The scenario, will adjust as needed to player needs.
Note: Ruck dog gets 5 local air in any scenario.
Let me know any thoughts on the scenario?
Queen’s Gambit
The scenario I had in mind was a variation on Queen's Gambit, --ambushing a Massive fleet carrier or Sky fortress, up to 300 points, and with a total of at least nine saw. Escorted by a heavy BB and whatever else people want that makes a legal fleet.
4 x 6 or 4 x 4 foot board- random terrain. Defender sets up with all models within 16 inches of the center and the carrier no closer than 4 moves to a chosen edge. That becomes the exit/safe edge
Defender fleet: 1,005 points, only 'target' carriers, no other carriers allowed. Must have at least 9 carrier(s) points and one heavy BB or equivalent.
See substitutes and fixes for specific power options. SAS Support Squadrons allowed.
Optional Starting turn 3 any defending squadron within 8 inches of exit/safe board edge can request local air support from one of two 5 SAW SAS squadrons that enter from the safe board edge. SAS can be any type, but must return off board to enact carrier actions. They cannot use the defender's carriers unless they are closer to them than to the safe edge.
They are activated during an onboard squadron's activation and are eligible to attack or become CAP if in range.
Attacker 1,100 points. Places second- moves first. Turn order as normal after 1st turn.
Sets up no more than 50% of fleet up to 8 inches from a chosen edge but no closer than 24 inches from Target Carrier(s). The other 50% can set up as first turn late arrivals on any chosen edge, excluding defender's exit safe edge, but also no closer than 24 inches to the targets.
The Attacker can choose to have 50% of his fleet enter as a flanking force on the any edge other than the safe edge on turn two. No composition limits.
Optional: All generator upgrades are free or three free escorts
Suggest taking your best boarding fleet.
Attacker must CAPTURE and have control of target carriers at the scenario end. Sinking it results in a tie broken by a total points lost, and no one gets any bennies.
The defender may be able to take two carriers-see substitutions and fixes
If the defender keeps target carrier(s) in his possession after 4 or 5 turns (agreed on by players) and it is operational with at least 3 carrier points and one non-recon squadron, they win.
Attacker wins if he captures an operational carrier. If there are two carriers he must control at least one operational carrier while the second carrier is either scrapped or non-operational.
If each player controls one operational carrier each it is a tie.
Success -
Winner no longer has any limitations on local air.
Winner gets the use of the carriers in his fleet- for the attacker that would be a captured carrier using the One Careful Owner rules, and per campaign rules it can be taken free in your fleet in future battles. However it can never be replaced.
Scenario rule - The captured carrier's HP is permanently reduced by 1 for every 3 damage when captured.
Substitutes and fixes
Ottomans can take a LOIS Affondatore complete with MTBs. I have one to use.
FSA can take one Superfortress, or two Saratogas
EIMC can use two Support blimps/5 SAW SAS attached or a KoB fleet Carrier, I have one if needed
Prussians- Elbe, or two Imperium (sorry don't have any, can proxy if desired)
LoIS- Affondatore
French- Vauban - generators cost double. I have one if needed
RC Kostroma - Can take two but then generators cost double I have them as well.
All mercs and minors can take a fleet carrier of a close ally or the LoIS Affondatore like the Ottomans