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Union Jack
12-14-2015, 16:45
BRF: January 2016 Solo Scenario - For Honour & Glory

January Scenario: For Honour & Glory.

General:

Your ship has been ordered to join the squadron under command of ######. You have dispatches for the squadron commander. You have been at sea for 2 weeks. Almost every day your mast head lookout has informed you that there is a strange sail behind you roughly on the same bearing.

Tomorrow you have decided that if the strange sail is still there you will turn to investigate.

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Ground:
2 playing mats, or similar sized area, joined at the long edges. The wind is from the top left corner and will not change for the duration of the game.

Situation:
The strange sail is a friendly merchantman that is now being attacked by another ship and has hove to and is about to be boarded by the enemy.

Decide on the size of the enemy ship: Smaller, Same Size, larger.

The wind has suddenly changed and is now blowing towards you. You have managed to close the range before the wind change. (See diagram for starting positions).

RULES:

1. It takes 4 maneuver cards to heave to, board the merchant, hoist sail and move at top sails on the 5th card. (Both ships).
2. The enemy ship will be minus 3 crew boxes as a prize crew.
3. The enemy ship will not be able to fire any muskets and will fight at 1 less if a boarding action takes place.
4. The enemy and captured merchant must leave the table at point B.
5. Due to a reduced crew the merchant ship can only move at battle sails or top sails.
6. If fired upon by your ship the captured merchant ship will heave to and surrender.
7. If the merchant ship surrenders you must send a prize crew across to recapture. (Reduce your crew boxes by 1)
8. You must hove to and launch boats this takes 2 maneuver cards.
9. If you do not launch boats and your ship moves more than 1 ruler away from the merchant ship the enemy prize crew will hoist sail and continue to escape.


Mission:

1. Save the merchantman from being captured/taken/sunk.
2. Sink/Capture/Drive off the enemy ship.

Victory Points:

+1. Recapture The Merchantman and it leaves the table at point A. (Gain a bonus Prize Money of 3)
+1. The enemy ship leaves the table without the Merchant ship.
+1. Sink or Capture enemy ship if Smaller than your ship.
+2. Sink or Capture enemy ship if Same size as your ship.
+3. Sink or Capture enemy ship if larger than your ship.


Link to Original Briefing:
http://sailsofglory.org/showthread.php?3790-BRF-January-2016-Solo-Scenario-For-Honour-amp-Glory

Link to AAR's:
Hyperfocal:http://sailsofglory.org/showthread.php?3934-AAR-January-For-Honour-and-Glory

Bos'n: http://sailsofglory.org/showthread.php?3903-Solo-Scenario-For-Honour-and-Glory-and-the-Rescue-of-The-Rose

Capn Duff: http://sailsofglory.org/showthread.php?3898-AAR-Fleet-action-For-Honour-and-Glory

Union Jack: http://sailsofglory.org/showthread.php?3908-AAR-JAnuary-For-Honour-amp-Glory&p=57777#post57777

TexaS: http://sailsofglory.org/showthread.php?3894-AAR-For-Honour-and-Glory-Action-of-6-February-1798

Hjl:http://sailsofglory.org/showthread.php?3849-AAR-January-Solo-Campaign

D.R. Maturin: http://sailsofglory.org/showthread.php?3857-AAR-January-Solo-Campaign-Game-Maturin

Torrence: http://sailsofglory.org/showthread.php?3818-AAR-January-2016-Solo-Scenario-For-Honor-and-Glory

Bligh: http://sailsofglory.org/showthread.php?3828-AAR-January-2016-Solo-Scenario-One-For-Honour-amp-Glory

spiessbuerger: http://sailsofglory.org/showthread.php?3842-AAR-January-2016-Solo-Scenario-One-For-Honour-amp-Glory-with-Iron-and-Blood

Union Jack
12-22-2015, 15:33
BRF: February 2016 Solo Scenario - A new venture

Letters of Marque

February Scenario: A new venture.

General:
Your crew have been inactive for too long. You have decided that a short voyage to shake the cobwebs out is in order. News has reached you that a fat, juicy merchant has set sail and this is your target. You have stalked your prey and now it is yours! Or though you think...the mast lookout has just shouted strange sail of the bow. You can’t make it out but you know in your heart it is not good.

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Ground:
2 playing mats, or similar sized area, joined at the long edges. The wind is from the top left corner and will not change for the duration of the game.

Situation:
The strange sail is not friendly. You are hove to with some of your crew aboard the merchantman as prize crew.
Decide on the size of the enemy ship: Smaller, Same Size, larger.
(See diagram for starting positions).

