Saturday, May 14, 2011

Uncharted Seas X-Cam Rules and Missions

Uncharted Seas

X-Cam

X-Cam concept by
Russ Wakelin

Adapted for Uncharted Seas by
Craig Gallant

With additional edits by
Robert Dijkman Dulkes

Overview

She’s signaling, sir! The Commodore is coming aboard!

Welcome to my command area, captain. We have been expecting your ships for awhile now.  You are going to spearhead the effort to control these waters for our lords and masters back home. Initially, I can only afford to spare you a small taskforce, but prove your worth and we will pry more ships from the other areas. If you do well you may carve your future from these blood-tinged waves. There is honor, glory, and riches beyond your wildest imaginings here for a captain with the wit and bravery to claim them. Fail me, however, and you’ll be lucky to see your home port through the bars of a prison hulk. Do we understand one another?

Objective:

To fulfill your orders you must undertake missions.  Each mission is a game against an opponent or opponents.  There are three basic types of missions you will be performing:

  • Recon Mission: Players engage in small battles to gain Recon points. Recon points represent how much ‘intelligence’ your fleet has gained about the Uncharted Seas, enemy positions, and assets.
  • Gain Strategic Advantage: Once they have enough Recon points players may spend them to challenge other players to larger battles to gain Strategic points.  Strategic points represent your offensive position in the area.  The more Strategic points you have, the better positioned you are to make a critical strike and establish control. 
  • Establish Control: Players that have gained a strong strategic position by accumulating Strategic points are now ready to spend those points to coordinate large engagements, such as Island Assaults and Naval Superiority battles, to gain Control points.   Control points represent how much dominance your fleet has in the area. 

Recon points and Strategic points are simply a means to an end.  Throughout the X-Cam players will gain and spend these points.  You will always be returning to Recon missions to gain back Recon points, and spending those points on Strategic missions to gain Strategic points.  These, in turn, are spent on Control missions to gain Control points as well as to improve your situation in lower-priority battles.

Unlike Recon and Strategic points, you don’t spend Control points.  Control points increase your rank, give you access to more powerful abilities, and most importantly: The first player to gain 2 Control points will win the X-Cam.  If two (or more) players both get to 2 control points within a week of each other, they fight a large scale Grudge Match scenario to break the tie.  May their gods have mercy on their souls.

Declare Your Allegiance

When you sign up for the X-Cam you must select which Race you will serve.  If you start playing the X-Cam and find you don’t like your choice, you may change it at any time by starting over.  Starting over means that all your Recon, Strategic, and Control points are reset to zero.

Players serving the same faction do not work together. They are opponents; warring factions within a single nation. There are no teams in the X-Cam.

How you play:

1.      Challenge an opponent to a mission. You may only choose a mission that you can afford based on your current status in the X-Cam. (see mission costs)
2.      Roll scenario on the table for the chosen mission and choose a table/terrain type.
3.      Determine Attacker and Defender based on scenario and mission rules.
4.      Bid to alter Force Point Level.
5.      Bid to alter terrain on the battlefield.
6.      Spend Recon and/or Strategy Points based on mission cost and bids.
7.      Build your forces.
8.      Play the game.
a.       At the end of each round, but not at any other time, check to see if one of the game ending conditions defined in the scenario has been triggered.
9.      Determine the winner based on scenario victory conditions.
10.  Gain Recon, Strategy and/or Control Points based on scenario rewards.
11.  Report your results.

Terrain:

There will be 2d6-2 terrain pieces deployed for each game (re-roll ONCE if the result is 0). Once the number is determined, players roll 2d6 to decide who goes first and alternate choosing BUT NOT PLACING pieces from their local collection. Players then alternate placing from this pool (note: all terrain is now pooled: you can choose any piece, not just those pieces you first selected). These pieces are placed by rolling a d10 near the center of the board. The die result is the rough percentage of distance towards the edge, in the direction indicated by the pointy top of the d10, where the piece is placed. On the result of a 0 the player may choose to place the piece in the exact center of the table, at the very edge along the line indicated, or the player may choose not to place the piece at all, resulting in it being permanently removed from the pool. If at any time a piece of terrain would overlap another (where this would not make sense), or rest closer than 6" of another, simply move the new piece the shortest distance required to see that it is 6" away.

