tag:blogger.com,1999:blog-3505622444708996182.post59944973594868238..comments2024-03-23T11:34:22.691+00:00Comments on Orbital Bombardment - The Miniature Gaming Blog and Podcast: Getting Started: UCM Unit OverviewDan Cateshttp://www.blogger.com/profile/15833384756094198088noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-3505622444708996182.post-7972234393275282352014-04-04T19:56:24.465+01:002014-04-04T19:56:24.465+01:00thanks will try it outthanks will try it outAnonymoushttps://www.blogger.com/profile/02719552395404629015noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-90660553503572591092014-04-04T15:42:01.224+01:002014-04-04T15:42:01.224+01:00You should always be dropping your Sabres and Rapi...You should always be dropping your Sabres and Rapiers turn 1. <br />If your opponent decides to stay in his Marauder on turn 1 and move up to 24" then deploy your Rapiers almost dead opposite, if the Marauder moves into the open with a full load you can reaction fire it and possibly blow up the contents.<br />If your opponent drops on turn 1 the maximum he can be on the board is 12" move from the Marauder + 3" deployment + 4" Hunter move = 19". Therefore on tun 2 he can move 9" and soot 12" which is a total of 40". If you hold back and don't have them past 8" on the board on your turn 1 drop, you can cover up to 24-28" from your position on turn 2.<br />With regards to buildings etc, if you are playing targets of opportunity you will have 3 buildings along the centre line and a few dotted around on each player half. The time to strike is when the Hunters are around the middle, either in their dropships and hit them with your AA or on the ground and hit with the Sabres. <br />If all this fails then maybe you can suicide your Rapiers, deploy them just within reach of the hunters, it could force the opponent to come out in the open to take out the Rapiers and be shot by your Sabres backing them up. <br />Let me know if any of this helpsMega Mikehttps://www.blogger.com/profile/08817834640979979885noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-62758994718486379742014-04-03T15:45:36.031+01:002014-04-03T15:45:36.031+01:00thanks for the advice im having a problem getting ...thanks for the advice im having a problem getting the first shot as they are hidden by buildings with more than double the speed of ucm tanks they deploy fairly early in game, how do I take advantage of that? with 4" movement it seems tough to maneuver. If I use the dropships I cant shoot on the disembarking turnAnonymoushttps://www.blogger.com/profile/02719552395404629015noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-49334997972132071402014-04-03T12:30:21.279+01:002014-04-03T12:30:21.279+01:00Hi Keith, welcome to Dropzone. The UCM v Scourge s...Hi Keith, welcome to Dropzone. The UCM v Scourge starter set is pretty balanced and should be quite a close game. Remember that when the Scourge Hunters deploy from their Marauder, they do not get their skimmer bonus, so if you can sneak an early shot it's 2+ to hit then 3+ to kill, also worth remembering your Rapiers can hurt the Hunters and Reapers, they ignore the skimmer bonus as they are AA and need magic 6s to kill, but with 9 shots is quite likely. Make sure you use your range advantage. Sabres have a 24" range, this means you should get a turn to shoot before the Hunters. Sabres also have the articulated rule meaning you can conga line them. That means that your opponent will need 4+ to hit the back 2 Sabres. Also it's worth trying to take out the Invaders and the Marauder which carries the Warriors. If the Warriors can't extract their objectives then they are stranded (this works both ways though). Sometimes activation can be key. Always let your opponent go first on the first turn, this way you can see what he/she does and can counter. Hope this helps a bitMega Mikehttps://www.blogger.com/profile/08817834640979979885noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-60656634587065455152014-04-03T06:34:40.618+01:002014-04-03T06:34:40.618+01:00played starter set couple times and no matter what...played starter set couple times and no matter what scourge wins fairly easily. The speed of scourge and skimmers means running 6+ to hit and usually they are hitting me at 2+ because the have the speed to get hull down and then move out to engage me without hull down. What am I doing wrong? Im a very experienced minis player that is trying to find advantages with the ucm starter box but do I need other units to achieve parity ie a bad mathup??Anonymoushttps://www.blogger.com/profile/02719552395404629015noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-948557959166875352014-03-20T11:57:57.647+00:002014-03-20T11:57:57.647+00:00Just typed out a lengthy reply which just got eate...Just typed out a lengthy reply which just got eaten by the computer gremlins grrrrrrr..... I guess I will just summarise what I wanted to say!<br />I haven't really touched on commanders, I will get to it at a later stage. UCM commanders are a fine balancing act. The cards are weak and the commanders expensive. I tend to use a CV3 or 4. <br />On troops, I find the main problem with Bear/Condor combo is that it is susceptible to anti-tank fire. Anti-tank is more prominent that AA in most armies and a bear will go down easily to most anti-tank. If you are using Ravens the you know only AA can hurt you, therefore you can play avoidance or saturation to keep your Raven alive. Mostly it is situational as to how you play them, and a Raven is versatile. Mega Mikehttps://www.blogger.com/profile/08817834640979979885noreply@blogger.comtag:blogger.com,1999:blog-3505622444708996182.post-26245709376944199692014-03-14T18:40:31.130+00:002014-03-14T18:40:31.130+00:00Interesting points with the ravens. I have always ...Interesting points with the ravens. I have always felt they were a bit to sensitive to only have ravens as transport. To easy to kill, in my opinion. While condors require dedicated AA fire to take down. Also, I have always just let buildings have falling masonry take care of the 2 bases of UCM infantries. After some damage they hardly possess a real threat even if doubling up. Sure you can use them to search and all that but three bases require more effort from the enemy to kill off. As you wrote 2 bases can be used to double stuff up. <br /><br />Then again, it seems you have been thinking and trying it out for a while so I should be totally wrong. <br /><br />I feel overall that the weaker units in the UCM army is on the right point levels and the stronger units are a bit over the top. Increasing the effectiveness of the weaker units calls for codex creep. Since the experimental units are very often a bit over the top perhaps they will see some difference of their point values at the end?<br /><br />Also, I missed something about the command cards. How should UCM have their commander and how strong for a 1500 battle?Anonymousnoreply@blogger.com