Mini-Campaign for 2-6 Players.

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: Mini-Campaign for 2-6 Players.
By Jason Gray (The_Hood) on Wednesday, August 16, 2006 - 12:00 pm: Edit

Hi All,

Below is a mini-campaign I have written for SFBOL, if anyone is interested in playing it please email me at- jgray4@bigpond.net.au
I am happy to play it one-on-one but if several people are interested it would be great to play it with two teams.

The mini-campaign consists of 6 small to medium scenario battles and 1 medium to large final fleet scenario.

Also any feedback about the mini-campaign is much appreciated especially from anyone who actually plays the scenarios.

Cheers,

-Jason Gray (The_Hood)


A MINI CAMPAIGN FOR TWO FORCES (1-3 PLAYERS PER SIDE)

1. The campaign is divided into six scenarios plus a final battle to determine the winner of the campaign.

2. Each side examines the scenarios.

3. Each side secretly selects the race they wish to play, both sides then reveal what race they have selected. Players may agree on historical opponents instead of selecting secretly.

4. Each side secretly designs their fleet (see 10. Fleet Design).

5. Players dice to see which side will be Force “A” and which side will be Force “B”

6. Players secretly assign individual ships to each scenario.

7. Players play out the six scenarios in any order.

8. After each scenario a record must be kept of which ships have been destroyed or captured, plus the amount of victory points (VPs) obtained by each side.

9. When all six scenarios have been played total the VPs obtained by each side. Each resulting total is then subtracted from 1,000 to give the maximum BPV of the opposing force for the final battle.

For Example- Force “A” finishes with a total of 590 VPs and Force “B” 530 VPs. Therefore Force “B” starts the final battle with up to 410 BPV of ships and Force “A” up to 470 BPV of ships.

See the Final Battle scenario for more details.

10. Fleet Design. (Campaign is set in year 179)

a) Each fleet consists of 1,000 BPV of ships, divided in the following manner-

1 X A-class ship 155-180 BPV
2 X B-class ships 126-149 BPV
2 X C-class ships 105-125 BPV (one of which must be a size class 3 ship)
2 X D-class ships 85-104 BPV (one of which must be a size class 4 ship)
2 X E-class ships 66-84 BPV

b) No Tugs, Carriers, Escorts, Minesweepers, PF’s, Fighters (except Hydran), J-class, Stasis Field Generators, Crew quality or outstanding officers may be used.

c) Ships may not be modified by Annex#6 or #6a Commander’s options.

d) Drone racks-
A, B and C racks may only contain type I and type IV drones, and a ship cannot have more than four type IV’s on board, unless it has a double-sensor rating in which case it may carry up to eight type IV’s. G racks may contain any combination of ADD's and type I drones. ADD racks only contain ADD’s.
All drones are speed 20, except a ship with at least 2 drone racks can have four spaces of speed 32 drones, and a ship with a double-sensor rating can have eight spaces of speed 32 drones in the racks.
Each A, B, C or G drone rack on a ship adds +2 to the BPV cost of the ship.


Rules.

All Commander Level Rules are used but no Optional Rules.

Capturing Ships is conducted using D7.0 (D16.0 is not used).

Victory Points-
If an enemy ship is Crippled when it Disengages then the VPs for both are scored.

Maps:
All maps are Fixed, a ship may Disengage by moving off of any map edge. If a ship Disengages in this manner the opponent gets VPs equivalent to that of Destroying the ship instead of the normal Disengagement and Crippling VPs. The ship is considered to have survived the scenario and is still available for the Final Battle. Other normal Disengagement is as per (C7.0).

Players:
If the campaign is played with more than one player per side it is a good idea to designate one player on each side as the overall commander. When the campaign contains more than two players the overall commander of each side assigns the various scenarios to the team members. When scenarios contain more than two ships/units other team members are welcome to join in by controlling one or more of the extra units. The Final Battle is best played with as many team members as possible on each side.


Optional Fleet Design Rules:

1. When designing the ships of a fleet one ship may have one of the following-

a) Legendary Chief Engineer – 15 BPV
b) Legendary Weapons Officer – 15 BPV (Cannot be placed on a ship with a base cost of more than 100 BPV)
c) Legendary Science Officer – 8 BPV

The cost of the Ship plus the Legendary Officer determines the ship class.
For Example- A 95 BPV ship with a Legendary Weapons Officer costs 110 total and is therefore placed in the C-class category.
The type or presence of any such Officer is not revealed during a scenario until used.