RULES:
1. It takes 4 maneuver cards to heave to, board the merchant, hoist sail and move at top sails on the 5th card. (Both ships).
2. The enemy ship will consider the merchantman as its primary target for AI movement..
3. Your ship will not be able to fire any muskets and will fight at 1 less if a boarding action takes place. 4. Your ship and the captured merchant must leave the table at point B.
5. Due to a reduced crew the merchant ship can only move at battle sails or top sails.
6. If fired upon by the enemy ship the captured merchant ship will heave to and surrender.
7. If the merchant ship surrenders the enemy ship must send a prize crew across to recapture. (reduce its crew box by 2)
8. To do this it must heave to and launch boats this takes 2 maneuver cards.
9. The enemy ship will fight at 2 crew less for musket fire and boarding once it sends a prize crew to the merchant.

Mission:
1. Capture the merchantman and get off the board at B.
2. Sink/Capture/Drive off the enemy ship.

Renown Points:
+1. Capture The Merchantman and it leaves the table at point B. (Gain bonus Prize money of 6)
+1. The enemy ship leaves the table.
+1. Sink or Capture enemy ship if Smaller than your ship. (Gain bonus of 2 Prize money if captured)
+2. Sink or Capture enemy ship if Same size as your ship. (Gain bonus of 3 Prize money if captured)
+3. Sink or Capture enemy ship if larger than your ship. (Gain bonus of 6 Prize money if captured)

SUMMARY
Maneuver Card 1 Your ship heaves to.
Maneuver Card 2 Your ship launches boats. Enemy ship moves.
Manuever card 3 Your boats move to prize. Enemy ship moves.
Maneuver card 4 Your Prize crew board merchant and take command. Enemy ship moves.
Maneuver card 5 Your Prize crew hoist top sails and move. Enemy ship moves.

Point B is the 'enemy' ship for the merchantman. Point B can be 1/2 or a ruler length either side of the corner. I leave the determination to you.

If the merchant leaves the table outside these parameters (1/2 or full ruler length of corner) and you have been driven off (ie leave the table) captured or sunk; then consider the merchantman recaptured.

Enemy Ship Actions: Will always move to intercept the merchant and recapture it.

Link to Original Briefing:

http://sailsofglory.org/showthread.php?3791-BRF-February-2016-Solo-Scenario-A-new-venture


Link to AAR's:

TexaS: http://sailsofglory.org/showthread.php?4477-AAR-Feb-A-new-venture

Union Jack:http://sailsofglory.org/showthread.php?3978-AAR-February-Solo-scenario-a-new-venture

Bos'n: http://sailsofglory.org/showthread.php?3968-A-New-Venture-Meshuda-s-Loss

Tordenskjold: http://sailsofglory.org/showthread.php?3920-AAR-February-Solo-scenario-a-new-venture

Torrence: http://sailsofglory.org/showthread.php?3895-AAR-February-2016-Solo-Scenario-A-new-Venture

Hjl : http://sailsofglory.org/showthread.php?3887-AAR-February-2016-Solo-Scenario-A-new-venture

Bligh : http://sailsofglory.org/showthread.php?3875-AAR-Solo-Scenario-A-new-venture

Capn Duff: http://sailsofglory.org/showthread.php?3854-AAR-for-Honour-amp-Glory-Scen-1&p=56894#post56894

Union Jack
02-16-2016, 15:24
Brief: March Nation v Nation. Après la tempête

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After a fruitless cruise, during which they encountered a terrible storm at sea, the remains of the enemy fleet struggles to return to port only to discover your Squadron blockading it. Short of rations and battered they must force a way back into port or succumb in the attempt. In order to emulate storm damage throw a D6 for each ship, and draw that number of A chits. Do this for each ship in the enemy fleet. The two Fleets will be equal in number to each other in size and composition. You may mix rates as long as both sides match up ( Players choice), excepting that to make up for the storm damage the enemy fleet will have one more ship than you.


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Knowing that the fortress at the harbour commands the entrance and narrow channel around the island, each captain will decide either to make for the dangerous channel and safety, beating against the southerly wind,


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or brave the battle with your fleet outside in the bay.


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Dice for each ship 1-2 they choose the channel.- 3-6 they fight.

Any ship failing to make the harbour for whatever reason is deemed lost and you will take the points for its capture or sinking.

Your penalties for any lost or struck ships, is simply the loss of that ship from your squadron for the next game. That is enough of a penalty for any unwise Admiral.

Idea for the layout.

Use the size of two Ares mats as a rough guide.

Note that any fortifications must control the inner channel around the island, and have guns enough to put of enemy ships from hazarding the channel.
Say with firepower equivalent to two 100 gun ships.
Wind comes from the South for the entire engagement as per the chart.

