Rules

Gamesmaster
The Gamesmaster is LC Stele Pellaeon, (tieknt@juno.com), CMDR of Sin Squadron. I will be the moderator and referee of the campaign. All decisions by me are final. I will be responsible for taking the fleet orders and putting them into effect and deciding when to halt the game and setting an appropriate date for a battle.

Deployment
The two Teams will begin the Wargame with the forces that they've purchased using the points system from X-Wing: Alliance. The Forces will begin at opposite sides of the map by orbiting their home or initial planet. The exact compositions of these Fleets will be unknown initially, and only be revealed through the use of Probe Droids (see below), capturing planets or hostile encounters.

Starfighter Wings & Squadrons may not be seperated from their motherships. Squadrons must stay assigned to their parent Wings.  It is not allowed to reinforce a badly depleted Wing with undamaged Squadrons from another Wing.  Task Force Admirals should take careful note of how much damage has been inflicted on enemy Starfighter Wings, as this information wil prove invaluable in planning offensive operations if you know where to find that Wings' mothership.

There are two exeptions to this rule.

1.  Any Task Force Admiral may order an attack composed purely of starfighters.  In this case, the Starfighter Squadrons concerned must launch from their motherships, attack their target and if they survive, return immediately to their motherships.  Starfighters have limited life support and navigational capabilities and cannot operate independently.  It is not necessary for the Mothership to remain in the same place from which the Starfighter was launched.  An ISD can launch an attack, move to another system, and it's fighters may rendezvous with it there once the attack has been resolved.

2.  If a Wing's mothership has been destroyed in battle, the TFA may assign the survivors to the spare ISD or other Ship capable of carrying fighters on each sides' Order of Battle. If any of these ships have already been destroyed, then the Wing will be assumed to be based at a friendly planet (nearest planet).  It treats the planet as its "mothership" in exactly the same way as it would an ISD (or any other ship), but it's range and operations will be limited in that a planet may not move as a capital ship can.  Should that planet be captured by enemy forces, any survivors of the Wing must relocate to another friendly planet.   If no friendly worlds are available, the Wings' starfighters are considered to have run out of fuel and are lost.

Carrying Capacity: (1 Wing = 6 Squadrons)
SSD: 2 Wings
ISD: 1 Wing
Platform or Station: 1 Wing

VSD: 2 Squadrons
FRG (all types): 2 Squadrons

Orders and Events.
Events take precedence over Orders; if one fleet arrives at a location in the same turn as another fleet is departing, the arrival - an event - is considered to happen before the departure - an order.

Turns.
One turn is equal to TWO DAYS
. TFAs are expected to provide the GM with orders for their Fleets at the end of every other day. No matter at what time the order is received, they will all be processed by myself at 12AM PST on the appropriate day. If no orders are received, then it is assumed that the player does not wish to move their ships that turn. Events, if any, will be announced at the end of every day.

For example: The orders for Turn 1 must be provided the day before the start of the exercise. Orders for Turn 2 must then be sent on Day 1 or 2.

Travel.
Ships travel using the Battle Map (here). It uses a Co-ordinate system, whereby the player indicates the region/square to which he wishes to move particular ships using the XY axis values. Movement across one region (horizontally, vertically or diagonally) takes one day.Therefore, in one turn, a ship may move one square in one direction. Destinations must be in a straight line from the ship's current location. If not, then multiple jumps must be made, and these require multiple orders to be issued (these can be issued on the same day).

Squadrons, for the purposes of independant travel, have enough fuel onboard for FOUR days worth of travel. This translates as a Squadron being able to travel 2 regions away from their mothership, and then 2 regions back. If the mothership is more than 2 regions away (or destroyed) on the Squadron's return journey then one of the may occur:

  • The Squadron/s may go to another friendly ship within 2 squares. This ship MUST have the room to carry these Squadrons
  • The Squadron/s may go to a friendly planet within 2 squares. This planet then becomes the Squadron's mothership

If none of the above are possible, the Squadrons are lost and declared MIA.