Scenario #1 – Caught in a Minefield

Map Size = 96 X 96

Force “A”
1 ship D-class (size class-4) +2 T-Bombs
Hex: 6650
Facing: C
W/S: 2
Speed: 20

Force “B”
1 ship C-class (size class-3)
Hex: 4545
Facing: C
W/S: 2
Speed: 24


Special Rules:

The Force “A” player secretly deploys 5 N.S.M’s in hexes 50xx – 55xx (only one mine per hex). There must also be at least two hexes between each mine.

The mines are set for class 3 ships and larger.

The Force “B” ship must plot a speed of at least 20 on turn 1 (no mid-turn speed changes), the ship cannot turn (it may slip) or use Emergency Deceleration until the ship hits a mine or the enemy ship is no longer in the ships forward arc.
The Force “B” ship has also already completed one successful HET.


Victory Points for Force “A”:
150 VPs if the enemy C-class ship is Captured or Destroyed, 80 VPs if it is Crippled, 30 VPs if it is forced to Disengage.

Victory Points for Force “B”:
150 VPs if the enemy D-class ship is Captured or Destroyed, 60 VP’s if it is Crippled, 50 VPs if it is forced to Disengage.


Scenario #2 - Blinded

Map Size = 96 X 64

Force “A”
1 ship A-class
Hex: 4003
Facing: D
W/S: 1
Speed: 2


Force “B”
1 ship D-class
1 ship E-class
Hex: 3733
Facing: B
W/S: 2
Speed: 24


Special Rules:

The Force “A” ship has just emerged from a Nebula, its Sensors and/or Scanners have been damaged. The player of Force “B” marks off four boxes from the Scanner or Sensor tracks on the emerging Force “A” ship.
The Scanner/Sensors cannot be repaired using D14.0 (Emergency Damage Repair) for this scenario but can be repaired using normal D9.0 Damage Control.

The map edge (xx01) behind the Force “A” ship is a Nebula.


Victory Points for Force “A”:
100 VPs if the enemy D-class ship is Captured or Destroyed, 25 VPs if it is Crippled, 50 VPs if it is forced to Disengage.
80 VPs if the enemy E-class ship is Captured or Destroyed, 20 VPs if it is Crippled, 40 VPs if it is forced to Disengage.

Victory Points for Force “B”:
180 VPs if the enemy A-class ship is Captured or Destroyed, 60 VP’s if it is Crippled, 80 VPs if it is forced to Disengage.


Scenario #3 – Planet Rescue

Map Size = 96 X 96

Force “A”
1 ship C-class
1 ship D-class
Hex: 3070
Facing: B
W/S: 2
Speed: 24


Force “B”
1 ship A-class
Hex: 4340
Facing: D
W/S: 2
Speed: 10

Planet: class-M
Hex: 4540
Ground-based Phaser-4 Facing: A
Ground-based Phaser-4 Facing: D
Survivor Group #1 Facing: B
Survivor Group #2 Facing: E


Special Rules:

The Planet has recently been captured and devastated by Force “B”, two groups of survivors containing important personnel with valuable information and equipment are in need of rescue.
One transporter is needed to pick up each Survivor Group.

Victory Points for Force “A”:
120 VPs if the enemy A-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 60 VPs if it is forced to Disengage.
50 VPs for each Survivor Group that is rescued.

Victory Points for Force “B”:
80 VPs if the enemy C-class ship is Captured or Destroyed, 50 VPs if it is Crippled.
60 VPs if the enemy D-class ship is Captured or Destroyed, 40 VPs if it is Crippled.
50 VPs for each Survivor Group that is not rescued.

A survivor group is only considered rescued if they escape on a ship that is not destroyed or captured during the scenario.


