Aquanautica Imperialis Scenarios.doc

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    Scenarios

    Typically, two fleets do not simply line up and bash away at each other. They are trying to gain

    some sort of advantage or complete some specific objective. Aquanautica Imperialis has avariety of Scenarios to get you started playing games. When you are more comfortable with the

    rules, it is recommended that you begin maing up your own scenarios.

    Choosing a Scenario

    There are two ways to choose a scenario.

    !. "ou and your opponent can simply choose the scenario you want to play.#. "ou determine a scenario randomly.

    $hoosing a scenario is simply a matter of both players agreeing to play a certain scenario. Ifboth players cannot agree on scenario, then it is best to roll for it randomly.

    %oll a d&. 'n a !() you have determined a %aid scenario. %aids typically involve smaller forceswith the attacer trying to accomplish a single objective while the defender attempts to preventit. A battle is a larger affair that may have more than one objective.

    After you have determined the scenario type, go ahead and roll d& again and consult theappropriate chart*

    %aids!. $ruiser $lash

    #. Ambush

    +. %aiders

    ). ombardment-. locade %un

    &. $onvoy

    attle

    !. Surprise Attac

    #. each Assault+. scalating ngagement

    ). /orce the $hannel

    -0. /leet Action

    Determine Attackers

    efore setting up the game, it is important to determine the attacers. This can be arbitrarilydetermined or diced for. ssentially, roll a d& and the person with the highest number is the

    attacer. The following modifiers apply to the roll*

    $raftworld ldar get a 0#

    $haos $ult %ebels have a 0!

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    1ar ldar always win this roll. If it is against another 1ar ldar, then roll as normal.

    'rs are (!

    The Scenario Template

    All of the scenarios in the Aquanautica Imperials rules will follow this template.

    The 2ame* This is the name of the scenario

    The rief* This section is a short description of what this scenario is about.

    /orces* 3ere you will learn what point level and other restrictions on force selection e4ist for thisscenario.

    'bjectives* The goals of the attacers and defenders are outlined in this area. This section will

    also detail what is needed to win the scenario.

    The oard* This portion will detail what special requirements you will need to set up on the

    board to play the scenario. This will include deployment 5ones, set(up, terrain, and any otherconsiderations.

    The attle* This section will detail the length of the battle and any special rules that apply in thisscenario.

    Raid Scenario 1: Cruiser Clash

    In the opening days of the war on Ammoriss determining the loyalty of South Ammoriss unitswas a priority. This meant chasing them down and trying to contact their crews. Those who

    had turned would often turn and fight.

    Cruisers are one of the primary naval units on Ammoriss. They are powerful enough to stand

    on their own, and fast enough to cruise the oceans of Ammoriss on long patrols. These ships

    often act as raiders and escorts. It is not uncommon for them to face off against each other

    singly or in small squadrons.

    Forces:

    ach side begins the battle with !() cruisers. oth sides begin the battle with the same number

    of ships. 2o ship can be more than #-6 pts.

    Objectives:

    oth sides are trying to cripple or sin their opponents. The force that inflicts the most points of

    damage on the other is the winner.

    /or e4ample, ) $haos cruisers equal #) total damage points, and ) Ammoriss 2aval 71/cruisers equals +# 1amage points. If the $ult fleet has !# 17 remaining, and the A2 has !#17

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    remaining the $ult /leet is the winner. +#(!#8#6 17 inflicted on the A2 by the $ult, while #)(

    !#8!# 17 inflicted on the $ult by the A2. 3ence the $ult inflicted more 17 on the Ammoriss

    2aval 71/.

    The oard:

    The board for this game should at least be +4+ feet, but bigger is welcome. 9enerally speaing,the more cruisers involved the bigger the board should be. 2o additional terrain is needed, but it

    is the player:s discretion to add more if you wish.

    ach fleet should be able to place ships anywhere along opposite board edges. If it is required,

    the attacer can roll a d& and consult the following*

    !(#8 2orth+8 ast

    )8 West

    -(&8 South

    2orth is generally the opposite table edge then the dice roller is standing at.

    The attle:

    This battle will last & turns, or until all cruisers from one side have been reduced to 6 damage

    points; whichever comes first.

    At the end of the nd 7hase of the &thturn the battle stops. 1etermine who met their victory

    conditions.

    There are no special rules.

    Raid Scenario !: Ambush

    When squadron commanders had the opportunity to attac a lone ship, it was tempting to give

    chase. It was a common tactic in the war to use a lone ship as !ait, to lure an unwary

    squadron into the waiting guns of their enemies. The fleeing vessel would either rende"vous

    with their own fleet, or her friends would disperse themselves among the many atolls and

    islands of the Ammoriss oceans to spring their am!ush.