Good luck in your endeavors captains.

Bligh.

Link to Original Briefing:

http://sailsofglory.org/showthread.php?3900-Brief-March-Nation-v-Nation-Apr%E8s-la-temp%EAte


Link to AAR's:
Hyperfocal (Royal Navy): http://sailsofglory.org/showthread.php?4050-AAR-March

Capn Duff (Royal Navy):http://sailsofglory.org/showthread.php?4052-AAR-March-solo-Fleet-Action

Bos'n(United States):http://sailsofglory.org/showthread.php?4011-Apr%E8s-la-Temp%EAte-After-the-Storm-and-then-the-Storm-Thereafter

Dr Maturin (Royal Navy):http://sailsofglory.org/showthread.php?3996-AAR-March-Scenario-After-the-Storm-Or-quot-For-the-French-the-Storm-just-goes-on-quot-!

Union Jack (Royal Navy): http://sailsofglory.org/showthread.php?3991-AAR-March-Nation-v-Nation-Apr%E8s-la-temp%EAte-(or-around-the-ragged-rocks)

Bligh (Royal Navy): http://sailsofglory.org/showthread.php?3975-AAR-March-16-Nartion-v-Nation-solo-scenario-Bligh

Speissbuerger (Royal Navy): http://sailsofglory.org/showthread.php?3970-AAR-March-2016-Solo-Scenario-Apr%E8s-la-temp%EAte-Anglais-%E0-l-horizon!

Hjl (Royal Navy): http://sailsofglory.org/showthread.php?3961-AAR-March-Nation-v-Nation-After-the-storm

Torrence (Royal Navy): http://sailsofglory.org/showthread.php?3963-AAR-March-2016-Solo-Scenario-Apr%E8s-la-temp%EAte

Texas (Royal Navy): http://sailsofglory.org/showthread.php?3969-AAR-Apr%E8s-la-temp%EAte-Action-of-20-march-1798-off-Diamond-Point

Union Jack
03-31-2016, 15:15
Brief Letters of Marque April Scenario.

Copping a Packet.


You have been instructed to apprehend an enemy Packet ship, known to have some important and essential material appertaining to, and essential for the furtherance of the enemies war effort.
Coordinates supplied to your Admiral/Captain/Pirate chieftain by spies have brought you to a secluded bay on the enemy coast. As you round the headland, you are surprised to see not one, but two ships at anchor under the guns of a fort upon the headland.

Boats are passing between the ships and materials are obviously being exchanged.
If you enter the bay, the ships will slip their cables and make off in different directions.
The wind is initially blowing from the NW but may change if you wish to use those rules…
You will have to prioritize which ship you decide to cut out.
The fort will fire upon you if you come within range.
Both ships must escape from the Western edge of the horizon.
When captured a search of the ship will turn up one of several items.
Treasure to pay the enemy Fleet, Charts for an invasion of your home port, a letter containing the names of enemy agents in your area of influence, or just a plane sheet of parchment containing nothing at all.
Before the game starts, print off the cards below, and without looking at them ascribe one of the cards to each of your ships. When it is captured you may turn over the card and see what the ship is carrying.
On arrival back at your home port, the Dockyard Agent, (Neil) will decide what your bounty is worth.
For the Action, I suggest two Sloops against a Frigate, and a Fort with a 2 and 3 battery. If you pitch a 74 against two Frigates, use only a 3 battery, as two Frigates may gang up on a hurt 74, whereas two Sloops are less likely to take on a frigate. Because of the nature of plunging fire from the battery, no raking shots are allowed. Nor will the Fort have had sufficient warning to prepare heated shot.

Link to Original Briefing:

http://sailsofglory.org/showthread.php?3972-Brief-Letters-of-Marque-April-Scenario


Link to AAR's:

TexaS: http://sailsofglory.org/showthread.php?4478-AAR-Apr-Copping-a-Packet

Capn Duff (Royal Navy):http://sailsofglory.org/showthread.php?4033-AAR-April-Letters-of-Marque

Bosn (Pirate)http://sailsofglory.org/showthread.php?4039-AAR-April-Copping-a-Packet-A-Shakedown-Cruise

Tordenskjold (Royal Navy):http://sailsofglory.org/showthread.php?4002-AAR-Letters-of-Marque-april-quot-mystic-wind-quot

Union Jack (Pirate):http://sailsofglory.org/showthread.php?3998-AAR-April-Letters-of-Marque-scenario-2-It-s-in-the-bag-Tom-in-the-bag-I-tell-you!