Spending Strategic Points
 --Altering the Force Point Level--
“We’ll fight them, but we’ll fight them on our terms.”
Each mission has a default point level, but players may spend Strategic points in an attempt to alter this level.  Each player secretly records a number on a piece of paper.  The number can be positive, negative, or zero and represents an increment of 50 by which you are trying to shift the default Force Point level.  After both players have written down their numbers they are revealed and added together.  The result is how much the point level shifts to a maximum of 200.   Example:  Bill and John are about to play a Recon Mission.  Bill writes down +3 on his paper.  John writes down -2.  The players reveal their papers and add them together: +1.  The game is played at the default level +50.  Bill has spent 3 strategic points and John has spent 2. REMEMBER: All strategic points spent are lost, REGARDLESS of how much the point level is actually adjusted.

--Altering Terrain Placement--
 “A true admiral counts the shoals, the sandbars, and the treacherous reefs as his allies.”
Quite often knowing the local terrain can mean the difference between victory and defeat. In any battle where the terrain is determined randomly, each player may opt to secretly bid Strategy Points towards some control over the battlefield. Each player writes down a number of Strategy Points they are spending on controlling the location of the battle. These numbers are then revealed and compared with each other. The winning player consults the following chart and may claim whatever advantages their bid has earned them. Regardless of who wins or loses, all points that were bid are lost.




Won by how many points:
Result
0-4
Both you and your opponent are too cagy to be drawn into a killing field.  Determine terrain as normal.
5-9
You may select a single piece of terrain from the Pool before placement begins. You may choose, at any time during terrain placement, regardless of die rolls, to place that piece of terrain in any empty 12” square on the table. You may, if you wish, not place this piece at all, thereby denying it to the enemy.
10-14
You may either:
A)      Choose TWO pieces of terrain, as above. or
B)      Wait until terrain deployment is complete and then remove a single piece of terrain from the table.
15 or more
You may either:
A)      Choose THREE pieces of terrain, as above, or
B)      Wait until terrain deployment is complete and then remove TWO pieces of terrain from the table.

--Benefit of Owning Control Points--

 “We are pleased with your progress.  New resources are now at your disposal.”

Players with Control points have impressed their commanders and can now call upon expanded resources.  For every Control Point you possess, your Force Card hand is expanded by 1. This means that if you have 2 control points, your maximum hand is now 7, and you will always have at least 3 (as when you lose your last squadron you’ve lost the game, no matter how cool you are). You may NEVER draw more than 5 cards at a time (ie: you will start the game with a maximum of five cards).

Recon Mission:

You need more information on what is out there.  Deploy forces and scout the area.  Report back with your findings.  You must get home with the information at all costs.

Cost: Free.
Opponent: Anyone! 2-4 players may participate in a single Recon Mission.
Default Force Point Level: 400.
Attacker/Defender: The Challenger is the Attacker, or roll to decide.
Force Organization: Rulebook requirements to force organization apply with the following exceptions:
·   There is no maximum % of small models.
·   There is no minimum amount of squadrons in any size category.
·    Large models are limited to a maximum of 1 per force.

Recon Scenario Table:
If 2 Players, roll 2D6 and consult the table below
Roll
Scenario
Notes
2-6
Reconnaissance
Strange vessels have been sighted, scout the area and report your findings.
7-8
Clash of Arms
While on patrol, enemy sighted!
9-10
Ambush
A patrol has stumbled upon an enemy force with vital information.  They’re out numbered, but they have surprise.
11-12
Escape to Port
Your patrol is returning with vital information and has been jumped by the enemy.  Badly outnumbered, you MUST get back to port!

Multi-player option:
More than two players may choose to play a Recon Mission. In that case, the mission will be the “Mysterious Island” scenario.

Rewards:
·   All players gain Recon Points equal to scored VP/100 (round up).
·   All players gain Recon Points equal to the full value of each surviving model /400 (round up).
·   All players gain 3 Recon Points for fielding a fully painted force.
·   Winner gains 5 Recon Points.

Strategic Mission:

You’ve gathered information on the critical locations of enemy supplies and key vessels.  It’s time to move in and hit them where it hurts.

Mission Parameters:
Cost: Challenger pays 10 Recon Points, Defender pays nothing.
Opponent: Any one other player.
Default Force Point Level: 800.
Attacker/Defender: The Challenger is the Attacker.
Force Organization: Rulebook requirements to force organization apply with the following exceptions:
·   Large models are limited to a maximum of 2 per force.

