Scenarios

Typically, two fleets do not simply line up and bash away at each other. They are trying to gain some sort of advantage or complete some specific objective. Aquanautica Imperialis has a variety of Scenarios to get you started playing games. When you are more comfortable with the rules, it is recommended that you begin making up your own scenarios.

Choosing a Scenario

There are two ways to choose a scenario.

  1. You and your opponent can simply choose the scenario you want to play.
  2. You determine a scenario randomly.

Choosing a scenario is simply a matter of both players agreeing to play a certain scenario. If both players cannot agree on scenario, then it is best to roll for it randomly.

Roll a d6. On a 1-4 you have determined a Raid scenario. Raids typically involve smaller forces with the attacker trying to accomplish a single objective while the defender attempts to prevent it. A battle is a larger affair that may have more than one objective.

After you have determined the scenario type, go ahead and roll d6 again and consult the appropriate chart:

Raids

  1. Cruiser Clash
  2. Ambush
  3. Raiders
  4. Bombardment
  5. Blockade Run
  6. Convoy

Battle

  1. Surprise Attack
  2. Beach Assault
  3. Escalating Engagement
  4. Force the Channel

5+. Fleet Action

Determine Attackers

Before setting up the game, it is important to determine the attackers. This can be arbitrarily determined or diced for. Essentially, roll a d6 and the person with the highest number is the attacker. The following modifiers apply to the roll:

  • Craftworld Eldar get a +2
  • Chaos Cult Rebels have a +1
  • Dark Eldar always win this roll. If it is against another Dark Eldar, then roll as normal.
  • Orks are -1

The Scenario Template

All of the scenarios in the Aquanautica Imperials rules will follow this template.

The Name: This is the name of the scenario

The Brief: This section is a short description of what this scenario is about.

Forces: Here you will learn what point level and other restrictions on force selection exist for this scenario.

Objectives: The goals of the attackers and defenders are outlined in this area. This section will also detail what is needed to win the scenario.

The Board: This portion will detail what special requirements you will need to set up on the board to play the scenario. This will include deployment zones, set-up, terrain, and any other considerations.

The Battle: This section will detail the length of the battle and any special rules that apply in this scenario.

Raid Scenario 1: Cruiser Clash

In the opening days of the war on Ammoriss determining the loyalty of South Ammoriss units was a priority. This meant chasing them down and trying to contact their crews. Those who had turned would often turn and fight.

Cruisers are one of the primary naval units on Ammoriss. They are powerful enough to stand on their own, and fast enough to cruise the ocean’s of Ammoriss on long patrols. These ships often act as raiders and escorts. It is not uncommon for them to face off against each other singly or in small squadrons.

Forces:

Each side begins the battle with 1-4 cruisers. Both sides begin the battle with the same number of ships. No ship can be more than 250 pts.

Objectives:

Both sides are trying to cripple or sink their opponents. The force that inflicts the most points of damage on the other is the winner.

For example, 4 Chaos cruisers equal 24 total damage points, and 4 Ammoriss Naval PDF cruisers equals 32 Damage points. If the Cult fleet has 12 DP remaining, and the AN has 12DP remaining the Cult Fleet is the winner. 32-12=20 DP inflicted on the AN by the Cult, while 24-12=12 DP inflicted on the Cult by the AN. Hence the Cult inflicted more DP on the Ammoriss Naval PDF.

The Board:

The board for this game should at least be 3x3 feet, but bigger is welcome. Generally speaking, the more cruisers involved the bigger the board should be. No additional terrain is needed, but it is the player’s discretion to add more if you wish.

Each fleet should be able to place ships anywhere along opposite board edges. If it is required, the attacker can roll a d6 and consult the following:

1-2= North

3= East

4= West

5-6= South

North is generally the opposite table edge then the dice roller is standing at.

The Battle:

This battle will last 6 turns, or until all cruisers from one side have been reduced to 0 damage points; whichever comes first.

At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

There are no special rules.

Raid Scenario 2: Ambush

When squadron commanders had the opportunity to attack a lone ship, it was tempting to give chase. It was a common tactic in the war to use a lone ship as bait, to lure an unwary squadron into the waiting guns of their enemies. The fleeing vessel would either rendezvous with their own fleet, or her friends would disperse themselves among the many atolls and islands of the Ammoriss oceans to spring their ambush.

Forces:

The attackers choose 1 ship or squadron to act as the bait. This ship/Squadron cannot exceed 250 pts. The attacker can then choose up to 500 points of ambushers as well.

The defenders can choose up to 500 points of ships.

