Return-Path: Received: from azure.a2t.com (root@gw.a2t.com [38.192.182.225]) by homer.phoenix.org (8.9.1/8.9.1) with ESMTP id PAA18484 for ; Mon, 25 Jan 1999 15:37:49 -0500 Received: from hoser (jamie.a2t.com [10.69.11.74]) by azure.a2t.com (8.7.5/8.7.3) with SMTP id PAA00322 for ; Mon, 25 Jan 1999 15:39:49 -0500 Message-Id: <199901252039.PAA00322@azure.a2t.com> From: "Jamie Coleman" To: ATLANTIS@PHOENIX.ORG Date: Mon, 25 Jan 1999 15:30:35 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: (Fwd) [B5W] SCENARIOS: Throwing Out the Bait and an Unexpected Priority: normal X-mailer: Pegasus Mail for Win32 (v3.01b) Status: RO X-PMFLAGS: 34078848 0 1 P20DA0.CNM ------- Forwarded Message Follows ------- Date sent: Mon, 25 Jan 1999 12:03:36 -0600 (CST) From: Wraith To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] SCENARIOS: Throwing Out the Bait and an Unexpected Retaliation Send reply to: babylon5-wars@CSUA.Berkeley.EDU Throwing Out the Bait: A Scenario for B5 Wars For 2 to 3 players BACKGROUND: It is the middle of the Narn/Centuari War and the Centauri are finally starting to get organized and push back at the Narn advance. Retaliation into Narn space has been planned with the destruction of a Narn Civilian Base and the Capture of the Narn Colony. The forces were chosen and plans set. Something however was wrong when the task force got there. A Narn Heavy Cruiser was docked with the station for refueling and supplies. Its presence was not included in any plans and as such must be gotten rid of before the attack can begin. As such some bait was put out in an attempt to bring the Heavy Cruiser out and away from the main fighting. A Dargan Strike Cruiser would pretend to be a Narn Freighter under attack by heavy Raider forces. The Narn should send the Cruiser to take care of the Heavy Raider forces. Unfortunately they didn't. PLAYER#1 (Narn): 1 Var'Nic Long Range Destroyer w/ 6 Frazi Heavy Fighters PLAYER #2 (Narn): 1 G'Karith Patrol Cruiser w/ 6 Gorath Medium Fighters PLAYER #3 (Centauri): 1 Dargan Strike Cruiser w/ 12 Rutarian Strike Fighters and 12 Modified Raider Light Fighters MODIFIED RADER LIGHT FIGHTER: Add 2 thrust for a total of 11 and replace the Bolters with Twin Particle Beams (same damage better range penalty). SET UP: Map: ABC DEF Note: Map will float Narn Forces Begin at: Var'Nic 3603 f5 speed 6 G'Karith 3705 f5 speed 6 Frazis 3304 f5 speed 9 Goraths 3507 f5 speed 9 (Var'Nic under Jump Delay. 8 turns have expired.) Centauri Forces Begin at: Dargan 1320 f2 speed -4 Raiders #1 1322 f1 speed 9 Raiders #2 1318 f1 speed 9 (Rutarians are in the Hanger but may launch at any time) VICTORY CONDITIONS: Narn: Destroy the Centauri warship once it's detected. Can force a draw by escaping with at least one ship after turn 8. Centauri: While this is not the prey you were hoping for, keeping them away from the real battle is just as important as keeping the Heavy Cruiser. Cripple them from returning to the base to fight. You can do this by destroying the ships or simply taking out key targets like the jump drive, thrusters or C&C. Leave them wrecked and head back to the main battle. SPECIAL RULES: Fighter Flight Rules are in use Dargan Bonus: Until the Dargan is detected through blatant weapons fire or launching fighters or the Narn getting close enough for a good look the Dargan has the benefits of: A: Placing its EW after the Narn have announced theirs B: Not announcing its EW until it makes its first attack on the Narn or give ENLINT bonuses. Once the Dargan is detected or it attacks it announced EW during the regular phase Note: The Dargan Player must be very careful not to over exceed the limits of a normal Civilian Freighter or else it is giving itself away. Narn may not fire on the Dargan until it has given itself away. At the end of turn 8 the Narn receive an urgent message