From: Robert Kerrigan <speiler@e...>
Date: Sat, 5 Oct 1996 20:11:23 -0400
Subject: Wolf Pack A Full Thrust Scenario
A while back everyone was having a good time trashing Space Above and Beyond. Well I won't start that again, but someone made a coment about the show being nothing but a remake of the old WWII submarine movies. Well this got me to thinking, 'cause I liked those old movies. Well I came up with a scenario to fill that role. For those of you who don't like "A" beams on escorts you won't like this. I play tested this with my local group and we all thought this was a great night of fun. some suggestions were to remove all shield and weapons from the transports, or some such method of making them weaker. have fun Wolf Pack A Full Thrust Scenario By Robert Kerrigan This scenario is a direct copy of a WWII submarine movie. Four "Submarines" are waiting along the path of a convoy. The ships used are listed below. QTY TYPE COMBAT POINT Defender: 1 Heavy Cruiser 4 1 Escort Cruiser 3 4 Muscle Destroyer 2 3 Bulk Tankers 1 7 Freighters.5 Attacker: 4 Shadow Strike Boat 4 Defender: The defender is divided into two groups, the first is the merchant ships, the second will be the war ships. The Merchant's top speed is eight (8). They may plot a zigzag pattern or whatever. During combat, they are considered as one unit. The war ships are separate units and have no limitations on speed or movement. During combat each ship is considered as one unit. The convoy must enter the southern end of the board by turn one (1). The merchants must exit the northern edge of the board by turn 11. Attacker: The attacking force may setup on the first 48" (north to south) of the board. The wolf pack may begin the game cloaked. However, all wolf pack ships must have de-cloaked by turn four. Combat: Initiative will be determined by random card drawing. Enough cards will be inserted for the wolf pack to equal the convoy's deck (seven cards each fleet). During combat the wolf pack's ships will not de-cloak until a card for that ship is drawn. Only one card will be used to determine all ten of the merchants initiative. Victory Conditions: Who ever has more combat points at the end of the game. However, if the wolf pack earns more points, yet looses all of its own, it will be considered a marginal victory. Muscle Destroyer Shadow Strike Boat Mass 18 Mass 29 Thrust 6 Thrust 6 Systems 2 3arc A1 Shield Systems 2 Pulse Torpedo1 3arc C1 Cloaking Shield Points 132 Points 267