Scenario #4 – Vital Supplies

Map Size = 64 X 96

Force “A”
1 ship B-class
Hex: 2850
Facing: A
W/S: 2
Speed: 14

1 Large Freighter
Hex: 3010
Facing: D
W/S: 2
Speed: 14

1 Base Station (Race specific)
Hex: 2085
W/S: 2
Facing: A


Force “B”
1 ship B-class
1 ship E-class
Hex: 0303
Facing: C
W/S: 2
Speed: 24


Special Rules:

Vital Supplies are being delivered to the Base-Station when the Freighter is intercepted by two enemy ships. The Freighter is carrying two 25 box Cargo pods, and is not permitted to move off the map.

Victory Points for Force “A”:
80 VPs if the enemy B-class ship is Captured or Destroyed, 30 VPs if it is Crippled.
40 VPs if the enemy E-class ship is Captured or Destroyed, 15 VPs if it is Crippled.

2 VPs for each Cargo Box that survives the scenario.

Victory Points for Force “B”:
100 VPs if the enemy B-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 40 VPs if it is forced to Disengage.

2 VPs for each Cargo Box Destroyed on the Freighter.

If all remaining Force “A” ships spend three consecutive turns within 5 hexes of the Base Station with no enemy ships within 10 hexes of the base then the enemy are assumed to have Disengaged and VPs are awarded accordingly.


Scenario #5 – Computer Virus

Map Size = 64 X 96

Force “A”
1 ship C-class
Hex: 5520
Facing: E
W/S: 2
Speed: 24

1 ship E-class
Hex: 0825
Facing: B
W/S: 2
Speed: 24


Force “B”
1 ship B-class
Hex: 3010
Facing: D
W/S: 1
Speed: 12

1 Base Station (Race specific)
Hex: 4080
Facing: A
W/S: 2

Special Rules:

The Force “A” ship is having trouble with its tactical computers, it is returning to a Base-Station when it is intercepted by two enemy ships. The Force “A” ship cannot use free movement, it must plot all movement for each turn (as per C1: Standard Plotted Movement) and cannot use pursuit, evasion or station keeping plotting.


Victory Points for Force “A”:
120 VPs if the enemy C-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 50 VPs if it is forced to Disengage.
60 VPs if the enemy E-class ship is Captured or Destroyed, 20 VPs if it is Crippled, 25 VPs if it is forced to Disengage.

Victory Points for Force “B”:
160 VPs if the enemy B-class ship is Captured or Destroyed, 60 VPs if it is Crippled, 80 VPs if it is forced to Disengage.

If the Force “B” ship ends three consecutive turns within 5 hexes of the Base Station with no enemy ships within 10 hexes of the ship then the enemy are assumed to have Disengaged and VPs are awarded accordingly.


Scenario #6 – Open Duel or Black Hole Duel.

Map Size = 96 X 96

Force “A”
1 ship B-class
1 ship E-class
Hex: 3666
Facing: B
W/S: 2
Speed: 20


Force “B”
1 ship C-class
1 ship D-class
Hex: 5036
Facing: D
W/S: 2
Speed: 20


Special Rules:

If both sides agree a Black Hole may be placed in hex 5555.


Victory Points:

Victory Points for Force “A”:
110 VPs if the enemy C-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 40 VPs if it is forced to Disengage.
90 VPs if the enemy D-class ship is Captured or Destroyed, 30 VPs if it is Crippled, 30 VPs if it is forced to Disengage

Victory Points for Force “B”:
130 VPs if the enemy B-class ship is Captured or Destroyed, 50 VP’s if it is Crippled, 50 VPs if it is forced to Disengage
70 VPs if the enemy E-class ship is Captured or Destroyed, 25 VPs if it is Crippled, 25 VPs if it is forced to Disengage.


The Final Battle

1. Both sides mustered their forces for the final decisive battle of the war.

2. The winner of the final battle is the winner of the campaign.

3. Only ships which survived their scenario can take part in the final battle.

4. Captured ships also take part in the final battle. They operate under the restrictions of Poor Crews and are in addition to the main fleet (There is no BPV cost for these extra ships when designing a side’s fleet for the final battle).

5. Ships may not be modified by Annex #6 or #6A except up to six T-Bombs may be purchased.

6. The side with the weaker fleet in BPV (captured ships count as half their original BPV cost) must defend its Home world.

7. The Home World of the Defending Force is also equipped with a Fighter Base, the Base contains a group of fighters (selected by the Defender) with a BPV value of not more than half the difference in the opposing fleet BPV’s.
For example- Attacking Fleet is 520 BPV and the Defending Fleet is 400 BPV, therefore the Defender can have up to 60 BPV of fighters.

