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Supply Lines [Untested]

 
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JAFisher44
Admiral


Joined: 19 Apr 2009
Posts: 63

PostPosted: Mon Apr 27, 2009 12:53 am    Post subject: Supply Lines [Untested] Reply with quote

Player 1:

The Lacerta Narrows is a region of space rife with magnetic anomalies. This vast area of space is riddled with asteroids and small planetary bodies who's unusually strong magnetic fields render most sensors useless. The random fluctuations also inhibit FTL travel. Because of this ships wishing to pass this area must either fly through under conventional thrust or go around. For the purposes of this scenario, it is necessary for you to escort a supply convoy through the Armene Gap to refresh forces beyond the Narrows. The Armene Gap is rife with raiders looking for an opportunity to harass your forces and harry your supply lines, so keep your eyes peeled. If you lose more than one freighter the war effort will be severely hindered.

Player 2:

The Lacerta Narrows has provided a good choke point for the defense of a key system in this war. In order to resupply its fleets beyond the Narrows it must move supplies through a few small gaps at conventional thrust. You are militia, underfunded, but your national pride is strong and you will do what you can for the effort. You must engage a superior force and destroy at least 2/3 of the supplies before they get through the gap. Suprise attacks and hit and run tactics are your only hope.

Scenario:

This scenario is played on a map 31 hexes wide and 20 hexes long. Each player places 10 asteroids on the map. Asteroids must be placed so that they are at least 9 hexes away from the center column of the map and no closer than 2 spaces away from each other.

The entire map uses the Nebulae rules because of the strong and chaotic magnetic fields in the Narrows.

Player 1 starts with the supply convoy off the map. On the first turn it must move at least one ship onto the map. It may move any number of ships onto the map in any turn. In order to win, Player 1 must move 2/3 of the freighters' cargo off player 2's side of the map.

Player 2 starts with any number of its ships hiding in the asteriods. Ships not hiding must be placed adjacent to player 2's board edge. Any hidden militia raider may be placed adjacent to any asteroid when it is its time to move. It may move normally and attack in the turn it was revealed. Player 2 must destroy 2/3 of the freighters cargo to win.

If Player 2 destroys more than 1/3 but less than 2/3 of the cargo the match is a draw.

A freighter's cargo may be marked off as damage.

The Forces:

Player 1:

Liberty Freighter x3

Defense: 2
Move: 3

Repair: 1
Boosters: 1
Warp Drive: 1
Cargo: 12

Negotiator Class Assault Destroyer x2

Cannons: 3
Launchers: 3
Defense: 4
Move: 4

Missiles: 12

Repair: 1
Warp: 1

Consul Class Escort Frigate x4

Cannons: 3
Launchers: 2
Defense: 3
Move: 4

Missiles: 6

Repair: 1
Warp: 1

Player 2:

Militia Raider x10

Cannons: 2
Defense: 3
Move: 4
Boosters: 1

This may be massively unbalanced, I just don't know. I would be happy to playtest it. I have some ideas for adjusting it's difficulty depending on how it plays out.
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