Bligh (HEIC):http://sailsofglory.org/showthread.php?3997-AAR-April-Letters-of-Marque-scenario-2

Hjl (Pirate): http://sailsofglory.org/showthread.php?3980-AAR-Letters-of-Marque-The-Special-Relationship

Union Jack
08-08-2016, 13:44
Nation v. Nation May Scenario. The Blockade


2016 Solo Campaign – May Scenario - The Blockade

Your squadron has been blockading an estuary mouth on a West coast. You are aware that there is a secure anchorage approximately one mile up the river but you have not been able to ascertain exactly what force is sheltered there. A recent cutting out / intelligence gathering operation ended when it was discovered that there are gun batteries located on both banks and about 400 yards up the river and you lost one longboat and it’s crew as a result. They did manage to capture a farm worker who they had found fishing from the river bank but he was unable to tell you more than that there were “lots of masts sticking up” which he could see from the farm.

This squadron has been blockaded for 8 months and has made no attempt to put to sea as far as you know. However now is their chance as you have been forced to gain sea room to ride out a quite severe storm and are now beating in against an unfavourable wind to get back on station. You are expecting that the enemy squadron will take this opportunity to try to make a run for freedom and to rejoin his brothers in the main fleet anchorage some 50 miles to the South.

Your squadron consists of:
1 x 32/34 Gun Frigate
2 x 74 Gun Ship of the Line
1 x 100 Gun Ship of the Line - Flag

The blockaded squadron consists of:
A mix of rates of 3 minimum and up to 5 ships maximum of which 3 must be 74’s and above.
This squadron has been blockaded for so long that the crews are badly in need of some sea time to get them back to some sort of efficiency. Until that time comes, in probably not less than a month’s intensive training, the squadron will only be able to move at up to two sails speed.

The blockaded squadron will effectively have some initial free moves (very much dependant on the D6 result) to get the ships down the river but must stay at least a quarter range-stick (C/D), bow to stern, apart during this operation. Also their orders are to stay together with no “every man for himself” attitude once clear of the estuary. They will, once consolidated, sail South and attempt to exit the playing area anywhere along the Southern edge. If at any time during the game a ship finds that it can not reach the Southern edge or is in danger of capture or worse it will try to make it’s way back to the estuary by the most direct route.

Your mission is to intercept, capture, destroy or force them to return to the estuary and their nearest safe harbour. Your secondary mission is to identify the names and rates of the ships you encounter. To do this you must get within 1.1/2 range-sticks.
At the start of the game you will have one Frigate within 1/2 range-stick of any edge of the playing area, except the Eastern edge. The playing area is two game mats laid short edge to short edge giving 67 x 196cms max ( 26” x 78” but not less than 152.5cms [60”] ) with the estuary located at the bottom right hand corner (see sketch & photo). Note the position of the rocks and shoals which are not only visible but also lie just beneath the surface making the area covered un-navigable by anything larger than a longboat.

At the start of the game you throw 1 x D6 to see how many turns before you appear on the playing surface anywhere on either the Western or Northern edges, and within half range-2 stick (B) distance of that edge and in any formation you choose, but you must enter as a close squadron and within one range-stick overall of each other: only the Frigate may be detached.

They appear at the end of the move indicated by the dice roll but do not move until the next turn. i.e 3 thrown on a D6 = Squadron appears at end turn 3 and moves in turn 4.

The wind direction at the start is a brisk offshore breeze blowing directly from East to West (270 degrees).
The wind will veer clockwise 30 degrees at the end of each turn (2 manoeuvre cards) for the first six moves when it will eventually steady at 60 degrees between NE by E and ENE.

The blockaded squadron starts with it’s first ship in the mouth of the estuary and just on the mat. Remember your following ships must be at least a quarter range-stick (C/D) distance behind each other.

You will receive rewards as per the Victory Points list below.

NB. When the escaping squadron go head to wind , as they undoubtedly will, for the first time only the player may choose either the - 4 or the + 6 Red Border Card to manoeuvre. Remember this is first time only.

Happy Hunting.


2016 May Scenario - Blockade Victory Points:
Each enemy identified ship. 5 points Blockading Sqdn only
Each prize taken. 20 points
Each ship forced back into estuary 15 points Blockading Sqdn only
Each ship sunk. 15 points
Each enemy ship that escapes off table Southern Edge 20 points Blockaded Sqdn only
Each enemy ship that escapes off table Any Edge 15 points Blockaded Sqdn only
Each enemy ship retreating back into estuary 10 points Blockaded Sqdn only

Link to Original Briefing:
http://sailsofglory.org/showthread.php?4076-Nation-v-Nation-May-Scenario-The-Blockade

Link to AAR's:


Bos'n (United States):http://sailsofglory.org/showthread.php?4152-The-Blockade-of-la-riviere-Artibonite

