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View Full Version : August's Solo Mission – ‘I am envious only of glory.’



TexaS
08-03-2015, 13:29
An Admiral with much influence has put his son, a young, quickly and newly appointed lieutenant/lieutenant de vaisseau or commander/capitaine de corvette, in your squadron. It is now your mission to accompany him on a cruise where he will be looking for prizes. The admiral's son will be called the hothead in this text.


Ships
Your ship may be any ship at least two levels higher than the hothead's according to this scale.

Levels:
1 - unrated ship sloop
2 - 32 gun frigate
3 - 40 gun frigate
4 - third rate
5 - first rate

Roll a die:
1: The enemy get a ship at one level below you.
2-5: The enemy get one ship the same level as you.
6: The enemy get two ships the same levels as you and the hothead's.
Example: You choose a third rate, the hothead gets a 32 gun frigate and you roll a 6. Then the enemy also gets a third rate and a 32 gun frigate.

Set up.
. . . Player . . . . . . . Hothead
16047
<- Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enemy

Use a standard mat (size 67 x 98 cm / 26 in x 39 in) with long edges north (Up in photo) and south. There is a coastline along the east edge. The wind blows from the east, off coast.

The Enemy starts at the south edge, one full ruler from the coast, facing north. If there is a second ship it is placed a half ruler in front of the first.
The Player starts at the North-West corner, close hauled.
The Hothead starts at the north edge, one half ruler east of the Player, facing the same direction as the Player.

Rules:
Movement
The hothead will use AI-movement relative to the closest enemy ship. Hothead and enemy will use battle sails. Player may use all sail settings.

Collision
Collision damage between Player and hothead will result in no damage, due to pushing off, but there's a risk of entangling.

Boarding
Player may try boarding. Hothead will try boarding action on any enemy regardless of size if given the opportunity. While boarding the hothead will not roll for disengagement.

Disengagement
If the Hothead takes at least half damage to hull or crew roll a die, 1-4 remain in battle, 5+ flee. Roll again each time his ship takes additional damage with a cumulative +1 modifier to the die. Roll for captain injury or death as usual.
Enemy disengages per standard rules with a roll when three boxes left.

All ships may exit any side but East and will disengage / flee to the nearest.

Victory conditions
If the enemy strikes or disengages and the hothead survives with less than half damage taken, you have succeeded very well with the scenario and get 3 points regardless of if the player ship has been forced to strike. If the enemy surrenders or sinks you get +1 point per ship. If an enemy is taken price with one or more hull boxes left an additional +1 point is awarded per ship. This will get the hothead out of your way but he will be if possible even worse.

If the hothead avoids being captured or killed, even if he is injured or flees off board after taking half damage to hull or crew you can still get 2 points by winning and making all the enemies strike or 1 point by winning and making all the enemies at least disengage, but only if the hothead had effect on an enemy (only drawing 0:s is no effect). This will straiten him up and might actually make a decent captain of him someday.

If the hothead is killed or captured, or have no effect on the enemy before fleeing, or you loose the engagement you the scenario is lost and you get no points regardless of other conditions, but the eternal gratitude of all experienced captains in the service and a hard time getting promotions.

Bligh
08-03-2015, 13:59
Another very innovative idea Jonas.
I look forward to playing these scenarios.
Thanks.
Rob.

Union Jack
08-03-2015, 14:27
And a jolly good thrashing he will get too. My this looks like fun.