Historical Background
We have broken through, and after receiving replacements, which brought us back to almost full strength, we are moving into Commonwealth home world space. We’ve been reinforced by a powerful dreadnought direct from the Othorians. We received word from the dreadnought’s captain that this is the last such vessel produced by the Othorians and that production has now completely shifted to carriers and carrier fighters. It must have cost the Confederation High Council a pretty penny, but that is of little concern out here; we are just happy to have this beast on our side. As we approach the outlying planets of the Commonwealth home world, it would seem they have called forward every ship possible.
The battle lines are drawn and you are in command. The rest is history?
Battle Notes
Fleet with no flagship:
Fleet with flagship:
Victory
21 victory points, or the elimination of 8 opposition units.
Special Rules
• Task force cards are not used in this scenario.
• Only the Commonwealth player will purchase support vessels in this scenario. The Commonwealth player will purchase 140 points for his fleet but cannot purchase a space platform.
• The Confederation player deploys a fleet of units as follows: 3 cruiser units, 4 destroyer units, 3 elite long-range fighter units and 1 dreadnought.
• Planet control objective rules are in effect for the Confederation player. One victory point is gained for each unit that occupies a planet hex at the start of the player’s turn.
• Clearing a sector objective rules are in effect for both factions.
• Breakthrough objective rules are in effect for both factions.