Bligh (Royal Navy):http://sailsofglory.org/showthread.php?4098-AAR-May-scenario-Nation-v-Nation-The-Blockade

Dr Maturin (Royal Navy):http://sailsofglory.org/showthread.php?4117-Nation-v-Nation-2016-Solo-Campaign-May-AAR-The-Blockade

Hjl (Royal Navy):http://sailsofglory.org/showthread.php?4096-AAR-NAtion-v-Nation-May-The-Blockade-HJL

Union Jack (Royal Navy):http://sailsofglory.org/showthread.php?4093-AAR-NAtion-v-Nation-May-The-Blockade

Union Jack
08-08-2016, 13:46
June Solo mission "Intercept" Mission Brief

It has been reported to your local Admiral that an enemy VIP is sailing to take up a new appointment close to your home port.
The Admiral has assigned you and your ship to intercept the enemy vessel and "Request" the VIP accept our hospitality.
Therefore you must find and board the enemy vessel and capture it and its VIP.

The enemy vessel is equal to your own in size.
You can engage with cannon fire , but after the enemy ship has suffered 50% of either crew or hull box, any further damage or casualty inflicted by cannon/musket fire draw a E chit, if a crew drawn the VIP is killed and the mission will fail.
The VIP will not be injured in a boarding action.

The enemy ship is north of your current position and must exit the map within a ruler length of the position marked X in the South East corner

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Your ship is to the South

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The wind is currently blowing from W to E, it can change if you play that option

The play area is equivalent to two mats.

Good luck Captians

Link to Original Briefing:
http://sailsofglory.org/showthread.php?4119-June-Solo-mission-quot-Intercept-quot-Mission-Brief

Link to AAR's:

TexaS: http://sailsofglory.org/showthread.php?4479-AAR-Jun-Intercept

Union Jack (Pirate): http://sailsofglory.org/showthread.php?4406-AAR-June-mission-Intercept

CMDCM Weisen: http://sailsofglory.org/showthread.php?4277-AAR-June-Solo-mission-quot-Intercept-quot

Bos'n (Pirate) http://sailsofglory.org/showthread.php?4216-AAR-June-Intercept-The-Attache


Hjl (Pirate):http://sailsofglory.org/showthread.php?4169-June-Solo-mission-quot-Intercept-quot-AAR-HJL

Bligh (HIEC):http://sailsofglory.org/showthread.php?4128-AAR-June-Solo-mission-quot-Intercept-quot-Captain-Mc-Bride

Union Jack
08-08-2016, 13:47
July Nation v Nation Mission brief Take and Destroy

July mission

The local Admiralty representative has you called into his office.
A merchant Captain has reported seeing what he termed as "A bloody big ship" with at least two other sails acting as escort, within two days sail of port, heading to their own harbour.
The Admiralty has ordered you to take your Squadron, or as many as you can spare, intercept the enemy and take and destroy as much of their fleet as possible.

The problem is, you must leave at least one of your squadron in port to act as local guard.
Also there is an epidemic rampant within the squadron meaning that most ships crews are understrength.

1. Pick one of your six ships to remain in harbour.

2. Roll 1xd6 for each remaining ships, this is the number of crew box's that are unavailable due to the illness.

3. From the five ships you may exchange un-ill crew box's from one ship to fill up another ship to get a full or as high a crew as possible.

4. The stipulation for the remaining ships is that you cannot completely fill up a crew with ill crew, a ship must retain three crew box's uninjured.

Eg 3 ships with 10 box's roll 5, 3 &4 . ship 1 can only swap 2 box's to as to retain 3 unfilled box's to ship 2 meaning that ship2 now has only 1 box filled at the start of the mission.

5. You can take ships with crew box's already filled.

6. Once your squadron has been organised you can sail to intercept.

Link to Original Briefing:
http://sailsofglory.org/showthread.php?4151-July-Nation-v-Nation-Mission-brief-Take-and-Destroy

Link to AAR's:
Union Jack (RoyalNavy): http://sailsofglory.org/showthread.php?4409-AAR-July-mission-Pox-amp-Scurvy

Bos'n: http://sailsofglory.org/showthread.php?4298-AAR-July-quot-The-Pox-You-Say-quot

Hjl (Royal Navy):http://sailsofglory.org/showthread.php?4173-AAR-July-Nation-v-Nation-Take-and-Destroy-HJL

Bligh (Royal Navy):http://sailsofglory.org/showthread.php?4163-AAR-July-Nation-v-Nation-Take-and-Destroy

Union Jack
08-08-2016, 14:30
Briefing August Solo Scenario: The Signal Station.

