Hi all, here is a pic of the scenario tree, based on the examples given in the FWC rulebook:
The campaign rules and conditions:
The invasion of New Eire will be played out in a series of “campaign turns” based on the Full Thrust (FT) and Future War Commander (FWC) rules and scenarios.
The Human player begins with a force of 12,000 total points (FWC), with 4,000 points on the planet and 8,000 available as reinforcements. The campaign is attrition based and unit management will become a factor. When a ground unit is knocked out in ground combat the player will roll 1D6, on a 5+ the unit is not destroyed. If the unit is not destroyed the player will then roll another D6, on a 1-2 the unit is unavailable for 1 turn, 2 turns on a 3-4, 3 turns on a 5-6.
Once the attack begins the Humans will send for help, bringing two waves of starships and troop carriers on random turns: d6+3 turns for the first, d6+8 turns for the second (both counted from the beginning of the Campaign). Each wave of reinforcements will consist of 4,000 pts (FWC) of ground forces and a variable amount of starships:
Wave 1, Roll d6:
1: 4,000 pts (FT)
2: 4,500 pts (FT)
3: 5,000 pts (FT)
4: 5,500 pts (FT)
5: 6,000 pts (FT)
6: 6,500 pts (FT)
Wave 2, Roll d6:
1: 4,500 pts (FT)
2,3: 5,000 pts (FT)
4,5: 5,500 pts (FT)
6: 6,000 pts (FT)
Ground forces transport rules:
A 32 Mass Heavy Cruiser may be modified to carry infantry and light vehicles 500 pts (FWC), plus their interface equipment. In addition these cruisers are equipped with kinetic planetary assault weapons (orbital strike) replacing 2 of the Beam Batteries (see example ship on p 14 of the Full Thrust rulebook, 238 pts (FT)). Each heavy cruiser so equipped represents one possible orbital strike attack.
A 60 mass Freighter may transport 1,000 pts (FWC) of ground troops, vehicles, support weapons etc in any combination, including interface vehicles or equipment (see example ship on p 15 of the Full Thrust rulebook, 306 pts (FT))
Turn One will consist of a battle in space, the arrival of the initial Eldritch invasion fleet and their attempt to destroy the Human system defense fleet in preparation for a ground invasion.
Human forces will consist of 2,500 points (FT) of ships and a space station (counts as Light Carrier).
Eldritch forces will consist of 5,000 points (FT) of ships, including Assault Cruisers and freighters carrying 8,000 pts (FWC) of ground forces and associated landers.
Once the Eldritch have assumed control of the space around the planet the ground forces will descend to establish a beachhead (depending on casualties). The Eldritch will then schedule two waves of reinforcements, starships and ground forces to arrive on following turns. The Earliest these waves can arrive is on Turn Four, with at least two turns between waves.
Wave two, 4,000 pts (FT), carries with it 8,000 pts (FWC) of ground forces.
Wave three, 4,000 pts (FT), carries with it three heavy freighters filled with Eldritch colonists and their equipment for taking over the colony world. No combat ground units may be transported in this wave.
Turn Two will consist of running Scenario One: Colonization - Recce Phase
See FWC p 45 for details, Eldritch are the Attackers, Humans are the defenders
Following turns will depend on the results of the battles, according to the Decision Tree:
Scenario One: Colonization - Recce Phase
Human Victory - proceed to Scenario 2A
Eldritch Victory - proceed to Scenario 2B
Before the start of Scenario 2 the Eldritch must decide whether they are going to establish 1 or 2 beachheads. If they choose to establish two, two separate Scenario 2 battles must be fought. The aggregate Victory Point score of the two battles will determine whether the Humans or the Eldritch are the winner of this round.
Scenario 2A: Colonization - Assault Phase
Eldritch Advantage - The Eldritch force is the attacker with only a 150% point advantage over the Human forces. Again, the victor will determine the nature of forces and deployment for the following scenario.
Human Victory - proceed to Scenario 3A
Eldritch Victory - proceed to Scenario 3B
Scenario 2B: Colonization - Assault Phase
Eldritch Advantage - The Eldritch force is the attacker with a 200% point advantage over the Human forces.
