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privateer scenarios
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Author:  blackhorizon [ Fri Feb 16, 2007 10:51 am ]
Post subject:  privateer scenarios

I found these lurking on my computer:

New Privateer scenarios

These scenarios are intended to be used with the privateer rules as published in the Privateer pdf by Matt Keefe found on the Specialist Games website.

Pirate Hunters

Introduction
A Transport convoy is making its way onto a planet transporting numerous goods. It is escorted by a small escort squadron to protect itself against pirates, aliens and other scrupulous enemies trying to capture the merchantmen.

But during a passage trough a presumed safe asteroid field the convoy comes under attack from local pirates. A distress signal is send immediately, to the relief of the convoy it is picked up by a patrolling force a couple of light years away.

Forces
The Convoy:
4 standard transports in the convoy. Each transport is worth 25 victory points, representing the goods they are carrying.
200 points worth of escorts may be chosen from the list of their race. Most common races in this case are either the Imperial Navy, Rogue Trades or the Tau.

The Pirate Hunters:
A small fleet, the Pirate Hunters, of 300 points may be taken from the list of their race. Cruisers may be included.

The Pirates:
Pick a pirate fleet from any appropriate list. Most likely these are from the Wolf Pack lists, Orks, Corsair Eldar, Dark Eldar or races from the Khareshi Expanse (see the tactical command boards for more details). Also, it isn?t unlikely to have Tau as raiders on an Imperial Convoy.
The list may not exceed 400 points and it may contain one cruiser which does not exceed 150 points.

Battlefield
The battlefield is 180cm x 120cm. Played in the outer reaches. Determine one short table side to be sunward. On the table half furthest away from the sun D3+3 asteroid fields are placed by both players in alternate order starting with the convoy player. On the other half of the table there is placed one moon and D3 gas/dust clouds, the moon roughly half way that half of the table. The clouds are placed in the same way as the asteroid fields.

Deployment
The convoy is deployed on the short table edge opposite from the sunward side. They may not deploy closer then 55cm to the long table edges and more then 15cm onto the table, giving them a deployment zone of 15cm x 10cm in the centre of the board touching the table side.
The Pirates are deployed in the corners touching the short table side opposite of the sunward edge. They may not deploy closer then 45cm to the convoy deployment zone and note more then 15cm away from the short table side.
The Pirate Hunters enter at the start of turn two from the sunward table edge.

First turn
The attacker, the pirates take the first turn.

Special Scenario Rules
When a pirate makes a successful boarding or hit & run attack against a transport vessel it may decide to make normal attacks or a raid, when they make a raid the transport gives away its ?goods?, the victory points. When a transport is destroyed it gives away 10 victory points.
Vessels may only disengage by flying of the table edge.

Victory Conditions
Standard victory conditions are applied, the player with most wins the battle.


Trading Outpost

Introduction
Trading posts are seen in a lot of places in the galaxy but just as often, especially the smaller ones, are the subject of an attack by pirates or aliens. Therefore most outposts keep a small protection fleet near them. This can be local Rogue Traders, the Imperial Navy if the trading route is important enough, the Tau if the post supports the Greater Good or even corsairs who get paid enough.

Forces
Defenders:
The Outpost itself is worth 75 points, it is defended by a force of 300 points. Up to one cruiser may be chosen. Also 4 transports are available to the defender.

Attackers:
Choose an appropriate fleet list from any list, preferably from one of the more raiding oriented lists. For example Eldar Corsairs, Dark Eldar, Wolfpacks and Orks. You may chose up to 400 points. With a maximum of one cruiser.

Battlefield
180cm x 120cm. The battle can take place in any solar region, decide per Rulebook or in a mutual agreed way. The same applies to any celestial phenomena & Sunward edge with exception to the position of the Trading Outpost.

Deployment
Deploy the Outpost in the centre of the table. Place the defensive forces no further away then 15cm from the Outpost facing any direction. The transports are placed so that they touch the Outpost.
All attackers enter on turn one from one of the short table edges.

First turn
The attackers have first turn.

Special Scenario Rules
This scenario has two objectives, first the escape of the transports and secondly but not less important the defence of the Outpost.
The transports must reach the opposite short table edge from which the attackers entered. But they may only leave the Outpost at the start of turn 3. For each transport which reaches safety the defender gains 1 Point, thus a maximum of four can be gained.
The attacker must try to board the Trading Outpost; for each full turn a vessel stays in contact with the Outpost the attacker gains 1 Point.
The Outpost may not shoot at an attacking vessel which is boarding the Outpost.

Victory Conditions
The fleet which has the most victory points at the end of the battle wins.


Infiltration ? Stealth I ?

