mollari_uk
Mongoose
[Moved scenario to the top]
This is always an armageddon level scenario and the attacker can only be either Vorlon or Shadows.
FAPs
Defender - 5 FAPs (plus planetary defences from the planetary assault scenario)
Attacker - 4 FAPs (plus a planet killer ship)
Setup
Vorlons come on from a short edge, Shadows from a long edge. A planet is setup as per the following table, in the centre. No other stellar debris is used. Distance from edge depends on the attacker:
Shadows planet = 48" table width - 30" move/range in 10 turns = 18" from short table edge
Vorlons planet = 72" table length - 58" move/range in 10 turns = 14" from long table edge
The defender sets up anywhere in the deployment zone (An area anywhere on the board 6" from the edge, 24" from the attackers edge)
The attacker keeps all his ships off the board and moves on from their edge or via hyperspace.
Scenario rules
The planet killer will turn up on turn 3, moving on from the edge of the board. The attacker can bring any of his other ships on from turn 1 as normal and can come on either from the edge of the board or via Hyperspace.
The defender acts normally from turn 1 (they know that the planet killer is on it's way).
Victory conditions
The game ends when there are no remaining ships on the table from one side, or the planet killer is destroyed, or the planet is destroyed. The scenario is won via the condition of the planet at the end of the game. Obviously if it's destroyed then the defender loses, however if the attacker is the only force on the table and the planet killer is still alive, the attacker wins (it is considered to have destroyed the planet in a later turn). If the planetkiller is destroyed then the defender wins.
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Design notes
With this scenario I wanted to avoid the defenders simply sending everything at the planetkiller and either them dying or it dying. Hence the planetkiller taking time to arrive.
The scenario is kind of a combination of planetary assault and ambush. The reason for the changes to FAPs in those scenarios are as follows:
Planetary assault - normally Att = 7 FAPs, Def = 5 FAPs + defences.
- The attacker in this case has to land troops on the planet and therefore has to whether the storm of defenders. Hence the advantage in ships. Including the defenders free defences the attacker only has about 1 FAP extra.
- In the new scenario there's no need to approach the planet so closely and risk ships against the defences. Hence I feel a reduction in attacker FAPs is needed.
Ambush - normally Att = 3 FAPs, Def = 5 FAPs
- The attacker gets almost a free first turn to cause as much damage as possible. If not the defender has the upper hand once his ships turn to face. hence the difference if FAPs.
- In the new scenario the first turn is not free and the defender also has planetary defences to contend with, hence an increase in FAP's is required. I'm not sure just the inclusion of the planet killer is enough so I feel 1 extra should be ok.
In total the FAPs are 2 more than ambush and 2 less than planetary assault. Hopefully this balances out fine.
Tactical notes
The chances are once the planet killer comes on the board all defending ships will simply attack it and nothing else. So the attacker has the option of making a first strike to take out any weaknesses in the defences or they can wait until turn three for when the planetkiller comes on the board and attack from the rear, or support the planet killer.
The defender simply has to kill the planetkiller, but they also need to defend effectively against the attcking ships other wise they'll have free reign to take out the big guns.
Ship choice is interesting as the defender needs firepower to take out the planetkiller but fast manuberable ships to handle the other ships.
There's a lot of points here so anything is possible. With the new FAP breakdown in P+P it should interesting to see the mix of ships taken.
Timings
Shadows' move 3
Vorlons' move 5
Turn up on turn 3
Shadows' range is 6"
Vorlons' range is 18"
Shadows planet = 48" table width - 30" move/range in 10 turns = 18" from short table edge
Vorlons planet = 72" table length - 58" move/range in 10 turns = 14" from long table edge
This should make the game 12 turns on average before the planet is destroyed.
Balance notes
Shadows have better hit and run tactics due to hyperspace mastery and SM movement. However there planet killer is limited and will not partake in the battle much.
Vorlons planet killer has a boresight beam on it at 18" range so can partake in the battle but may take longer to get to the planet if it deviates from it's course.
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[Original post text]
I was thinking it would be cool to use one of the Vorlon/Shadow planet killers in a scenario and I'm wondering if anyone has any ideas.
I'm thinking of something like the defenders have to destroy the planet killer before it destroys the planet. The balance comes with VP's to show at what cost have the defenders saved the planet.
Anyway, I'm not that great at coming up with the detail so I'm hoping for some ideas.
