From: mehawk@c... (Michael Sandy)
Date: Thu, 19 Mar 1998 15:11:40 -0800
Subject: Scenario idea
Here is a scenario worked up from a campaign game. There is an objective planet in another system worth 500 victory points. Each player may send a fleet of up to 5,000 points in strength to that planet, however for every 100 points of build cost that you send to that system you spend 20 victory points. So, if you send in a 5,000 point fleet and your opponent doesn't contest the planet then your opponent sends a 500 point fleet and leaves, he will get -100 victory points to your -500. There are a number of different ways to claim the planet: 1) Clearing space within 54" of the planet for three combat turns. If two purely space superiority fleets face off there has to be _some_ end to the battle. 2) Ortillery + Ground troops. The planet has a ground troop value which has to be exceeded by landed troops. Your ground troops get a bonus modifier for having Ortillery in orbit during the five rounds after they land. Multiply the number of troops you land by (Ortillery shots fired/10 +1). If at any time your troop value exceeds the planet's ground troop value you win the planet. Fighters, missiles and submunitions can also be used for ground support. Roll damage as normally and that is the percentile bonus to your troop value. Actually invading the planet takes precedence over the space over it in terms of victory points. If one side successfully invades a planet and then pulls the fleet out they get the full planet award. You also get points for destroying or damaging enemy ships. If a damaged ship can't leave the system or can't land on the planet then it counts as lost. Likewise, expendable munitions that are expended count as victory points for the other side. In a campaign, both sides would have a total of 5,000 points to split between a number of planets with different objective values. Part of the penalty for committing build points to attacking a particular planet is logistical. Assymmetry is possible, with one side paying more victory points to bring his fleet on. And of course, the homeworlds can be protected by system defense ships. The initial scenario assumes two empires simultaneously broke off diplomatic negotiations and started grabbing frontier worlds. To an extent, this point system is an evaluation of the Admiral's and Fleet planner's skill, not an indication of whether that side will actually win the war. It makes no attempt to fight the whole war, but each battle attempts to reflect certain strategic considerations. Also, since the point totals of the fleets can be kept secret until after the battle it is possible to engage in a game of bluff and intimidation. Or you can sucker an opponent into attacking what he thinks are Thrust 2 Battleships with missiles when they are actually Thrust 5 and can dodge the whole volley. A certain amount of spending on ECM, Sensors and detached scouting groups is a prudent investment. New system: Recon Fighters: Recon fighters are based out of standard fighter bays and are therefore limited to Capital class ships. However, they can operate independantly and have standard Escort class ship scanners. Unfortunately, they have no anti-ship capability, and hit other fighters only on a '6'. Further, they can't initiate a dogfight with another fighter squadron unless they are still flying as a squadron. If an enemy squadron engages a detached Recon Fighter in a dogfight they do not lose a turn of combat endurance. Cost per fighter: 3 (Standard fighter) 6 Mass for a squadron of 6. +2 Fast, 18" turn +2 Long Endurance. This doesn't reflect combat endurance but the ability to go on long patrols. Normal fighters can't stay in space for a full strategic turn. -2 No anti-ship capability, -2 equivalent to Attack fighters vs other fighters when in squadron, worse when detached. +2 Scanners +2 Capable of independant action At 7 points each, why not just buy Mass 2 scout ships? Because Recon Fighters are a lot harder to target, and therefore they might survive being used as scouts.