Objectives:

The attackers are trying to cripple/sink the defenders. The Defenders are trying to reduce the bait ship to 0DP.

The attackers win if they inflict more DP on the defenders, then the Defenders inflict on the bait ship.

The Board:

The board should be at least 3x3 feet. However, it is preferred to use a larger board.

You may place any terrain you wish on the board for this scenario. It is recommended you place one landmass of 4x4 to 6x6 inches per 2 square feet of play area. The terrain is placed by the attacker before any ships are deployed.

The attacker’s bait ship is placed in the center of the board. The defenders are placed anywhere along the board edge. The attackers’ reinforcements begin the game in reserve.

To determine the board edge the defenders deploy on you may roll a d6:

1-2= North

3= East

4= West

5-6= South

North is generally the opposite table edge then the dice roller is standing at.

The Battle:

This raid will last 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

Reserves: The attackers’ reinforcements begin the game in reserve. During the second (and subsequent) turn, the attacker may choose to activate a ship in reserve. To successfully do this, a d6 is rolled. On a 4+ the ship enters play anywhere on the opposite board edge of the defenders, and may begin their turn as normal. If a 4+ is not rolled, the ship cannot be activated, and activation returns to the opponent.

Raid Scenario 3: Raiders

During the Ammoriss War, a common tactic of the Rebels was to send small units to attack in lightning fast strikes in an attempt to cripple or destroy the larger Ammoriss Naval PDF fleet. These hit and run raids were usually carried out with speed and precision. Some successful raiding attacks early in the war left several key Imperial units stranded in the repair docks instead of serving in the fleets.

Forces:

Both players agree to a points limit for the battle. The attacker is allowed to use half of the points of the Defender.

Objectives:

The objective of the attacker is to sink/cripple as many opponents as possible.

The defender is trying to sink/cripple as many attackers as possible, while limiting the damage inflicted on his ships.

The attackers win if they inflict more DP on the defenders then the defenders inflict upon them.

The Board:

The board should be at least 4x4 feet. Larger is better. It is recommended that you use 1x1 per 500 pts of ships in play.

You may place any terrain you wish on the board for this scenario. It is recommended you place one landmass of 4x4 to 6x6 inches per 2 square feet of play area. The terrain is placed by the attacker before any ships are deployed.

The defenders are placed anywhere on the board as long as they all face the same table edge and are at least 1 foot away from any table edge. They are placed first.

The attacker can place his ships/squadrons along any board edge they wish.

The Battle:

This raid lasts 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

Leaving the Board: If a ship/squadron leaves the board they are removed from play. They are not allowed to return to play.

Raid Scenario 4: Bombardment

During the war, surface fleets would often be used to bombard shore targets with their mighty guns. Often times, ork and Rebel commerce raiders would bombard shore Scanner installations to blind the enemy to their movements. For their part, the Ammoriss Naval PDF, kept rebels and xeno forces away from exposed shore positions with their heavy fire.

Forces:

Both sides choose forces as normal. Since this is a Raid scenario, the attackers and defenders should not have more than 750 pts.

The defenders automatically receive a shore installation to act as a target for free. The installation has the following stats.

Installation

Crew: 0Leadership: 7

Type/Hits: Shore/10Speed: 0Turns: 0Armor: 5+

Notes: The shore installation cannot go on any special orders.

Objectives:

The attackers are attempting to bring a shore based target under fire from their guns. The defenders are trying to prevent the bombardment.

The attackers win if the Shore installation is destroyed. The defenders win if it survives.

The Board:

The board should be at least 3x3 feet. A larger board is recommended.

The defender may place a coast line on any one board edge. They may then place the installation anywhere they wish on this coastal area. As a general rule, the installation should not be more than 3 inches away from the waterline.

It is recommended you place additional terrain. Place one landmass of 4x4 to 6x6 inches per 2 square feet of play area. The terrain is placed by the attacker before any ships are deployed.

Defenders begin anywhere on the board within 12 inches of the installations coast line. Attackers begin anywhere along the opposite board edge of the shore installation.

The Battle:

This raid lasts 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

Raid Scenario 5: Blockade Run

Blockading was a preferred tactic of NavComm North admirals to support the suppression of the rebellion. As a result, it was common for South Ammoriss and xeno forces to have to try and force their way past these blockades in order to reach the open ocean.

Forces:

The attacker is the player attempting to break the blockade.

Both players agree to a points limit for the battle. The attacker is allowed to use half of the points of the Defender.

Objectives:

The attacker is attempting to move their forces off the opposite board edge. The defender is trying to stop them.

