First Timer Encounter Resolution Question

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JoeBuckeye
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Post by JoeBuckeye »

I'm starting to think that you can only have one scenario of each type in a system per turn, in order.

The interception/breakout scenarios (the two at the top) are special cases where the one side has use of only half their forces (the interceptors and the blockaders).

In the interception scenario, if the side being intercepted destroys/cripples all the intercepting forces they get to move to the defensive point of the system. This could then generate a defensive scenario.

So in this case you have a scenario flow of: Interception -> Defensive.

In the breakout scenario, if the side breaking out destroys/cripples all the blockading units in the force opposing it it can leave the system (without pursuit I assume).

This case has the flow of Breakout -> Leave system (or break blockade).

Now the case where the side being intercepted or the side trying to breakout fails to destroy/cripple the other force then I think you move to a Deep Space scenario (next down the list). The reason I feel this is right is that the initial scenario has limits on one side (half forces) and if the side that has half forces is able to not be destroyed then the rest of their forces have been able to concentrate to take on the other side.

So here the flow would be Interception/Breakout -> Deep Space.

The defender here could refuse the Deep Space scenario but then would be in danger of being under Blockade (or remaining in blockade). The other side could also demand a Defensive scenario if it wanted.

It appears that a Defensive Scenario can only be refused by agreeing to a Pursuit scenario.

It also does not appear that one can force another side into a Pursuit scenario unless one side refuses to fight any other type of scenario.

Does this make sense to others? I think I've convinced myself this is how it should work.
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virtutis.umbra
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Re: First Timer Encounter Resolution Question

Post by virtutis.umbra »

I have a special-case question that seems to relate, here.

Raiders generate Pursuit scenarios against civilian fleets and their escorts, and the attacked ships can get reinforcements after 1d6 rounds of combat have passed.

Say the raiders have already destroyed their target and all its escorts before the reinforcements arrive. But those reinforcements are still on their way... should the player be allowed to generate a counter-Pursuit scenario to try and catch up with the raiders?

Under basic rules perhaps I'd just magick away the raiders back into the Void, but the Wolves in my scenario are intended to stick around and cause additional trouble after they successfully raid a vulnerable fleet. I'm wondering whether the player has to wait until the following turn to retaliate, or whether it's valid to have the reinforcements become a revenge posse...
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Chyll
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Re: First Timer Encounter Resolution Question

Post by Chyll »

virtutis.umbra wrote: Say the raiders have already destroyed their target and all its escorts before the reinforcements arrive. But those reinforcements are still on their way... should the player be allowed to generate a counter-Pursuit scenario to try and catch up with the raiders?
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