to return to base as there is an attack force advancing on the base. If they can get away they can be a part of that battle (see scenario: AN UNEXPECTED RETALIATION below.) If the Narn escape or the Dargan disables them it can jump out and head towards that battle as well. OPTIONS: Play it with the Narn sending the G'Quan and 12 Frazi Heavy fighters and see how that goes. I believe the Narn will be underpointed in such a scenario but tactics might prevail. Might want to reduce the Modified Raider Fighters to regular Raider Fighters. * * * * * * * * * * An Unexpected Retaliation: A Scenario for B5 Wars For 2 to 6 players BACKGROUND: Its time for the Centauri to start pushing back at the Narn offensive and as always the best defense is a good offense (or so the Centauri believe.) As a warm up exercise an attack on a Narn Colony was planned. A chance to stretch out the muscles and send a message to the Narn. Plans were made the task force assembled and sent on its way. Then an unexpected variable showed up. A Narn Heavy Cruiser was docked at the colonies star base. A quick plan was made to lure the Heavy Cruiser away but failed remove 2 smaller ships instead. Not quite what the Centauri were looking for but good enough to sway things in there direction. PLAYER #1 (Centauri): 2 Centurion Attack Cruisers, 1 Kutai Gunship and 1 Balvarin Carrier w/ 36 Sentri Medium Fighters (POSSIBLE REINFORCEMENTS: 1 Dargan Strike Cruiser w/ 12 Rutarian Strike Fighter and 12 Modified Raider Light Fighter (11 thrust and Bolters swapped for Twin Particle Beams) PLAYER #2 (Narn): 1Ja'Dul Civilian Star base w/ 12 Gorath Medium Fighter, 1 G'Quan Heavy Cruiser w/ 12 Frazi Heavy Fighters, 1 Var'Nic Long Range Destroyer w/ 6 Frazi Heavy Fighters and 1 G'Karith Patrol Cruiser w/ 6 Gorath Medium Fighters (POSSIBLE REINFORCEMENTS: 1 Var'Nic Long Range Destroyer w/ 6 Frazi Heavy Fighters and 1 G'Karith Patrol Cruiser w/ 6 Gorath Medium Fighters SET UP Map: ABC DEF There is a Jump Gate at 3705 Narn Force Begin at: G'Quan 3523 f5 speed 6 G'Karith 3424 f5 speed 6 Var'Nic 3621 f5 speed 6 Frazi #1 3123 f5 speed 9 Frazi #2 3221 f5 speed 9 Frazi #3 3320 f5 speed 9 Gorath #1 2721 f5 speed 12 Gorath #2 2819 f5 speed 12 Gorath #3 2918 f5 speed 12 Centauri Forces Begin at Centurion #1 1005 f3 speed 6 Centurion #2 0608 f3 speed 6 Kutai 0908 f3 speed 6 Balvarin 0504 f3 speed 3 Sentri #1 1204 f3 speed 12 Sentri #2 1606 f3 speed 12 Sentri #3 1207 f3 speed 12 Sentri #4 1010 f3 speed 12 Sentri #5 1113 f3 speed 12 Sentri #6 0711 f3 speed 12 VICTORY CONDITIONS: Centauri: Destroy the Narn Civilian Base. This can be accomplished by destroying 2 sections or destroying the C&C. Leave the area clear for troop carrier to come in with the next wave. Narn: Keep the base alive. If the base is destroyed (see Centauri victory conditions) you're only way to draw is to destroy the Centuari attack force completely. SPECIAL RULES: Fighter Flight Rules are in use. Narn reinforcements may arrive after turn 5 based on the out come of the Scenario THROWING OT THE BAIT. If there are Narn Reinforcements roll a d6 at the end of turn 5 and each turn there after until the reinforcements arrive. On a roll of 5 or 6 the ships arrive and open a jump point somewhere in section C of the map. Centauri reinforcements (if any) show up 2 turns after the Narn arrive (Narn know their own hyperspace better than the Centauri.) Fighters may be deployed. All damage taken in the previous scenario is still effective. If the Narn were prevented from returning to the base the Centauri reinforcements can start to roll at the end of turn 7 with a 5 or a 6 meaning that they arrive. They also arrive in section A. OPTIONS: As always play around with fleet configurations. Note: When bases are changed to reflect armor point values may change. Wraith Jamie Coleman jcoleman@a2t.com -- End --