Date sent: Wed, 18 Mar 1998 14:26:02 -0500 From: AFulton@mrisystem.com (Alex Fulton) Subject: [B5W]: SCENARIO: Into the Night To: aog@agentsofgaming.com, babylon5-wars@vex.cs.colorado.edu Send reply to: babylon5-wars@CSUA.Berkeley.EDU ** THIS SCENARIO CAN BE PLAYED ENTIRELY WITH ALREADY RELEASED MINIS ** SCENARIO: Into the Night As the Earth-Minbari War started, the Earth Alliance had almost no information about the Minbari jammer technology. The Prometheus battlegroup had supplied some information, but not enough to proceed with war planning. A Hyperion-class heavy cruiser was sent out to gain additional information about the Minbari technology, but not to engage the enemy. It was decided to give it a significant boost in its engines to provide a means of escape, although the exact amount was not known as no one had seen a Sharlin at speed before. Player #1 (Earth Alliance): 1 Hyperion Heavy Cruiser: EAS Alliance 6 standard starfuries. Player #2 (Minbari): 2 Sharlin War Cruisers: Trimadno, Ghuraton 48 Nial class heavy fighters (24 ea.) 8 Flyers (4 ea.) Game Setup: Lay out the six map sheets as follows: A B C D E F Earth Force Player Sets up on any hex on the "F" map, heading "F", speed 20. All fighters may be deployed. Minbari Player The Minbari setup anywhere on the "F" map, heading "F", speed 10. All fighters are in the hangar. Victory Conditions The Earth Alliance player wins if he can get the Hyperion to within 5 hexes of each Sharlin and target each with at least 6 EW. This does not have to be done simultaneosly. After this, it must get the information it has back to EarthGov. It can transmit the data to any fighter within 5 hexes range. There is a Nova-class Dreadnought about 3 hours distance away from the battle, hidden in an asteroid field. If the Starfuries can disengage via any legal method except distance from the start point, it is assumed they can make it to the Nova's jump point. The Minbari win by prevented the EA player from winning. The Minbari have just jumped in this turn and are on turn 0 of their recharge cycle. In addition, they automatically lose the first 2 initiative rolls, and cannot fire their weapons on turn 1. Special Rules Hyperion: The Hyperion has had 8 free thrust points added and 2 thrust points added to each thruster. General: none. Ramming is allowed. Comments This is a real tough fight for the Earth Force player. You will need to rush in, and then send the fighters all over the place. Try to use your Hyperion to buy them some needed time. The information they will bring back is vital to the war effort. In case it is not obvious, there is very little the Hyperion can do to survive the battle. Taking a beating for about a turn and then ramming a Sharlin may be the best bet. What with the ability for a capital ship to "buy" free thrust points, there is a very real possiblity of them catching up with your fighters. By: Alex Fulton