enough it was basically like playing a normal cluster game instead of the special scenario anyway.
Things I learned:
-Use pre measuring well and you will almost always get to shoot first against someone with a lower scan value (or someone who isn't pre measuring/paying attention). There was nothing I could do to seriously engage his ships until turn 3 based on how fast(slow) he moved and my maximum possible threat distance. Nothing new with this obvious thought but this was another game that fact in action. You could have added 5 Lima to my list for free and it would not have changed the outcome.
-Planetary Ring is almost pointless in this game. We basically all dived to Low Orbit fairly quickly and stayed out of weapons range without relying on the Ring for protection. I used on for my Madrids on the way in but he didn't bring anything to threaten them before they dived down. By turn 4 everything was in Low Orbit.
-Limas would have done absolutely nothing for me this game. In fact my 'extra' New Orleans was able to join the centre cluster fight and dropped 3 tanks after Active Scanning the turn it came on. Jakarata was also helpful and kept the Rio alive one turn longer than it might have otherwise.
-St Petersburg is actually a nice ship. Twice this game I was able to go Weapons Free and fire both Cobras and the shoulder guns. With 3 Clusters in the centre on a map like this one its not so hard to position where several ships will have to drift past you line of fire!
-13 hull ships take a lot of punishment when you need to kill 4 of them fast

-Achilles are decent ships with the new rules. While this time they didn't actually fire their double broadsides against my main ships they did send enough lead into atmosphere on their other side to kill a New Orleans and 2 Santiago. They also scared off my Madrid forcing it out of play since they could freely shoot both sides. If they couldn't I would have kept it closer to centre and added its close action to the fleet fight and would have bombarded the centre some more reducing his victory points. Twice he had to turn to get his side arc into play so the Madrid would never have been in a Weapons Free angle.
My UCM:
--------------------------------------
Tourny UCM 1250 - 1247pts
UCM - 0 launch assets
SR10 Vanguard battlegroup (155pts)
1 x St Petersburg - 155pts - H
+ UCM Captain (20pts, 2AV)
SR17 Line battlegroup (328pts)
1 x Jakarta - 32pts - L
3 x New Cairo - 264pts - M
1 x New Orleans - 32pts - L
SR9 Line battlegroup (207pts)
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
1 x Madrid - 79pts - M
SR10 Line battlegroup (210pts)
1 x Rio - 105pts - M
1 x Berlin - 105pts - M
SR5 Pathfinder battlegroup (120pts)
1 x New Orleans - 32pts - L
2 x Santiago - 44pts - L
2 x Santiago - 44pts - L
SR9 Pathfinder battlegroup (207pts)
2 x New Orleans - 64pts - L
2 x New Orleans - 64pts - L
1 x Madrid - 79pts - M
------------- dflist.com -------------
PHR:
--------------------------------------
PHR 1250 - 1246pts
PHR - 10 launch assets
SR20 Vanguard battlegroup (330pts)
1 x Achilles - 165pts - H
1 x Achilles - 165pts - H
SR20 Vanguard battlegroup (360pts)
1 x Bellerophon - 180pts - H
+ Fleet Vizier (20pts, 2AV)
1 x Bellerophon - 180pts - H
SR7 Line battlegroup (208pts)
2 x Medea - 78pts - L
1 x Orpheus - 130pts - M
SR7 Line battlegroup (208pts)
2 x Medea - 78pts - L
1 x Orpheus - 130pts - M
SR2 Pathfinder battlegroup (60pts)
2 x Echo - 60pts - L
SR2 Pathfinder battlegroup (60pts)
2 x Echo - 60pts - L
------------- dflist.com -------------