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Lyran Hydran Economy of Force Campaign Scenarios

EoF Rules

Gaming home

Scenario 1 and 6

After some shuffling of forces the two base assault scenarios were uncontested and are not being played.

Scenario 2:

The Hydrans is operating a sensor station (represented by three Ground Warning Stations) in this system to track Lyran movement and coordinate his own. The Lyrans are trying to remove this nuisance.

DC 1.1 Number of Players: 2 - Hydran and Lyran.

DC1.2 Initial Set Up:
Hydran:
Class M planet in hex 2215 (centre of 2x2 map) with the following ground bases:

Hex side A: GBDP, GWS, GBDH
Hex side B: GBDP, GBD1
Hex side C: GBDP, GWS,GBD1
Hex side D: GBDP, GBDH
Hex side E: GBDP,GWS,GBD1
Hex side F: GBDP,FGB-S (6xSt-F)

All bases on a hex side are linked by a power grid and are at the same GCL.

DG (3x St-F) and TR setup within six hexes of the Ground stations Speed 4 WS-III.

Reinforcements: DG (3 x St-2) arrives 3.32:6E 30 hexes from 2215 in the RA arc of the GWS 2215A-L, speed max, WS-III


Lyran: DN+Bpu, BCB+pu, FLG+p set up between 20 and 30 hexes from the planet in the FA arc of the GWS on 2215A-L, any heading, Speed Max WS-III (this may involve floating the map initially). The Lyrans forces select their entry hexes before the Hydrans are deployed.

DC1.3 Length: The scenario continues until all forces belonging to one side have been destroyed, captured or disengaged.

DC1.4 Special Rules
DC1.41 Map:
Use a floating centre map - the planet may not leave the map. A player cannot disengage his forces until he has scored internal damage on at least one enemy ship or one of his own ships has been crippled. Lyrans may only disengage in direction A, or off the top map edge. Hydrans may only disengage in direction D, or off the bottom map edge. Units disengaging in other directions are considered destroyed.

DC1.5 Victory Conditions
The attacker scores one point for campaign purposes for each ground warning station destroyed. The defender scores one campaign point for each GWS which survives the attack. BONUS: If the attacker captures the planet (defined as achieving space superiority and destruction of all ground bases) one extra campaign point is awarded reflecting the loss of morale among civilians. [Captured ground bases ARE considered destroyed for this purpose].

Scenario 3

As per T1.S3.0 except victory in this scenario is worth only 1 campaign victory point (you have cleared a small hole in their defenses). Ships start within 3 hexes of the tourney starting positions, with a floating map centre (which cannot leave the map).

Forces:

Hydran: DG(3xSt-F), HN - setup within 3 hexes of 2530

Lyran: CWL-Bpu, POL - setup within 3 hexes of 1701

Scenario 4:

The Lyrans is operating a sensor station (represented by three Ground Warning Stations) in this system to track Hydran movement and coordinate his own. The Hydrans are trying to remove this nuisance.

DC 1.1 Number of Players: 2 - Hydran and Lyran.

DC1.2 Initial Set Up:
Lyran:
Class M planet in hex 2215 (centre of 2x2 map) with the following ground bases:

Hex side A: GBDP, GWS
Hex side B:
Hex side C: GBDP, GWS, GBD2
Hex side D:
Hex side E: GBDP,GWS,BMB (6 x ZB-1)
Hex side F:

All bases on each hexside to be linked by a power grid. All bases on each hexside are at a single GCL.

TGB+pu, CL+p, and CL+p setup within six hexes of the Ground stations Speed 4 WS-III.

Reinforcements: DWS+B and FF+p arrive 3.32:6E 30 hexes from 2215 in the FA arc of the GWS 2215A-L, speed max, WS-III


Hydran: BTE (6xSt-F), LM (4xSt-2, 2xSt-H), LN (4xSt-F), HN, HNG, HNG, SC set up between 20 and 30 hexes from the planet in the RA arc of the GWS on 2215A-L, any heading, Speed Max WS-III (this may involve floating the map initially). The Hydran forces select their entry hexes before the Lyrans are deployed.

DC1.3 Length: The scenario continues until all forces belonging to one side have been destroyed, captured or disengaged.

DC1.4 Special Rules
DC1.41 Map:
Use a floating centre map - the planet may not leave the map. A player cannot disengage his forces until he has scored internal damage on at least one enemy ship or one of his own ships has been crippled. Lyrans may only disengage in direction A, or off the top map edge. Hydrans may only disengage in direction D, or off the bottom map edge. Units disengaging in other directions are considered destroyed.

DC1.5 Victory Conditions
The attacker scores one point for campaign purposes for each ground warning station destroyed. The defender scores one campaign point for each GWS which survives the attack. BONUS: If the attacker captures the planet (defined as achieving space superiority and destruction of all ground bases) one extra campaign point is awarded reflecting the loss of morale among civilians. [Captured ground bases ARE considered destroyed for this purpose].