If the revised difference in total BPV is still 50 BPV or greater, the Defender gets one Phaser-4 Ground Base, if greater than 100 BPV the Defender gets two Phaser-4 Ground Bases. The Defender chooses the hex facing of these bases.

8. Minor Reinforcements.
If either side has an E-class ship that survived its scenario but was not included in the Final Battle fleet, then after Turn 4 there is a possibility of one such ship (for each side) arriving on the battle map. A Force with an eligible class-E ship rolls 1D6 at the end of Turn 4 and each future turn. A score of 1 or 2 means the ship has arrived, the ship is placed anywhere along the top hex row of the map if an Attacking Force ship, anywhere along the bottom hex row if a Defender Force ship, except that any ship so placed cannot be placed within 12 hexes of any enemy units.


Map Size = 96 X 96

Defending Force:
* 1 Planet Class-M Hex: 6060
* 1 Medium Fighter Ground Base on Planet (Facing A)
* All units within 5 Hexes of the Planet.
W/S: 3
Speed: Optional
Facing: Optional


Attacking Force:
* All units within 5 Hexes of hex 3333
W/S: 3
Speed: Optional
Facing: Optional


Victory Conditions-

If the Home World is destroyed the Attacking Force has won the campaign, if the Home World survives the scenario then the Defending Force is the winner of the campaign.

The Home World is considered destroyed when it has received 100 damage points to each hex facing.

By Dale McKee (Brigman) on Sunday, August 20, 2006 - 06:58 pm: Edit

Hmm. When you say "c) Ships may not be modified by Annex#6 or #6a Commander’s options"... you are really hampering some races. Against a drone-heavy race, for example, some races really NEED their T-bombs or they will simply be forced to fire too many phasers at drones.

Just my two cents!

By Dale McKee (Brigman) on Sunday, August 20, 2006 - 08:30 pm: Edit

Another issue:

In carefully examining the setup for Scenario #5, it seems to me that the forces/victory conditions may be reversed. It is force "B" that wishes to reach the base, and force "A" that wishes to stop them.

By Jason Gray (The_Hood) on Sunday, August 20, 2006 - 08:58 pm: Edit

Thanks Dale, you are correct. Looks like I can't edit it since my original post was over 60mins ago. Hmmmm...I'll just fix and re-post.

-Jason G

By Jason Gray (The_Hood) on Sunday, August 20, 2006 - 09:04 pm: Edit

Hi All,

Below is a mini-campaign I have written for SFBOL, if anyone is interested in playing it please email me at- jgray4@bigpond.net.au
I am happy to play it one-on-one but if several people are interested it would be great to play it with two teams.

The mini-campaign consists of 6 small to medium scenario battles and 1 medium to large final fleet scenario.

Also any feedback about the mini-campaign is much appreciated especially from anyone who actually plays the scenarios.

Cheers,

-Jason Gray (The_Hood)


A MINI CAMPAIGN FOR TWO FORCES (1-3 PLAYERS PER SIDE)

1. The campaign is divided into six scenarios plus a final battle to determine the winner of the campaign.

2. Each side examines the scenarios.

3. Each side secretly selects the race they wish to play, both sides then reveal what race they have selected. Players may agree on historical opponents instead of selecting secretly.

4. Each side secretly designs their fleet (see 10. Fleet Design).

5. Players dice to see which side will be Force “A” and which side will be Force “B”

6. Players secretly assign individual ships to each scenario.

7. Players play out the six scenarios in any order.

8. After each scenario a record must be kept of which ships have been destroyed or captured, plus the amount of victory points (VPs) obtained by each side.

9. When all six scenarios have been played total the VPs obtained by each side. Each resulting total is then subtracted from 1,000 to give the maximum BPV of the opposing force for the final battle.

For Example- Force “A” finishes with a total of 590 VPs and Force “B” 530 VPs. Therefore Force “B” starts the final battle with up to 410 BPV of ships and Force “A” up to 470 BPV of ships.

See the Final Battle scenario for more details.

