SETBACKS
Stardate: 8046.8, Klingon Neutral Zone: 3.31 E, 7.72 S, 10:01 FST


THE SHOWDOWN:  

USS Alliance
          The Alliance slowed to impulse power as it closed with the enemy fleet. It was one of the most powerful Federation starship in space. But there were nine Klingon vessels. Even with the help of the Aldrich and the Bradley, which was on its way, the Alliance would be hard pressed to hold its own.

          And Commodore Gilmore was well aware that the Klingons had abandoned strategy for pure destruction. Recent attacks indicated that the Klingons were simply out to damage or destroy as many ship and facilities as they could. And if the Alliance was knocked out of action, the Taal Tan system would once again be in danger.        

          Gilmore knew he would succeed, but logic dictated a static defense. Raise the shields, sit where you were and pick off the Klingons one by one. Problem was, that meant staying a target; little maneuvering. And that meant damage. Blown relays, damaged sub-systems and eventually injured crew. The Klingons would fare much worse. They’d lose their ships and lose their warriors. But the Alliance was sure to need repair.

          Gilmore wondered if the loose of the Klingon ships would be enough. Would it be the Federation or the Klingons who suffered the greatest setback?

          Gilmore would know soon enough. “Captains log….” It was time to record the event for posterity.

 

GAME SET-UP
Lay out one Star Trek Combat Simulator map-sheet in the configuration shown. This represents the area of space where the conflict takes place. Use the Graduate Starship Tactics Course rules in this scenario.

Defender
The Defending force consists of:
          1 Star League II Mk I Dreadnought (USS Alliance)
          1 Menhaga Mk I Battlecruiser (USS Aldrich)

On phase 1 of turn 7 the Defender recieves the following reenforcements:
          1 Belknap Mk I Strike Cruiser (USS Bradley)

Deployment
The Defending force deploys along the left edge of the map.

Attacker
The Attacking force consists of:
          3 D-7m Battlecruisers (Executer, Impaler, Immortal)
          2 D-15a Destroyers (Battle Chieftain, Storm Champion)
          2 D-6f Cruisers (Hurricane, Tempest)
          2 L-5c Light Frigates (Audacity, Ferocity)

Deployment
The attacking force enter from the left edge if the map. The attacking for may enter cloaked.

Victory Conditions
The attacking force wins a major victory by destroying any of the Federation vessels. The attacking force wins a minor victory by retreating after turn 10 with 5 or more ships still functioning. The Defender wins a major victory by destroying all of the Klingon vessels and a minor victory by destroying 5 or more enemy vessels before turn 10.

SPECIAL RULES:

Escape:
Both sides may choose to warp out at any time. The Klingon player may escape along the top, bottom or right side of the map. The Federationplayer may escape along the left side of the map. Campaign warp escape rules apply.

Ending:
The scenario ends on turn 12 due to massive Federation re-enforcements.