The attacker wins if more DP escape the board then is left on the board by the end of the game.

The Board:

The board should be 3x3 feet. As a rule of thumb, use 2x2 per 500 pts of ships in play.

You may place any terrain you wish on the board for this scenario. It is recommended you place one landmass of 4x4 to 6x6 inches per 2 square feet of play area. The terrain is placed by the attacker before any ships are deployed.

The attacker is placed anywhere along one of the board edges. They are placed before the defenders. To determine the board edge the attackers deploy on you may roll a d6:

1-2= North

3= East

4= West

5-6= South

North is generally the opposite table edge then the dice roller is standing at.

The defenders are placed within 24 inches of the opposite board edge of the attackers. The defenders are placed to move abeam from the attackers, and all ships need to be facing the same direction.

The Battle:

This raid lasts 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

Leaving the Board: If a ship/squadron leaves the board they are removed from play. They are not allowed to return to play.

Raid Scenario 6: Convoy

All the Strategoes on Ammoriss recognized that the key to the war was logistics. If the Rebels could stop the flow of resources and foodstuffs to the North, they could starve them out. Likewise, if the North could keep vital war making supplies getting into the South, they would severely cripple the Rebels ability to resist. Unsurprisingly, much of this battle for logistics played out on the oceans of Ammoriss.

Forces:

Agree to points limits as normal. For every 250 points of defenders, the defenders also get 2 merchantmen to add to their fleet.

Merchantmen

Crew: 0Leadership: 6

Type/Hits: Light Cruiser/4Speed: 8Turns: 45Armor: 6+

Notes: Merchantmen cannot Brace for Impact. Merchantmen can not engage in a Ram. Merchantmen cannot be chosen to activate until all warships have been activated.

Objectives:

The attacking team is attempting to sink as many merchantmen as possible. The defenders are attempting to escort them off the board.

The attacking team wins if they sink more than half of the merchant ships. For example, if the scenario is using 4 merchants, then the attackers win if they sink 3. If the scenario is using 2, then the attackers win if they sink both of them.

The Board:

The board should be at least 3x3 feet. As a rule of thumb, use 2x2 per 500 pts of ships in play. Larger boards are more entertaining.

You may place any terrain you wish on the board for this scenario. It is recommended you place one landmass of 4x4 to 6x6 inches per 3 square feet of play area. The terrain is placed by the attacker before any ships are deployed. Since this scenario involves many ships, it may be wise to limit the amount of terrain in play.

Attackers are placed first. They can be placed anywhere within 6 inches of the opposite board edges, and be set up to face any direction. For example, Attack ships can be placed on the North and South board edges, or the East and West edges. They cannot be set up in any other combination.

The Defenders are then placed on a board edge not occupied by the attackers. The ships can be placed anywhere within 18 inches of the board edge. All ships in the convoy must be facing towards the opposite board edge. For example, if the attackers are on the North and South side, the Defenders can be placed either on the East side facing West or the West side facing East.

The Battle:

This raid lasts 6 turns. At the end of the End Phase of the 6th turn the battle stops. Determine who met their victory conditions.

Leaving the Board: If a ship/squadron leaves the board they are removed from play. They are not allowed to return to play.

Battle Scenario 1: Surprise Attack

Surprise is considered an important element in warfare. In the initial stages of the war, the unexpected nature of the rebellion allowed the Cult Rebels to launch a surprising number of surprise attacks. Typically, they would attack ships that were at anchor taking on supplies, new crew, and refitting. As the war progressed, all sides began to seek opportunities to catch their opponents unaware.

Forces:

Decide on a point limit greater than 750 pts.

Objectives:

The attackers are attempting to sink/cripple as many enemy ships as possible.

The defender is attempting to drive off the attackers.

The attackers win if they inflict more DP on the defenders then the defenders inflict on them.

The Board:

The board should be 4x4 feet or larger. As a rule of thumb, use 2x2 per 500 pts of ships in play. Larger boards are more entertaining.

You may place any terrain you wish on the board for this scenario. It is recommended you place one landmass of 4x4 to 6x6 inches per 3 square feet of play area. The terrain is placed by the attacker before any ships are deployed

The defender can then choose one board edge to set up a coastline.

The defenders are then placed anywhere within 6 inches of the coastline. However, all ships must be facing away from the coastline.

The attackers are deployed anywhere along the opposite board edge.

The Battle:

This battle lasts 8 turns. At the end of the End Phase of the 8th turn the battle stops. Determine who met their victory conditions.