The Final Showdown

NOTE: Below is the original scenario. In light of the fact that neither base was attacked I am considering the following for round 2:

BATS assault: Attacker 1000 BPV; Defender 640 BPV + BATS (+ refits) + PAM + 2 HBM.

Points: 6 for BATS destruction, 3 for BATS cripple, 1 for BATS internals (Defender scores what the attacker doesn't).

[Original Scenario Follows]

The defender (the player with the least points from the first five scenarios) have been driven back from their sector base and are now trying to set up a new base around one of the sector colony worlds. The attacker has amassed a fleet to drive the defender from this sector of space.

[NOTE: While this provides the general structure of the scenario, the campaign director may need to adjust the force balances after the first 5 scenarios are played so that this is FUN and not a walkover for one side or the other. (e.g. If the first 5 scenarios are bloodless, then this will work OK as designed. If all that remains from the first 5 scenarios is one CA vs 2 DD then obviously the defenders fixed defenses are disproportionately large and would need to be reduced. The balance will be such that it favours the attacker if possible.]

DC 2.1 Number of Players: One player will be the attacker and the other the defender.

DC2.2 Initial Set Up:
Defender:
Class M Planet in 2215 of map three. Four cargo pods, a fleet tug (no pods) and a mobile base (no pods or augmentation modules) in standard orbit around the planet within three hexes. The contents of the cargo pods are defined in DC2.4. 300 EBPV of Ground Bases, Def Sats, Naval Auxilliaries or a Monitor deployed within 2 hexes of the planet Speed 4 WS-II. If a monitor was used by the defender in scenario 2 or 4 it cannot be used here. Ground based defenses must be deployed as evenly as possible around the planetary hex sides.
Force 1 (as defined in DC2.4) set up within 3 hexes of the 03xx hex row on map one Speed max WS-III.
Attacker: Ships within the command limit of the fleet flagship (using one command point) setup within 3 hexes of the 40xx hex row on map one Speed Max. WS-III.

DC2.3 Length: The scenario continues until all forces belonging to one side have been destroyed, captured or disengaged.

DC2.4 Special Rules
DC2.41 Map:
Use a fixed map consisting of three maps joined together - ie the 42xx hex row is adjacent to the 01xx hex row. A player cannot disengage his forces until he has scored internal damage on at least one enemy ship or one of his own ships has been crippled.
DC2.42 Defending forces: The defender has spread his forces out to cover this operation and it will take time for the defending units to arrive. These rules reflect this. The defender totals his force EBPV (excluding drones and commanders options but including crew and officers, crippled ships count as half) and divides his forces into 2 groups as follows:
Force 1: Maximum 40% of total EBPV - Sets up as in DC2.2.
Force 2: Arrives turn 5 in the 42xx hex row of map 3 Speed Max WS-III.
Each Force must be within the command limits of its flag ship as must 1+2 together, before the scenario begins. The 300 EBPV of system defenses and the tug defined in DC2.2 do not count.
DC2.43 Cargo Pods: These cargo pods contain the parts for a mobile base and can be assembled by the tug during the scenario.
DC2.44 Base Forces: The forces are drawn from the available fleet units with the following proviso - if the defenders base was NOT destroyed in scenario 1 or 6 then 3 ship equivalents (from both the attacker and defender) must be assigned as base harrasment/defense forces before the player chooses his fleet as per DC2.2 and DC2.42. A fighter squadron of at least 8 uncrippled fighters counts as a ship equivalent for this purpose - the bases own fighter squadron might qualify for this purpose but the base itself does not count. Units with more than 65% internals do not count for this purpose.

DC2.5 Victory Conditions
The attacker scores one point for campaign purposes for each cargo pod (or equivalent on the mobile base) destroyed. The defender scores one point for each cargo pod (or equivalent) which survives. Both attacker and defender score one campaign point for every 200 Combat BPV (no drones or commanders options) of original fleet units which survive the scenario - keep fractions for this calculation.

DC2.6 Variations
DC2.61
: Change the Class M planet to a Gas Giant and add a ring system or add an asteroid belt to map two (unphysical but who cares? :). Roll for local conditions (heat zone, sunspots etc).
DC2.62: Whenever a fleet flagship is destroyed or disengages another ship must take over the role and any ships outside the command limit of that flag ship must be designated and are played using the federation special rules in the "Battle of Adenerg" scenario. These ships can only be brought into command when another ship (which was in command) is destroyed or disengages. The attacker only gets the 'command point' if the admiral survives his ship destruction. He is treated as a legendary officer for this purpose only and could be killed by a hit and run raid (possibly forcing a ship out of command). He must be in a control space for this benefit to work and cannot function on an uncontrolled ship.

Elements of these draft rules are copyright ADB Inc. 1999


If you have comments or suggestions, email me at catwholeaps@mac.com
Page last updated 28th June 2003