Updated 12.6.97

Assault on the
Phoenix Ship Yards

a Scenario

by Scott Field

For the Full Thrust war game
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Unless otherwise specified, assume all optional rules from More Thrust are used!


Crude Metric Conversion

Please accept my appolgy for this crude estimation of metric conversion. I have never seen a non-american version of the FT rules. I tried to make by conversion easy to use.

3' = 1m
1"= 25mm
so a 6'x3' table would be approx 3x1m.
each point of thrust would move a ship 25mm.


Subject: Scenario: the Phoenix Ship Yards

Sent: 3/12/97 19:11

Received: 3/13/97 1:48

From: FieldScott@aol.com

Reply-To: Full Thrust Mailing list, FTGZG-L@bolton.ac.uk

To: Full Thrust Mailing list, FTGZG-L@BOLTON.AC.UK

 

 

I put this scenario together awhile back, but was waiting to post it until I'd had a chance to playtest it. At the rate I'm going, we'll all be dead of old age first, so....

A couple months back someone mentioned the Star Trek episode in which Riker has to get this junky old ship operational in time for a "wargame" with the Enterprise. Yeah, I know, pretty lame episode, but it gave me an interesting idea....

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SCENARIO: ASSAULT ON THE PHOENIX SHIP YARDS

 

BACKGROUND:

The war had not been going well for the Blues. Their last battle with the Reds had seen half the 3rd Fleet destroyed. The other half of 3rd Fleet had escaped, badly damaged, only because the CV "Valiant" and her fighters had sacrificed themselves to allow the other ships to reach the warp point. While the surviving 3rd Fleet ships limped off to the Phoenix Ship Yards for repairs, Blue's remaining ships scrambled to reorganize themselves. Until the remnants of 3rd Fleet could be repaired, they were going to be stretched very thin....

Meanwhile, Red had succeeded in capturing the Blue Destroyer "Atlantic" in the last battle. The Atlantic's crew had attempted to purge their computers prior to capture, but were unable to finish the job before the Red boarding parties seized control. Most of Blue's strategic and tactical plans had been erased, but Red analysts were able to recover one interesting bit of information: the classified location of the Phoenix Ship Yards....

 

OPPOSING FORCES:

The Attacking Red force consists of 2 capitals, 6 cruisers, and 7 escorts, with 5 fighter groups. The Defending Blue forces include the space yard's own defenses -- 1 space station, 2 non-FTL cruisers, 2 non-FTL escorts and 4 fighter groups -- and the remnants of Blue's 3rd Fleet -- 2 capitals, 4 cruisers and 9 escorts, with 2 partial fighter groups. Repair crews have finished repairing the hull damage on the 3rd Fleet ships, but not all the ships' systems have yet been brought back on line.

[I've used mostly "stock" ship designs here, just to make the post shorter. Obviously, you can all substitute your own designs. The Blues have roughly a 50% advantage in both points and mass, but the bulk of their forces are not fully operational.]

 

ATTACKING (RED) FORCES:

Red Fleet: (Total: 392 mass, 2859 points)

1 x Light Carrier (70 mass, 511 points)

[2 x Attack Squadrons (with 1 "Ace"), 2 x Normal Squadrons]

1 x Battledreadnaught (60 mass, 449 points)

[1 x Torpedo Squadron]

1 x Heavy Cruiser (32 mass, 238 points)

1 x Strike (Torpedo) Cruiser (28 mass, 198 points)

2 x Light Cruisers (22 mass, 190 points)

2 x Minesweepers (30 mass, 227 points)

[Mineweeper, 2 x B-Bats (2-arc), 1 Screens, 1 x PDAF, Superior Sensors]

2 x Destroyers (14 mass, 92 points)

2 x Torpedo Destroyers (14 mass, 86 points)

3 x Needle Destroyers (14 mass, 91 points)

[6 Thrust, FTL, 3 x Needle Beams, 1 x PDAF]

Special Notes: None

 

DEFENDING (BLUE) FORCES:

System Defenses: Fully Operational (266 mass, 1397)

 

Phoenix Space Station (170 mass, 693 points)

3 x Normal Fighter Squadrons (1 average, 3 turkeys)

4 x A-batteries (P/F) (F/S) (S/Aft) (Aft/P)

4 x B-batteries (P/F/S) (F/S/Aft) (S/Aft/P) (Aft/P/F)

4 x Pulse Torpedo Tubes (P) (F) (S) (Aft)

4 x ADAF

4 x PDAF

Level-3 Screens

Superior Sensors

5 Firecons

5 Damage Control Parties

 

2 x System Defense Cruisers (32 mass, 252 points)

2 x System Patrol Boats (16 mass, 100 points)

