THE THOLIAN INCIDENT 167-168
In 171, the Klingon admiralty decided to conduct a series of war games. The mock battles staged by the Klingons turned out to be dismal failures, however, because the Klingon crews were never too excited about firing weapons which did no damage and having officials tell them they were "dead" just because a 1/1OOth power phaser touched their ship. So, the Klingons decided to conduct their wargames against the relatively weak and unsuspecting Tholians. In this way, their crews would get needed combat experience and teach the Tholians a lesson at the same time. The Klingon plan was to use a minimum of ships, attack quickly, then leave.
NUMBER OF PLAYERS: 2
INITIAL SETUP: KLINGONS: The Klingons move first. The ships in Hex 1617 and 1416 (both on basestations) are unreleased.
LENGTH OF SCENARIO: 3 Turns
SPECIAL RULES: Tholian ships may never move more than 3 hexes from the Tholian border. All Klingon forces must return to Klingon space on turn three. Any ships still in Tholian space at the end of the combat phase of turn th(ee are considered destroyed for victory points. The Tholian player gets no third turn. No ships may enter Federation space or the Neutral Zone.
Any ships entering Romulan space are considered destroyed.
Also, the Tholians carry fighters on their BW (Black Widow) CV carriers. The fighters are located in the STARFLEETS menu.
VICTORY CONDITION: If the Klingons capture Tholia, the game ends and the Klingon player wins. If not, each player receives one point for each point of attack strength points of enemy ships destroyed. The player with the higher point total wins.