BATTLE OF GENMARX
SITUATION: STARDATE: 1/9411.17, GENMARX SYSTEM, 0123 HRS FST

   
KLINGON STRATEGY:
Star Fleet Tactical Analysis: The Four Years War – Battle of Genmarx, Commodore James Komack, Commodore Rodrigo Mendez,(later Admiral) and the Star Fleet Office of Public Affairs and Information.

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GAME SET-UP

Lay out three Star Trek Combat Simulator map-sheet in the configuration shown. This represents the area of space where the conflict takes place. Use the Graduate Starship Tactics Course rules in this scenario.

Defender
The Defending force consists of:

1 Anton Mk I Class X Cruiser (USS Edgerly)
1 Apache II Mk I Class X Destroyer (USS Delaware)
1 Baton Rouge Mk II Class VII Cruiser (USS Buffalo)
2 Larson Mk I Class VII Destroyer (USS Austerlitz, USS Midway)
2 Loknar Mk I Class VIII Frigate (USS Borga, USS New York)
1 Marklin Mk I Class VI Destroyer (USS Crusader)
1 Monoceros Mk I Class VII Scout (USS Aries)
1 Sawyer Mk I Class III Scout (USS Bicester)

On Phase 1 of turn 6 the defending force receives the following reinforcements:

2 Baton Rouge Mk II Class VII Cruiser (USS Arcturus, USS La Jolla)
2 Larson Mk I Class VII Destroyer (USS Chou, USS Corregidore)

On Phase 1 of turn 9 the defending force receives the following reinforcements:

1 Apache II Mk I Class X Destroyer (USS Tonkawa)
1 Constitution Mk I Class XI Cruiser (USS Enterprise)
2 Marklin Mk I Class VI Destroyer (USS Calgary, USS Wales)

Deployment
The Defending force deploys in any formation in the center of map 3. Reinforcements arrive from the right edge of the combat area.

Attacker
The Attacking force consists of:

9 D-7A Class VIII Cruiser (IKV Lifeseeker, IKV Obstacle, IKV Reprive, IKV Tenacity, IKV Thunderbeast, IKV Unbending, IKV Unfavorable, IKV Unpenetrable, IKV Unyieldingness)

Deployment
The attacking force deploys along the center of map 1.

Victory Conditions:
Victory is determined by the total number of victory points at the conclusion of The Four Years War campaign. View the Victory Point Table to determine the total points awarded.

SPECIAL RULES:

Escape:
Any vessel may leave the field of battle after turn 6 by warping from the area. Any vessel that warps from the field of battle is considered “destroyed” and is worth 1/2 the Victory Points.

Ending:
The scenario ends on turn 12.