The Signal Station.
You have had news that a ship carrying a valuable cargo is anchored in a sheltered bay.
Unfortunately there is a signal station overlooking this anchorage and any approach.
Should you decide to approach during daylight then the other ship will make good its escape.
Should you decide to carry out a boat landing action then read on:

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Sheltering in a neighbouring sheltered bay you have dispatched 1 or 2 boats.

Each boat can carry 2 crew.

They land in the bay adjacent to Path B at night. They proceed to the signal station.
(This part of the action stops here).

As dawn is breaking you sail towards the headland hoping that your landing party have done the job.

Once you ship rounds the headland follow the next actions in sequence:

1. Draw 3 E damage chits.
2. If the chits show a crewman then total these and add 1 (max 4).
3. Then carry out a boarding action with your crewmen v the signal station crew.
4. If your men win then go to A.
5. If the signal crew win then go to B.

A: You sail into the bay. The enemy ship is still at anchor. The enemy ship is the same size as yours minus as many crew boxes as are manning the signal station. It will take 1 movement card to rouse the crew. A second to raise anchor and hoist minimum sails. It will take a third and fourth card to load and run out whichever guns are pointing towards you. The it is game on. If you capture the ship you may add 5 A damage chits of treasure, ie, draw 5 A damage chits. Total up the numbers and that is how much treasure you acquire. Disregard all special damage.

B. You sail into the bay to find the enemy ship is at battle sail and heading away from you. If the enemy ship leaves the table at point C then it gets away. Your missing crew are prisoners, or dead.

If you take the enemy ship draw 5 A damage chits for treasure as above and release your men.



Link to Original Briefing:
http://sailsofglory.org/showthread.php?4194-Briefing-August-Solo-Scenario-The-Signal-Station&p=63672#post63672

Link to AAR's:
Union Jack (Pirate): http://sailsofglory.org/showthread.php?4441-AAR-August-2016-quot-The-Signal-Tower-quot

Bos'n (Pirate):http://sailsofglory.org/showthread.php?4312-AAR-August-2016-quot-The-Signal-Tower-quot

Bligh (HIEC): http://sailsofglory.org/showthread.php?4200-AAR-August-Solo-Scenario-The-Signal-Station-HEIC-Nottingham

Hjl (Pirate):http://sailsofglory.org/showthread.php?4195-AAR-August-Solo-Scenario-The-Signal-Station-HJL

Union Jack
10-12-2016, 17:00
September Nation v Nation Mission Brief - The real Fog of War.

Your Squadron has been attempting to overhaul and Enemy Squadron of a similar size to your own all day, Just as your ships come within striking distance, and have formed Line of Battle, a sea mist envelopes both groups of ships.

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Your commander has issued standing instructions for your ships to remain at two ship lengths apart. at this distance, through the mist, you can just make out the hooded stern lantern of the ship in front.
Unbeknown to you, the Enemy commander decided to alter course as the fog descended to try and give you the slip.
His ships were soon in disarray, and are now trying desperately to re-contact the rest of the Squadron.


THE GAME OUTLINE.

Your ships will continue in Line ahead.


Each time you play a card follow this routine.

ONE.

Throw 2D six for each ship . If the dice throw coincides with the order that your ship is in line. Eg. ship no 2 in line throws a two on either dice. then an enemy ship will loom up out of the fog at three quarters of a ruler distance. The sum of the dice will determine its position to your ship. Only play a 12 dead ahead for ship one in the line. If this or six astern is thrown for any but the first or last ship, re roll as this result may cause the ship to materialize in the middle of another ship.

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TWO.

To discover its heading, use the wind direction indicator chits, or a wind direction dice.


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Draw one at random and that is the heading.


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THREE.

The enemy ship now uses the Solo template to decide its movement. It will continue to use this until it sails beyond three quarters of a ruler from any other enemy ship. It is then lost in the fog again.

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All ships in play then move.

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Note the prevailing wind direction as shown above.


FOUR.

Enemy ships so lost will be recycled together with accrued damage in strict order until your Squadron reaches the other end of the playing area, at which time the two Squadrons are deemed to have passed each other.
The Squadron with the least damage has won.
WARNING. Do not stray from the vision of your compatriots in the line.
Any of your ships so doing will be fired upon by the rest of your Squadron in mistake for an enemy. After all the Captains know that you are all in Battle line. Thus any ship not conforming must be an interloper.

No ship will exceed Fighting sails in the Fog, but may reduce sails as the situation merits.

Range for firing is limited to half a ruler.

Good Luck and keep a good lookout in the bows.

Bligh.

