Scenarios

Tons More To Come.....Check Back Soon

Opening Shots(EA vs. Rebels) The Chase(EA vs. Rebels) Free Proxima(EA vs. AOL)

First Victory(Vorlon vs. Shadow) Gorash 7(Narn vs. Shadow) Cut-Off(EA vs. Minbari)

Raiding Bust(EA vs. AOL) Ambush (Narn vs. Centauri) Fleet Excersises (EA vs. Minbari)

Secret Alliance(EA/Narn vs. Centauri)Unstoppable Enemy(EA vs Minbari)Strategic Deployment(EA vs AOL)

Base Assault(Narn vs Centauri)Incursion(Drazi vs Centauri)Return Fire(Drazi vs Centauri)

Lost Weapons(EA vs Narn vs Centauri)Victory Test #1(ISA vs League)

Opening Shots

When President Clark declared martial law, many opposed him. Earth Force General Hague began leading a coup against Clark. Clark's forces ambushed Hague's near the transfer point on Io.

Hague's Forces

1 Omega Class Destroyer: EAS Alexander

12 Starfuries, 12 Thunderbolts

2 Hyperion Class Heavy Cruisers: EAS Coleman, EAS Kirov

12 Starfuries

Clark's Forces

1 Omega Class Destroyer: EAS Excaliber

24 Starfuries

1 Nova Class Dreadnought: EAS Shwarzkopf

12 Starfuries

1 Hyperion Class Heavy Cruiser: EAS Jamestown

6 Starfuries

Other Forces

Jumpgate on map A.

Setup

Hague's forces deploy in either map c or d with fighters launched. Clark's forces deploy anywhere with fighters in hangar.

Victory Conditions

The Hague player wins by jumping two out of the three cap ships one must be the Alexander. Clark's win by preventing this.

The Chase

Four out of the five ships which had joined Hague were destroyed. The Alexander was then caught up in a series of fire fights with Earth ships.

Hague's Forces

EAS Alexander & full fighter compliment

Clark's Forces

1 Hyperion Class Heavy Cruiser: EAS Clarkstown & full fighter compliment.

Other Forces

Jumpgate on map A.

Setup

Hague's forces setup in map E. Clark's in map F. The Alexander has taken several hits. It's jump engines are damaged and it has taken several structural hits. When playing you and your opponent should decide how much damage.

Victory Conditions

For Hague to win the Alexander an at least 6 fighters must escape. Clark must prevent this.

Free Proxima

President Clark ordered six Omega class destroyers to blockade Proxima 3 in order to support his ground campaign to recover the planet. When Captain Sheridan declared war on Earth Alliance, he personally led an attack to retake Proxima 3 from the forces holding it.

Army Of Light Forces

15 Whitestar Class Gunboats

18 Starfuries

12 Thunderbolts

Clark's Forces

6 Omega Class Destroyers: EAS Vesta, EAS Heracles, EAS Juno, EAS Furies, EAS Nemesis, EAS Pollux All with full fighters which may be chosen by player. No more than 25% of fighters can be Thunderbolts.

Setup

Place all maps as usual. Clark's destroyers are deployed as follows: Two ships in map F, two in map A, one ship in map D and one ship in map E. All ships have fighter in their hangars. Sheridan's forces may jump in anywhere and at anytime. The entire force does not have to jump in at once.

Special Rules

Ckark's forces may defect to Sheridan's side. Each turn both players role a d20. If the Clark player is higher than nothing happens. If the AOL is higher, have that player role another d20. The result is as follows: 20-15--Ship defects, ship now under control of AOL player. 14-1--Ship is declared non-hostile and moves out of battle or surrenders if it has fired on an AOL ship. Have both players role dice to decide what happens to every Earth ship, every turn.

Victory Conditions

AOL player wins if he breaks the blockade, Clark player wins if he holds it.

First Victory

NOTE: This scenario uses all unofficial ships. Check out Alex Fulton's page (SEE LINKS) to find these ships.

When the Shadows began openly attacking, the League worlds were hesitant to fight them. Captain Sheridan asked for the support of the Vorlon governemnt. If one victory was scored against the Shadows other worlds might sign on to fight them. Ambassador Kosh reluctantly agreed and the Vorlon's attacked.

Vorlon Forces

1 Vorlon Heavy Cruiser

1 Vorlon Light Cruiser

6 Vorlon Transports

36 Vorlon Fighters

Shadow Forces

2 Shadow Cruisers

48 Shadow Fighters

Setup

Shadow forces are deployed anywhere. Vorlon forces jump in anywhere. The entire Vorlon force must jump in together.

Victory Conditions

These are pretty simple. Whoever is destroyed or retreats loses.

