1.0  Introduction

	This scenario was designed on a registered version of
	the "VGA Planets Scenario Editor" by Dan Gale for use 
	with "VGA Planets" by Tim Wisseman.  This scenario was 
	designed by Jeff Grigsby.

	Although it is possible to play this scenario without a registered 
	version of "VGA Planets", I strongly recommend registering before
	starting.  Both players begin with advanced technology that
	can only be used on registered versions. If only one player in
	this scenario has registered then he will win.

	This will be my only warning.  I have always enjoyed "Macro"
	games and wanted to see two fleets with 100+ ships beat each
	other to a pulp.  I hope you have fun with this game.  Enough
	fun possibly to design your own scenarios and send them to 
	Dan,(i.e. register).


2.0  Scenario 101 - "The Best Defense"

         The Fascist Empire has always followed it's manifest destiny.
     To expand into the known galaxy and dominate the lesser (unarmed)
     races to be found there.  The Empire's expansion has been halted
     by contact with an Evil Federation of Races that believes in the
     equality of all races.  This aberation must be destroyed before
     this herasy can spread. 
      
	The Solar Federation has always believed in the Destiny
     of the Individual.  All peoples should be free to rise to
     their own level of excellence.  By governing loosly and 
     keeping out of the lives of private citizens the Federation
     has created a level of prosperity never before equaled.
     Unfortunatly you have encountered an Evil Empire whose 
     government is determined to control the lives of all people
     everywhere.  This aberation must be resisted with all the
     might of a Free people.  Good luck.
    
         Although both players start with fairly strong fleets, the 
     Fascist Empire has a strong tactical advantage.  First of all
     the Fascist is already set up to attack.  He has a strong economy
     but has fewer planets and resources the the Federation.  The
     Fascist also has a reserve fleet of mothballed ships.  Each
     of your three principal Starbases has four disassembled ships
     ready to be produced.  These represent older ships that have 
     been deactivated for emergency use.  You may assemble them with
     the equipment provided or build further upgrades for them. 
     Remember that the Solar Federation will have a strong economic
     advantage if you give him time to bring it to bear.  Also his
     planets may attack your ships on plunder orders, so be careful.
     Don't forget that some of your ships can cloak.

     	The Solar Federation has some advantages also.  You have a 
     much better economy and will probably be purchasing higher
     tech equipment than your opponent.  Be prepared to lose ground
     initially.  You must decide which of your planets may be defended
     and which must be defended.  You begin with more resources 
     pre-mined, so you must make good use of them.  Don't forget to
     Super-refit some of your ships, but dont waste weopons.  You
     will need everything you can get. Be sure to hope for some small
     meteor showers on your border worlds.  I suggest leaving the 
     setting at 3% as a good balancing factor.  

3.0  Victory

	I personally don't believe in heroic last stands when all 
     hope is lost.  I can understand the Marines defending Wake 
     Island and honor their stand; however, I see Germany's stand
     against the Allies in 1945 to be folly (very brave but folly
     all the same).  Therefore this scenario is not to the last 
     planet.  If at the end of any turn either player has no 
     Starbases then he has lost.  Switch sides and try again or
     create your own scenario,(i.e. register!).  
     	
    