Link to Original Briefing:
http://sailsofglory.org/showthread.php?4222-September-Nation-v-Nation-Mission-Brief-The-real-Fog-of-War

Link to AAR's:
Union JAck (Royal Navy): http://sailsofglory.org/showthread.php?4413-AAR-Septembers-Mission-The-Fog

Bligh (Royal Navy): http://sailsofglory.org/showthread.php?4246-AAR-September-Nation-v-Nation-The-real-Fog-of-War-Bli

Bos'n (United States): http://sailsofglory.org/showthread.php?4332-AAR-September-quot-Disaster-in-the-Fog-quot

Union Jack
10-12-2016, 17:09
Briefing, October Solo Mission: A clean pair of keels.

This mission is straightforward in more ways than one.

You have been lucky enough to come across an enemy ship of the same rate in some distress. It has damaged its keel on an outlying coral reef, and has put in to a nearby Island to effect repairs. When you arrive most of the crew are ashore scavenging for supplies and materials to effect repairs. One broadside has convinced the remaining crew to surrender. Amongst them you discover several American, Italian and pressed French Royalist seamen who seem eager to join your company. Decide how many crew you need to sail the prize, and place this number of crew chits on your ship log. You may ignore one chit to account for the extra volunteers. Now close all the boxes on the Prize crew log except the number you have dispatched to man the prize. Remember you must be able to sail her, steer and man the guns at the very least.
The prize is found to make water too quickly for the pumps to hold if she exceeds fighting sails settings. You must, therefore, not go to full sail. Loading guns also takes double time.
Having put the rest of the crew ashore all is ready to set sail. Just as the two ships raise anchor, masthead reports an enemy ship rounding the Island. She is one rate above yours, and making full sail.
Your task is to try and get your prize off the table at point X. You may use any of the Rules including wind direction changes, but you may not repair the underwater damage to the prize.

SET UP.

As shown below, start with ships in the position shown with at least long range between yourself and the pursuer.
Your ships are moving off at backing speed.

Two mats long as usual.

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Rob.

Link to Original Briefing:
http://sailsofglory.org/showthread.php?4255-Briefing-October-Solo-Mission-A-clean-pair-of-keels

AAR's:

Union Jack (Pirate): http://sailsofglory.org/showthread.php?4453-AAR-October-2016-Solo-mission-quot-A-clean-pair-of-heels%94

Bos'n (pirate): http://sailsofglory.org/showthread.php?4338-The-Escape-of-a-Clean-Pair-of-Keels

Hjl (Royal Navy): http://sailsofglory.org/showthread.php?4308-AAR-October-Solo-Mission-A-clean-pair-of-keels

Bligh (HIEC): http://sailsofglory.org/showthread.php?4293-AAR-October-Solo-Mission-A-clean-pair-of-keels-HEIC-NOTTINGHAM

Union Jack
10-29-2016, 16:00
BRF: November Nation v Nation: A Dark Day:

A dispatched has arrived from the home fleet:

Sir, it grieves me to inform you that in April 1797, 16 ships-of-the-line of the Channel fleet refused to sail, and mounted a collective mutiny at Spithead.
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Their demands were concerned with improved pay and conditions, and better treatment in general. Some officers considered to ill treat their crews were sent ashore, and their permanent removal demanded. The mutiny at Spithead was conducted in a peaceful and organised manner and within a few weeks their demands had been met and a Royal Pardon granted.
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A second mutiny at the Nore in May 1797 was potentially more serious, as the mutineers attempted to go beyond the demands made at Spithead. They wanted more shore leave, fairer distribution of prize money, and changes to the Articles of War. When they attempted to blockade the Thames, an important trade route to London, it took a much more serious turn. The Admiralty, which must have felt it had been lenient and generous with the Spithead mutineers, was determined not to accede to any more demands. When the government demanded the suppression of the mutiny and the Prime Minister, William Pitt the Younger, brought in a bill to outlaw the mutineers, disagreements amongst them rose to the fore. Finally, the Nore mutiny fell apart and the mutineers paid the price. The leader of the delegates was court-martialled and hanged from the yardarm of HMS Sandwich, followed by a number of his fellow mutineers, and many others were imprisoned or flogged.
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The news has quickly spread throughout your squadron of the mutiny amongst the ships of the home fleet, and that strong measures have been taken to put this mutiny down. 2 days later a picket ship has reached harbour that a strong enemy squadron is sailing down the coast towards the squadron’s base.

You give the signal for the captains of the squadron to repair aboard for orders. As the ship captains head back towards their command you can see on some ships that a flag has been hoisted.
“Mutiny be damned.”

