A Call to Arms - The Miranda Campaign

 Forces
 - Centauri Republic
 - Earth Alliance
 - Shadows
 - Vorlons
 - ISA

  Campaign
 - Miranda
 - Turn 1
 - Turn 2
 - Turn 3
 - Turn 4
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  Links
 
Kettering Games Club
 - Mongoose Publishing
 - Links
 - Contact me

Turn 1 
The Shadows  moved to seize the vital industrial Miranda colony but the Vorlons intercepted their ancient adversaries.  They established a blockade around the colony, protecting the inhabitants from the ravages of the Shadows.  A mighty shadow ship tried to run the blockade but fell under the Vorlons' guns.
 
Meanwhile, the Interstellar Alliance established a base on the unexplored water world of Miranda II, hoping to find vital materiel for their campaign.  They did find a a cache left over from a previous war, but to the disappointment of their commander it proved to be almost empty.
 
The Centauri and Earth Alliance both chose to take vital strategic targets useful for rebuilding their forces. While their enemies were occupied, they both took their targets unopposed (a jump gate and shipyards, respectively).

Battles

Shadows vs Vorlons; blockade run; war; Vorlons win.

Results
Shadows 10 RR points.
Vorlons 35 RR points
Centauri 25 RR points (10% reduction in cost of reinforcements)
Earth Alliance 23 RR points (plus 5 for new ships which must be used each turn).
ISA 22 RR points.

 

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