UCM Escort Guide
Updated 22 October 2022
Welcome to part two of our UCM fleet deep dive. Here we’ll be talking about some more niche ships: destroyers, cutters, and monitors. These are on the smaller side, but have some oddities to them that make them unique from frigates. Our goal here is to give you an idea of how strong these ships are, where they slot into your fleet, and how you should use them on the table. We give each ship a 1-5 rating based on our totally arbitrary feelings about these ships. And because we like to be silly from time to time, we reserve the right to go beyond that scale to a 6 for truly fantastic ships. Because reasons. You can and should disagree as you gain more experience with these ships, and these ratings should by no means deter you from at least trying out a ship. We’re using a unique symbol for each faction. UCM gets explosions to represent their “when in doubt, apply more firepower” approach and generally brutal looking aesthetic. A ship rated with five explosions is something we consider extremely good, probably a “must take” in a competitive sense. On the other end, one explosion means you’re probably going to struggle to justify bringing the ship. Let’s dive in.
Vienna Escort Frigate
The Vienna is a really solid ship all around. They marry the Aegis ability, like the Jakarta, with a pretty decent burnthrough laser. The burnthrough value isn't particularly high, capping at only 3, but it's paired with the flash keyword as well. That makes Viennas really solid spotters for your fleet, painting enemy targets with their Mamba (yes, really) lasers for your bigger guns, while also providing Aegis protection with their presence. Their major downside is their speed. You want them out front, both because of their armor and their weapon adding spikes for shooters further back in your line. That likely means they probably need to spend at least a turn on max thrust, thus upping their own signature values on approach. They're also not an insignificant investment. They have to be taken in pairs, so a group of them is a 96 point investment. That's not bad, but also doesn't always work out.
Viennas are kind of an upgraded Jakarta, so a lot of what applies to that ship applies to the Vienna as well. If you keep a tight formation you can apply Aegis 8 (remember, Aegis stacks) to the surrounding ships. You can do this while also providing solid firepower, unlike the Jakarta. While Viennas will provide some spikes of their own, it can help to have a Lima in the group as well. Add 6" to a target to help the Viennas see it, and they in turn will add an additional 6" spike as well. You can then fire at it with big guns in your Battlegroup from even further back in your line. Remember when you're doing spike shenanigans, an unactivated ship can remove some or all of the spikes you apply, so if you're doing spike shenanigans like this you either do it all with the same Battlegroup or you're hitting a target that has already activated.
Kyiv Heavy Destroyer
Say hello to the most appropriately named ship in the entire game. Kyivs give people nightmares, and for good reason. Kyivs murder everything. And not just murder. Kyivs are that serial killer that does unspeakable things to the bodies. This is not a nice ship and your opponent will hate their existence. At the root of the Kyiv's power is the re-entry keyword on their main weapon. While this is not unique to the Kyiv, they are the only ship to have the rule on anything but a close action weapon. That makes the Kyiv currently the only ship in the entire game able to hit things in atmosphere from scan plus sig range AND they get to do it on their normal lock value. And yes, spikes count as part of the sig. The first time you have a Kyiv bullseye your strike cruiser from 24” away, you will comprehend just how fantastic this ship is. And it’s not just useful against ships in atmosphere. Those two shots on a 3+ doing two damage a piece are nasty pieces of work. They also have fusillade-1, so they get an additional shot on weapons free. That weapon is paired with a ship that is basically a cruiser in all but hull value. It has a 3+ save, 5 PD, and an 8” thrust. The only thing that separates it from a cruiser is its tonnage (only a value of two) and its six hull.
On the board, I find Kyivs want to positively smash a flank. They team up extremely well with a pair of Limas, pinging your target or a couple targets to maximize the Kyiv’s ability to reach out and make someone’s life miserable. One of the most common Battlegroups I’ve seen is 3-4 Kyivs plus 2 Limas. And oh God does it hurt. What you target really depends on the situation because the Kyivs can smash just about anything. Early game I like to make strike cruisers out front pay for being out ahead of their fleets. Mid-game, you can either target critical drop assets or go for juicier targets, depending on which is the biggest threat at the moment. The biggest thing to manage is when you go weapons free. They’re tougher than your other small ships, but they can still go down quickly. Try to save the weapons free orders for when you’re confident in your ability to stay clear of the biggest enemy weapons. Make no mistake, your opponent will do their damnedest to neutralize your Kyivs fast. Keep them at range if at all possible, maximizing active scan pings from your Limas.
