This campaign will use the rules from U3.0 The Admiral's Game with the battles resolved using the Federation & Empire combat system.
Changes & Additions to U3.0
Bases
The bases of the Early Years aren't as effective as those of later times.
Base Station (YBS): Factors 4-8 / 2-4, 2 SIDS (4 each) to cripple, EW (-1 to BIR), generates 2 repair points, CR 8.
Dock (YDK): Factors 9-12 / 5-6, 3 SIDS to cripple (4 each), EW (-1 to BIR), generates 12 repair points, CR 10.
Raids
Each side may assign up to two ships for raid missions. Raiding ships are unavailable for any other missions.
Each side's logistics train (2 convoys and 1 tug or 3 convoys) are placed in the raid box. The raiding ships will attack these targets. Ships may be assigned as convoy escorts, but any escorts are unavailable for any other missions.
For each convoy or tug destroyed, two of the owning player's ships of his choice must be held back from battle in the upcoming combat round. If the tug is crippled, one ship is held back.
If a tug is destroyed, it can be replaced by a convoy. Alternately, the owning player may make a build substitution to construct a new tug.
Starting Order of Battle
Federation: As tensions increased with the Kzinti, Star Fleet assigned additional ships to the 4th Fleet. Once the war started, Star Fleet pulled ships from the other fleets to meet the Kzinti attack. The Federation may only deploy the initial forces at the start of the campaign. The reinforcements are available on Turn 2.
Starting Forces: 3 YCA, 3 YCL, 3 YDD, 6 YFF
Turn 2 Reinforcements: 1 YCC, 6 YCA, 6 YCL, 9 YFF
Builds: 1 YCA, 1 YCL, 2 YDD, 4 YFF. Can substitute YTG for YCA once per year. Can substitute YCC for YCA once per year in Y90 or later.
YCC 5 / 3, CR 9
YCA 5 / 3, CR 8
YCL 4 / 2, CR 6
YDD 3-4 / 2, CR 5
YFF 2-5 / 1-3, CR 3
YTG 2-5 / 1-3, CR 8
Kzinti: The Kzinti used their Marquis Fleet as well as detachments from other nobles to attack the Federation.
Starting Forces: 3 YCC, 12 YCS, 12 YCL, 20 YFF
Builds: 1 YCS, 2 YCL, 4 YFF. Can substitute YTG for YCS once per year. Can substitute YCC for YCS once per year.
YCC 5/3, CR 9
YCS 4-5 / 2-3, CR 8
YCL 3-4 / 2, CR 6
YFF 2-3 / 1-2, CR 3
YTG 2-3 / 1-2, CR 6
Campaign Map
Edits
Edited to clarify SIDS damage and Federation reinforcements.
Changes & Additions to U3.0
Bases
The bases of the Early Years aren't as effective as those of later times.
Base Station (YBS): Factors 4-8 / 2-4, 2 SIDS (4 each) to cripple, EW (-1 to BIR), generates 2 repair points, CR 8.
Dock (YDK): Factors 9-12 / 5-6, 3 SIDS to cripple (4 each), EW (-1 to BIR), generates 12 repair points, CR 10.
Raids
Each side may assign up to two ships for raid missions. Raiding ships are unavailable for any other missions.
Each side's logistics train (2 convoys and 1 tug or 3 convoys) are placed in the raid box. The raiding ships will attack these targets. Ships may be assigned as convoy escorts, but any escorts are unavailable for any other missions.
For each convoy or tug destroyed, two of the owning player's ships of his choice must be held back from battle in the upcoming combat round. If the tug is crippled, one ship is held back.
If a tug is destroyed, it can be replaced by a convoy. Alternately, the owning player may make a build substitution to construct a new tug.
Starting Order of Battle
Federation: As tensions increased with the Kzinti, Star Fleet assigned additional ships to the 4th Fleet. Once the war started, Star Fleet pulled ships from the other fleets to meet the Kzinti attack. The Federation may only deploy the initial forces at the start of the campaign. The reinforcements are available on Turn 2.
Starting Forces: 3 YCA, 3 YCL, 3 YDD, 6 YFF
Turn 2 Reinforcements: 1 YCC, 6 YCA, 6 YCL, 9 YFF
Builds: 1 YCA, 1 YCL, 2 YDD, 4 YFF. Can substitute YTG for YCA once per year. Can substitute YCC for YCA once per year in Y90 or later.
YCC 5 / 3, CR 9
YCA 5 / 3, CR 8
YCL 4 / 2, CR 6
YDD 3-4 / 2, CR 5
YFF 2-5 / 1-3, CR 3
YTG 2-5 / 1-3, CR 8
Kzinti: The Kzinti used their Marquis Fleet as well as detachments from other nobles to attack the Federation.
Starting Forces: 3 YCC, 12 YCS, 12 YCL, 20 YFF
Builds: 1 YCS, 2 YCL, 4 YFF. Can substitute YTG for YCS once per year. Can substitute YCC for YCS once per year.
YCC 5/3, CR 9
YCS 4-5 / 2-3, CR 8
YCL 3-4 / 2, CR 6
YFF 2-3 / 1-2, CR 3
YTG 2-3 / 1-2, CR 6
Campaign Map
Edits
Edited to clarify SIDS damage and Federation reinforcements.
Last edited by Jim on Sat Jul 24, 2010 11:33 am; edited 2 times in total