Interdictor Cruisers may be ordered to stay in one particular region with their gravity wells powered up. If a fleet's path crosses such a region, then it is immediately pulled into realspace, and the players are notified of the interruption.

Warhead Use.
Since the combat element of the game is played online, lag will be a serious issue.  In order to lessen lag, and also to give capital ships a fighting chance against the masses of starfighters arrayed against them, warhead use will be strictly limited.

One Fighter Squadron from each Wing has been designated as a Bomber Squadron.  These Squadrons are clearly displayed on the Order Battle.  These Squadrons are all assumed to be armed with full loads of Heavy Rockets.  NO other missile weapons may be used by any other ships in the game.

Craft Assignment
All Squadrons on a ship are comprised of the same fighter type - no mixing & matching.

Each Squadron is also assumed to begin the Wargame at full strength with all 12 Flight Slots fully manned.  X-Wing Alliance only allows 6 ships to be assigned to any one Flight Group however, but we can allow each Flight Group to have multiple waves.  Therefore in order to simulate a full squadron, we simply assign two waves of six fighters, or three waves of four fighters to a Squadron's Flight Group.  This is also useful in that it reduces the numbers of ships onscreen at any time and also helps to reduce lag.

Scouting
Gathering Intelligence on enemy dispositions will be an important part of the game. Any Probe droids that a team has may be ordered by the player to scout out a region of the map.  If there are no enemy forces at the destination, the Probe may either be recalled or left in place to monitor the location.

If a Probe Droid encounters enemy forces, it signals the exact disposition of the enemy Fleet and then self-destructs to avoid capture.   The enemy fleet will know that it has been probed, and may remain, reinforce, or withdraw. A probe droid travels through one region per day as normal.

Note: Probe Droids cost resource points and must be bought and placed aboard a ship or ships. Take careful note as to which ships have probes and notify the gamemaster which ships have them on board.

Controlling and Holding Territtory
Planets are considered to be controlled by the side who last had Capital Ships in orbit over that world for at least one turn (two days), not including the turn in which it arrived or left.
Planets are considered to be held by any side which controls that world, and has any forces in orbit, Capital Ships or not.
At the start of the game, each side is considered to be in control of all of its own territory.  They hold their Capital Worlds.

Neutral planets will have a very small orbital fleet which must be defeated before being taken over.

Starfighter forces may eliminate defending starship forces, but they may not take control of a world or hold a world.   Turbolaser-capable ships are required to do this, as starfighters do not have the firepower to exert control over a worlds' population.

In order to take control of a world, all that's necessary is for one side to move a single Capital ship to that system and remain for at least one turn.  All enemy forces present must either be eliminated or forced to withdraw.   You now hold that system.  Once your ships leave, you simply control the system.  You immediately lose control when an enemy Capital Ship arrives and stays unnopposed for one complete turn.

You may break an enemy's hold on a system by destroying or driving off all of his forces, but unless you arrive with Capital Ships, the enemy will still be considered to be in control of that system.

For example: In Turn 3, ships from Team A arrive at the world of Storinal (currently under the control of Team B) and find no hostile ships in the region. The Team A ships remain there for the following turn, so at the end of Turn 4, they now control & hold the world of Storinal. At the start of Turn 5, these ships then depart. Team A now only controls the world of Storinal. To recieve the benefits of a planet (as described below), a team needs to only control a planet, and not hold it.

Reinforcements
Controlling planets gives a team two benefits. First, a team gains Victory points each turn for each planet they control. The amount of points is dependant on the type of the planet. Points from a planet start accumulating from the first turn AFTER the turn in which the the team took control. So in the above example, Team A would start getting points for controlling planets from Turn 5.

Secondly, a planet gives it's controlling team a certain amount of Resource points, again depending on its type. A team recieves these points following the same criteria as above. These Resource points can be used by a player to "purchase" reinforcements (using the value system from XWA). This is done in the following way:

  • When a player is sent an event update at the end of each turn, they are also sent an update for their current Victory and Resource points. If they wish to buy something with their resource points, then they must include the details when they send their next set of orders. They must indicate what they wish to buy, how many, and which planet the reinforcements should go to.
  • Reinforcements can only be directed to planets under the control of the team.
  • Reinforcements will arrive TWO turns after they were requested.

