Union Jack
02-03-2015, 14:16
When starting this mission you must play A or B dependent on the result from January mission 1.
A Success: You were in pursuit of an enemy ship heading towards its coastline. Aboard the ship was a passenger carrying vital intelligence. Your mission was to prevent the passenger from reaching shore, and if possible, to capture him. During the night, fog enveloped both of your ships, but as night gave way to day, the fog started to lift.
When all became clear, you found yourself within firing range of the enemy. You were in position to wreak havoc upon the enemy’s ship and you did so. In the process you were able to sink/capture the enemy ship and from the survivors managed to capture the passenger and gain the vital intelligence. With this information the commodore has made his plans.
The commodore has ordered all ships to watch enemy ports and engage any ships leaving port.
Setup
Playing Surface: the playing surface is consistent with the dimensions of 2 Sails of Glory game mats (roughly 6x4). North is at the top, east along the right edge, south at bottom, and west along the left edge. Orientate the playing surface with north and south having the short edges, and east and west having the long edges.
Place one of the land pieces along the top right hand edge and another on the top right edge. Leave a ¼ ruler gap between the corner and each piece of land.
Place an island with a 7:2 arc battery exactly 2 rulers south west of the top right corner.
Wind is blowing to the north east.
12663
Choose one of your ships of no more than 74 guns.
¼ ruler gap from corner to each land piece
2 rulers sw of corner place the island
The batteries can cover the channel to north and south east respectively.
Any ship sailing within ¼ ruler of a shore line runs the risk of running aground.
A night action:
You may choose to carry out a night action. Carry out the sequence below:
1. No to night action: go immediately to ‘Enemy in Sight’.
2. Yes to night action: You have come up with a cunning plan to take the enemy battery on the island and use it to your advantage.
a. Take 2 crew casualty counters and place them to one side.
b. Decide how many crew to take off your ship. For every crew box you voluntarily cover from the left on your ship mat add 1 crew casualty counter to your 2 counters to one side.
c. Roll 1d6:
1 = You have been discovered. Take 1 crew permanent casualty and your landing party return to the ship. Go to Enemy in Sight.
2 = You have stormed the battery. Take 2 permanent crew casualties. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to enemy in Sight.
3 = You have stormed the battery. Take 1 permanent crew casualty. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to enemy in Sight.
4+ = You have taken the battery and captured many prisoners. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to Enemy in Sight.
Enemy in Sight:
Your Ship:
Your aim is to sink/capture or cause 50% hull & crew damage or force enemy ships back into port.
1. Place your ship within 2 rulers of the island if you failed to take the battery.
2. If you failed to take the battery then the battery will operate as the enemy for firing.
3. You may place your ship within 1 ruler of the island if you spiked the guns or are manning the guns.
4. If you spiked the guns remove the temporary casualty counters and apply any permanent casualties to your crew roster and continue.
5. If you manned the guns retain the temporary crew loss until the end of the game. You may not fire muskets during the game.
Special Rules:
1. Manning the guns. You require 1 crew counter to man each arc, there are two arcs. You require a reload counter for each. You may fire heated shot. This requires two turns to prepare. Any special damage counter drawn by a targeted ship disregard this damage, unless it was a crew damage, and replace with a fire special damage. You can only perform 1 task per turn. To fire heated shot would take 2 turns to prepare, fire on 3rd, prepare 4th and 5th ready to fire on 6th etc.
2. Spiking the guns: Your crew spike the guns and return to the ship. Remove the temporary casualty counters and apply any permanent casualties to your crew roster and continue.
3. Any enemy ship taking 50% hull or 50% crew or 2 mast hits will return to port.
The Enemy:
The failure of their spy to reach the port with the vital intelligence has forced the enemy’s hand. They have decided to set sail and break out. Roll 1d6:
1 = 1 x 74, 1 x 32
2 = 2 x 74
3 = 2 x 32
4 = 1 x 100
5 = 1 x 74, 1 x 32
6 = 2 x 74
With two enemy ships each will use a separate channel, randomly choose which ship will use which channel.
With one enemy ship randomly choose channel.
The aim of the enemy is to exit the playing area anywhere on the opposite long edge.
B Failure: You were in pursuit of an enemy ship heading towards its coastline. Aboard the ship was a passenger carrying vital intelligence. Your mission was to prevent the passenger from reaching shore, and if possible, to capture him. During the night, fog enveloped both of your ships, but as night gave way to day, the fog started to lift.
When all became clear, you found yourself within firing range of the enemy. You were in position to wreak havoc upon the enemy’s ship but failed. In the process you were unable to sink/capture the enemy ship or capture the passenger and gain the vital intelligence. Unable to make plans the commodore has dispatched 1 ship to observe the likely port the enemy may sally forth from.
The commodore has ordered all ships to watch enemy ports and engage any ships leaving port.
Setup:
Same as in A above only the wind is blowing south west.
A night Action/Enemy in sight:
Play through the sequence as above in A.
(Remember though the wind direction has changed.)