Gorash 7

Torwards the end of the Narn/Centauri War, the Narns admitted they were losing. They had one last chance to win. They had located the main Centauri supply base on Gorash 7. A task force was dispatched to destroy it. Ambassador Molari asked the Shadows to defend the base so Centauri forces could attack the Narn homeworld.

Narn Forces

7 G'Quon Class Heavy Cruisers

66 Frazi Class Heavy Fighters

Shadow Forces

2 Shadow Heavy Cruisers

36 Shadow Fighters

Setup

Shadow forces are deployed in map F. Narn forces jump in anywhere. The Narns can jump in at different places as long as fighters jump with cruisers.

Victory Conditions

Shadow forces must defend the base. Narn forces must destroy the Shadow forces, this allows them to move on and destroy the base.

Cut-Off

After the start of the Earth/Minbari War, Earth realized that they could not stand up to the Minbari cruisers. They decided that they would have to win the war through other means. Plans were made to disrupt the Minbari supplies headed for their fleets. Since most cruisers and dreadnoughts were devoted to trying to hold back the enemy advance, the primary attacks were done with fighters.

Earth Alliance Forces

36 Starfury Heavy Fighter

Minbari Forces

12 Nial Heavy Fighters

18 Minbari Flyers(Supply Ships)

Other Forces

Jump gate: map A & F.

Setup

Minbari Forces are in map E and are headed for the Jumpgate in map A. Earth Forces enter throught the gate in map F.

Victory Conditions

Earth must destroy the flyers. The Minbari must have the flyers jump to safety.

Raiding Bust

During the Earth Alliance Civil War, President Clark devoted much of his resources to attacking ships which were supplying Sheridan's forces. Sheridan quickly saw a pattern to his attacks and ordered several Whitestars to wait in hyperspace near a convoy which he believed Clark would strike.

AOL Forces

5 Whitestar Class Gunboats

Clark's Forces

1 Omega Class Destroyer: EAS Eisenhower

24 Starfuries

2 Hyperion Class Heavy Cruisers: EAS Majestic, EAS Hornet

12 Thunderbolts

Other Forces

Jump gate: map A & F

12 Supply Freighters

Setup

Freighters set up in map E. Clark's forces jump in through the gate in map F. AOL forces can jump in anywhere.

Victory Conditions

AOL player wins if 75% the freighters get through the gate in map A. Clark wins if he prevents this.

Ambush

During the Narn/Centauri War, the Centauri had a definite advantage. Their Vorchan warships were faster and took less time to build than the typical Narn warship, the G'Quon cruiser. As a result they were able to overwhelm the Narns through numbers alone. In one such engagment, the Centauri attacked a Narn troop convoy destined for a combat zone.

Narn Forces

2 G'Quon Cruisers

3 T'Loth Assualt Carriers

48 Frazi Hvy. Fighters

Centauri Forces

10 Vorchan Warships

Setup

Centauri player secretly writes down where his ships are going to jump in at. This is done before the Narn player deploys his ships. The Narn ships may be deployed anywhere. Centauri forces may jump in anywhere and at any point in the game.

Victory Conditions

The fleet which is destroyed or retreats first loses.

Fleet Exercise

Every year the Earth Alliance participates in a military exercise to test it's combat readiness. In 2262, two new ship designs: the Nimitz and Roosevelt Carriers, were put to the test against a simulated Minbari attack force.

NOTE: This is a rather large battle and takes time to play out. Be patient with it and have fun.

NOTE: All capital ships in this scenario are equipped with full fighters. Any additional fighters are seperated from ships. All ships which carry fighters have the fighters in their launch bays.

Earth Alliance Forces

1 Nimitz Class Carrier

1 Roosevelt Class Carrier

4500 Points Escort Ships: May be chosen from any ships in the EA fleet, fighter included.

Minbari Forces

5 Sharlin Cruisers

4500 Points Escort Ships: May be chosen from any ships in Minbari fleet, including fighters and flyers.

Setup

Minbari player secretly writes down where their ships will jump in. Earth player then deploys hsi ships. Minbari player can jump in anywhere at any time. Earth ships may be deployed anywhere.

Victory Conditions

Earth Alliance ships must stop the Minbari fleet. Minbari ships win by detroying or causing the retreat of the EA fleet.

Secret Alliance

Despite orders not to get involved, many Earth Force shisp assisted the Narns during their war against the Centauri.

Earth Alliance Forces

3 Omega Class Destroyers: EAS Trojan, EAS Victory, EAS Midway

2 Hyperion Class Heavy Cruisers: EAS Chicago, EAS San Fransisco

84 Starfuries

Narn Forces

7 Damaged G'Quon Class Heavy Cruisers

50 Frazi Class Heavy Fighters

Centauri Forces

6 Primus Battleships

12 Vorchan Warships

Setup

Jump gate in map A. Centauri forces setup in map F with fighters deployed. Narn forces are in map C heading for map A with fighters deployed. Earth forces jump into either map A or B with 25% of fighters deployed.