Strategic Scenario Table:
2D6 and consult the table below
Roll
Scenario
Notes
2-3
Convoy
The enemy is moving key resources in a nearby convoy.  It is time to strike.
4-6
Grudge Match
Sometimes logic doesn’t enter into the equation. I want that man dead!
7-8
Assassination                
Reports indicate the enemy is relying heavily on a particular vessel.  We now know where it is…
9-10
Running the Gauntlet
If we can just get our heavy ships into position, there will be no stopping us.
11-12
Clash of Arms or Land Grab: Attacker’s Choice
Do we isolate them and wait for them to rot . . . or do we sweep in and claim the island as our own?

Multi-player option:
More than two players may choose to play a Strategic Mission. Each player pays 10 Recon Points. Roll 1d6. The mission will be Land. All players count as “Defender” for purposes of rewards.

Rewards:
·   Challenger gains Strategy Points equal to scored VP/100 (round up).
·   Defender gains Strategy Points equal to scored VP/200 (round up).
·   All players gain Recon Points equal to scored VP/200, or VP/100 in a multi-player game (round up).
·   All players gain Recon Points equal to the full value of each surviving model /400 (round up).
·   All players gain 3 Recon Points for fielding a fully painted force.
·   Challenger gains 5 Strategy Points for winning.
·   Defender gains 2 Strategy Points and 3 Recon Points for winning.

Control Mission:

We have them now!  You have scouted out enemy positions, established a strong strategic position, and you are now ready to strike.  Time to move in the big guns.

Mission Parameters:
Cost: Challenger pays 25 Strategy Points, Defender pays nothing.
Opponent: Any one other player with at least 20 Strategy Points or at least 1 Control Point.
Default Force Point Level: 1200.
Attacker/Defender: The Challenger is the Attacker.
Force Organization: All rulebook requirements to force organization apply without exceptions.

Control Scenario Table:
The scenario played is based on the Challenger’s current Control points (CP)
Challenger CP
Scenario
Notes
0
Naval Supremacy
Stage 1: To control the area we must first establish dedicated supply lines.  We know it, and they know it.
0
Stronghold Attack
Play “Clash of Arms” scenario but defender must take a Stronghold.   Attacker automatically loses unless the stronghold is below half its starting ‘hull’ points.  If stronghold is thus “Damaged” then score victory points as normal to determine winner.  If stronghold is destroyed, Attacker automatically wins.
Stage 2: Increase your control by removing key enemy observation posts and strongholds.    
1
Home Port Assault
Stage 3: Eliminate enemy presence in the area by decimating their land-based assets.

Strongholds:

Player may place a small or medium island in their deployment zone with a stronghold on it for 75 points. This stronghold has 10 “hull” points, a Damage Rating of 7, and a Critical Rating of 13. Any Critical Hit does 2 points of damage instead of 1 instead of rolling on the critical table. The stronghold has the following AD: Band 1: 16. Band 2: 12. Band 3: 6. Band 4: 4, drawing line of sight from the stronghold itself and ignoring island terrain situated lower than the stronghold. All AD from the Stronghold are at   -1, 6s count as normal. The stronghold counts as a Capital Ship and a Squadron for the purposes of Fleet Cards.

Missions and Scenarios


Ambush

A brave strike force has laid a trap for a much larger enemy fleet. In a daring raid that will test all of their skills and abilities, they must inflict the most damage possible and then withdraw before the enemy can bring their larger numbers to bear.

Fleets: The Attacker has 300 points, the Defender has 400.

Preparations: The Defender must place all of their ships in the center of the board (within 12” of the center point), all facing in one direction. The Attacker then chooses an edge parallel with the direction of travel of the defending fleet. The Attacker may place any of their terrain where they wish within 12” of their edge. All other terrain is placed randomly as normal.

Scenario Special Rules: The attacker brings their fleet on by activating one squadron at a time, moving and shooting as normal.

Game Length: The game lasts until the Attacker has no ships left on the table, either through withdrawal (moving off the board edge) or enemy action.

Victory: Normal Victory Points are used to calculate the winner. The Defender gains no VP for Attacking ships that leave the table. The winner is the fleet that scores the most VP.

Assassination

Sometime, in war, an enemy ship must die no matter the cost. An entire enemy fleet may be brought to action solely to destroy a single ship. Maybe fleet intelligence believes the ship carries an important personage, or experimental equipment, or maybe the ship has been too successful, and it’s continued existence damaged morale. For whatever reason, the Powers that Be have decided that that ship must die.

Fleets: There is an Attacker and a Defender, both have equal Fleet Points.

