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Scenario Eleven: Basic Encounter
Scenario Twelve: Taking the Bait


 

Scenario Eleven: Basic Encounter

Two fleets meet to show how tough they are, but only one will walk away with the spoils...
I can never believe this one never entered the book. It's the scenario I play most often. Simple shooting to see who can destroy who.



FORCES

Both fleets are of the same points value, which can be mutually decided, or a D3 rolled on the table below.

D3 ROLL FLEET VALUE

1

1000 pts

2

1500 pts

3

2000 pts


BATTLEZONE

An 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-UP

Players 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.

Diagram


FIRST TURN

A coin is tossed again. The winner of the toss may choose to go either first or second.

GAME LENGTH

The game lasts until one fleet disengages or is destroyed or a pre-aranged time or turn limit is reached.

VICTORY CONDITIONS

If 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.


 

Scenario Twelve: Taking the Bait

Lured by the bait of a lone transport packed with the spoils of war, any fleet would take the bait...



FORCES

Agree 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.

BATTLEZONE

To 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.

D6 ROLL BATTLEZONE

1-3

Outer Reaches

4-6

Deep Space


SET-UP

The 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.

Diagram


FIRST TURN

The non-transport-owning player takes the first turn.

SPECIAL RULES

On 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 LENGTH

The game lasts until one fleet disengages or is destroyed.

VICTORY CONDITIONS

Victory 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.

 

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