Subject: 2nd FT sublight scenario Date: Fri, 10 May 1996 01:39:18 -0400 From: "Robert M. Line" Reply-To: FTGZG-L@bolton.ac.uk To: FTGZG-L@bolton.ac.uk Hi all As promised I am posting the long awaited (heh) second scenario from my Sub light War background. Here goes hope you like it. Rheiner's Raid: The Destruction of Convoy 4287. By the winter of 2063 the Third World War had been dragging on for more than 6 months with no decisive victories for either side. Soon both sides began stepping up attacks on industrial targets off world. In February 2063 the GSA avenged the destruction of Eureka Station, when a carrier task force under Admiral Takishima destroyed the main GEESCP fuel storage facility on Phoebe ( to be covered in a latter scenario) . In a desperate attempt to replenish fuel supplies before stocks ran dry the Pact High command took a desperate move. Every available tanker would be convoyed to the main GEESCP fuel harvesting facility on Ganymede. >From there they would make best possible speed for the auxiliary refining and storage facilities on Luna. To ensure that the tankers completed their task the Admirals assigned a powerful escort group, built around two Battle Cruisers, under Junior Admiral Tsing Le Chou to safe guard the tankers. The journey out for the GEESCP convoy was uneventful. No serious GSA forces were encountered and the Convoy began its return trip precisely on schedule. The Pact High Command believing that their supply run had gone unnoticed fully expected the convoy to arrive without incident. They were wrong. GSA intelligence had cracked the GEESCP codes two weeks after the convoy left its base orbiting Mars. While it was to late the intercept the convoy before it made Jovian orbit, they could still keep it from making it back. To destroy this all important target of opportunity the GSA Joint Operations Staff dispatched a European task force build around the newly completed Stealth Battleship "Graff Spee" to intercept. In command was Flotten Admiral Kurt Rheiner; father of Kapitan Johann Rheiner who had died on board EUS Blucher at the Battle of Eureka Station. For him it was more than just a search and destroy mission it was a chance for revenge. On May 11 2063 Task Force Graff Spee caught up with the GEESCP convoy just core-ward of the asteroid belt. Admiral Rheiner would have his revenge this day. Forces GEESCP 2 X CBSR (BCG): Hangulu, Xinang(Flag Ship) Mass 58 DP 29 Thrust 4 Cost 469 2 * A (3) 1 * A (For, Port) 1 * A (For, Star) 2 * B (For, Port) 2 * B (For, Star) 1 * Screen 4 * PDAF 4 * Missile 3 * DCP ( Damage Control Parties) 2 X CSE: Lasa, QingLai Mass 26 DP 13 Thrust 5 Cost 173 1 * B(3) 1 * B(For, Port) 1 * B(For, Star) 3 * ADAF 1 * PDAF 2 * DCP DSE X 2: Nguyen, Park, Lui Mass 14 DP 7 Thrust 6 Cost 78 1 * B (For, Port) 1 * B (For, Star) 1 * C (3) 1 * ADAF 1 * DCP DSA X 2: Tso, Qui Mass 14 DP 7 Thrust 6 Cost 77 1 * B (For, Port) 1 * B (For, Star) 1 * C (3) 1 * PDAF 2 * Sub (For) 1 * DCP FSE X 4: FSE 116, FSE 87, FSE 46, FSE 32 Mass 10 DP 5 Thrust 6 Cost 58 1 * C(3) 1 * C (For, Port) 1 * C (For, Star) 1 * ADAF 1 X Ammo ship: GinFoa (carrying reloads for task force, no effect on play) Mass 40 DP 10 Thrust 2 Cost 154 1 * C (3) 3 * PDAF 1 * DCP 3 X Bulk Tanker: Ngu, Tui, Turgun Kanazki, Nicoli Andreyev Mass 100 DP 25 Thrust 2 Cost 235 3 * C (For, Port) 3 * C (For, Star) 4 * PDAF 1 * DCP GSA 1 X BBSQ: EUS Graff Spee ( Flag Ship ) Mass 70 DP 35 Thrust 6 Cost 793 6 * A (3) 2 * B (For, Port) 2 * B (For, Star) 2 * Screen Enhanced ECM Local Enhanced Sensors 4 * PDAF 4 * Missile 2 * Sub (Aft) 3 * DCP 1 X BCSQ: HMS Effingham Mass 44 DP 22 Thrust 6 Cost 521 3 * A (3) 2 * B (3) 2 * Screen Enhanced ECM Local Enhanced Sensors 3 * PDAF 2 * Missile 2 * Sub (Aft) 3 * DCP 3 X CH: EUS Navare, EUS Zeeland, EUS Westfallen Mass 38 DP 19 Thrust 6 cost 409 1 * A (For, Port) 1 * A (For, Star) 4 * B (3) 1 * Screen 2 * PDAF 2 * Missile 2 * DCP 3 X DDA: EUS Barcelona, EUS Ostrova, EUS Genova Mass 18 DP 9 Thrust 7 cost 119 1 * B (For, Star) 1 * B (For, Port) 1 * Screen 2 * Sub (For) 2 * PDAF 1 * DCP Set up _________________________ | GEESCP | 12 | | | | 9 3 | | 6 | | | | | | | | | | | | | | | | | | | | | | | GSA | _________________________ GEESCP Exit Edge GEESCP: Initial Course 6 Initial Speed 6 GSA: Initial Course 1 Initial Speed 10 Table is recommended to be at least 60 