Campaign question

When a scenario is generated, the priority level is determined along with the number of points. Do both parties have to bring that many points to the battle or can they set up with less points. Example Narn contest a Shadow for a target. Roll for 8 pts of War. Do they both have to bring that many points or can each player decide to bring any amount of points up to that amount? Thanks in advance for any info.
 
you can bring as much or as little as you want upto the maximum. so in your example you could turn up with just a ka'tan. it would get stuffed but the option is there.
 
yup, if you ended up with 3 battles, you often have no option but to split your fleet anyway, sending a token ship for a target you are happy to llose to make sure you have a full fleet defending that industrial world!
 
what happens if a player has been a real idiot and cant field any ships because the points and PL are too low but he has brought a few seperate fighters, can they be fielded without a capitol ship, or does the other player win automatically because they are only facing auxilary craft not ships?
 
depends what the victory condition say. most the time though yes he would lose. dunno if there are any missions which continue with just fighters left.
which is quite odd really as B5 was always sending starfuries off to do missions on their own.
 
There are some scenarios that can be played with just fighters. Look for mention of "ships" in the victory conditions.
 
Just because it's written "max number of FAP" does that mean you can freely and "wanting to" choose 0 as your number of FAP ?

(Sounds different from "Oh my god I'm an idiot no patrol & skirmish left for this 3pts patrol scenario")
 
Burger said:
Yes you can bring no ships, and concede the battle.. no fun, but sometimes the best tactic!

Very valid tactic, but I have also been known to feild a couple of small ships in big battles, that are deployed as far away as possible, and minimum move openning jump points on the 1st turn.... so that they get 1xp.
 
cordas said:
I have also been known to feild a couple of small ships in big battles, that are deployed as far away as possible, and minimum move openning jump points on the 1st turn.... so that they get 1xp.
Why risk that... the enemy could APTE and get a round of firing in before you can withdraw. just deploy backwards and move off the table in turn 1... checking for Edge Ownership of course! ;)
 
Burger said:
cordas said:
I have also been known to feild a couple of small ships in big battles, that are deployed as far away as possible, and minimum move openning jump points on the 1st turn.... so that they get 1xp.
Why risk that... the enemy could APTE and get a round of firing in before you can withdraw. just deploy backwards and move off the table in turn 1... checking for Edge Ownership of course! ;)

:lol: Didn't think of that..... will hope none of my oppoents read this thread and use this as a tactic in future. 8)
 
in our campaign we decided thats kind of sucky as the only way to really escape in space is via hyperspace, so we said you could only withdraw via a jumpgate. i mean running off the table edge is just not gonna work if the enemy has fast ships than you. perhaps you could do a rolling table thing for a chase :)
 
katadder said:
i mean running off the table edge is just not gonna work if the enemy has fast ships than you.
If the enemy are going to give chase, that is. If the objective is to control space (eg. Space Superiority) then they would stay behind to guard the space. If it's a recon run they might be ordered not to chase, just to do the recon and return. If it's kill the convoy, then only the convoy ships will be the targets so they won't chase the others. Etc.
 
In the original question the scenario is a call to arms. As one player is the initiator of the attack, I feel that he should at least have to bring something to the table rather than just not showing up. If you want to challenge another player for a target then you should have to at least hold up your end of the attack. Just a thought
 
Admiral Phlop said:
In the original question the scenario is a call to arms. As one player is the initiator of the attack, I feel that he should at least have to bring something to the table rather than just not showing up. If you want to challenge another player for a target then you should have to at least hold up your end of the attack. Just a thought

Why? He could have just sent you false infomation to draw your ships away from something else? Very similar to what the Allies did against the Germans in WW2 when they convinced Hitler and the German High Command that they where going to attack at Calais......
 
Why would the attacked person complain? He gets to keep his strategic target with no fight, and gets free XP for his ships.
 
We don't allow free XP, but we do give the RR bonus for having won a battle.

A player may ultimately be forced to not send any forces. If a player wins and decides to attack target X, only to find the other players attack his targets Y & Z, he may decide defending Y&Z is a more sensible option.
 
Burger said:
Why would the attacked person complain? He gets to keep his strategic target with no fight, and gets free XP for his ships.

because in theory a person isnt out until lost all his ships. our narn player had no territory left, had limited ships and basically wouldnt fight and so was getting 10RR per turn, plus 1xp dice per ship he turned up and fled with.
 
Greg Smith said:
We don't allow free XP, but we do give the RR bonus for having won a battle.

A player may ultimately be forced to not send any forces. If a player wins and decides to attack target X, only to find the other players attack his targets Y & Z, he may decide defending Y&Z is a more sensible option.

Yup but as each battle is fought in initative order.... Any forces you commit to battle X can't take part in battles Y or Z, then any forces you use in x and Y can't take part in Z either.
 
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