Scenario Five: Blockade Run¶
A fleet has been trapped in the system for several months, unable to fight past the enemy fleet blockading the jump point. A small attack force has been assembled to break through the blockade at its weakest point, to hopefully return with sufficient reinforcements to lift the blockade totally.
Forces¶
Agree on a points value total for the battle. The blockading player may spend this many points on his fleet. The attacker (attempting to break the blockade) may spend up to half this points total on ships.
Battlezone¶
The blockading force is stationed on the edges of the system, so the battle will take place in either the outer reaches or deep space.
Set-up¶
Divide the table lengthways into thirds, as shown. The blockading player then sets up his fleet. Roll a D6 for each blockading ship or squadron to determine which third of the table it is deployed in. Blockading ships may start facing in any direction, but may not be placed within 60 cm of the attacker’s table edge. The attacker then sets up his force within 15 cm of his table edge.

First Turn¶
Both players roll a dice and the player with the highest score may choose whether to go first or second.
Game Length¶
The game lasts for six turns.
Victory Conditions¶
Both players score victory points for destroying and crippling enemy ships as normal. In addition, the attacker scores victory points equal to the points value of any ships that he can move off via the blockading player’s table edge. Crippled ships are worth a quarter of their points value if the attacker can get them off the table. The side with the most victory points wins.