The Scenario is Hostile Intent with fory players and 10 points battle. Just one point plus scouts starts on board with the rest entering as reinforcements through the jump gate, hyperspace or from offboard on the right die roll
Narn 1 have the mission to control the jumpgate
Narn 2 have the mission to eliminate 50% more than his own losses.
Vree have the mission to control the jumpgate
Shadows shall destroy 50% more than his own losses.
No player can win before the end of turn 4.
Setup:
Narn 1 furtherst away to the left
Narn 2 furtherst away to the right
Shadows closest to the left
Vree closest to the right
Shadow scouts skulks among the astroids
Narn 1 prepared to advance
Narn 2 skulks in an astroid field
Vree skulks behind an astroid field
Runda 1: Shadows sneaks forward in the shadow of the planet and Narn 1 advances in the direction of the jump gate.
Runda 1: Vree sneaks forward in concealment of the astroid field and Narn 2 hides out in the astroid field.
Runda 2: Shadows gets both of his Shadow ships (one ancient and one young) in reinforcements and they appear from nothing behind the Narn 1 who just has had Armageddon ship and a G'Vrahn war ship jump in from hyperspace.
At the same time the shadow scouts does a 90 degree left turn and pounces forward to attack from the cover of the planet.
Runda 2: Vree skulks behind the astroid field and Narn 2 hesitantly sneaks forward toward the jumpgate.
Runda 2: Some shots are fired between the shadow scouts and Narn 1. One shadow scout dies and so does one of the Narn scouts.
After that the shadow Ship (ancient) fires his big beam into the G'Vrahn and woops up 15 hits for a total of 90-ish damage!
The undamaged G'Vranen is cut in two on the first shot.
Runda 3: Worried by the enormous explosion near the planet both Narn 2 and Vree decides to jump in with their reinforcements and attack the shadows near the planet to prevent a Shadow victory. An alliance is forged with all against the shadows.
Runda 3: Two shadow scouts succumbs and the Shadow ship (young) gets a beating. A couple of more Narn 1 ships expires to Shadow Scouts.
Runda 4: The alliance is still holding with the narn+narn+vree near the planet and everyone fires shot after shot into the shadow fleet.
Runda 4: But near the jumpgate the Vree jumps in with reinforcements and attacks the guarding narn 2 ships. Vree has broken the deal and tries to win the scenario by a backstab on their allies!iot.
The big Shadow ships tries to hold the distance but it does not work out.
Despite warnings from the shadows to Vree and Narn 1 the fires all they have into the the Shadow Ship (young) which then easily finishes the shadow ship of with one shot from the G'Vrahn and with that Narn 2 achieves his victory conditions an wins the game at the end of turn 4.
As a little consolation the Shadow Ship (ancient) fires into the Vree War ship and cuts it in two in a shower of sparks. But it's too little too late.
Narn 1 have the mission to control the jumpgate
Narn 2 have the mission to eliminate 50% more than his own losses.
Vree have the mission to control the jumpgate
Shadows shall destroy 50% more than his own losses.
No player can win before the end of turn 4.
Setup:
Narn 1 furtherst away to the left
Narn 2 furtherst away to the right
Shadows closest to the left
Vree closest to the right
Shadow scouts skulks among the astroids
Narn 1 prepared to advance
Narn 2 skulks in an astroid field
Vree skulks behind an astroid field
Runda 1: Shadows sneaks forward in the shadow of the planet and Narn 1 advances in the direction of the jump gate.
Runda 1: Vree sneaks forward in concealment of the astroid field and Narn 2 hides out in the astroid field.
Runda 2: Shadows gets both of his Shadow ships (one ancient and one young) in reinforcements and they appear from nothing behind the Narn 1 who just has had Armageddon ship and a G'Vrahn war ship jump in from hyperspace.
At the same time the shadow scouts does a 90 degree left turn and pounces forward to attack from the cover of the planet.
Runda 2: Vree skulks behind the astroid field and Narn 2 hesitantly sneaks forward toward the jumpgate.
Runda 2: Some shots are fired between the shadow scouts and Narn 1. One shadow scout dies and so does one of the Narn scouts.
After that the shadow Ship (ancient) fires his big beam into the G'Vrahn and woops up 15 hits for a total of 90-ish damage!
The undamaged G'Vranen is cut in two on the first shot.
Runda 3: Worried by the enormous explosion near the planet both Narn 2 and Vree decides to jump in with their reinforcements and attack the shadows near the planet to prevent a Shadow victory. An alliance is forged with all against the shadows.
Runda 3: Two shadow scouts succumbs and the Shadow ship (young) gets a beating. A couple of more Narn 1 ships expires to Shadow Scouts.
Runda 4: The alliance is still holding with the narn+narn+vree near the planet and everyone fires shot after shot into the shadow fleet.
Runda 4: But near the jumpgate the Vree jumps in with reinforcements and attacks the guarding narn 2 ships. Vree has broken the deal and tries to win the scenario by a backstab on their allies!iot.
The big Shadow ships tries to hold the distance but it does not work out.
Despite warnings from the shadows to Vree and Narn 1 the fires all they have into the the Shadow Ship (young) which then easily finishes the shadow ship of with one shot from the G'Vrahn and with that Narn 2 achieves his victory conditions an wins the game at the end of turn 4.
As a little consolation the Shadow Ship (ancient) fires into the Vree War ship and cuts it in two in a shower of sparks. But it's too little too late.