Preparations: Terrain is determined randomly. Deployment zones are opposite table edge halves. The Defender deploys his entire fleet first. The Attacker secretly chooses a single enemy ship after deployment but before the first initiative roll. This ship is worth double its normal Victory Points if it is destroyed or taken as a prize.
Scenario Special Rules: None.

Game Length: 4 turns or until one fleet has no ships left on the board.

Victory: Normal Victory Points are used, with the exception noted above.

Clash of Arms

Every war is defined by a few massive battles that are forever memorialized in the history books. Behind every one of those battles, however are hundreds of smaller clashes that only matter to those who live and die by them.

Fleets: Both fleets have equal points (Default is 400 points).

Preparations: Terrain is determined randomly. Deployment zones are opposite edges, 12” in and 12” from the neutral sides.

Scenario Special Rules: None.

Game Length: 4 turns or until one fleet has no ships left on the table.

Victory: Normal Victory Points are used to calculate the winner.

Convoy Duty

Although the history books speak most often of the daring fleet actions and skies darkened with the columns of smoke from the burning ships of the defeated, quite often wars are won or lost based on lines of supply. The bravest crew in the strongest ship in the world cannot win if they have no food, water, ammunition, or powder.

Fleets: The Attacker has 50% of the points and the Defender has 100%. In addition, the Defender has a number of Transports equal to half the total number of squadrons in their fleet. These ships activate as a single squadron after all other friendly ships have activated. They do not generate any STAR cards and no cards may be played upon them.

Preparations: Terrain is determined randomly. One of the short sides of the table is designated as the destination edge. The Defender deploys in a 10” circle in the center of the table. The Attacker moves each squadron onto the table from either long edge in their first activation.

Scenario Special Rules: Wind direction starts directly behind the Defender.

Game Length: The game lasts until all Transports have left the table or been destroyed.

Victory: The scenario uses Victory Points. However, the Attacker gains 100 VP for each Transport he manages to sink, the Defender gains 200 VP for each Transport that escapes off the opposite short table edge.

Transport:
Damage Rating: 4 Critical Rating: 6 Movement: 8” Hull Points: 4 Crew Points D6+2
Port and Starboard Batteries: 5  --  3  --  1  --  0

Escape to Port
Sometimes discretion is the better part of valor. Caught away from your home base by a larger enemy fleet, your taskforce must attempt to reach the safety of their harbor before the superior numbers of the foe can overwhelm you on the waves.

Fleets: The Defender has 75% of the  points, the attacker has 100%.

Preparations: A Large island is placed 6” from the center of one short table edge. No other terrain is placed. The defending player deploys his entire fleet 24” from the opposite short board edge and the attacker deploys half of his strength in 6” squares at the corners of the same board edge. The rest of his fleet enters in turn 2 from a point 24” from the opposite edge, each squadron from a randomly determined side.

Scenario Special Rules: The Home Port island is heavily defended and attacks with the following profile: Band 1: 15 AD. Band 2: 10 AD. Band 3: 4 AD. Band 4: 2 AD. All Home Island AD are at -1 to succeed. 6s still count as normal. Wind starts blowing TOWARDS the Home Port Island. Once a ship reaches the home port it is removed and safe from further enemy attacks. It will take no further part in the battle.

Game Length: The game ends when the defender has no more ships on the board.

Victory: The attacker gains victory points as normal. The defender gains normal victory points in addition to the full value of each ship that reaches the home island, regardless of what damage it has taken.

Cautious Engagement

Both fleets are at the end of their supply lines. They must hold as much territory as they can, but they cannot risk their commands anymore than absolutely necessary. This is a long-term conflict, and the victor will be the admiral who can take the most territory, but who can save enough of his command to hold it in the face of future assault.

Fleets: Both fleets are of equal size.

Preparations: The fleets will deploy along opposite table edges, within 12” of that edge. Terrain should be determined randomly before fleets are deployed.

Scenario Special Rules: None.

Game Length: 4 Turns.

Victory: Each fleet earns VP as normal. In addition, they receive VP equal to their own surviving models.


Home Port Assault

There comes a time when victory on the waves is not enough. To truly defeat the enemy you must leave him no port from which to operate. Once a commander has built up sufficient forces and nerve it is time to dare the ultimate objective: the enemy’s home port itself.

Fleets: There is an Attacker and a Defender, the Defender has 75% points,  the Attacker has 100% Points. The defender, however, has certain advantages of his own to compensate.