10. Fleet Design. (Campaign is set in year 179)

a) Each fleet consists of 1,000 BPV of ships, divided in the following manner-

1 X A-class ship 155-180 BPV
2 X B-class ships 126-149 BPV
2 X C-class ships 105-125 BPV (one of which must be a size class 3 ship)
2 X D-class ships 85-104 BPV (one of which must be a size class 4 ship)
2 X E-class ships 66-84 BPV

b) No Tugs, Carriers, Escorts, Minesweepers, PF’s, Fighters (except Hydran), J-class, Stasis Field Generators, Crew quality or outstanding officers may be used.

c) Ships may not be modified by Annex#6 or #6a Commander’s options.

d) Drone racks-
A, B and C racks may only contain type I and type IV drones, and a ship cannot have more than four type IV’s on board, unless it has a double-sensor rating in which case it may carry up to eight type IV’s. G racks may contain any combination of ADD's and type I drones. ADD racks only contain ADD’s.
All drones are speed 20, except a ship with at least 2 drone racks can have four spaces of speed 32 drones, and a ship with a double-sensor rating can have eight spaces of speed 32 drones in the racks.
Each A, B, C or G drone rack on a ship adds +2 to the BPV cost of the ship.


Rules.

All Commander Level Rules are used but no Optional Rules.

Capturing Ships is conducted using D7.0 (D16.0 is not used).

Victory Points-
If an enemy ship is Crippled when it Disengages then the VPs for both are scored.

Maps:
All maps are Fixed, a ship may Disengage by moving off of any map edge. If a ship Disengages in this manner the opponent gets VPs equivalent to that of Destroying the ship instead of the normal Disengagement and Crippling VPs. The ship is considered to have survived the scenario and is still available for the Final Battle. Other normal Disengagement is as per (C7.0).

Players:
If the campaign is played with more than one player per side it is a good idea to designate one player on each side as the overall commander. When the campaign contains more than two players the overall commander of each side assigns the various scenarios to the team members. When scenarios contain more than two ships/units other team members are welcome to join in by controlling one or more of the extra units. The Final Battle is best played with as many team members as possible on each side.


Optional Fleet Design Rules:

1. When designing the ships of a fleet one ship may have one of the following-

a) Legendary Chief Engineer – 15 BPV
b) Legendary Weapons Officer – 15 BPV (Cannot be placed on a ship with a base cost of more than 100 BPV)
c) Legendary Science Officer – 8 BPV

The cost of the Ship plus the Legendary Officer determines the ship class.
For Example- A 95 BPV ship with a Legendary Weapons Officer costs 110 total and is therefore placed in the C-class category.
The type or presence of any such Officer is not revealed during a scenario until used.


Scenario #1 – Caught in a Minefield

Map Size = 96 X 96

Force “A”
1 ship D-class (size class-4) +2 T-Bombs
Hex: 6650
Facing: C
W/S: 2
Speed: 20

Force “B”
1 ship C-class (size class-3)
Hex: 4545
Facing: C
W/S: 2
Speed: 24


Special Rules:

The Force “A” player secretly deploys 5 N.S.M’s in hexes 50xx – 55xx (only one mine per hex). There must also be at least two hexes between each mine.

The mines are set for class 3 ships and larger.

The Force “B” ship must plot a speed of at least 20 on turn 1 (no mid-turn speed changes), the ship cannot turn (it may slip) or use Emergency Deceleration until the ship hits a mine or the enemy ship is no longer in the ships forward arc.
The Force “B” ship has also already completed one successful HET.


Victory Points for Force “A”:
150 VPs if the enemy C-class ship is Captured or Destroyed, 80 VPs if it is Crippled, 30 VPs if it is forced to Disengage.

Victory Points for Force “B”:
150 VPs if the enemy D-class ship is Captured or Destroyed, 60 VP’s if it is Crippled, 50 VPs if it is forced to Disengage.


Scenario #2 - Blinded

Map Size = 96 X 64

Force “A”
1 ship A-class
Hex: 4003
Facing: D
W/S: 1
Speed: 2


Force “B”
1 ship D-class
1 ship E-class
Hex: 3733
Facing: B
W/S: 2
Speed: 24


Special Rules:

The Force “A” ship has just emerged from a Nebula, its Sensors and/or Scanners have been damaged. The player of Force “B” marks off four boxes from the Scanner or Sensor tracks on the emerging Force “A” ship.
The Scanner/Sensors cannot be repaired using D14.0 (Emergency Damage Repair) for this scenario but can be repaired using normal D9.0 Damage Control.