Special Rules

Damaged Ships: Role for a hit on each side of the cruisers and for a primary hit and mark this as the beginning damage.

Partial Neutrality: Earth ships may not fire on the Centauri until fired upon.

Victory Conditions

At least four Narn cruisers must escape, this is the objective for Narn and Earth. Centauri must prevent this from happening.

Unstoppable Enemy

All throughout the Earth/Minbari War, Earth new they could not stop the Minbari. They hence tried to destroy as many ships as possible hoping it would cause them to rethink the war.

Earth Alliance Forces

2 Hyperion Class Heavy Cruisers

1 Nova Class Dreadnought

4 Olympus Class Corvettes

48 Starfuries

Minbari Forces

1 Sharlin Class Heavy Cruiser

4 Tinashi War Frigates

36 Nial Heavy Fighters

Setup

Earth ships may deploy anywhere on the map, all fighters launched. Minbari ships jump in in front of the EA vessels, all fighters launched. Must be at least twenty hexes.

Special Rules

The Minbari do not want to loose more lives than our neccessary. They know the humans are falling before them and they could easily falll back and bring more reinforcements. Therefore, the Minbari fleet will retreat on a base roll of 20 or higher on a d20 with the following modifiers. The Minbari player will roll every turn the EA ships fire.

Minbari win if they destroy the EA fleet. EA wins if they destroy the Minbari or force a retreat.

Strtegic Deployment

During the Earth civil war, Clark's Generals realized a weakness in Sheridan's fleet, they were very dependant on White Stars. They therefore ordered that Olympus Corvettes be deployed to fight them. They knew the missile launchers would give the Olympus an edge in fighting the White Stars.

Clark's Forces

3 Omega Class Destroyers

7 Olympus Class Corvettes

48 Starfuries

24 Thunderbolts

AOL Forces

10 White Stars

1 Omega Class Destroyer w/24 Starfuries

Setup

Earth ships deploy anywhere, fighters launched. AOL ships jump in anywhere in front of the Earth ships. Must be at least twenty hexes.

Special Rules

Earth has several uprgades to the Corvettes. Replace one Railgun with Heavy Lasers on 3 ships. Replace Mk-I Interceptors with Mk-II on two ships. Replace one Railgun on two ships with Hvy Pulse Cannons.

Victory Conditions

Which ever side kills the entire enemy fleet first wins.

Base Assault

The Narns attempted to keep the Centauri off balance by destroying their large military staging areas.

Narn Forces

1 Bin'Tak Dreadnought

2 G'Quon Heavy Cruisers

3 Thentus Frigates

1 Dag'Kar Missile Frigates

2 Rongoth Destroyers

60 Frazi Heavy Fighters

48 Gorith Medium Fighters

Centauri Forces

2 Primus Battlecruisers

1 Dargan Strike Cruisers

3 Altarian Destroyers

60 Sentri Medium Fighters

6 Rutarian Fighters

1 Kraken Starbase

36 Razik Light Fighters

Setup

The Centauri base setups up anywhere in map C or D. The Centauri cap ships deploy within ten hexes of the base in any diretion. The Sentri and Rutarian fighters are already launched. The Razik fighters must be launched from the base. A jumpgate is setup in map A. The Narns may jump in anywhere including the jump gate.

Special Rules

The Narns have the element of surprise and automatically have initiative for the first turn.

Victory Conditions

The Narns must destroy the base and escape with one capital ship, the Centauri must prevent this from happening.

If you have any scenarios or ideas for them, send them to me and they will be posted here. My e-mail is on the front page.

Incursion

After their war with the Narns ended, the Centauri began launching attacks on several League worlds. One of their battle fleets launched several successful sorties against the Drazi outer colonies. Finally the Drazi fleet mobilized and was able to setup a line against the Centauri.

Centauri Forces

2 Primus Battlecruiser

8 Vorchan Warships

3 Maximus Frigates

Drazi Forces

11 Sunhawks

Setup

Centauri forces jump in at the bottom of map E in the following order. 2 Vorchans, turn 1. 3 Vorchans 1 Maximus, turn 3. 2 Vorchans, 1 Primus, turn 5. 2 Primus, 2 Maximus, 1 Vorchan, turn 7.

Drazi forces deploy in map C in anyway they wish.

Victory Conditions

The Centauri win by destroying the Drazi forces. The Drazi win by destroying the Centauri force or by forcing a retreat. They can force a retreat in any of the following ways: Destroying 3 Primus'. Destroying 2 Primus' and 3 Vorchans. Destroying 1 Primus and 5 Vorchans. Destroying all Vorchans or 7 Vorchans and a Maximus. If any of these happen the Centauri will leave the system.

