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Thread: Patrol Scenario concept

  1. #1

    Default Patrol Scenario concept

    All,

    here is a concept for a patrol scenario that I am looking to include in a larger campaign. Any feedback is welcome.

    Patrol Scenario
    Galactica’s Combat Air Patrol (CAP) is searching the surrounding area for intel on Cylon positions, looking for hiding Colonial forces or civilians, or searching for useful resources to stay in the fight. Galactica is damaged and has a limited ability to defend herself.

    Setup:
    The Cylon player has 15 Raiders. The Cylons must secretly assign them to 5 groups with the possibility of no Raiders in a group. These groups are designated as Bravo, Constellation, Icon, Nebula and Reserve.

    The Colonial player create 5 Patrol Groups from Galactica’s available fighters (2 Vipers / group). Designate the Patrol groups as Alpha, Bravo, Constellation, Icon and Nebula. Alpha group is flying near Galactica. The Colonial player also designates 2 Vipers on “Alert” Status.

    Both players reveal what pilots and fighters are located in the same area.

    Wave 1:
    In any patrol (Bravo, Constellation, Icon or Nebula) in which there are both Raiders and Vipers, play out the dogfight until only one side remains. Pay attention to what round the scenarios end.

    Wave 2:
    At the conclusion of all battles, remaining forces will move to Galactica. Setup the CAP around Galactica and determine when forces arrive. Place them at the end of the turn they would arrive from the corresponding player edge of the game mat.

    For example: If Bravo ended on turn 15, Constellation ended on turn 18, Icon ended on turn 6 and Nebula ended on turn 23; Fighters from those scenarios would arrive on turns 9, 12, 0 and 17 respectively. The fighters from Icon would be placed on the mat after the CAP forces are placed.

    Continue to fight until all forces belonging to one side are destroyed.

    Alert Vipers: The spare 2 Vipers can be launched at any time during wave 1 or 2. If launched during Wave 1, they arrive on turn 15 for that battle. Either one or both Vipers can be launched. Each alert Viper can fight in a separate sortie. Alert Vipers can reach the conflict on Turn 5, but with a Fuel penalty. Vipers will start with 35 fuel points instead of 50.

    Reserve Raiders: Reserve Raiders can be added to any conflict in Wave 1 after turn 5. Once they have been added to a specific conflict, they cannot be redeployed to another patrol area. If the Reserve Raiders are held back until Wave 2, they may enter the final battle as if they were in a Wave 1 area ending on turn 25.

    Galactica Batteries: Use the rules for Galactica’s batteries found in the Ragnar scenario. There is a limit of 15 firing rounds for Galactica (low ammunition levels).

    Galactica Damage: Galactica has a structure of 50. Armor belts prevent Raiders from dealing more than 1 damage chit per attack. Special damage has no effect. Keep a separate tally of damage done to Galactica and return counters to the pool.

    Cylons win if they destroy Galactica. Colonials win if they destroy all 15 Raiders.

  2. #2

    Default

    Hmmm...
    Interesting idea for a mini campaign. I have reservations about the 15 Raiders vs 12(?) Vipers. They are fairly well balanced, so a mismatch in numbers might be nasty. Also, within a given scenario, damage draws might be skewed, and render unpredictable results.

    Over five-ish scenarios, one would like to see the odds level out. But, it could skew. The Galactica providing additional supporting fire might be the balance. Again, it would depend on luck of the damage draw.

    I might have to play this through, just to see how it works out. I may need to try that supporting fire scenario to see what that does to the ship balance, too.

    PS: I want more ships, to give scenarios like this a work-out.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  3. #3

    Default

    OldGuy59,

    I completely agree. I gave Galactica 50 structure (and it ignores the + damage) to try and balance out the extra 3 raiders. As I get some feedback, I'll likely rebalance the scenario. Ideally, this will be (in part) one of the missions in the larger "Galactica" campaign I am brewing. As I finish up the Escort and Strike missions, I will add them here so that the final campaign release will be somewhat usable.

    Thank you for your interest though.

    - Ken

  4. #4

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    Quote Originally Posted by ca1701 View Post
    OldGuy59,

    I completely agree. I gave Galactica 50 structure (and it ignores the + damage) to try and balance out the extra 3 raiders. As I get some feedback, I'll likely rebalance the scenario. Ideally, this will be (in part) one of the missions in the larger "Galactica" campaign I am brewing. As I finish up the Escort and Strike missions, I will add them here so that the final campaign release will be somewhat usable.

    Thank you for your interest though.

    - Ken
    Galactica with 50 Structure. The ship would have 1000's.

    I'm thinking of scratch-building a Shuttle, and that might have 50 Structure.

    Click image for larger version. 

