Galactic Knights do a starter scenario. Revised

 Recently the challenge was made for Galactic Knights to make up a scenario that could be replayed and gave an example of a narrative.  Luckily this coincided with Greg's putting together a fleet of merchant ships, transports and cargo ships to represent a convoy of settlers attempting to reach s new home. 

 

The Terran ships are mostly blue,their escorts in brown.

 The raiders are in green or yellow. 
 

The convoy consists of ten ships and a few tugs, so here is a partial list of events.        

Plot
The refugee fleet starts off board , enters start turn 1. Speed 10 hexes

There are up to four anomalies.  Some represent warp gates to other systems.

There are up to four Space Balls!  which I have to use in the scenario. See game turns.

Overview: 

The refugee fleet must exit the map through an anomaly or the map edge at a speed of at least 20. 

Escort Fleet may accompany Refugee Fleet.  Bugs cannot follow Aquarians .

Aquarian Fleet acts as normal for Aquarian.

The story of what happened.  

We had four players and that was perfect.  Roger and I played the raiders, each taking a squadron of Entomolian ships.  I took  the yellow clutch for two destroyers and a destroyer leader.  Roger took the green squadron. 
 


These photos are the only ones I took. Later repeated with notations on the action. 




                                                                                                                                                                                                                                                                                                                                                                                                                           
Two of the anomalies  are non-fixated attack drones.  Awww? really they are asteroids .

The other anomalies are star gates, something the fleet needs. You know, to make it home. 

 Greg took a couple ideas from Blood Red Skies, the fleet had to more straight and slow to get to the safety of the star gates. 

The Entomolian fleet was enlisted as the bad guys, supplying two squadrons each of a destroyer leader and two destroyers.  The escorts from the Terran Navy were proxied by Mike's new Dropship units. 









The ships were mostly armed with short or medium range weaponry and the engagement quickly become a knife fight.  The Entomolian fleet had slightly smaller ships than the outnumbered Terran escorts. Most small freighters and transports had very few resources when hit. The largest freighters and transports were hardy but certainly not warships! 

 

The game ran under two hours playtime, everyone had a good experience and other tasks will no doubt come up for the fleets. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Comments

Stew said…
Nice. I have the opportunity to play Galactic Knights at an up coming convention. It'll be nice to try it out. 😁
pancerni said…
I think you will enjoy it. It's been the big ship set of rules around here for a long time. Watch out for Star bombers.
Desert Scribe said…
Sounds awesome! I need to get some spaceships back on the table.
caveadsum1471 said…
Sounds like a battlestar Galactica kind of scenario, what fun!
Best Iain
pancerni said…
That would be fun. Too bad cheers do not carry across a vacuum.
pancerni said…
Iain, Exactly what Greg was thinking.

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