Date sent: Fri, 20 Mar 1998 17:07:00 -0500 From: AFulton@mrisystem.com (Alex Fulton) Subject: [B5W]: SCENARIO: Clarke's War To: aog@agentsofgaming.com, babylon5-wars@vex.cs.colorado.edu Send reply to: babylon5-wars@CSUA.Berkeley.EDU SCENARIO: Clarke's War Before the short, but intense, Earth Civil War, forces loyal to Clarke were caught offguard by the sudden aggressiveness of Sheridan. They had counted on playing a waiting game, and they were not prepared for the sudden attacks by the Army of Light. At the start of the war, Sheridan's forces had very few EA ships available. Since Sheridan did not want the citizens of the Earth Alliance, or potentially friendly officers of Earth Force, to be terrified of an alien invasion, he initially held back much of his forces and allowed the EA to come to them. Of course, having better technology allowed for his forces to always be able to meet the EA opposers with equal force. The only thing they could not determine was the craft carried by the EA ships, and they were surprised on more than one occasion by the widespread deployment of the Thunderbolts. Player #1 (Sheridan's Army of Light): 1 x Minbari Sharlin: Hejrav 24 Nial Heavy Fighters 4 Flyers 4 x Vorchan Warships 24 Sentris Player #2 (Clarke's Earth Alliance): 2 x Omega Destroyers: Fury, Dynasty 12 Standard Starfuries each 12 Thunderbolt Fighters Each 2 x Hyperion Cruisers: Moscow, Deutschland 6 Thunderbolt Fighters Each Set-up: Set up the map as follow: A B C D E F The battle is played in an asteroid field were the AoL was going to surprise attack the EA forces. The AoL sets up its ships in the "A" and "D" map, no capital ship within 5 hexes of any other. Speed is player's choice - up to 5, heading also player's choice. The EA player arrives from the right side of "C" map, speed 7, heading "E". Place the ships in a convoy formation, spacing about 3-4 hexes apart. Victory conditions. Points are awarded for each side based on the total point value of the enemy ships it has destroyed. The side with the highest points at the end of turn 12 wins. At this point, the AoL ships will be ordered to disengage. Alternatively, the players can continue fighting until all the ships of one side are destroyed. The EA forces are very loyal to Clarke, and will not surrender. If any AoL ship targets the jammer-equipped Omega, and is prevented by the jammer (see special rules), that ship will receive 100 bonus points if it can disengage with that information. Special rules. One of the Omegas, decided in secret in advance by the EA player, has some partial Shadow technology installed on it. For game purposes, the vessel has the effect of a Minbari jammer, although there is no item added to the control sheet. Optional rules: Ramming: Ramming is not allowed. Jammers: The new playtest jammer rules are in effect. (IE., fire control works against the jammer. Also, whatever ships the jammer equipped vessel has targetted can use offensive EW against it. Fighters have half their bonus rating against jammer-equipped targets). Missiles: Each Thunderbolt has four missiles. The new missile rules are in effect (IE., missiles are fired before any movement at targets within 10 hexes. Roll to-hits during the weapons fire stage of the turn). Fighter cover: The playtest rules for CAP (CSP) is in effect. Variations: The AoL player can substitute 1 Hyperion with 6 Starfuries for 2 of the Vorchans. Comments: This is your typical deep-space meeting engagement. The AoL has the advantage of being able to get some bonus points by identifying the jammer-equipped Omega. Since the EA has fighter superiority, you should keep most of your fighters (especially the Sentris) back by the capital ships running CSP. As to your capital ships - save the light and medium weapons for the fighters. They are, at least initially, far more of a threat than the ships. Of course, the EA player has the advantage of having the jammer. Since he is not required to reveal its presence (even if active) until a ship tries to target it (and even then, only if it is active will the targetting ship pick it up), you have a powerful advantage - specifically, surprise. Don't blow this until you are in a good position. Also, the TBolts are an excellant fighter. The AoL player will have to be really good to save his Vorchans from them. By: Alex Fulton