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
Gilmore would know soon enough. “Captains log….”
It was time to record the event for posterity.
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.
The Defending force consists of:
League II Mk I Dreadnought (USS Alliance)
Mk I Battlecruiser (USS Aldrich)
On phase 1 of turn
7 the Defender recieves the following reenforcements:
Mk I Strike Cruiser (USS Bradley)
The Defending force deploys along the left edge of the map.
The Attacking force consists of:
Battlecruisers (Executer, Impaler, Immortal)
Destroyers (Battle Chieftain, Storm Champion)
Cruisers (Hurricane, Tempest)
Light Frigates (Audacity, Ferocity)
The attacking force enter from the left edge if the map. The attacking
for may enter cloaked.
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.
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.
The scenario ends on turn 12 due to massive Federation re-enforcements.