Deployment Bid: Alpha Strike Narrative Mega Battle
Alpha Strike Narrative Mega Battle – A Dark Age Alpha Strike Campaign
Location: Stewards Berthing 3rd Deck BB59
Organizer: Brendan R., Quenten S.
Capacity: Varies by Table (Max 5 players/table, Start with 3)
Format: Narrative Campaign (Small Games → Big Game Finale)
Era: Dark Age (Advanced Tech Allowed)
The Republic stands at a crossroads. In this Clans vs. Republic Alpha Strike campaign, your actions across multiple small battles will determine the fate of a critical DropShip evacuation. This is not just a series of games, it is a living war where every victory, defeat, and sacrifice shapes the final confrontation.
The Structure:
- Small Games (3+ Tables): Complete objectives to gain advantages for the Big Game.
- Attrition Field: Free to drop in and out, smash enemy forces before the finale (Unlimited Players).
- Big Game Finale: The Republic must fuel, load, and evacuate while the Clans defend to capture everything intact.
Small Game Objectives:
- Data Download: Reduce the timer for the Big Game's flight data loading phase.
- Control Point (KOTH): Control the artillery position to gain BSP artillery support in the finale.
- Repair Bay: Carry equipment off the field to fix critical hits between games.
- Attrition Field: Weaken enemy forces before the final battle (No time restrictions).
The Big Game – Three Stages to Victory: The Republic must complete three sequential objectives while the Clans defend for 15 turns (modified by small game outcomes).
|
Stage |
Objective |
Duration |
|---|---|---|
|
1. Fuel the DropShip |
Republic forces must protect the fueling operation |
3 Turns |
|
2. Load Flight Data |
Download critical navigation data (reduced by Data Download small game) |
5 Turns |
|
3. Clear the Runway |
No living units on the runway at end of turn |
End of Turn |
Victory Conditions:
- Republic: Complete all three stages before the timer expires.
- Clans: Stall the Republic for 15 turns OR prevent runway clearance.
- KOTH Rules: Most tonnage on the objective point shifts the dial in your favor.
- No Destruction: Clans cannot destroy objectives—they must capture them intact.
Rules & Logistics:
- Artillery: BSP assets allowed. Maximum 2 artillery specials per game (e.g., 2 units with 1 strike each, or 1 unit with 2 strikes).
- Reinforcements: Tables start with 3 players, can expand to 5 for reinforcements.
- Repair Bays: Capture point repair bays available to fix critical hits between small games.
- Tech Level: Advanced tech permitted (Dark Age era).
-
RSVP: Required. Sign up for specific small game tables or the Attrition Field.
You must enter Clans or Republic in the text box above the 'add to cart' button to choose your faction.
The Republic calls for volunteers. Will you answer? Secure your slot in Compass For The Republic today!