The map edge (xx01) behind the Force “A” ship is a Nebula.


Victory Points for Force “A”:
100 VPs if the enemy D-class ship is Captured or Destroyed, 25 VPs if it is Crippled, 50 VPs if it is forced to Disengage.
80 VPs if the enemy E-class ship is Captured or Destroyed, 20 VPs if it is Crippled, 40 VPs if it is forced to Disengage.

Victory Points for Force “B”:
180 VPs if the enemy A-class ship is Captured or Destroyed, 60 VP’s if it is Crippled, 80 VPs if it is forced to Disengage.


Scenario #3 – Planet Rescue

Map Size = 96 X 96

Force “A”
1 ship C-class
1 ship D-class
Hex: 3070
Facing: B
W/S: 2
Speed: 24


Force “B”
1 ship A-class
Hex: 4340
Facing: D
W/S: 2
Speed: 10

Planet: class-M
Hex: 4540
Ground-based Phaser-4 Facing: A
Ground-based Phaser-4 Facing: D
Survivor Group #1 Facing: B
Survivor Group #2 Facing: E


Special Rules:

The Planet has recently been captured and devastated by Force “B”, two groups of survivors containing important personnel with valuable information and equipment are in need of rescue.
One transporter is needed to pick up each Survivor Group.

Victory Points for Force “A”:
120 VPs if the enemy A-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 60 VPs if it is forced to Disengage.
50 VPs for each Survivor Group that is rescued.

Victory Points for Force “B”:
80 VPs if the enemy C-class ship is Captured or Destroyed, 50 VPs if it is Crippled.
60 VPs if the enemy D-class ship is Captured or Destroyed, 40 VPs if it is Crippled.
50 VPs for each Survivor Group that is not rescued.

A survivor group is only considered rescued if they escape on a ship that is not destroyed or captured during the scenario.


Scenario #4 – Vital Supplies

Map Size = 64 X 96

Force “A”
1 ship B-class
Hex: 2850
Facing: A
W/S: 2
Speed: 14

1 Large Freighter
Hex: 3010
Facing: D
W/S: 2
Speed: 14

1 Base Station (Race specific)
Hex: 2085
W/S: 2
Facing: A


Force “B”
1 ship B-class
1 ship E-class
Hex: 0303
Facing: C
W/S: 2
Speed: 24


Special Rules:

Vital Supplies are being delivered to the Base-Station when the Freighter is intercepted by two enemy ships. The Freighter is carrying two 25 box Cargo pods, and is not permitted to move off the map.

Victory Points for Force “A”:
80 VPs if the enemy B-class ship is Captured or Destroyed, 30 VPs if it is Crippled.
40 VPs if the enemy E-class ship is Captured or Destroyed, 15 VPs if it is Crippled.

2 VPs for each Cargo Box that survives the scenario.

Victory Points for Force “B”:
100 VPs if the enemy B-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 40 VPs if it is forced to Disengage.

2 VPs for each Cargo Box Destroyed on the Freighter.

If all remaining Force “A” ships spend three consecutive turns within 5 hexes of the Base Station with no enemy ships within 10 hexes of the base then the enemy are assumed to have Disengaged and VPs are awarded accordingly.


Scenario #5 – Computer Virus

Map Size = 64 X 96

Force “A”
1 ship C-class
Hex: 5520
Facing: E
W/S: 2
Speed: 24

1 ship E-class
Hex: 0825
Facing: B
W/S: 2
Speed: 24


Force “B”
1 ship B-class
Hex: 3010
Facing: D
W/S: 1
Speed: 12

1 Base Station (Race specific)
Hex: 4080
Facing: A
W/S: 2

Special Rules:

The Force “B” ship is having trouble with its tactical computers, it is returning to a Base-Station when it is intercepted by two enemy ships. The Force “B” ship cannot use free movement, it must plot all movement for each turn (as per C1: Standard Plotted Movement) and cannot use pursuit, evasion or station keeping plotting.


Victory Points for Force “A”:
160 VPs if the enemy B-class ship is Captured or Destroyed, 60 VPs if it is Crippled, 80 VPs if it is forced to Disengage.