Introduction
A small piratical force has acquired a form of  alien stealth technology. The stealth generators are only strong enough to be fit on small escort sized vessels. The stealth device works in such a way that vessels are unable to spot the stealth vessel on long range sensors. Only once they are in close range a stealth vessel can be detected. A drawback is the fact that the longer the generators are running the bigger the chance that they will collapse.
A stealth vessel is ideal to get small ships behind enemy lines.

Forces
Don?t let logical things hold you back in selecting the race, just have fun. However I would advice on not using Corsair Eldar, Craftworld Eldar or Necron  in this scenario as both defender or attacker, only with altered rules that could work in my opinion.

Infiltrators:
Choose an escort squadron from any given list worth up to 150 points.

Patrol:
Choose a small fleet from any list worth up to 650 points.

Battlefield
180cm x 120cm. The battle can take place in any solar region, decide per Rulebook or in a mutual agreed way. The same applies to any celestial phenomena & Sunward edge.

Deployment
Chose a short table edge from which the stealth vessels enter on turn one. Divide the table along the long edge in three parts, in the part where the stealth vessels enter no patrol ship may be deployed. Split the patrol fleet in two halves of almost equal amount of points and deploy a part in each of the other two parts of the table.

First turn
The attackers have first turn.

Special Scenario Rules
All the infiltrators vessels are equipped with a Stealth Generator. Declare at the start of your turn if the stealth generators are active or not.
The Stealth generator works as follows, as long as a vessel isn?t in a range of 15cm to the stealth vessel it can?t see it or shoot at it, as soon as the vessel leaves the 15cm radius it is cloaked again. As soon as a stealth vessel decides to fire its weapons it reveals itself and can be shot at in the following turn, in subsequent turns it is cloaked again.
A vessel with stealth activated may not go on special orders, only if it is detected it may go on BFI normally.

Because of the unstable generators the stealth devices don?t work for a very long time. At the start of turn 4 roll a dice for each vessel with a stealth generator, on a 6+ the stealth device collapses and is useless for the rest of the game, after the fourth turn the dice roll is modified with ?1 (e.g. in turn 5 the generators collapse on a 5+, then a 4+, etc.).

As long as a stealth vessel is undetected a patrol vessel may only move a maximum of 15cm with a maximum turn of 45? and may not go on Special Orders except for BFI when needed, after a vessel is detected they may operate as normal.

Victory Conditions
At least 2/3 of the stealth vessels need to exit the short table edge opposite from where they started, if this isn?t met the patrol fleet has won. Also the stealth vessels need to destroy at least 100 points of the patrol vessels. The game is considered a draw if only 1/3 escapes but they have destroyed more then 100 points or that 2/3 escapes and the 100 points haven?t been reached.


Sabotage ? Stealth II ?

Introduction
A small squadron of stealth vessels is attempting to destroy orbital defences to make future planetary raids a bit easier and more tempting.

Forces
Don?t let logical things hold you back in selecting the race, just have fun. However I would advice on not using Corsair Eldar, Craftworld Eldar or Necron  in this scenario as both defender or attacker, only with altered rules that could work in my opinion.

Infiltrators:
Choose an escort squadron from any given list worth up to 200 points.

Defenders:
Choose a small fleet from any list worth up to 500 points. Plus Three orbital defences.

Battlefield
180cm x 120cm. The battle can takes place in the?., decide per Rulebook or in a mutual agreed way. The same applies to any celestial phenomena & Sunward edge.

Deployment
Chose a short table edge from which the stealth vessels enter on turn one. Place two orbital defences in the last third of table opposing the stealth vessels entry table edge. They must be at least 20cm away from the short table edge and at least 15cm away from the long table edge, they may be no closer then 60cm to each other.  The third orbital defence is deployed it the middle of the table, no closer then 40cm to the long table edges, no closer then 60cm to the entry side of the stealth vessels and no closer then 60cm to any of the other defences.
The defensive fleet is deployed no further away then 10cm from any of the orbital defences.

[b/]First turn[/b]
The attackers have first turn.

Special Scenario Rules
See the Infiltration ? Stealth I ? scenario for all special rules regarding stealth generators.

Victory Conditions
All three orbital defences must be destroyed for a mayor victory from the attackers perspective, if two are destroyed they gained a minor victory, all other results are a victory to the defenders.

Author:  Zhai_Morenn [ Fri Feb 16, 2007 6:24 pm ]
Post subject:  privateer scenarios

I really like those scenarios, especially the stealthship ones!  Next time my gaming buds and I get together we are going to test them.  I am already fantasizing about Tau missile armed stealthships....

Author:  blackhorizon [ Sat Feb 17, 2007 7:08 pm ]
Post subject:  privateer scenarios

Thanks. Would like to hear your results.

I chucked the scenarios out in one hour time somewhere last year and found them again the other day.

The stealth thing sounded funky. I hope it works!

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