This is always an armageddon level scenario and the attacker can only be either Vorlon or Shadows.
FAPs
Defender - 5 FAPs (plus planetary defences from the planetary assault scenario)
Attacker - 4 FAPs (plus a planet killer ship)
Setup
Vorlons come on from a short edge, Shadows from a long edge. A planet is setup as per the following table, in the centre. No other stellar debris is used. Distance from edge depends on the attacker:
Shadows planet = 48" table width - 30" move/range in 10 turns = 18" from short table edge
Vorlons planet = 72" table length - 58" move/range in 10 turns = 14" from long table edge
The defender sets up anywhere in the deployment zone (An area anywhere on the board 6" from the edge, 24" from the attackers edge)
The attacker keeps all his ships off the board and moves on from their edge or via hyperspace.
Scenario rules
The planet killer will turn up on turn 3, moving on from the edge of the board. The attacker can bring any of his other ships on from turn 1 as normal and can come on either from the edge of the board or via Hyperspace.
The defender acts normally from turn 1 (they know that the planet killer is on it's way).
Victory conditions
The game ends when there are no remaining ships on the table from one side, or the planet killer is destroyed, or the planet is destroyed. The scenario is won via the condition of the planet at the end of the game. Obviously if it's destroyed then the defender loses, however if the attacker is the only force on the table and the planet killer is still alive, the attacker wins (it is considered to have destroyed the planet in a later turn). If the planetkiller is destroyed then the defender wins.
----------------
Design notes
With this scenario I wanted to avoid the defenders simply sending everything at the planetkiller and either them dying or it dying. Hence the planetkiller taking time to arrive.
The scenario is kind of a combination of planetary assault and ambush. The reason for the changes to FAPs in those scenarios are as follows:
Planetary assault - normally Att = 7 FAPs, Def = 5 FAPs + defences.
- The attacker in this case has to land troops on the planet and therefore has to whether the storm of defenders. Hence the advantage in ships. Including the defenders free defences the attacker only has about 1 FAP extra.
- In the new scenario there's no need to approach the planet so closely and risk ships against the defences. Hence I feel a reduction in attacker FAPs is needed.
Ambush - normally Att = 3 FAPs, Def = 5 FAPs
- The attacker gets almost a free first turn to cause as much damage as possible. If not the defender has the upper hand once his ships turn to face. hence the difference if FAPs.
- In the new scenario the first turn is not free and the defender also has planetary defences to contend with, hence an increase in FAP's is required. I'm not sure just the inclusion of the planet killer is enough so I feel 1 extra should be ok.
In total the FAPs are 2 more than ambush and 2 less than planetary assault. Hopefully this balances out fine.
Tactical notes
The chances are once the planet killer comes on the board all defending ships will simply attack it and nothing else. So the attacker has the option of making a first strike to take out any weaknesses in the defences or they can wait until turn three for when the planetkiller comes on the board and attack from the rear, or support the planet killer.
The defender simply has to kill the planetkiller, but they also need to defend effectively against the attcking ships other wise they'll have free reign to take out the big guns.
Ship choice is interesting as the defender needs firepower to take out the planetkiller but fast manuberable ships to handle the other ships.
There's a lot of points here so anything is possible. With the new FAP breakdown in P+P it should interesting to see the mix of ships taken.
Timings
Shadows' move 3
Vorlons' move 5
Turn up on turn 3
Shadows' range is 6"
Vorlons' range is 18"
Shadows planet = 48" table width - 30" move/range in 10 turns = 18" from short table edge
Vorlons planet = 72" table length - 58" move/range in 10 turns = 14" from long table edge
This should make the game 12 turns on average before the planet is destroyed.
Balance notes
Shadows have better hit and run tactics due to hyperspace mastery and SM movement. However there planet killer is limited and will not partake in the battle much.
Vorlons planet killer has a boresight beam on it at 18" range so can partake in the battle but may take longer to get to the planet if it deviates from it's course.
------------------------
[Original post text]
I was thinking it would be cool to use one of the Vorlon/Shadow planet killers in a scenario and I'm wondering if anyone has any ideas.
I'm thinking of something like the defenders have to destroy the planet killer before it destroys the planet. The balance comes with VP's to show at what cost have the defenders saved the planet.
Anyway, I'm not that great at coming up with the detail so I'm hoping for some ideas.