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Scenario idea

From: mehawk@i... (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.

Michael Sandy


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