inches long ( or use floating map). Objectives: GEESCP Primary: To get all 4 tankers off the exit map edge with more than half their DPs intact. GEESCP Secondary: To destroy the Graff Spee GSA Primary: To Destroy all four tankers and the Ammo ship before they can escape GSA Secondary: To destroy at least 75% (by mass) of the GEESCP warships present. Victory Points GEESCP For every Tanker to exit with more than half its DP's intact; 50 Points For destroying the Graff Spee: 40 Points For destroying the Effingham: 25 Points For each EUN Cruiser destroyed: 15 Points For Each EUN Destroyer destroyed: 10 Points For each damage point inflicted on an undestroyed EUN ship: 1 Points GSA For every Tanker destroyed: 50 Points For destroying the Ammo ship: 20 Points For every GEESCP Capital ship destroyed: 25 Points For every GEESCP Cruiser Destroyed: 15 Points For every GEESCP Destroyer destroyed: 10 Points For every GEESCP Frigate destroyed: 5 Points For every damage point inflicted on a GEESCP Tanker: 2 Points For every damage point inflicted on a GEESCP Tanker over 50% of its damage points : 4 Points For every damage point inflicted on a non destroyed GEESCP Ship: 1 Point Victory Conditions To determined Victory level add up the victory points for both sides. divied the higher of the two scores by the lower to determine the victory point ratio. Use the victory point ratio to consult the chart below to determine victory levels. 1/1- <1.5/1 = Draw 1.5/1- < 2/1 = Marginal Victory 2/1-<2.5/1 = Tactical victory 2.5/1-<3/1 = Operational Victory 3/1 and above = Strategic Victory ( Also know as a most righteous fine butt kicking) Victory conditions modifiers: If a player fails to achieve his primary objective shift the victory point ratio by .5 in favor of his opponent. If a player fails to achieve his secondary objective shift the victory point ratio by .25 in favor of his opponent. If a player achieves his Primary objective shift the victory point ratio by .5 in his favor. If the player achieves his secondary objective shift the victory point ration by .25 in his favor. Special rules 1. Sub light ships: All ships in this scenario are sub light and may not jump to FTL. 2. Speed limit: No warship in this scenario may exceed a speed of 24 inches ( or whatever units of measure you use; cm, cubits, etc.) No civilian ship may exceed a speed of 18 inches per turn. 3. Leaving the board: Any ship that leaves the board is considered destroyed for game purposes and counts toward its opponents victory total. The only exception to this are GEESCP ships that exit through their designated exit map edge, these ships count toward the owners victory point total. 4. Simultaneous firing and damage: All damage inflicted during a turn takes effect after the turn. Weapons systems knocked out during the turn may still be fired that turn. 5. Local ECM: Two EUN ships carry Enhanced local ECM, the Graff Spee and the Effingham. These ships may activate these systems at any time in an attempt to confuse incoming enemy missiles. It the ECM is activated roll one die or each incoming missile. On a roll of 5 or 6 the Missile is successfully spooked and does no damage to the ship. However when ECM is up enhanced sensors may not be used and missiles may not be launched. Also on the turns after the ECM is used reduce all beam firing rolls by 1. 6. Enhanced Sensors: Two EUN Ships carry Enhanced sensors, the Graff Spee and the Effingham. At the beginning of the turn these ships may attempted to use these systems to get and enhanced firing solution on a target. Select one target ship for the sensors and roll one die. On a roll of 1-4 no effect, on a roll of 5 add one to every firing role made against that target ship, on a roll of 6 add two to every firing roll. This lock on is lost at the end of every turn and must be reacquired to be used again. The Enhanced sensors may not be used on a turn in which Local ECM is used. Also enhanced firing solutions are considered cumulative to the roll modifiers affecting die rolls the turn after ECM is used. In other words a E Sensor roll of 5 cancels out the minus one modifier and a roll of 6 adds plus one to the firing rolls against the target ship. 7. Damage Control teams: Damage control teams are allocated at the end of the turn and damage control rolls are made at the end of the following turn.