So, continuing on from the above examples, at the end of Turn 4, the player of Team A are informed that they Storinal has given them 500 Resource points. Included in their next set of Orders for Turn 5, a request is made to use part of those 500 points to purchase a shiny new Lancer Frigate, and have it arrive at Storinal to stolidify their hold on the world. This Frigate will then arrive at the end of Turn 6, and be ready to recieve orders for the next turn.

Battle Conduct
When the battle is declared, all able-bodied Tactical Officers's are to submit tactics as soon as possible to their TFAs and the GM. These can be in the form of a .SKM skirmish file, or in a DETAILED text description of what is to happen in the skirmish.

If no tactics were submitted, or if the tactics contained incorrect or insufficient information, the GM will do what he can to fill in the gaps himself. The GM will not be held responsible for problems resulting from this necessity.

When the wargame is paused for one of its battles to take place, it will be announced to both players. The time and date of the Battle will then be announced by myself. All battles will take place on IRC in the channel #airlock54 (which will be moderated to some extent).

Winning and Losing
The wargame will last for a total of 30 turns (which does NOT equal 30 days since stoppage time has to be taken into account). At the end of this time, total Victory points will be calculated, and the winner declared. As well as recieving points for controlling planets, teams can also gain points in the following way:

  • For destroying a SSD, a team will recieve 300 points.
  • For destroying an ISD, a team will recieve 100 points.
  • For destroying any other Capital class ship or platform/station, a team receives 50 points.
  • For destroying an enemy Squadron (in its entirety), a team will recieve 10 points.
  • For destroying an opposing team's Flagship, a team recieves an additional 100 points.

Rules For Task Force Admirals

Task Force Admirals are responsible for the initial deployement of their forces and the subsequent movement and attack orders.  Every day, they must submit orders to the Gamesmaster for the Forces under their command.  The Gamesmaster will action these orders and return situation reports to the Admirals.  This process will continue until the Gamesmaster determines that contact between enemy forces has occurred.  Gameplay will be halted immediately, and the Gamemaster will signal both players of the status of the battle: where it is taking place, and a list of the forces available for battle at that location.

Either side may order a withdrawal at this point, or if enemy Interdictor Cruisers prevent this, they may order a hit and fade attack to destroy the Interdictor, then escape.

In a hopeless situation, an Admiral may save his fleet from certain destruction by scuttling his ships to prevent them from falling into enemy hands and abandoning ship.  His crews will serve the rest of the Wargame as Prisoners of War, but they'll at least be alive.

Withdrawals
Escaping from overwhelming enemy forces isn't as easy as just turning around and running.  Hyperdrives take a while to power up, and you're vulnerable to attack while they're doing so.  In order to save the majority of your forces, you're going to have to sacrifice some ships to keep the enemy occupied while the rest of your ships escape.

What this means in game terms, is that in order to successfully withdraw from combat, you must detach at least enough ships to match 25% of the total points value of the ships present on the enemy side.  If your force is worth less than 25% of the total value of the enemy force at the battle, you simply have no hope of escaping.  Your forces are completely overwhelmed.  Only two options are left to you: to enter combat and fight to the bitter end; or to offer conditional surrender. Such a surrender is a declaration that you will allow your fleet to be destroyed without resistance.

Clause 1: a withdrawing fleet might find itself in a situation where its self-sacrificing rearguard (which must be 25% of the enemy fleet's size) is short if its necessary size by less than 20 points and a capital ship is the only thing they have left to sacrifice. In such a scenario, rather than losing the entire ship for such a small point value, the ship would be considered to be "damaged"; it would be immobile for 3 game-days, and if it appeared in battle during that time then it would have No Orders to reflect its damaged status.

