The system so far is awesome - really like it. Keep going!
Some time ago Nomad suggested a matrix to generate scenarios rather than the standard scenarios rolled by dice, and I've got a suggestion below I plan to try out (real life allowing, of course). I also wondered how it would be not to have VPs at all - which might mean beefing up the EPs from colonies, so that territory becomes worth fighting for and the only tactical victory is staying on the map - making it a fine call about when to turn tail and run for hyperspace with your fleet (leave it a bit too long and you might lose everything). Interested in what you think...
Scenario Matrix
Scenarios do not have points limits or victory conditions – only EPs can be used to build or repair units. Hyperspace rule in operation, you “win” if only your ships remain on the map at the end. A large hex map is used for all scenarios.
The tactical phase commences with each side declaring the total number of ships it has, but not the total CR. The roll for terrain is then made. At this point the Defender must decide if they wish to decline battle, not later.
Assuming the Defender chooses to fight, the terrain is placed. Next, each side secretly chooses one of the six formations listed below. They reveal this to each other at the same time, and the results are cross referenced. For example, if one side chose “Pincer” and the other chose “Line Abreast” the result would be scenario “D”, Broken Centre. From this point onwards who is considered the attacker or defender for tactical set up may change.
Only the defender may select the "dug in" formation.
1 2 3 4 5 6
1. Pincer I F F D A G
2. Flanking F H F C E G
3. Surprise Attack F F F F F B
4. Line abreast D C F F F G
5. Diamond A E F F F G
6. Dug In G G B G G G
(sorry, my skills are inadequate to make the table come out right on the forum :oops: - there should be 7 rows and 7 columns, with the scenario letters beneath the numbers to show which cross references with which)
The proportions of ships below are by numbers of ships (regardless of CR), but combat rating could be used instead if preferred.
A – The Trap – as Scenario in Rules, with side executing the “Pincer” becoming the “Attacker”. Each of the attacker's set-up areas must contain at least 1/3 of their ships
B – Defender Surprised – Attacker sets up as normal, Defender sets up with 2/3 or their ships at their baseline, and 1/3 of their ships within 3 hexes of the central point on the map.
C – Flanked – The side executing the flanking becomes the “Attacker”. Both sides set up with their baseline being the long side of the map. The Attacker reserves 1/3 of their ships, which are deployed either after all other ships are deployed, or at the end of turn 1,2 or 3. The attacker decides whether to deploy at once, or on which subsequent turn, prior to set-up and writes this down, revealing it only at the point at which those ships are deployed. The deployment area for the reserved ships is either the right or left third of the defender's baseline.
D – Broken Centre – the side executing line abreast becomes the attacker, the side doing the pincer becomes the defender. Both sides have their baselines along the long sides of the map. The defender must split their force into 2 distinct forces with at least 1/3 of their ships in the smallest force. Each force sets up in one of the outer thirds of their baseline, no ships may deploy in the middle third.
E – Quick Strike – the side executing the Diamond becomes the attacker, that attempting Flanking becomes the defender. Set up is as normal except that the defender is missing 1/3 of its ships by Combat Rating (the flanking force which has failed to arrive).
F – Fleet Action – standard set up
G – Dug In – this represents the defender taking an entirely defensive posture. If they are in a system with an outpost or star base, they may choose to have its planet present along with any defensive bases. In addition the defender, if they have ships with mine factors, may place 2x the mine factors of their ships within their set-up area AND still have mine factors available from their ships. The Defender sets up in the third of the map closest to their baseline, and entirely completes their set-up first. The attacker then sets up at their baseline as standard.
H – Failed flanking – both sides set up as standard by minus one third of their ships by Combat Rating.
I – Failed Pincer – Both sides set up along the long side of the map, with half of their ships in the two outer thirds of their base line, and no ships in the centre third.