|
|
|
Scenario Eleven: Basic Encounter
Two fleets meet to show how tough they are, but only one
will walk away with the spoils... FORCESBoth fleets are of the same points value, which can be mutually decided, or a D3 rolled on the table below.
BATTLEZONEAn engagement like this can take place anywhere, so either mutually decide on celestial phenomena, or use the placement guidelines on p41 of the manual.SET-UPPlayers flip a coin for one of the short edges of the battlefield. Each player can then place his/her ships up to 30cm from their table edge. The player who won the toss places his first ship or squadron, and then the next player places a ship or squadron until all ships have been deployed.
FIRST TURNA coin is tossed again. The winner of the toss may choose to go either first or second.GAME LENGTHThe game lasts until one fleet disengages or is destroyed or a pre-aranged time or turn limit is reached.VICTORY CONDITIONSIf a fleet is destroyed or disengages, the other fleet wins. If a time or turn limit is reached, then victory points are awarded as normal. The fleet with the highest victory points total wins.
Lured by the bait of a lone transport packed with the spoils of war, any fleet would take the bait... FORCESAgree on a points value for the battle. The player owning the transport ship may spend three quarters of this value on his/her fleet, the other player may spend up to the value chosen on his/her fleet.BATTLEZONETo make the prize more alluring, the bait is normally planted in the outer reaches of a system or in deep space, where there should be less defences, so roll a D3.
SET-UPThe transport-owning player deploys his transport first, within 30cm from one short table edge, to be chosen by this player. The non-transport-owning player then deploys his entire fleet within 45cm of the other short table edge.
FIRST TURNThe non-transport-owning player takes the first turn.SPECIAL RULESOn the transport-owning players turn, he/she deploys one ship or squadron anywhere in the battlezone before he/she takes his movement phase, and then takes their turn as normal. They do this every turn until all their fleet has been deployed.If a boarding action against the transport is sucessful, the player performing the boarding action takes control of the transport. If the transport flies off the edge of the battlezone it is considered escaped and the player who contolled it at that point gets the extra 200 victory points (see below). GAME LENGTHThe game lasts until one fleet disengages or is destroyed.VICTORY CONDITIONSVictory points are awarded as normal. In addition, whoever owns the transport ship at the end of the game, or flew it off the edge of the battlezone, gets a bonus 200 pts due to the cargo it carries.
|
|
You may contact me using this panel if you wish
| |||||||||||||||||||