Interdictors
NO retreat is possible while an enemy Interdictor Cruiser (INT) is present. It does not need to be in the first attack wave for its effect to be felt, but in order for retreat to be possible, it must be destroyed, usually in a Hit and Fade Attack, below. If the enemy INT is destroyed in battle, all ships which are in the main wave (see Tactics, below) will be lost, and those remaining can escape freely.

Hit and Fade Attacks
A Hit and Fade attack is the most effective means by which an enemy Interdictor's presence can be eliminated. When a Hit and Fade is declared on any Interdictor, the opposing Tactical Officer must include his Interdictors in the first combat wave (present in the skirmish; see Tactics, below) or seek permission from the TFA to allow the enemy to withdraw. If combat goes ahead, it is halted the instant the Interdictors are destroyed. The entire forward wave which engaged in the hit-and-fade to destroy the enemy INT will be considered lost. However, a hit-and-fade is the one situation in which the forward wave does not have to have all 8 skirmish slots filled up, so only a few bombers might be actually committed (and sacrificed). Hit and Fade attacks may not be declared in any circumstances where retreat is impossible due to the 25% points rule, and may not be declared to target any ship aside from an enemy Interdictor Cruiser.

 

Rules For Tactical Officers

Tactical Officers are defined as:
"Those Officers nominated by the TFA."

When the battle is declared, all able-bodied Tactical Officers's are to submit tactics as soon as possible to the GM. These can be in the form of a .SKM skirmish file, or in a DETAILED text description of what is to happen in the skirmish.

All Skirmishes will be set to begin with a distance of 4km between the two sides.  This is to give defending fighters a fair chance to prevent incoming raids.

Multiple Attack and Defence Waves
Any ships which cannot be fitted into the first 'wave' of the battle will be considered to be hanging back away from the front lines of the battle. If there are ships remaining after the first skirmish is flown, then a second 'wave' of the battle must be flown; the same procedure will be followed, using the remaining ships. Repeat as necessary.

Skirmish Tactics
The X-Wing Alliance Skirmish Editor is not a fully fledged Mission Editor, but it does enable a battle to be put together in a matter of minutes.  This is what enables Imperial Storm to proceed at such a fast pace.  Despite its limitations, there are some tactics which can be used in putting together your skirmish file to ensure that your forces have the best chance for success.

All Capital Ships MUST be designated as Primary Flight Groups.  Starfighters are NEVER Primary Flight Groups.  Bearing this simple rule in mind, you may now assign various flight orders to the forces at your disposal:
Escort - The Flight Group will attack anyone who threatens their Primary Flight Groups
Strike
- The Flight Group will attack Primary Flight Groups, then enemy Starfighters
Superiority - The Flight Group will attack enemy Starfighters, then Primary Flight Groups.
No Duty - The Flight Group will hold position and not defend itself.

In addition, the following orders may be assigned to Starfighters only:
Recon - ID Primary Flight Groups
Disable - Disable Primary Flight Groups
Capture - This order serves no function in Imperial Storm as the rules for Capturing are not being used.

The only exception to the rule concerning which ships are designated Primary Flight Groups, is that during a Hit and Fade attack, ONLY the Flight Group (Interdictor) designated as the target is the Primary Flight Group.

Artificial Intelligence Levels
AI for all craft must be set to Veteran.  The only exception is the Flight Group to which the player is assigned, which may be set to Ace.

Deployment
The order in which the Flight Groups are placed in their flight slots determines how close to the front of the battle line they appear in the Skirmish.   Flight Groups placed first appear closest to the enemy forces.  If you want a screen of starfighters in front of your capital ships, then create the starfighters in the first Flight Group.

Bonus Resource and Victory points

There will be convoys entering the map at pre determined days and locations. These convoys will contain cargo ships and a small squadron escorting it. The convoy must be captured in order to obtain the points.

 

 



DESTROY EVERYTHING!  KILL! KILL! KILL!

 

 

These rules were orignally written by ex. TCCOM, FA Kessler for Exercise Imperial Storm, and have been modified and added to slightly for Imperial Storm II.