Preparations: A large island, the Home Island, is placed 6”from the middle of one short table edge. Other terrain is generated as normal but the Defender places it all. The Defender deploys his entire fleet within 12” of his home island, and the Attacker deploys within 24” of the opposite table edge.

Scenario Special Rules: Many:

Gun Emplacements: The Defender has a number of Gun Emplacements equal to the number of Squadrons of the Attacker. These Emplacements may be deployed anywhere on any island but cannot move after the game begins.

Gun Emplacements have the following profile: “Hull” points of 2, a Damage Rating of 3 and a Critical Rating of  7; the gun emplacement fires with the following profile: Band 1: 6 AD. Band 2: 4 AD. Band 3: 2 AD. Band 1: 1AD. Gun emplacements always suffer a -1 to all AD, but 6s count as normal. All gun emplacements within 4” of another may Link Fire.

Defending Garrison: The Defender has a number of Troop Tokens equal to the number of Squadrons of the Attacker times 2. These Tokens are deployed along the shoreline of the home island at the start of the game.

Marines: The Attacker has a number of Troop Tokens equal to the number of Squadrons he has times 2. These tokens must be assigned to specific ships, in secret, before the game begins, to a maximum of the Hull Points of each ship. Ships that have contacted the island may disembark 2 troop tokens at the end of each turn. Ships that start their activation touching the island may be placed within 2” of their starting point, oriented in any direction, as their full movement. Ships suffer no damage for contacting ‘soft’ portions of the island.

Ground Assault: At the END of each turn a single combat will be fought between all Garrison Troop Tokens and all Attacker Troop Tokens that have been successfully landed. This combat is resolved in exactly the same way as a single Boarding Action. No cards can be used in this combat.

Ships may shell Troop Tokens if within 2 range bands of the island and if no friendly Troop Tokens are present. A hit is scored on the roll of a 6 (no other special rules apply), and will remove a single Troop Token if the defender fails a 3+ defense roll.

Aerial Assault: Aerial units may attack the infantry on the island but will suffer Defensive Fire as if the island were a ship with a Crew Rating equal to the number of Troop Tokens the targeted player has deployed.

Game Length: 6 turns or until one fleet has no troop tokens left to it.

Victory: If the Defending player has more Troop Tokens on the home island at the end of the game, he wins. If there are no Defender Troop Tokens and at least one Attacker Troop Token on the island at the end of the game, the Attacker wins. Any other result is a tie. Points are awarded as for VP’s, with a bonus of 50 for each Gun Emplacement destroyed and 50 for each 2 Troop Tokens destroyed. Winner gains 10 Strategy points in addition to any other bonuses for winning.

Land Grab
Ships are powerful, but sometimes you must control the tiny islands of the Uncharted Seas to control the waves. You have been entrusted with the landing of troops on a target island, but you are not the only fleet trying to claim the island as your own.

Fleets: For 2 – 4 players. All fleets are equal. In addition, each fleet is given Troop Tokens equal to twice the highest number of squadrons to a maximum of 10. Any ship may carry as many Tokens as it has Hull Points. You must note, before the game begins but secretly if you wish, where your Tokens are deployed within your fleet. All ships may disembark 2 troop tokens at the END of each turn it is in contact with the island. ALL disembarkation happens at the same time, at the end of the turn. Ships starting their activation in contact with the island may be placed completely within 2” pointing in any direction for their move that turn.

Preparations: There is a medium/large island in the center of the table, otherwise, terrain is determined randomly. If there are only 2 players, both fleets are deployed along opposite board edges, 8” in. If 3 or 4 players, deploy in 10” squares in the corners.

Scenario Special Rules: No ship is damaged for Colliding with ‘soft’ sections of the target island.

Game Length: 4 Turns.

Victory: The fleet that lands the most Troop Tokens by the end of the game wins.

Mysterious Structure
It appeared out of nowhere, captain. Rose from the bottom of the seas, for all we know. I want you to go and check it out. If you find anything of value, I want you to return here with it, or deny it to the enemy!

Fleets: For 3 – 4 Players. All Fleets have equal point values.

Preparations: An island with a tower or a sea tower is placed in the center of the table.  All other terrain is set up as normal. Deployment zones are 8” squares 24” away from the structure and at least 24” away from any other deployed fleet. 

