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"Clip off the Head (DzC Battle Report)" Topic


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1,149 hits since 27 Feb 2013
©1994-2026 Bill Armintrout
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Pictors Studio27 Feb 2013 2:26 p.m. PST

A command bunker was the nerve center of a small forlorn hope that held a strategic location ahead of the main United Colonies of Mankind line.

The Post Human Republic's forces were planning a main thrust to the North of this forlorn hope, they needed to destroy the forces there though to secure their flank. Ultimate the commander decided to destroy the bunker and then relying on confusion to make any counterattack by the UCM from this sector ineffective.

The commander in charge of operations was given a strong force but anything committed in this direction would not be available for the main thrust.

He chose 4 battle groups out of a total of 6 possible for the attack with the other two in reserve in case they would be needed.

In game terms, the PHR forces had 1650 pts available and selected 1200 pts to use against a UCM force of 750 pts.

The objective was the destruction of either the command bunker or the troops in it. The bunker was a hardened small building but for the scenario it had active counter measures (it would not have been much of a game otherwise)

It had one platoon of three squads in it.

The rest of UCM force were the contents of the starter set

link

Plus two heavy tanks

link


They also had the extra unit of infantry in the bunker.

So three battle groups.

The PHR had four battle groups one being an interceptor, another infantry battle group with three APCs and 6 stands of troops among them, then a command battle group with 4 heavy walkers among two transports and two scout walkers with a light dropship and an armor group with 2 menchits (anti-infantry)

link

and two phobos (anti-air) walkers.

The game had an 8 turn limit.

The UCM forces fought a delaying action, deploying their anti-air tanks to the front of the bunker early to discourage over aggressive behaviour and airstrikes.

This worked pretty well. They kept the interceptor away from the bunker for almost the whole game. It did hit with one of its bunker busting stealth cruise missiles but did only one other point of damage.

The armor was able to stand off against the heavy walkers who slowly picked their way through them but lost two of the heavy walkers in the process.

The infantry moved into two buildings on opposite sides of a street leading towards the bunker and engaged in an intense, and more or less successful delaying action/fire fight with the menchit and phobos walkers, destroying one before being backed up by fire from the heavy tanks.

They also supported the tanks on the opposite side of that building with one stand firing down at the heavy walkers.

Ultimately the bunker survived the assault, no more forces were committed to its destruction. It suffered 7 out of a possible 10 hits, so was badly damaged, but the infantry inside only suffered 2 pts of damage, 13 remaining.


In all the UCM won handily, downing one PHR light dropship, two of three junos, all four light walkers and two of four heavy walkers.

In turn they suffered the loss of 3 AA tanks, 2 MBTs, one medium drop ship, 1 APC and 1 heavy tank.

It was a pretty good game and goes to show that this system really works well with scenarios even if the forces are very unbalanced.

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