Game Setup
This scenario works best when used on a large table. Width is more important than depth. Decide how big the battle
is to be, and divide the points up among the defenders. We've played with three defenders, 300 pts (100 pts each) quite
successfully. The attacker (you) should have the same number of points and be the same tech level as the defenders.
The game is designed as a multi player scenario. Each player controls one battle squadron from the defending world
or a squadron sent from one of the surrounding colonies. Each player gets an equal number of points to create their
squadron, between 50 and 100 points each should be enough, depending on the number of players and the size of the
playing area. The smaller the playing area, or the more players, the smaller the squadrons should be. All ships should be
dreadnaughts or smaller with battleships being most common. All fleets should be all the same tech level (or with only
one fleet 1 TL higher representing the most modern forces available from the races home world). One player is given
control of the civilian space station and may spend up to 25% of his points on stationary defense bases, deployed within
12 inches of the defenders table edge, representing the worlds defense satelites.
The defenders set up their squadrons anywhere along the table edge labeled 'A', speed 0. This table edge represents
the colony planet they're defending. The blue strip represents the upper atmosphere, all ships MUST stay out of this strip.
Any ship that touches the planets atmosphere is considered destroyed. There is a civilian space station located in the
center of the defenders deployment area, its specs are shown below. It has one important function, its deep space
telemetry equipment can detect incoming ships. The player controlling the space station is informed of this ability and is
warned that the station has detected incoming ships arriving turn two from each corner of the attackers edge (positions 'B').
The defenders have one turn to begin accelerating or launching fighters (if they have them) before the intruders arrive.
The attackers are broken up into three equal pointed waves. How many turns pass between waves depends on the
size of the table and the size of the fleets. For smaller tables or fleets, less time should pass between waves. We used a
quick calculation of : each foot between the attackers edge and the defenders edge equals one turn of delay. This
may need to be 'fudged' so that each wave arrives after the previous one has taken heavy damage from the defenders, but
before it's been completely destroyed. Remember, the defenders get a one turn warning as long as the space station
survives. Attackers arrive with speed 12 (or 8 for smaller tables).
The first wave consists of smaller ships, with half entering at each point marked 'B'. This wave has three objectives:
1) scout the defenders deployments. 2) draw the defenders ships away from the center of the table. 3) cause as much
damage and confusion as possible.
The second wave consists of large ships arriving together at point 'C'. Their objectives are: 1) destroy the civilian
space station. (they received data on it from the first wave) 2) destroy as many defenders as possible. Remember, if the
space station still survives, the defenders are told one turn in advance when ships will be arriving at location 'C'.
The final wave consists of the Titan (possibly with support ships) at point 'C'. By now the defenders should be starting
to despair that the waves will never end. Actually the defenders have the advantage in this scenario since the attackers
have to arrive piecemeal. The Titans only objective is simple: destroy all defenders that are left so it can begin to bombard
the planet. |