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
|