Captain Ability Points:
3 Points capturing/sinking a larger ship
2 points capturing /sinking a same size ship
1 point for capturing/sinking a smaller ship or causing 50% damage to any enemy ship/forcing enemy ship back to harbour
A Success: You were in pursuit of an enemy ship heading towards its coastline. Aboard the ship was a passenger carrying vital intelligence. Your mission was to prevent the passenger from reaching shore, and if possible, to capture him. During the night, fog enveloped both of your ships, but as night gave way to day, the fog started to lift.
When all became clear, you found yourself within firing range of the enemy. You were in position to wreak havoc upon the enemy’s ship and you did so. In the process you were able to sink/capture the enemy ship and from the survivors managed to capture the passenger and gain the vital intelligence. With this information the commodore has made his plans.
The commodore has ordered all ships to watch enemy ports and engage any ships leaving port.
Setup
Playing Surface: the playing surface is consistent with the dimensions of 2 Sails of Glory game mats (roughly 6x4). North is at the top, east along the right edge, south at bottom, and west along the left edge. Orientate the playing surface with north and south having the short edges, and east and west having the long edges.
Place one of the land pieces along the top right hand edge and another on the top right edge. Leave a ¼ ruler gap between the corner and each piece of land.
Place an island with a 7:2 arc battery exactly 2 rulers south west of the top right corner.
Wind is blowing to the north east.
12663
Choose one of your ships of no more than 74 guns.
¼ ruler gap from corner to each land piece
2 rulers sw of corner place the island
The batteries can cover the channel to north and south east respectively.
Any ship sailing within ¼ ruler of a shore line runs the risk of running aground.
A night action:
You may choose to carry out a night action. Carry out the sequence below:
1. No to night action: go immediately to ‘Enemy in Sight’.
2. Yes to night action: You have come up with a cunning plan to take the enemy battery on the island and use it to your advantage.
a. Take 2 crew casualty counters and place them to one side.
b. Decide how many crew to take off your ship. For every crew box you voluntarily cover from the left on your ship mat add 1 crew casualty counter to your 2 counters to one side.
c. Roll 1d6:
1 = You have been discovered. Take 1 crew permanent casualty and your landing party return to the ship. Go to Enemy in Sight.
2 = You have stormed the battery. Take 2 permanent crew casualties. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to enemy in Sight.
3 = You have stormed the battery. Take 1 permanent crew casualty. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to enemy in Sight.
4+ = You have taken the battery and captured many prisoners. You may spike the guns or man the guns. (see manning/spiking guns in special rules). Go to Enemy in Sight.
Enemy in Sight:
Your Ship:
Your aim is to sink/capture or cause 50% hull & crew damage or force enemy ships back into port.
1. Place your ship within 2 rulers of the island if you failed to take the battery.
2. If you failed to take the battery then the battery will operate as the enemy for firing.
3. You may place your ship within 1 ruler of the island if you spiked the guns or are manning the guns.
4. If you spiked the guns remove the temporary casualty counters and apply any permanent casualties to your crew roster and continue.
5. If you manned the guns retain the temporary crew loss until the end of the game. You may not fire muskets during the game.
Special Rules:
1. Manning the guns. You require 1 crew counter to man each arc, there are two arcs. You require a reload counter for each. You may fire heated shot. This requires two turns to prepare. Any special damage counter drawn by a targeted ship disregard this damage, unless it was a crew damage, and replace with a fire special damage. You can only perform 1 task per turn. To fire heated shot would take 2 turns to prepare, fire on 3rd, prepare 4th and 5th ready to fire on 6th etc.
2. Spiking the guns: Your crew spike the guns and return to the ship. Remove the temporary casualty counters and apply any permanent casualties to your crew roster and continue.
3. Any enemy ship taking 50% hull or 50% crew or 2 mast hits will return to port.
The Enemy:
The failure of their spy to reach the port with the vital intelligence has forced the enemy’s hand. They have decided to set sail and break out. Roll 1d6:
1 = 1 x 74, 1 x 32
2 = 2 x 74
3 = 2 x 32
4 = 1 x 100
5 = 1 x 74, 1 x 32
6 = 2 x 74
With two enemy ships each will use a separate channel, randomly choose which ship will use which channel.
With one enemy ship randomly choose channel.
The aim of the enemy is to exit the playing area anywhere on the opposite long edge.
B Failure: You were in pursuit of an enemy ship heading towards its coastline. Aboard the ship was a passenger carrying vital intelligence. Your mission was to prevent the passenger from reaching shore, and if possible, to capture him. During the night, fog enveloped both of your ships, but as night gave way to day, the fog started to lift.
When all became clear, you found yourself within firing range of the enemy. You were in position to wreak havoc upon the enemy’s ship but failed. In the process you were unable to sink/capture the enemy ship or capture the passenger and gain the vital intelligence. Unable to make plans the commodore has dispatched 1 ship to observe the likely port the enemy may sally forth from.
The commodore has ordered all ships to watch enemy ports and engage any ships leaving port.
Setup:
Same as in A above only the wind is blowing south west.
A night Action/Enemy in sight:
Play through the sequence as above in A.
(Remember though the wind direction has changed.)
Captain Ability Points:
3 Points capturing/sinking a larger ship
2 points capturing /sinking a same size ship
1 point for capturing/sinking a smaller ship or causing 50% damage to any enemy ship/forcing enemy ship back to harbour