First off:
Are the light or war cruiser, frigate, and police ship held to this same restriction?(8C21d) SPECIAL RULES wrote: 1. Convoy Continuity: All convoy ships must remain within five hexes of the ore carrier. Ships outside this range must move closer to that ship at every opportunity until within this range. If the ore carrier is captured or destroyed, the Convoy player designates one of the other ships as the convoy flagship and this rule applies to that ship.
We played that they were (based on the fact that in section (8C21b) INITIAL SETUP no distinction between the military and the civilian ships is given. Playing under this restriction immediately hampers the ships defending the convoy.
The defenders are required to basically circle the convoy at range of 3 to 5 (depending on their turn modes). Circling the convoy means that these ships can only bring their weapons to bear as they circle toward the pirates. The pirates can conduct conduct fly-by attacks that concentrating on the defending ships without worrying about the freighters getting away (as all convoy ships must remain within the 5 hex circle).
Secondly in (8C21c) OBJECTIVE, you have:
I wonder if this is in error. Usually convoy scenarios have a hard time limit - representing the arrival of sufficient protection to force the pirates to leave. With no time limit, the superior ships (based on PV) of the pirates will eventually remove the military ships and allow the looting of the others.(8C21c) OBJECTIVE wrote: Time-Limit: The scenario continues until all ships belonging to one player have been captured or destroyed, or have disengaged.
As I said, I've played this now three times (twice with LDR defenders and once with Gorn) and in each case, it was a rout of the defenders. I usually do better the more times I play a scenario.
Any info or help would be appreciated.
Thanks