Vancouver Escort Carrier
Oh have the mighty have fallen. Before the 1.5 update, the Reykjavik was just absurdly broken, especially in combination with the Venice Battlecruiser. This bad boy was putting out Kyiv levels of firepower with a much higher threat radius at a 38% discount. No, it couldn't shoot into atmo like the Kyiv, but it was just so good at murdering everything in orbit that it hardly mattered. Weeeelllllllll, 1.5 hit the Reykjavik with a lot of nerfs. It lost fusillade, limiting it to just two shots. The front arc was also restricted to the narrow arc. On top of those two gameplay changes, they also hiked the cost up by 15 points. There's a lot of debate on how worthwhile Reyks still are. They still have the potential to hit pretty hard with a significant threat radius. Their 14" thrust means that even before factoring in sigs, they have a 20" threat radius. That's almost half a standard board. The narrow arc doesn't really matter a whole lot as their vector special rule lets them continue to get on target with plenty of ease. However, the cost increase in combination with the other changes makes them much less attractive. Their role is to disrupt an enemy backline, a role for which they compete with Havanas in my mind. For five points less, the Havana is significantly more durable and doesn't need to expose itself to nearly as much risk. There's something to be said immediate damage, as opposed to delayed torpedo damage, but the Havana close action weapons aren't exactly bad.
If you like the immediate damage of the Reyk over the Havana, you have to be pretty careful with them. You need to back them up with a solid core of cruisers, and nip around the edges board. They still pair well withwith Limas, just like their bigger Kyiv cousins. With two Limas adding 12” to a target’s signature value, there is just no hiding from the Reyks. With their speed, they’re also excellent backline hunters in their own right. Need an enemy detector on the backline to go away? Reyks can absolutely reach it, especially with the scannign ship's own signatures already elevated. They are also outliers, so they incur no strategy rating penalty for being out of battlegroup cohesion. Speaking of which, with such poor armor, you’re probably going to want to keep their strategy rating at least a little low. The aforementioned three Reyks and two Limas are a pretty comfortable strategy rating of 8. A group of three operating independently is only a strategy rating of 6. Both groups should slot nicely into a fleet.
Nuuk EM Harasser
The Nuuk requires careful planning and consideration. It has the same speed advantages and armor disadvantages as the Reykjavik. The difference is the payload, which is…weird. Instead of doing damage, the Nuuk forces targeted ships to remain on standard orders for the remainder of the turn. With a 4+ lock and only a single shot per ship, the ability is a little on the sketchy side. With two Nuuks firing at the same target, you should be able to more or less count on it, but there are bound to be some swings. Now that they are 30 points per ship,they are an intriguing ship, if still a bit on the janky side. You’re also obviously not going to be killing an enemy ship with their weapon, so Nuuks also have to worry quite a bit about retaliatory fire. That’s not exactly good news for a ship with paper thin armor.
While the TTCombat introductory article mentions trying to target big ships that want to go weapons free, that largely feels like a waste of the Nuuk to me. I think they shine best in a fleet with lots and lots of torpedoes. One of the biggest problems with torpedoes is the ability to shake them, both with come to new heading orders and obstacles. Between the two rolls to delay or nullify torpedoes, ships often end up shaking off quite a bit of potential damage. That’s where Nuuks come in. If you can activate Nuuks before a ship stacked up with torpedoes, you can keep that target off of come to new heading orders. That reduces the number of rolls it gets to defend against the torpedoes and also significantly limits their turning options. With only 45 degrees available, they may not be able to cross an obstacle at all. To accomplish this, you’ll want your Nuuks in a battlegroup all of their own, keeping their strategy rating to a bare minimum. If you feel you absolutely have to have three Nuuks, a strategy rating of six is acceptable, but I’d prefer to only take two Nuuks and keep my strategy rating at four. Pair that other battlegroups with as many Havanas and Romes as you like. It’s some nasty synergy.