FL1 & 60-PLUS Scenarios

FL1 & 60-PLUS Scenarios

The Warlord Games Day 2018 had a number of scenarios in a quick-playing, 600-PLUS format. We’ve adapted those for Antares 2 using FL1 armies of between 40-75 points, or a -PLUS format.

A ‘-PLUS‘ list consists of a valid FL1 army of the points stated with the addition of a FL2- or FL3-only unit up to a staated points value OR two×FL1 units totalling a that points value. If FL3 units are allowed as a PLUS option, then the points value is 30 points; for FL2 PLUS being allowed, the extra is 25pts. 

A full description of the format can be found in the PLUS format article.

Some scenarios are variations of those in Playing the Game and tailored for the introductory format.

In the Games Day ladder, players were allowed to play as many games as they wished with the best score across all a player’s games being their final score, plus a +1 bonus for each additional game they played and survived.

All scenarios are six turns long only and each scores from 0-5 VPs. We’ve updated the games, and pulled some out into their own article (those used for the 2022 Boot Camp). The scenarios are:


All Hands on Deck

Forces: FL1, 3-player, No OH

An opposing faction has control of one of the ancient wrecks in orbit around Taskarr.  Though in a decaying orbit, it has one distinct and dangerous advantage: it is at the top of a gravity well and has some power remaining.  Your task: wrest control of this ship away from the occupiers before it plummets to the planet below – a kinetic ortillery barrage on top of your own forces!

Setup

Use a suitable ship plan – that shown was used at the 2018 Games Day. The bright blue areas are the two engineering compartments; the single chamber at the far end from them the bridge.

Deployment

Defender deploys their units in any room on the map except the docking bays.

If playing on a smaller plan, normally 40″x60″, the Attackers deploy as many units as possible in the docking bay or airlock adjacent to their table edge: if they can’t fit, they cannot arrive!  If playing on a 4’x6′ mat, the Attackers deploy in either the docking bay or airlock and have also blown a hole in the 3 cabins/sections forward of the airlock and deploy in any of them or up to half way in the fourth – this is to ensure they have a good chance of capturing the bridge as the Defender has far too easy a job defending the bridge!

Objective

Capture the bridge and an engineering compartment to pilot the ship to safety.

Game Length

The game lasts six turns (when the reactors explode) or until the end of the turn in which both reactors are powered down.

Victory Points (max 5)

Success CriteriaVictory Points Earned
In control of the bridge at the end of the game2 VP
In control of an engineering area at the end of the game2 VP
In control of both bridge and engineering area+1 VP

Special

Movement: All movement has to be along the corridors and in the rooms marked and cannot be through walls or wall features. Surface features are ignored.

Doors: For this scenario, ignore all doors.

Walls: Single-width walls have Threshold 5 and 8DP. Wider walls cannot be breached in the time available.

Capture: At the start of the game, the Bridge and both engineering compartments are ALL classed as being in control of the Defender. The bridge or engineering compartments can be captured by a faction if, at the end of a turn, it has only its own non-probe, non-beast units in the area. There are two engineering areas, each of which can be captured independently


Decaying Orbital

Forces: FL1, 2-player, No OH.

Faint energy readings have been detected coming from one of the wrecks orbiting Taskarr. Your faction races to this possible hive of dangerous Virai only to find that an opposing faction has done likewise. After docking, your combat shuttles veer away under heavy fire from your opponent, and you then find that the deteriorating reactors are about to explode.

The only way to save a disaster is to seize control of engineering or the bridge and safely shut down the reactors.

Setup

Use a suitable ship plan – that shown was used at the 2018 Games Day. The bright blue areas are the two reactors about to explode; the single chamber at the far end from them the bridge.

Deployment

Deploy as many units as possible in the docking bays or airlocks adjacent to your table edge. Others come on from here when there is space!

Shipboard Scenarios - attackers' deployment
All Hands on Deck – 40″x60″ Attacker’s deployment

Objective

Survive by shutting down the reactors. Oh, and gain intel on the ship, of course.

Game Length

The game lasts six turns (when the reactors explode) or until the end of the turn in which both reactors are powered down.

Victory Points (maximum 5)

Success CriteriaVictory Points Earned
Faction with the most Intel Points+1 VP
In control of an engineering area at the end of the game2 VP
In control of an engineering area at the end of the game (can score twice)1 VP ea
Ship exploding at the end of the game (to both)0 VP*

* Neither faction can score any control VPs and the result is an ignominious loss for both!

Special

Movement: All movement has to be along the corridors and in the rooms marked and cannot be through walls or wall features. Surface features are ignored.

Doors: For this scenario, ignore all doors.

Walls: Single-width walls have Threshold 5 and 8DP. Wider walls cannot be breached in the time available.

Capture: The bridge or engineering compartments can be captured by a faction if, at the end of a turn, it has only its own non-probe, non-beast units in the area. There are two engineering areas, each of which can be captured independently. The possessor gains an Intel point (a shiny on the table) at the end of each turn it has control of one of these three areas. These points are accumulated throughout the game.

Reactors: Each of these can be shut down by any capturing unit staying in contact with them and making a successful RALLY OR by a unit in the bridge making a successful RALLY. Each power plant must be shut down individually (state which one if on the bridge). If the plants are not shut down by the end of turn six, they explode, destroying the vessel and anything on it.


Planetary Defence

Forces: -PLUS, 2-player

An anti-orbital gun emplacement is causing huge problems for the forces in orbit around Taskarr. The attacker has to capture it at all costs!

Setup

There is a central objective on the 5’x4’ table which should be an anti-orbital mag cannon or pulse cannon. Dice for which opposite, short (4’) table edge each player uses as their base edge, then dice for defender. Move the cannon 5” into the defender’s half of the table.

It helps the game significantly if, even on this 5’×4′ table, a total of 12 full-sized terrain pieces are used and there is no terrain within 5″ of the gun emplacement.

Deployment

Defenders Forces: Deploy within 1M of their short table edge.

Attackers’ Forces: Arrive on turn 1 on their short table edge.

Planetary Defence Scenario

Objective

Capture or retain control of the anti-orbital gun emplacement.

Game Length

The game lasts six turns.

Victory Points (5)

Success CriteriaVictory Points Earned
Force in sole control of the emplacement4 VP
If sharing control of the emplacement2 VP
To either if their opponent is broken+1 VP

 Special

Capture: The gun emplacement is in the control of the defender at the start of the game and at the end of any turn in which the attacker fails to have control or shared control of the emplacement.

Control can be claimed by either force if they are the only force to have a non-probe, non-beast (controlling) unit within 3” of the emplacement.

Shared control can be claimed by both sides if both has a controlling unit within 3” of the emplacement.


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