by POTUS » Thu Jan 08, 2009 10:48 am
Scenario 1 – Scramble!
“Blast this heat!” The white tropical uniform worn by Captain “Lucky” von Gruenherz, offered no relief from the tropical African conditions. The cry from the crows-nest was the unexpected first warning that the British threats about territorial expansion claims over South West Africa were not hollow. “Ship off Starboard!” Wiping the sweat from the back of his neck, the Captain mentally counted to three before slowly picking up his spy glass to scan the horizon. “No need to panic the crew”, he thought to himself. Although he couldn’t see any ships, three distinct plumes of smoke could be seen. Straightening his tunic, the Captain ordered the helmsman to take off & make maximum revolutions. “Let’s go see who Queen Victoria has sent to meet us…”
Players dice for attacker / defender. Attacker is conducting recon mission & defender is scrambling to intercept the invaders. Defender places 6 military assets in his half of the table – no military assets to be placed within 12 inches of another asset. Defender then places all Aeronef on his half of the table. These Aeronef have landed (Refer to rules for take off / landing) Attacker’s Fleets starts on opposite table edge with maximum speed of 10 inches. To conduct successful recon, the attacker ship must pass within 6 inches of the military asset and escape from the table edge on which they entered. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table.
Successful Recon of Each Military Asset – 3 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP
Scenario 2 – Bombing Mission
Although too young to serve during the Civil War, Captain Stacey had earned his commission & nickname – the Shadow - during the Indian Wars that followed. As an old cavalry man he was glad to have transferred to the United States Aeronef Service. Warfare in the age of steam and the machinegun that he saw laid out below him chilled him – all he saw was trenches & stalemate… “Arm the sticks & prepare for the bombing run” Captain Stacey ordered as his flotilla crossed the enemy trenches. “We won’t break the line”, Captain Stacey announced to the bridge crew, “but lets make life miserable for those poor foot-sloggers down below”
Each player places 6 military assets in their half of the table – no military asset to be placed more than 12 inches apart. Fleets start on opposite table edges with maximum speed of 10 inches. Players dice for first player. Players may only bomb their opponents military assets. (Refer to core rules for bombing, not optional rules) Each target has damage capacity of 3. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table or if all military targets on one side have been bombed (regardless of damage)
Each Military Asset bombed & destroyed – 3 VP
Each Military Asset bombed but not destroyed – 1 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP
Scenario 3 – Capture the Flag
The gun casemate was hot, oily and very noisy. Gunner’s Mate Corsar had to shout to be heard over the din of the turret traverse mechanism. “Best way to kill a Snake is to cut off the head”, he informed the rest of the turret gun crew. Everyone knew that he was referring to the enemy flagship about to be boarded. The turret Gun Master watched as Gunner’s Mate Corsar hefted a 9 inch shell into the breach. Not many crewers could handle a shell that size by themselves. The Gun Master reconsidered his choice not to select this sailor for the boarding party about to raid the enemy Flag Ship. Sure this man was worth three in the gun turret, but if the enemy Flag Ship could be captured, then the war would be over. “Corsar”, the Gun Master bellowed, “Report to the Boarding Party – NOW!”
Fleets start on opposite table edges with up to a maximum speed of 10 inches. Each player nominates one Aeronef as “Flag Ship”. In addition to the objective of destroying as many enemy ships as possible, the mission objective is to force the surrender or capture the enemy flagship. (Also refer to Ship Boarding & Ship Morale rules). Game ends when all ships from one fleet have been destroyed or if either “Flag Ship” has been captured or surrenders.
Flag Ship surrenders or is captured – 5 VP
Class 1 ship captured or destroyed - 5 VP
Class 2 / Class 3 ship captured or destroyed – 3 VP
Class 4 / Class 5 ship captured or destroyed - 1 VP