Victory Points for Force “B”:
120 VPs if the enemy C-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 50 VPs if it is forced to Disengage.
60 VPs if the enemy E-class ship is Captured or Destroyed, 20 VPs if it is Crippled, 25 VPs if it is forced to Disengage.


If the Force “B” ship ends three consecutive turns within 5 hexes of the Base Station with no enemy ships within 10 hexes of the ship then the enemy are assumed to have Disengaged and VPs are awarded accordingly.


Scenario #6 – Open Duel or Black Hole Duel.

Map Size = 96 X 96

Force “A”
1 ship B-class
1 ship E-class
Hex: 3666
Facing: B
W/S: 2
Speed: 20


Force “B”
1 ship C-class
1 ship D-class
Hex: 5036
Facing: D
W/S: 2
Speed: 20


Special Rules:

If both sides agree a Black Hole may be placed in hex 5555.


Victory Points:

Victory Points for Force “A”:
110 VPs if the enemy C-class ship is Captured or Destroyed, 40 VPs if it is Crippled, 40 VPs if it is forced to Disengage.
90 VPs if the enemy D-class ship is Captured or Destroyed, 30 VPs if it is Crippled, 30 VPs if it is forced to Disengage

Victory Points for Force “B”:
130 VPs if the enemy B-class ship is Captured or Destroyed, 50 VP’s if it is Crippled, 50 VPs if it is forced to Disengage
70 VPs if the enemy E-class ship is Captured or Destroyed, 25 VPs if it is Crippled, 25 VPs if it is forced to Disengage.


The Final Battle

1. Both sides mustered their forces for the final decisive battle of the war.

2. The winner of the final battle is the winner of the campaign.

3. Only ships which survived their scenario can take part in the final battle.

4. Captured ships also take part in the final battle. They operate under the restrictions of Poor Crews and are in addition to the main fleet (There is no BPV cost for these extra ships when designing a side’s fleet for the final battle).

5. Ships may not be modified by Annex #6 or #6A except up to six T-Bombs may be purchased.

6. The side with the weaker fleet in BPV (captured ships count as half their original BPV cost) must defend its Home world.

7. The Home World of the Defending Force is also equipped with a Fighter Base, the Base contains a group of fighters (selected by the Defender) with a BPV value of not more than half the difference in the opposing fleet BPV’s.
For example- Attacking Fleet is 520 BPV and the Defending Fleet is 400 BPV, therefore the Defender can have up to 60 BPV of fighters.

If the revised difference in total BPV is still 50 BPV or greater, the Defender gets one Phaser-4 Ground Base, if greater than 100 BPV the Defender gets two Phaser-4 Ground Bases. The Defender chooses the hex facing of these bases.

8. Minor Reinforcements.
If either side has an E-class ship that survived its scenario but was not included in the Final Battle fleet, then after Turn 4 there is a possibility of one such ship (for each side) arriving on the battle map. A Force with an eligible class-E ship rolls 1D6 at the end of Turn 4 and each future turn. A score of 1 or 2 means the ship has arrived, the ship is placed anywhere along the top hex row of the map if an Attacking Force ship, anywhere along the bottom hex row if a Defender Force ship, except that any ship so placed cannot be placed within 12 hexes of any enemy units.


Map Size = 96 X 96

Defending Force:
* 1 Planet Class-M Hex: 6060
* 1 Medium Fighter Ground Base on Planet (Facing A)
* All units within 5 Hexes of the Planet.
W/S: 3
Speed: Optional
Facing: Optional


Attacking Force:
* All units within 5 Hexes of hex 3333
W/S: 3
Speed: Optional
Facing: Optional


Victory Conditions-

If the Home World is destroyed the Attacking Force has won the campaign, if the Home World survives the scenario then the Defending Force is the winner of the campaign.

The Home World is considered destroyed when it has received 100 damage points to each hex facing.

By Dale McKee (Brigman) on Sunday, August 20, 2006 - 10:17 pm: Edit

No problem Jason.

Now, as to the Commander's Options...

Assuming you aren't allowing the standard 20%, would it at least be possible for ships to purchase some CO's from raw BPV out of the 1,000 BPV fleet allowance?

Otherwise, for example, the Gorn would have a tough time swimming through drones...