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    No fire support, just a target to soak up damage.
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  5. #5

    Default

    Agreed. Galactica should have somewhere in the neighborhood of 1600 just to penetrate the armor, probably another 2000 to score serious damage all assuming you are hitting in the same location.

    I'm fairly positive if Raider are pounding the landing pod, they'll eventually render it unusable, but the Galactica herself will still be able to function. I intentionally made it 50 as a starting point, although at the end of the day, if the Raiders can force Galactica to exhaust her ammunition, she'll be dead anyway.

  6. #6

    Default

    This sounds like a great theme for a scenario, I'm not sure I understand the mechanics of the arrival times for the surviving forces from Wave 1, though.

    In terms of the Galactica's structure points, instead of having 50 structure points, another idea might be to translate those 50 structure points to 5 nuclear missiles strikes.

    1 - Each Raider carries a single nuclear missile,

    2 - Nominate one or two points on the Galactica as weak points (weak points structurally and/or weak points in the point defence/flak arc from damaged/destroyed point defence turrets),

    3 - To ensure nuclear missile delivery, they must be launched from close proximity (aka within the 24cm defensive fire zone of the Galactica), this represents the potential of missiles being launched from too far away being taken out by Viper's, Raptors or Galactica's Defensive Fire,

    4 - A "Hit" is achieved by a weak point being within the fire arc, LOS and range of the Raider and the Raider rolling a successful attack roll at -2 (the -2 could represent the lingering possibility of close-in defensive fire still having a slight chance to take down a close proximity launch).

    Anyway, if 5 x nukes get through, then the Galactica becomes a drifting, glowing hulk...

  7. #7

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    Quote Originally Posted by ca1701 View Post
    Setup:
    The Cylon player has 15 Raiders. The Cylons must secretly assign them to 5 groups with the possibility of no Raiders in a group. These groups are designated as Bravo, Constellation, Icon, Nebula and Reserve.

    The Colonial player create 5 Patrol Groups from Galactica’s available fighters (2 Vipers / group). Designate the Patrol groups as Alpha, Bravo, Constellation, Icon and Nebula. Alpha group is flying near Galactica. The Colonial player also designates 2 Vipers on “Alert” Status.

    Both players reveal what pilots and fighters are located in the same area.
    Just thinking a little more about this...when you say "...with the possibility of no Raiders in a group." Do you mean that only a single group out of the 5 groups can be assigned no Raiders, or do you mean that if the Cylon player wishes, he can choose to assign no Raiders to any group (potentially assigning 15 Raiders to a single group and 4 groups having no Raiders assigned)?

    If the Cylon player assigned 5 Raiders to 3 groups, and no Raiders to 2 groups...and the Colonial player is forced to assigned 2 Vipers to each group, I think this would be a case that will result in nearly an auto win for the Cylons. It would mean that 3 of the two-ship Viper patrols would come up against 5 Raiders. It is my feeling that 5 Raiders against 2 Vipers would quite often result in 2 downed Vipers for no loss of Raiders, subsequently resulting in a final battle of 6 Vipers vs 15 Raiders.

  8. #8

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    Quote Originally Posted by OldGuy59 View Post
    [...]
    Click image for larger version. 

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    No fire support, just a target to soak up damage.
    Hmm, it could be an executive shuttle that needs escorting. Looks fairly larger than a Raptor.

  9. #9

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    I like the feedback Rory. I'll play around with it a little - obviously playtesting will help. My initial thought is to require a minimum number of Raiders per group. I also like the idea of Raiders carrying nukes.

  10. #10

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    Quote Originally Posted by ca1701 View Post
    I like the feedback Rory. I'll play around with it a little - obviously playtesting will help. My initial thought is to require a minimum number of Raiders per group. I also like the idea of Raiders carrying nukes.
    Cool, looking forward to seeing what you end up with. Thanks for putting the effort into creating these scenarios and sharing them with the community!

  11. #11

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    Quote Originally Posted by Ken at Sunrise View Post
    Hmm, it could be an executive shuttle that needs escorting. Looks fairly larger than a Raptor.
    Based on estimated sizes I've found online (25 mtrs or 110'), this model could be about 16cms (6.25")?
    Mike
    "Flying is learning to throw yourself at the ground and miss" Douglas Adams
    "Wings of Glory won't skin your elbows and knees while practicing." OldGuy59

  12. #12

    Default

    Having just watched, again, the first 2 episodes of BG it's interesting to note that some, not all, of the raiders are carrying nukes. These cause extensive damage, as would any nuke missile hit on Galactica. Battery fire and Vipers should have a high chance of taking these out. As no missile rules have been forthcoming it may need a house rule for this. I for one would like to see missiles used, Raptor ECM should also have the ability to jam missile guidance.

    Raptor ECM cover could also form the basis for another scenario type. Not having been in this section for awhile I'm sure there may already be ideas expanded along these lines.
    See you on the Dark Side......



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