    Forces:

    The attacers choose ! ship or squadron to act as the bait. This ship

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    The attacers win if they inflict more 17 on the defenders, then the 1efenders inflict on the bait

    ship.

    The oard:

    The board should be at least +4+ feet. 3owever, it is preferred to use a larger board.

    "ou may place any terrain you wish on the board for this scenario. It is recommended you place

    one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the

    attacer before any ships are deployed.

    The attacer:s bait ship is placed in the center of the board. The defenders are placed anywhere

    along the board edge. The attacers: reinforcements begin the game in reserve.

    To determine the board edge the defenders deploy on you may roll a d&*

    !(#8 2orth

    +8 ast)8 West

    -(&8 South

    2orth is generally the opposite table edge then the dice roller is standing at.

    The attle:

    This raid will last & turns. At the end of the nd 7hase of the &thturn the battle stops. 1etermine

    who met their victory conditions.

    %eserves* The attacers: reinforcements begin the game in reserve. 1uring the second =and

    subsequent> turn, the attacer may choose to activate a ship in reserve. To successfully do this, a

    d& is rolled. 'n a )0 the ship enters play anywhere on the opposite board edge of the defenders,and may begin their turn as normal. If a )0 is not rolled, the ship cannot be activated, and

    activation returns to the opponent.

    Raid Scenario ": Raiders

    #uring the Ammoriss War, a common tactic of the $e!els was to send small units to attac in

    lightning fast stries in an attempt to cripple or destroy the larger Ammoriss %aval ' fleet.

    These hit and run raids were usually carried out with speed and precision. Some successful

    raiding attacs early in the war left several ey Imperial units stranded in the repair docs

    instead of serving in the fleets.

    Forces:

    oth players agree to a points limit for the battle. The attacer is allowed to use half of the

    points of the 1efender.

    Objectives:

    The objective of the attacer is to sin

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    The defender is trying to sin

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    The attacers are attempting to bring a shore based target under fire from their guns. The

    defenders are trying to prevent the bombardment.

    The attacers win if the Shore installation is destroyed. The defenders win if it survives.

    The oard:The board should be at least +4+ feet. A larger board is recommended.

    The defender may place a coast line on any one board edge. They may then place the installationanywhere they wish on this coastal area. As a general rule, the installation should not be more

    than + inches away from the waterline.

    It is recommended you place additional terrain. 7lace one landmass of )4) to &4& inches per #square feet of play area. The terrain is placed by the attacer before any ships are deployed.

    1efenders begin anywhere on the board within !# inches of the installations coast line.

    Attacers begin anywhere along the opposite board edge of the shore installation.

    The attle:

    This raid lasts & turns. At the end of the nd 7hase of the &thturn the battle stops. 1etermine

    who met their victory conditions.

    Raid Scenario $: lockade Run

    *locading was a preferred tactic of %avComm %orth admirals to support the suppression of

    the re!ellion. As a result, it was common for South Ammoriss and )eno forces to have to try

    and force their way past these !locades in order to reach the open ocean.

    Forces:

    The attacer is the player attempting to brea the blocade.

    oth players agree to a points limit for the battle. The attacer is allowed to use half of the

    points of the 1efender.

    Objectives:

    The attacer is attempting to move their forces off the opposite board edge. The defender is

    trying to stop them.

    The attacer wins if more 17 escape the board then is left on the board by the end of the game.

    The oard:

    The board should be +4+ feet. As a rule of thumb, use #4# per -66 pts of ships in play.

    "ou may place any terrain you wish on the board for this scenario. It is recommended you placeone landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the

    attacer before any ships are deployed.

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    The attacer is placed anywhere along one of the board edges. They are placed before the

    defenders. To determine the board edge the attacers deploy on you may roll a d&*

    !(#8 2orth

    +8 ast

    )8 West-(&8 South

    2orth is generally the opposite table edge then the dice roller is standing at.

    The defenders are placed within #) inches of the opposite board edge of the attacers. The

    defenders are placed to move abeam from the attacers, and all ships need to be facing the same

    direction.

    The attle:

    This raid lasts & turns. At the end of the nd 7hase of the &thturn the battle stops. 1etermine

    who met their victory conditions.

    ?eaving the oard* If a ship

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    The oard:

    The board should be at least +4+ feet. As a rule of thumb, use #4# per -66 pts of ships in play.

    ?arger boards are more entertaining.

    "ou may place any terrain you wish on the board for this scenario. It is recommended you place

    one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by theattacer before any ships are deployed. Since this scenario involves many ships, it may be wise

    to limit the amount of terrain in play.

