Thursday 20 March 2014

Getting Started: Expanding From The UCM Starter


Mega Mike back again for part 2 of the UCM tactia.
Mad MS paint skillz!!

Part 1 is here if you want to check it out

So you have bought the UCM starter, it's all glued together and you've played a couple of highly enjoyable games - I bet you have had some really close battles! You want more, but what should you get? 

To start with, I'd suggest expanding to 1000 points (well 999 really). This stays within Skirmish level and is not too expensive (money wise) to jump from starter to 1000 points. The UCM starter set, with missiles on all the condors, comes in at 557 points. Therefore you have 443 - 473 points to play with (missiles can be removed to free up 10, 20 or 30 points if required). 

Before you go and spend your hard-earned cash have a look at the options available in the rule book. It's also worth maybe writing a couple of small army lists. This will get you familiar with how list building works. If you come from other wargames (I can understand why you want to try something different) or are a complete novice, the Dropzone Commander army list can be quite daunting. The list building example in the Rulebook 1.1 is excellent and once you get your head round the unit/squad/battlegroup idea then it is simple enough. 

Always remember: Unit > Squad > Battlegroup > Army

There is also some free software available on the Hawk website for army list building called FFoR. Well worth checking out. 

The first thing you will need is the command vehicle, the Kodiak. It is not a requirement at Skirmish levels to have a Field Command battlegroup, but it is at Clash level. I think it is a wise choice to start involving command vehicles and commanders early, as this then gives access to command cards which add a whole new layer to the game. 
After the Kodiak, choose whatever you like the look of. Some form of scouts would be a good idea, these will help your Kodiak be more effective and extend the sphere of influence (again for the command cards). Then maybe add some heavy tanks, I prefer the Gladius over the Scimitar, but it is down to the individual what they choose. 
You also need to choose a commander for your command vehicle, I think a level 3 Lieutenant is the go to for UCM. 

Here is an example list that comes in at 992 points

Field Command
Kodiak - Lieutenant
Wolverine A x4 in Raven B x2 both with missiles

Armoured Formation
Sabre x3 in Condor with missiles
Rapier x3 in Condor with missiles

Special Ordinance
Gladius x2 in Condor

Legionnaire Corps
Legionnaire x3 in Bear
Legionnaire x3 in Bear sharing Condor with Missiles

This list is still based around the starter set and adds in 5 blister packs to make 1000 points. The list works well as you have the scouts in the same battlegroup as the indirect firing (IF) boss. There's a good amount of anti-tank and a decent amount of AA cover. It doesn't maximise activations as it only has 4 battlegroups (5 is the maximum for a Skirmish), which is a shame but you can't have everything.

Another way to go would be to make 3 squads of 2 Legionnaires in Ravens instead of 2 squads of 3. This can mean you can split into 3 different areas of the battlefield, but can also mean your troops are more vulnerable. Add a Ferrum with the star sprite drones for some extra AA, scouting and anti-tank. We can also add an Eagle for some extra heavy hitting and building demolition;

Field Command
Kodiak - Lieutenant
Ferrum

Armoured Formation
Sabre x3 in Condor with missiles
Rapier x3 in Condor 

Special Ordinance
Eagle Heavy Gunship

Legionnaire Corps
Legionnaire x2 in Raven
Legionnaire x2 in Raven

Legionnaire Corps
Legionnaire x2 in Raven

This list comes in at 996 points and is quite deadly. It still sticks with the basic starter, but doesn't include all of it (2 Bears and 1 Condor not used). It also adds in 5 blisters (although the Ferrum is an expensive one). You will find a lot of Clash sized lists include elements from this, for instance the Kodiak and Ferrum together and the Legionnaires in Ravens. This list maximises the activations with 5 battlegroups meaning you can see what your opponent is doing if you activate second. 
You don't quite get the anti-tank hit that you do with the first list but you are very manoeuvrable. 

Ultimately you could go a different route and mix elements of both lists, or use entirely different units. Whatever you choose, make sure you enjoy what you are playing and change it up every now and again. Let me know in the comments what you have tried for 1000 points. 

Next time I will concentrate on battlegroup synergy (I have touched on it here) and some advanced tactics. 

3 comments:

  1. I think that even on 1000pts you'll need 2 units of AA. One that is used as a standard (rapiers) and one as a small extra AA possibility. Many times I'm thinking about Wolverines with AA although that comes to a high cost. But I think they work well in 1000pts and less. Good thing with them is that you can just change the main weapon on the Wolverines. So as a basis I try to give the suggestion to purchase wolverines as a second choice. Though I consider your second list better. Ferrum and three units of infantry.

    A buddy realized one thing some time ago. The small template is 1". That means a dropship can never land within 1" of a building so infantry can't technically enter dropships directly from a building. Really don't think that was intended, though.

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  2. I did put at least 2 units of AA in each list. Rapiers and Wolverine A's in the first and Ferrum, Drones and Rapiers in the second list.

    I always thought that the small template was 1.5" diameter (I have never measured it though).
    If it is the case that it is 2" diameter then it screws every light dropship and spirit gates apart from Praetorians!

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  3. Doh! Missed that there was both Type A and B:s in the first list. I'm way to eager to read new stuff on DZC so I missed it.

    I think the smallest template is 2" but I could very well be wrong. Checked: from the Hawk homepage:

    Full set of laser cut clear acrylic templates for Dropzone Commander. These function *bla bla bla* 1x Small Template (2" diameter).

    But still. I don't think this is as intended. It is just as the 6" move for skimmers and still being able to shoot with a MF 6 weapon. Hardcore you can't possibly be moving the models exactly 6" so you are either under 6" (no skimmer bonus) or over (may not shoot).

    But I think it is stupid to wake the issue as I think most people are doing it "right".

    Is it possible to evacuate a building into the open and then enter a transport? Or is the "may move no further" valid here?

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