Rules Gamesmaster Deployment 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) Orders
and Events. Turns. 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.
If none of the above are
possible, the Squadrons are lost and declared MIA. Warhead Use. 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 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 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 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 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:
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 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. Winning and Losing
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 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 Hit and Fade Attacks
Rules For Tactical Officers Tactical Officers
are defined as: 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 Skirmish Tactics 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: In addition,
the following orders may be assigned to Starfighters only: 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 Deployment 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.
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. |
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