Inspired by the excellent recent AAR reports (thanks Democratus) I am looking to run a short camapign (6 games each) along the following lines
The Rising Powers of the Galaxy: Dilgar, Earth Alliance, Narn
(Or any one League Race from Abbai, Brakiri, Cascor, Drazi, Hyach, Ipsha, Vree)
Dilgar War supplement,
6 Games for each player, two set in each of the pivotal years – 2230, 2231, 2232,
Fleets are chosen for each game, but surviving ships do gain experience as normal
Ships are limited to ISD for relevant year.
If a unique ship or squadron is destroyed in a Players game, he may not use it again in his fleet.
Score VP points for each game to form League Table.
Game result...............................Victor.....................Vanquished.............
Draw........................................... 10.......................10
Win by less than 10 VP’s...............13.......................7
Win by 10 or more VP’s................17.......................3
Win by 25 or more VP’s................20.......................0
Any player can be the opponent in a game (to make getting through the games easier) but importantly only scores points and gains experience in their own games.
New ships become available in rounds two and three as technology advances.
First Round – Initial Moves: 2230
Dilgar (Choose Two Different)
Strike against Balosians; Planetary Assault, 7pts Raid versus 5pt Raid Balosians,
30 Emplacements, 20 Troops, 4 Satellites,
Death of Alaca, Flee to the Jump Gate, Dilgar Attacker (5pts Raid), Defender 2pts Raid Vree,
3 Alacan Gunboats(*),
Border Skirmish, Call To Arms 6pts Raid versus League (*), Drazi or Narn,
Alacan Gun boat
Speed: 8, Turn: 1/45, Hull: 5, Damage: 26/5, Crew: 32/8, Troops: 1, Craft: none,
Special Rules: Anti-Fighter 2, Lumbering,
Weapon Range Arc AD Special
Missile Battery 24 F 6 AP, Precise, Slow-Loading,
Particle Array 8 F 12
Particle Array 8 P 10
Particle Array 8 S 10
Particle Array 8 A 6
Earth Alliance (Choose Two Different)
Convoy Duty, Earth Defender (5pts Raid), roll D6: 1-2 Raiders, 3-4 Centauri. 5-6 Narn(3pts Raid)
Joint Wargame, Space Superiority, 7pts Raid versus Centauri, Markab, Narn)
Rescue – choose opponent (Dilgar, Narn or League(*)) – 7pts Raid
Narn (Choose Two Different)
Border Skirmish, Call to Arms, 6pts Raid versus Centauri, Dilgar, Drazi or Earth Alliance,
Joint Wargame, Space Superiority, 7pts Raid versus Brakiri, Earth Alliance,
Planet Fall – Choose Opponent (League Race(*) or Centauri) – 6pts Raid
League (Choose Two Different)
Convoy Duty, League Defender (5pts Raid) Roll D6: 1-2 Raiders, 3-4 Drazi or 5-6 Dilgar (3pts Raid)
Joint Wargame, Space Superiority, 6pts Raid versus any League (* re-roll if own race)
Spying, Recon Run, 3pts Raid versus 5pts League(*), Narn or Dilgar,
(*) Roll randomly: 1: Abbai, 2: Brakiri, 3: Cascor, 4: Drazi, 5: Hyach, 6: Vree,
Surviving Ships gain XP as normal, which may be used to attempt to increase CQ, Roll a refit or save for Tactical Judgements (re-rolls). They are fully repaired between games but all bonuses are lost if the ship is destroyed or de-crewed.
The Rising Powers of the Galaxy: Dilgar, Earth Alliance, Narn
(Or any one League Race from Abbai, Brakiri, Cascor, Drazi, Hyach, Ipsha, Vree)
Dilgar War supplement,
6 Games for each player, two set in each of the pivotal years – 2230, 2231, 2232,
Fleets are chosen for each game, but surviving ships do gain experience as normal
Ships are limited to ISD for relevant year.
If a unique ship or squadron is destroyed in a Players game, he may not use it again in his fleet.
Score VP points for each game to form League Table.
Game result...............................Victor.....................Vanquished.............
Draw........................................... 10.......................10
Win by less than 10 VP’s...............13.......................7
Win by 10 or more VP’s................17.......................3
Win by 25 or more VP’s................20.......................0
Any player can be the opponent in a game (to make getting through the games easier) but importantly only scores points and gains experience in their own games.
New ships become available in rounds two and three as technology advances.
First Round – Initial Moves: 2230
Dilgar (Choose Two Different)
Strike against Balosians; Planetary Assault, 7pts Raid versus 5pt Raid Balosians,
30 Emplacements, 20 Troops, 4 Satellites,
Death of Alaca, Flee to the Jump Gate, Dilgar Attacker (5pts Raid), Defender 2pts Raid Vree,
3 Alacan Gunboats(*),
Border Skirmish, Call To Arms 6pts Raid versus League (*), Drazi or Narn,
Alacan Gun boat
Speed: 8, Turn: 1/45, Hull: 5, Damage: 26/5, Crew: 32/8, Troops: 1, Craft: none,
Special Rules: Anti-Fighter 2, Lumbering,
Weapon Range Arc AD Special
Missile Battery 24 F 6 AP, Precise, Slow-Loading,
Particle Array 8 F 12
Particle Array 8 P 10
Particle Array 8 S 10
Particle Array 8 A 6
Earth Alliance (Choose Two Different)
Convoy Duty, Earth Defender (5pts Raid), roll D6: 1-2 Raiders, 3-4 Centauri. 5-6 Narn(3pts Raid)
Joint Wargame, Space Superiority, 7pts Raid versus Centauri, Markab, Narn)
Rescue – choose opponent (Dilgar, Narn or League(*)) – 7pts Raid
Narn (Choose Two Different)
Border Skirmish, Call to Arms, 6pts Raid versus Centauri, Dilgar, Drazi or Earth Alliance,
Joint Wargame, Space Superiority, 7pts Raid versus Brakiri, Earth Alliance,
Planet Fall – Choose Opponent (League Race(*) or Centauri) – 6pts Raid
League (Choose Two Different)
Convoy Duty, League Defender (5pts Raid) Roll D6: 1-2 Raiders, 3-4 Drazi or 5-6 Dilgar (3pts Raid)
Joint Wargame, Space Superiority, 6pts Raid versus any League (* re-roll if own race)
Spying, Recon Run, 3pts Raid versus 5pts League(*), Narn or Dilgar,
(*) Roll randomly: 1: Abbai, 2: Brakiri, 3: Cascor, 4: Drazi, 5: Hyach, 6: Vree,
Surviving Ships gain XP as normal, which may be used to attempt to increase CQ, Roll a refit or save for Tactical Judgements (re-rolls). They are fully repaired between games but all bonuses are lost if the ship is destroyed or de-crewed.