Scenario first, then the rules used.
Battle of Two Suns Scenario
Setup - Imperial. The Imperial side has 12 units total: one battleship each on hex 2003 and 3603; one cruiser each on hex 1202 and 4002; and two escorts each adjacent to each of these units, forming four squadrons total.
Setup - Zhodani. The Zhodani side has 10 units total: one battleship each on hex 1739 and 3329; one cruiser each on hex 1030, 2530, 3730, and 4130; and four fighters adjacent to the cruiser on hex 1030.
Situation. The Imperials arrived with a typical scatter pattern, but each battleship and cruiser carried its own escort squadron, which provided a broad level of protection to the larger ships and made it easier to form strong squadrons early in the game and press an advantage. The Zhodani, on the other hand, had one dedicated carrier, which entered the system at an extreme end of the field; the Zhodani did not recover from this initial disadvantage, and fled the field of battle with only one battleship and two escorts, while the Imperials lost only a few escorts.
--- rules ---
Ships. There are three basic ship types.
Battleships. 3 hexes long, attack with 3 dice. Destroyed on a roll of 6.
Cruisers. 2 hexes long, attack with 2 dice. Destroyed on a roll of 4+.
Escorts. 1 hex, attack with 1 die. Destroyed on a roll of 2+.
Attack values may vary; in my playtest they did not.
Attack ranges may vary; in my playtest all units had a range of 10 hexes.
Movement varies based on unit description. In my playtest, all units were maneuver 5, which meant when they moved, they moved up to 5 hexes.
Squadrons. Adjacent friendly units form a squadron. Squadrons are treated as a single unit; they move as one unit, and attack a single target with their massed dice. For example, a squadron consisting of one typical cruiser and four typical escorts attack with 6 dice -- two for the cruiser, and one apiece for each escort.
Squadron damage. The strongest defending unit in the squadron screens the entire squadron. When a single attack registers at least one hit, the defender removes any one unit from the squadron. (If the attacker has a clear TL advantage, he chooses the unit to remove; in my playtest both sides were of a similar TL).
Map. The playing surface is a hexmat numbered from 0101 to 5031, divided into three sections (left, center, right).
Game Play. At the beginning of a turn, the phasing player rolls one die. On a 1 or 2, he may issue commands to ships on the left field of play; on a 3 or 4, commands may be issued to the center field; on a 5 or 6, the right field. If units exist in that field, the player then rolls another 1D: the result is the number of units he may command. The player first moves his units, then declares attacks, then executes the attacks. If a targeted unit is destroyed, any additional attacks on it are wasted.
Escape. If a unit leaves the field of battle, it has jumped away, and cannot reenter the game.
Battle of Two Suns Scenario
Setup - Imperial. The Imperial side has 12 units total: one battleship each on hex 2003 and 3603; one cruiser each on hex 1202 and 4002; and two escorts each adjacent to each of these units, forming four squadrons total.
Setup - Zhodani. The Zhodani side has 10 units total: one battleship each on hex 1739 and 3329; one cruiser each on hex 1030, 2530, 3730, and 4130; and four fighters adjacent to the cruiser on hex 1030.
Situation. The Imperials arrived with a typical scatter pattern, but each battleship and cruiser carried its own escort squadron, which provided a broad level of protection to the larger ships and made it easier to form strong squadrons early in the game and press an advantage. The Zhodani, on the other hand, had one dedicated carrier, which entered the system at an extreme end of the field; the Zhodani did not recover from this initial disadvantage, and fled the field of battle with only one battleship and two escorts, while the Imperials lost only a few escorts.
--- rules ---
Ships. There are three basic ship types.
Battleships. 3 hexes long, attack with 3 dice. Destroyed on a roll of 6.
Cruisers. 2 hexes long, attack with 2 dice. Destroyed on a roll of 4+.
Escorts. 1 hex, attack with 1 die. Destroyed on a roll of 2+.
Attack values may vary; in my playtest they did not.
Attack ranges may vary; in my playtest all units had a range of 10 hexes.
Movement varies based on unit description. In my playtest, all units were maneuver 5, which meant when they moved, they moved up to 5 hexes.
Squadrons. Adjacent friendly units form a squadron. Squadrons are treated as a single unit; they move as one unit, and attack a single target with their massed dice. For example, a squadron consisting of one typical cruiser and four typical escorts attack with 6 dice -- two for the cruiser, and one apiece for each escort.
Squadron damage. The strongest defending unit in the squadron screens the entire squadron. When a single attack registers at least one hit, the defender removes any one unit from the squadron. (If the attacker has a clear TL advantage, he chooses the unit to remove; in my playtest both sides were of a similar TL).
Map. The playing surface is a hexmat numbered from 0101 to 5031, divided into three sections (left, center, right).
Game Play. At the beginning of a turn, the phasing player rolls one die. On a 1 or 2, he may issue commands to ships on the left field of play; on a 3 or 4, commands may be issued to the center field; on a 5 or 6, the right field. If units exist in that field, the player then rolls another 1D: the result is the number of units he may command. The player first moves his units, then declares attacks, then executes the attacks. If a targeted unit is destroyed, any additional attacks on it are wasted.
Escape. If a unit leaves the field of battle, it has jumped away, and cannot reenter the game.