Human Victory - proceed to Scenario 3B
Eldritch Victory - proceed to Scenario 3C
Scenario 3A: Colonization - Breakout Phase
Human Advantage - the Human forces have been victorious in all of their ground battles so far and are taking the fight to the enemy, they attack with a 200% advantage. In this scenario the Human forces are the Attacker, the Eldritch are attempting to stop the humans from driving them back to their beachhead. Special Rule: both Attacker and Defender may use Orbital Strikes if available.
Human Victory - proceed to Scenario 4A
Eldritch Victory - proceed to Scenario 4C
Scenario 3B: Colonization - Breakout Phase
Mixed Advantage - If the Humans lost Scenario One, then won Scenario Two they are the Attacker with only a 150% point advantage over the Defending Eldritch. If the Eldritch lost Scenario One and won Scenario Two the Eldritch are the Attacker with a 150% point advantage, and the battle takes place at one of the Human settlements (not a major city, port, or industrial site).
Human Attacker Victory - proceed to Scenario 4A
Eldritch Defender Victory - proceed to Scenario 4C
Human Defender Victory - proceed to Scenario 4B
Eldritch Attacker Victory - proceed to Scenario 4C
Scenario 3C: Colonization - Breakout Phase
Eldritch Advantage - The Eldritch forces have been victorious in all of their ground battles so far and are taking the fight to the enemy, they attack with a 200% advantage. In this scenario the Eldritch forces are the Attacker and attempting to breakout of their beachhead. Special Rule: both Attacker and Defender may use Orbital Strikes if available.
Human Victory - proceed to Scenario 4B
Eldritch Victory - proceed to Scenario 4D
After the third Scenario things will be four options and two main directions the campaign can take, that of Human dominance or Eldritch dominance. The fourth Scenario involves an attack on the Eldritch Bridgehead itself or on a Human settlement. If the Humans have more victories than the Eldritch at this point, and are victorious in the 4th scenario, the 5th and 6th scenarios will involve seeing the Humans driving the Eldritch off the colony of New Eire.
On the other hand, if the Eldritch have been victorious the battles will see the Humans being driven away from their city or base.
Before the start of any Scenario 4 option the attacking player must designate what they are attacking (i.e. the Eldritch are attacking Bandon, or the humans are attacking beachhead 1).
Scenario 4A: Colonization - Protection Phase
Major Human Advantage - Humans play the role of Attacker upon an Eldritch bridgehead at a 200% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.
- Human Victory - if there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 3B as Attacker
Scenario 4B: Colonisation - Protection Phase
Minor Human Advantage - Humans play the role of Attacker upon an Eldritch bridgehead at a 150% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.
- Human Victory - if there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 3B as Attacker
Scenario 4C: Colonisation - Protection Phase
Minor Eldritch Advantage - Eldritch are the Attacker at a 150% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.
- Human Victory - The Eldritch are driven off and the Humans begin a lightning counter-attack. If there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 5 or 6 as Attacker
Scenario 4D: Colonisation - Protection Phase
Major Eldritch Advantage - Eldritch are the Attacker at a 200% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.
- Human Victory - The Eldritch are driven off and the Humans begin a lightning counter-attack. If there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 5 or 6 as Attacker
Any battles after this point depend on how many Eldritch bridgeheads or Human Settlements remain. Scenario winners may choose to repeat Scenario 4 upon a new settlement/bridgehead (followed of course by Scenario 5 or 6) until no settlements/bridgeheads remain.
At any point during these scenarios the scheduled reinforcements for the Eldritch may arrive. If the humans have space ships they may engage in space combat to limit the reinforcements landed. The same goes for human reinforcements, when they arrive a space battle will fought to determine what reinforcements make it through to orbit. Space combat counts as a turn on the campaign timeline.
Special Rules –
1)Battle groups may only be built from the unit list initially built by the player before the start of the campaign. All 12,000 human points and 16,000 points must be selected prior to the start of the campaign.
2)At no point will army lists exceed the number of units available. Example: If the Eldritch have a 200% advantage going into a scenario, but only have enough units to have a 170% advantage they may only have that level of advantage.
3)Players must pre-determine what units are in what space transports. If the transport is destroyed in combat they lose those units. Players do not need to share the lists prior to combat, but must share after.
4)If a scenario is played more than once (i.e. scenario 4A is played twice because the Eldritch have two beachheads) it counts as a turn on the campaign timeline for the purposes of calculating reinforcement arrival.
5)In order to land reinforcements unopposed the humans must control either New Dublin or Port Eire. If they do not a scenario 2A must be fought with the humans as the attacker.