Return Fire

The Drazi leaders decided to send a message to the Centauri that incursions on their territory would not be tolerated. Therefore, one of the Centauri's prized Octurion class ships, and it's battle group, was targetted for destruction. If the Drazi could destroy this ship it might go a long way to stopping the Centauri incursions into Drazi territory. The Octurion in question was taking on supplied at the time the assault began.

Drazi Forces

13 Sunhawks

Centauri Forces

1 Octurion Class Battleship w/24 Razik Fighters

4 Lias Class Supply Ships

3 Vorchan Class Warships

1 Dargan Strike Cruiser(Chameleon Field Disabled)

3 Maximus Frigates

Setup

Jump gate in upper left corner of map A. The Octurion is bottom right corner of map A surrounded by the supply ships. Other Centauri ships are deployed in maps B, C, D.

3 Drazi ships jump in through the jump gate at the start of turn 1. The other Drazi ships may jump in where the player wants, when the player wants. All ships must have jumped by the end of turn 7.

Special Rules

The Octurion and supply ships start off at speed zero and may not begin moving until turn 5.

Victory Conditions

The Drazi have to destroy the Octurion and escape with at least 1 ship. The Centauri must prevent this from happening.

Lost Weapons

During the Earth/Minbari War, the Narns sold many weapons to the Earth Alliance. One weapon shipment contained several dozen high-yield nuclear weapons. The supply ship carrying these weapons were disabled by a Centauri Cruiser on a routine patrol. After the end of the war, the Earth Alliance, Nanrs and the Centauri learned about these weapons and sent expeditions to recover them. All 3 groups of ships arrived at roughly the same time and a battle ensued.

Earth Forces

1 Hyperion Class Heavy Cruiser w/6 Starfuries

1 Oracle Class Scout Cruiser

2 Olympus Class Corvette

Narn Forces

1 G'Quon Class Heavy Cruiser w/12 Frazis

2 G'Karith Class Patrol Cruisers w/6 Goriths each

Centauri Forces

1 Primus Class Battlecruiser w/12 Raziks

2 Centurion Class Attack Cruisers

2 Vorchan Warships

Setup

There is a Narn supply ship in the center where maps B and E meet. This ship cannot move but it may fire burst beams(explained in special rules). There is a jump gate in the bottom right hand corner of map F. The Earth fleet jumps in through the jump gate at the start of turn 1. The Centauri fleet jumps in in the top right hand corner of map C at the start of turn 3. The Narn fleet jumps in in the bottom left hand corner of map D. All fleets immediatly begin heading for the supply ship.

Special Rules

Before the supply ship was disabled by having the crew killed, an defensive targetting mode was programed into the firing system. If any ship comes withing four hexes it will fire it may fire a shot from the closest burst beam. Only one shot could be fired. Roll a 1d20. If the target is a fighter, the burst beam will fire on a roll of 8 or lower. If it is any other ship it will fire on a roll of 14 of lower. The supply ships is an applicable target for others.

The Earth Hyperion has not yet recieved the hvy laser upgrade and has heavy plasma cannons in the place where the lasers would normally be. In addition, one of the Corvettes fought in the Battle of The Line and has not yet had it's missile launchers reloaded. Hence one Corvette will have only four missiles.

Victory Conditions

In order to retrieve the weapons, one side must move one of their capital ships into an adjacent hex to the supply ship and remain there for 5 turns. This ship must then escape.

Victory Class Test #1

In 2264, the Interstellar Alliance began using advanced simulators to train crews for their White Star Destroyers. The first scenario that was used was two of the destroyers, the IAS Victory and the IAS Excaliber, being sent to engage a renegade League fleet that is threatening Alliance targets.

Interstellar Alliance Forces

2 Victory Class Destroyers: IAS Victory, IAS Excaliber

League Forces

5 Brakiri Avoiki Cruisers

7 Drazi Sunhawks

Setup

The League ships are deployed anywhere in maps C, D, E or F. None of the ships are moving. The IAS Excaliber jumps out in map A, moving at speed 4. The IAS Victory jumps out in map B, moving at speed 4.

Special Rules

The League ships may decide to withdraw. At the beginning of each League turn, after turn 3, roll a d20. They will leave on a modified roll of 16 or higher. Use the following modifiers:

Avoiki Destroyed +3

Sunhawk Destroyed +1

IAS Victory Destroyed -9

IAS Excaliber Destroyed -7

Victory Conditions

The Alliance must destroy the opposing forces or force a withdraw. The League ships must destroy the Alliance ships.

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