[8 THR, no FTL, 2 x B-batteries (3-arc), Pulse Torpedo, PDAF]

50 Mines (6" range, hit on a 3 or better and do 1d6 damage like a pulse torpedo)

 

 

3rd Fleet Ships: Partially Operational (334 mass, 2460 points)

 

1 x Superdreadnaught (80 mass, 580 points)

[1 x Interceptor Squadron (4 fighters)]

[1 x Normal Squadron (3 fighters)]

1 x Battleship (48 mass, 447 points)

1 x Heavy Cruiser (32 mass, 238 points)

1 x Medium Cruiser (28 mass, 234 points)

[5 Thrust, 1 x A-bat, 2 x B-bats, LVL-2 screens, 1 x PDAF]

2 x Escort Cruisers (26 mass, 195 points)

2 x Destroyers (14 mass, 92 points)

2 x Torpedo Destroyers (14 mass, 86 points)

3 x Frigates (10 mass, 65 points)

2 x Scouts (4 mass, 28 points)

 

Special Notes:

Before the beginning of the game, all Blue 3rd Fleet ships (not the system defense ships or the station) must make a threshold check -- systems are "down" on a roll of 5-6. If either hanger bay on the SDN is down, then the fighters are still there, but cannot launch until the bay is successfully repaired.

All Blue 3rd Fleet Ships have twice the normal number of damage control parties (ship yard repair crews). However, no repair rolls can be made before turn 2.

Additionally, all Blue 3rd Fleet ships start the game with their engines powered down: they may not move or use any weapons or systems until the engines have been charged. Starting at the beginning of turn 1 (before orders are written), for each ship roll 1d6 and note the score. Once a ship's cumulative total has reached 6, its engines are charged and it may operate normally. Engines only need to be charged once.

 

SET-UP:

I wrote this scenario for my kitchen floor, which is 100" by 100". We'll call the bottom left corner (0", 0") and the top right corner (100", 100"). Heading 12 is towards the top (y=100").

The warp point to enter or leave the system is at (50", 0"). All Red ships enter the table within 10" of the warp point; heading 11, 12 or 1; velocity 12 or less. (FT rules on entering the table under FTL do not apply.) Up to 5 ships may use the warp point the same turn. (Fighters may enter already launched, but each individual fighter counts toward the 5-ship limit!) Ships "warp in" during the movement phase, and that counts as the ship's movement for that turn.

Before set-up begins, Red must determine when his ships will enter the table. Up to 5 ships may start on the table (having warped in on "turn 0"), and may move normally on turn 1. All ships which do not start on the table must have specified in their orders on what turn they will enter; again, up to 5 ships may enter per turn.

Blue sets up first. The space station is in the center of the playing area (50", 50"). The 4 non-FTL ships must start within 20" of the station on any heading, velocity 12 or less. All 3rd Fleet ships must start within 40" of the "top" (y=100"). All 3rd Fleet ships start out stationary; roll randomly to determine ships' headings. All mines must be deployed between y=20 and y=60.

Blue may not start with any fighters launched. The station has 2 squadrons ready to launch and 2 on standby. It may launch up to 2 squadrons starting on turn 1; the other two may launch normally starting on turn 4, or attempt to "scramble" starting on turn 2 (roll on the table in MT). Similarly, the Blue SDN may launch its fighters starting on turn 4 (assuming the bays are operational), or scramble them starting on turn 2.

Red sets up last, placing his starting ships within 10" of the warp point; heading 11, 12 or 1; velocity 12 or less. The rest of his ships enter on the turn specified in their orders.

 

 

WITHDRAWAL:

In order to escape by FTL, a ship must be within 10" of the warp point; heading 5, 6, or 7; velocity 12 or less when it activates it's FTL drive. FT restrictions on leaving the table by FTL do not apply, unless more than 5 ships (including launched fighters) are trying to use the warp point at once; in this case, each ship must roll a die as per p24 of FT.

Any ship that leaves the table other than through the warp point has withdrawn from the battle and may not return, but has not escaped the system. At the end of the game any ships that withdrew in this manner count as *survived* if their side controls the system, or as "destroyed" if theiropponent controls the system.

 

 

VICTORY POINTS:

At the end of the game, whichever side has the most mass of ships/stationsleft on the map controls the system.

 

Each side gets:

1 point per mass of enemy ship destroyed

2 points per mass of enemy ship captured

 

Red gets:

1 point per 2 mass of Red ship that survives

340 points for destroying the station

500 points for capturing the station

 

Blue gets:

1 point per 1 mass of Blue ship that survives

340 points if the station survived

(mines don't count towards victory points)

You only get victory points for capturing an enemy ship if you get it outthrough the warp point, or if your side controls the table at the end of thegame.