By Jason Gray (The_Hood) on Monday, August 21, 2006 - 12:18 am: Edit

Hi Dale,
I like the idea of the Commander's Options being purchased as part of a ship during the fleet design stage, I think I'll put it as an option like the Legendary Officers, another good point is that it creates some uncertainty about the strength of the opposing force.

I was a little worried that some strange combo of options might ruin a scenario but now I think they probably wouldn't.

Overall I think the plasma races might have a slight advantage due to the nature of some of the scenarios so maybe drones causing them some problems is not such a bad thing.

I also think the Orions will be strong since some scenarios require quick attacks, this is at least somewhat balanced by their Base-station scenario where the Orion BS only gets phaser I's instead of phaser IV's.

Thanks for the input and if you are up for trying a specific scenario (or of course the whole mini-campaign :-)) let me know.

Cheers,

-Jason G

By Dale McKee (Brigman) on Monday, August 21, 2006 - 07:50 pm: Edit

Jason: I don't think you'll find anything in the CO's that will "break" your scenarios. One simple way to prevent such would be to require the purchase of the CO's out of the initial fleet points, limited to 20% of the cost of the ship, BEFORE the player knows whether he is side "A" or side "B" (and before the scenarios are allocated).

Looking at your scenarios I do think they're interesting, although I'm not sure they're balanced. But I'd be happy to help you find out! ;-)

Question: Do you roll ONCE to see if you are Side A or Side B for the entire campaign, or for each scenario?

In for a penny, in for a pound. If you don't mind the slow pace at which I'll likely be able to play these, sign me on for the whole shameil. Drop me an email and we'll talk!

By Dale McKee (Brigman) on Monday, August 21, 2006 - 07:56 pm: Edit

Jason: One more nit: If using a Legendary Officer bumps a ship up in "class", it may be obvious that one is present.

For example, a Fed NCL (116 BPV) with a Legendary Engineer (+15 BPV) would count as "Class B" in your rules. Since normally an NCL would be "Class C", this will let the opposing player know *something* is up. So when you say the "type and presence" of such an officer is not revealed, you may want to change that to "the type of officer is not revealed" since folks will likely know there's one onboard.

Unless, of course, you count CO's bought towards class, in which case some deception is possible.

Not a problem, just thought I'd point it out!

By Jason Gray (The_Hood) on Monday, September 04, 2006 - 07:33 am: Edit

Mini-Campaign battles set to go on SFBOL!!

Scenario #1 (Caught in a Minefield) is scheduled for Monday 8pm Pacific.

Force "A" Klingon E6 "Eerie" (The_Hood)
Force "B" Romulan SPF "Bloody Dagger" (Purple_Drazi)



Map Size = 96 X 96

Force “A”
1 ship D-class (size class 4) +2 T-Bombs
Hex: 6650
Facing: C
W/S: 2
Speed: 20

Force “B”
1 ship C-class (size class 3)
Hex: 4545
Facing: C
W/S: 2
Speed: 24


Special Rules:

The Force “A” player secretly deploys 5 N.S.M’s in hexes 50xx – 55xx (only one mine per hex). There must also be at least two hexes between each mine.

The mines are set for class 3 ships and larger.

The Force “B” ship must plot a speed of at least 20 on turn 1 (no mid-turn speed changes), during turn 1 the ship cannot turn (it may slip) or use Emergency Deceleration until the ship hits a mine or the enemy ship is no longer in the ships forward arc.
The Force “B” ship has also already completed one successful HET.


Victory Points for Force “A”:
150 VPs if the enemy C-class ship is Captured or Destroyed, 80 VPs if it is Crippled, 30 VPs if it is forced to Disengage.

Victory Points for Force “B”:
150 VPs if the enemy D-class ship is Captured or Destroyed, 60 VP’s if it is Crippled, 50 VPs if it is forced to Disengage.

By Dale McKee (Brigman) on Wednesday, September 06, 2006 - 12:31 am: Edit

Well, that was a serious excercise in frustration - though Jason was a cordial player and most gracious. Hidden mines really make for a complicated game. In retrospect, I made several grievous errors, but going in, I had no idea.

Anyway, it would be interesting to run through that one again, given the benefit of experience in what NOT to do. ;-)


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