Bligh
03-26-2016, 06:54
Copping a Packet.
21297
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.
21298
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.
21295
Bligh.
21297
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.
21298
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.
21295
Bligh.