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Old 01-28-2010, 08:46 AM
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Blackronin Blackronin is offline
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3 Scenarios for play testing - More to come

4. Scenarios

Scenarios are one shot game that is played within the scenario objectives. In this book there are two types of possible scenarios:
A pre-written scenario, where players choose one side and play the scenario following the scenario rules and abiding to the victory conditions, or;
A free form scenario, where players choose a number of points per side, choose ships and squadrons and then pick a mission card from the mission card deck and try to fulfill their victory conditions before the adversary.

4.1. Fixed Scenarios

In the fixed scenarios you have several rules that you must follow:
Starting forces: The number and type of ships each side starts with.
Initial placement: The place where your forces and the adversary forces start in the playing table.
Special Rules: Any special rule pertinent to the game.
Victory Conditions: The victory conditions at the end of the game.

4.1.1. Clash of Cruisers

Brief Description: Commodore Johnson was an able commander. So full of confidence that when he met the first Hecate ships he dived into the fray confident in his superior tactical attributes, although everything else was against him. With his crew of veterans and inside his Mars Class Cruiser he turned his bow toward the two enemy cruisers approaching. That did surprise them, and in the first exchange of blows, the "Star of Dawn" did score some solid hits. But the number and class of his enemies would make Commodore Johnson review the importance of his superior tactical attributes and run for it...

Starting forces:

Humans:
Mars Class Cruiser
Commodore Johnson: CQ5

Hecate:
2 Shagorn Class Cruisers
T'de Hasnn'n: CQ3

Victory Conditions:
Human:
Overwhelming victory: Both Hecate cruisers destroyed
Victory: One of the Hecate Cruisers destroyed
Minor Victory: Leaving game in the Hecate side with more damage made than received and a minimum of 6 points of damage delivered

Hecate:
Victory: Human Cruiser destroyed
Minor Victory: Human Cruiser destroyed and one Hecate Cruiser Destroyed

All other results are considered a draw.

4.1.2. Meeting Engagement

Brief Description: The Hecate profited from an initial technology advantage that gave them the upper hand in space combat. Two equal fleets in number gave in fact an advantage to the Hecate that would only be balanced some years later. In the first stages of the Hecate invasion, Sky Marshal Heminvay was confronted with an attack to a Hyperstream node by a Hecate fleet that was equal to his fleet in number but with better ships. Without the option to retreat, he entered the fray. Against all odds, with its cunning tactical options, Heminvay won the day. That was the first space battle that Humans won against the Hecate.

Starting Forces:

Hecate
1 Shagorn CC
4 Ashral DD
Admiral QC3

Humans
2 Mars CC
2 Sunders DD
Admiral QC 5

Special Rules: The game ends when turn 12 is finished.

Victory Conditions:
Human:
Overwhelming victory: The Hecate cruiser and two Hecate Destroyers are destroyed
Victory: The Hecate Cruiser is destroyed
Minor Victory: Leaving game in the Hecate side with more damage delivered than received and a minimum of 6 points of damage delivered

Hecate:
Overwhelming victory: Both Human cruisers are destroyed
Victory: One Human Cruiser is destroyed
Minor Victory: Both Human Cruisers are destroyed and the Hecate Cruiser is Destroyed

All other results are considered a draw.

4.1.3. Hit and Run Tactics

Brief Description: In the first stages of the Human Hecate War, human ships were beaten daily by their Hecate counterpart. Commodore Alyia Stenvenron, the youngest Commodore in the Earth Fleet devised a plan to keep the Hecate in check and before submitting the plan to the Admiralty, she proof tested it. A fleet of Destroyers would attack a Hecate planet, outrun the enemy ships and deliver damage to that planet space stations. Only the overwhelming success of her attack prevented her of being court-martialed.

Starting Forces:

Hecate
2 Shagorn CC
2 Ashral DD
Admiral QC3

Humans
8 Sunders DD
Admiral QC 6

Special Rules: The game ends when turn 12 is finished. The Human player must fire 20 missiles against the Hecate starting edge of the table.

Victory Conditions:
Human:
Overwhelming victory: One Hecate cruiser is destroyed and 20 missiles are fired against the Hecate starting edge of the table.
Victory: 20 missiles are fired against the Hecate starting edge of the table.
Minor Victory: One Hecate cruiser is destroyed.

Hecate:
Overwhelming victory: All Human destroyers are destroyed and less than 20 missiles are fired 20 missiles are fired against the Hecate starting edge of the table.
Victory: All Human destroyers are destroyed.
Minor Victory: All Human destroyers are destroyed and one Hecate Cruiser is destroyed.

All other results are considered a draw.


4.2. Free Form Scenarios

In the free form scenarios, players choose a number of points per side, we advise around 300 points per side, and then the players choose their ships and squadrons.
After that each player pick a mission card from the mission card deck.
The mission is secret, unless it states in the mission card that the player must reveal it to the adversary. The mission card is only revealed when the player fulfills it.
Players set up the scenario as described below.

Scenario setup:
Each player sets up in one of the farthest edge of the playing table. The player with the best Admiral sets up last.
Special rules in the scenario cards can modify this setup.
The scenario will last until one player achieves victory conditions or until the end of turn 12.

Cards are being made. A lot of it. Needing a lot of playtesting.
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  #2  
Old 01-28-2010, 09:54 AM
cgutzmer's Avatar
cgutzmer cgutzmer is offline
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thanks! having these will help me round up some beta testers
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