Scenario Special Rules: Many:
A Mysterious Structure: The mysterious edifice has a DR of d6, CR of its DR+2, and HP of 2d6. Structural stats are not established until it has been shot at for the first time.  The object is destroyed when its damage points are reduced to zero.  If the Structure suffers a critical hit, apply an additional point of damage instead of rolling critical results as normal.   When destroyed the Structure explodes as if a 2 had been rolled on the critical chart. 

Strange energies: The Structure produces strange energies which occasionally ground into nearby objects with spectacular lightning-like effects – The structure will generate 3d6 AD at the end of each turn, and these will be evenly divided amongst all ships within RB 2. Any odd AD will hit the largest, closest model.   In addition, within range band 1 of the island, the winds and riptides of the risen edifice are so strong that all ships are at ½ speed.

Send Lookouts Aloft!:  Any ship may attempt to study the structure and try to ascertain its purpose.  Any model may dedicate any amount of its normal AD to send lookouts aloft, just as if shooting. This does count as an attack, but cannot damage the stronghold in any way. If the model meets or exceeds the established DR of the stronghold it has achieved a partial success. If it meets or exceeds the CR of the stronghold, it has achieved full success and knows everything there is to know about the mysterious construction.

Game Length: The game lasts 6 turns or until the Structure is destroyed. 

Victory: Victory Points are scored as normal. In addition, players score VP for scanning the stronghold, 100 VP for a partial success, or 200 VP for a full success. A player will only receive VP for a single success, either partial or full. If the Stronghold is destroyed the player whose force took the killing shot loses 2d6 x 10 VP if it did not successfully solve the mysteries of the structure before destroying it.

Naval Supremacy

The time has come to decide who owns the waves! Massive fleets have been brought into position. When the guns fall silent this day, there will be no doubting who may call this area his own.

Fleets: Both fleets have equal points.

Preparations: Terrain is determined randomly. Draw a line from one corner to the midline of the opposite long table edge. This and the mirrored area in the opposite corner are the deployment zones.

Scenario Special Rules: None.

Game Length: 4 turns or until one fleet has no ships left on the table.

Victory: Normal Victory Points are used. In addition, divide the board into 2x2 squares. A player earns a bonus 2 VP for each 2’x 2’ square in which they have the only active ships.
Reconnaissance
Of all the commodities of victory, none is as important as intelligence. You must know who and what you are fighting or you will be ill prepared to defeat the foe. Recent enemy activity in your command area has worried your superiors, and you have been sent out to identify these newcomers and, if possible with your small task force, eliminate them.

Fleets: The Attacker has 75% of the fleet points, Defender has 100%.

Preparations: Terrain is determined randomly. The defending player sets up his fleet in a zone at least 12” away from each table edge. The attacking fleet enters in turn one from any ONE table edge.

Scenario Special Rules: The attacker is trying to gather specific information about the enemy ships. To do this, they must get in close enough for experienced crewmen to study the ships’ rigging, weapon configurations, etc. To study a ship the Attacker may dedicate any amount of its normal AD to focus on the enemy model. This does not count as an attack, and cannot damage the target in any way. If the model meets or exceeds the target’s DR it has achieved a partial success. If it meets or exceeds that target’s CR, it has achieved full success. The Attacker may try and re-study a model class to upgrade from a partial to a full success. Record which enemy model classes have been studied. There is no penalty for Attacker models that leave the board. Defending models that flee yield half their VP.

Game Length: 6 turns or until one fleet has no ships left on the board.

Victory: Normal Victory Points are used, with the following exception: the attacker gains ½ of the standard VPs for each ship that was partially studied, and full VP for any ship that was fully studied. You may only gain VP in this way for each class ONCE.


Running the Gauntlet
A daring push through enemy waters could turn the tide in the war. But first, the ships need to get where they’re needed most.

Forces: Attacker and Defender have 100% of the Force Point Level. The Attacker must have at least one Large or Massive surface model. The Defender can not have more than one Large or Massive model.

Preparations: Terrain is determined randomly. One of the short sides of the table is designated as the Attacker’s destination edge. The Attacker deploys in a 24” circle in the center of the board. The Defender moves each squadron onto the table from anywhere along a 24” long stretch of a random long table edge butting the Attacker’s destination edge. Roll up which table edge for each squadron as they activate.

Scenario Special Rules: Wind direction starts directly behind the Attacker.

Game Length: The game lasts until an Attacking Battleship leaves the opposite short edge, or there are no more Attacker Battleships left.

Victory: All or nothing: If the Battleship escapes, the Attacker wins. If not, he loses. Victory points are awarded as normal.




No comments:

Post a Comment