My campaign

Greg Smith

Mongoose
We have been playing a campaign. This was intended to be relatively quick, so we could get it finished before Chandler went back to university.

The Battle for K’Trin

A 5-part campaign for A Call to Arms

Two massive fleets, made up of the forces of order and chaos arrive simultaneously in the K’Trin system, desperate to exploit it’s wealth.

The campaign is for two teams. There are 5 rounds. Each round one player plays an opponent from the other team, selected at random.

At the end of each round the side with more victories than the other, is the winner. The scenario in the following round depends upon which team won. All players will play the same scenario. In the event of a draw, total VPs over all games are counted, so please record these. If a draw still applies, the winning side will be determined by a coin toss or dice roll, or arbitrary decision that Simon loses.

Each player selects a campaign fleet consisting of 10 points at battle level. At the end of each round all damaged ships and fighter wings are restored to their undamaged state. All destroyed ships are lost. However each scenario will generate RR points, which can be used to buy new ships. The winner will typically gain more RR points. In the event of a draw, these points will be split equally. Note: this is for the winner of the scenario, not the winning team.

At the end of every scenario, each player may select one surviving ship to receive a roll on the refit table. No ship may accumulate more than two refits throughout the campaign.



Round One (skirmish level)


Both sides are not yet fully committed. Each fleet is probing the other’s defences.

Scenario: Space Superiority. Winner 6RR, loser: 3RR.


Round Two (raid level)

Both sides are still bringing men and materiel into the system. One side has established space superiority and is able to mount an attack on their enemy’s supply ships.

Scenario: Convoy Duty, winner 6RR, loser 0RR

Scenario: Supply Ships, winner 9RR, loser 3RR.


Round Three (raid level)

Should one side have lost two battles, things will begin to look a little bleak for them. One of their ships sent to reinforce their fleet has have been caught unawares and left stranded by an enemy attack.

Scenario: Rescue. (Special, the side that has lost the previous two rounds places the ship to be rescued. Should they win, will rescue a new raid-level ship for their side. Should the enemy win, the enemy will gain technology and material for salvage and gain 9RR points)


However, if both sides have won one battle and lost one, they will both have the confidence to try and seize the strategically important world of Laatimaar.

Scenario: Planetfall. Winner 12RR. Loser 0RR.


Round 4 (Battle level)


The conflict is clearly going against one side. So their commanders order a desperate move in an attempt to turn the tide.

Scenario: Ambush. Winner 30RR, loser 6RR.

Scenario: Backfoot. Winner 20RR, loser 12RR.

Scenario: Assassination. Winner 15RR, loser 12RR


Round 5 (Battle level, or whatever is left)

Should the conflict have gone evenly between both sides, they will be ready to seize the world of K’Trin Prime. However one side has gotten there first and the enemy must wrest it from their control in an assault.

Scenario: Planetary Assault. Winner is campaign victor. Special: for a more team-oriented game, this could be a War-level game with two players on each side.


The conflict may have gone badly for one side. However they have turned the enemy aside at the last minute and have taken K’Trin. The enemy however has a massed counter-strike ready before they can prepare their defences.

Scenario: Invasion. Winner is the campaign victor. Again a war-level game with two players is a possibility.


Or the war has gone disastrously wrong. There is only retreat.

Scenario: Flee to the Jump gate. The results don’t matter; one side has already lost by this point.


House Rules

Hunting Packs are banned.

Beams will use Burger’s beam rules. Individual players may change this for their own games if they wish.


Notes:

This is intended to play out during club evenings, probably every other week.

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