1. Number your ships 1-6 (if you have more than 6 disregard the smallest). Roll a D6 that is the first ship that mutiny has broken out on.
2. If this is the flag ship then add +1 to your next dice rolls.
3. Roll a D6 for all other ships including the flagship (if this was not the 1st). If the roll is (4) 5 or 6 then mutiny has spread to that ship.
Follow the sequence below.
1. Roll a D6 for first enemy ship onto the table. (See enemy table below).
2. If the flagship did not mutiny then it and all other ships that did not mutiny may leave harbour to intercept the enemy.
3. For all ships that did mutiny strike off the left hand crew box.
4. Move the enemy ships and roll, as for the first, for the second enemy ship to enter play.
5. Move your ships that did not mutiny as normal. All ships start on lowest sail setting and may increase sail setting each movement card played.
6. Roll a D6 for all ships in harbour that did mutiny on a 6 they may move this turn.
7. Move the enemy and roll for a 3rd enemy ship.
8. Move the ships that did not mutiny as normal.
9. Roll a D6 for all ships in harbour that did mutiny on a 5+ they may move this turn.
10. Continue with the above sequence reducing the roll needed by ships that mutiny to leave port by 1 each turn, until 6 enemy ships have entered play.
11. Ships that mutiny may not claim 1st fire nor may they double shot their guns.

Enemy Squadron roll D6: (Amend as per your own ship collection).
1-2 = 1st rate.
3-4-5 = 3rd rate
6 = 5th or UR rate
1. The enemy squadron will sail on battle sails for the duration of the battle.
2. Enemy ships will surrender when down to the last crew box.
3. Enemy ships will attempt to withdraw when they have 2 hull boxes left. (leave the table by nearest edge).
4. The enemy will not quit the fight until it all your ships are sunk or captured or they have no ships left on the table to fight with.

Victory:
Sink or capture as many of the enemy as you can.

Optional rules:
5. You may move your squadron as a fleet. ie move the slowest ship first and all others after to keep at least 1 ship base distance.
6. You may move the enemy squadron as a fleet as above.
7. All ships moving as a fleet will maintain formation and only bypass a friendly ship if that ship is boarding/being boarded.
8. If a ship collides with any ship that is boarding/ being boarded then that ship will join in the action too. No collision damage will be taken.
9. Wind change is optional.

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Link to Original Briefing:
http://sailsofglory.org/showthread.php?4288-Briefing-November-Nation-v-Nation-Mission-A-Dark-Day

Link to AAR's:
Union Jack (Royal Navy): http://sailsofglory.org/showthread.php?4416-AAR-Novembers-Mission-Last-Roll-of-the-Dice

Bligh (Royal Navy): http://sailsofglory.org/showthread.php?4304-AAR-November-Nation-v-Nation-A-Dark-Day

Union Jack
12-11-2016, 15:52
Briefing, December Solo Mission: Last bite of the cherry.

Your ship has one last cruise in search of prizes before being recalled for a major overhaul and de barnacling.
You will find the best pickings on the main trade routes. Unfortunately this will also be the route taken by Men of war on transit from one Naval base to another.
For this mission you will meet all manner of other ships from Merchantmen ready for the plucking through Frigates to First rates. They may be either friend foe or neutral depending upon your own ships Nationality. If you are a Pirate, all ships will be hostile except your own so beware.
The set up for this is simple. Your own ship is sailing on the join line between two mats in any direction or position.
Wind is from the South. Toss a compass dice or work out a way of randomly getting an entry point for another ship. Turn up a ship card cut out from the pack. This will be the first ship sighted. If it is a Merchantman it will sail in a direct line towards the furthest corner of the table from its point of entry until you are within two rulers when it will show its colours. Draw from the Flags Pack.( this should contain only one of your own countries flag or a friendly nation but two of each other kind. If hostile it will then make for the nearest edge to escape. If friendly it will continue on route. If the ship is a man of war it will either sail on or if hostile engage. Your job is to exit the board on any edge with the most captured ships you can muster. Prize crew must be allocated as one crew box per ship. Every time a prize is taken, or a ship leaves the board, another ship will appear using the same method as for the first.
Good luck to you Captain, and watch out for First Rates.
Bligh.



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Link to Original Briefing:
http://sailsofglory.org/showthread.php?4325-Briefing-December-Solo-Mission-Last-bite-of-the-cherry

Link to AAR's:
Union Jack (Pirate): http://sailsofglory.org/showthread.php?4466-2016-Decembers-Solo-mission-quot-Last-bite-of-the-cherry%94

Bligh: http://sailsofglory.org/showthread.php?4365-AAR-December-mission-Last-bite-of-the-cherry-Cpt-David-McBride

Hjl: http://sailsofglory.org/showthread.php?4390-AAR-December-Solo-Mission-Last-bite-of-the-cherry