    Attacers are placed first. They can be placed anywhere within & inches of the opposite board

    edges, and be set up to face any direction. /or e4ample, Attac ships can be placed on the 2orth

    and South board edges, or the ast and West edges. They cannot be set up in any other

    combination.

    The 1efenders are then placed on a board edge not occupied by the attacers. The ships can be

    placed anywhere within ! inches of the board edge. All ships in the convoy must be facing

    towards the opposite board edge. /or e4ample, if the attacers are on the 2orth and South side,the 1efenders can be placed either on the ast side facing West or the West side facing ast.

    The attle:

    This raid lasts & turns. At the end of the nd 7hase of the &thturn the battle stops. 1etermine

    who met their victory conditions.

    ?eaving the oard* If a ship

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    The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.

    ?arger boards are more entertaining.

    "ou may place any terrain you wish on the board for this scenario. It is recommended you place

    one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by the

    attacer before any ships are deployed

    The defender can then choose one board edge to set up a coastline.

    The defenders are then placed anywhere within & inches of the coastline. 3owever, all ships

    must be facing away from the coastline.

    The attacers are deployed anywhere along the opposite board edge.

    The attle:

    This battle lasts turns. At the end of the nd 7hase of the thturn the battle stops. 1etermine

    who met their victory conditions.

    1efender Activation* Since the defenders are caught unaware, before any ship can activate, theymust roll a )0 on a d&. Activation for the defenders cannot begin until Turn #. If the dice roll is

    failed, the ship fails to activate and play returns to the attacers.

    attle Scenario !: each Assault

    %avies cannot tae ground on their own. -owever, they can support amphi!ious landing

    operations. Ammoriss is composed of a num!er of small islands and atolls in addition to the

    two larger continents. #uring the $e!ellion and su!sequent eno wars island hopping

    campaigns, and !each assaults were common place.

    Forces:

    ach side chooses points as normal. /or every -66 points of attacers, two transports areprovided to the attacing fleet.

    Troop TransportsCrew: 0 Leadership: #

    Type/Hits: Li!ht Cruiser/$ Speed: % Turns: $5 Armor: #+

    Notes: "erhantmen annot &rae 'or (mpat) "erhantmen an not en!a!e in a *am) "erhantmen

    annot e hosen to ati,ate until all warships ha,e een ati,ated)

    Objectives:

    The defenders are trying to eep the attacing troop transports from coming in contact with their

    coastline. The attacers are trying to protect the transports and land their troops.

    The attacers win if half of the transports come in contact with the enemy coastline.

    The oard:

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    The board should be )4) feet or larger. As a rule of thumb, use #4# per -66 pts of ships in play.

    ?arger boards are more entertaining.

    "ou may place any terrain you wish on the board for this scenario. It is recommended you place

    one landmass of )4) to &4& inches per + square feet of play area. The terrain is placed by the

    attacer before any ships are deployed

    The defender can then choose one board edge to set up a coastline.

    The defenders are then placed anywhere within !# inches of the coastline. 3owever, no

    ship

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    !(#8 2orth

    +8 ast)8 West

    -(&8 South

    2orth is generally the opposite table edge then the dice roller is standing at.

    The defenders picet force is deployed on the opposite board edge within !#B. They defendingships turn, the attacer may choose to activate a ship in reserve. To successfully do this, a

    d& is rolled. 'n a )0 the ship enters play anywhere on the opposite board edge of the defenders,

    and may begin their turn as normal. If a )0 is not rolled, the ship cannot be activated, andactivation returns to the opponent.

    attle Scenario #: Force the Channel

    The Ammoriss %aval ' wanted to create a clear sea way from the %orth to the South. Inorder to do this, they needed to sweep aside the South Ammoriss $e!el ships. The o!/ective of

    the %orth was not to destroy the enemy ships, !ut to !atter past them to the enemies coast

    line. *attles of this sort too place at many places and many times all over Ammoriss.

    Forces:

    $hoose forces up to a pre(decided points limit as normal.

    Objectives:

    The attacers are trying to force their fleet past the defenders fleet and off the board.

    The attacers win if more ships

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    "ou may place any terrain you wish on the board for this scenario. It is recommended you place

    one landmass of )4) to &4& inches per # square feet of play area. The terrain is placed by the

    attacer before any ships are deployed.

    The defender is placed anywhere within # feet =or #) inches> of a board edge. They can be

    facing any direction the controlling player wishes. The defender may choose the board edge.

    The attacers are deployed within & inches of the opposite board edge. They can be placed

    facing any direction. 2o ship

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    The attle:

    This battle lasts turns. At the end of the nd 7hase of the thturn the battle stops. 1etermine

    who met their victory conditions.