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Bos'n
01-04-2017, 21:41
We need volunteers to write scenarios for the 2017 campaign season. We are in particular need for January, a Nation v Nation scenario, and February, a Letter of Marque scenario. Please let me know if you can contribute for the months listed below:

Nation v Nation
Jan. Bligh
Mar. Bos'n
May Wahko
July Bligh
Sept. Union Jack
Nov.

Letter of Marque
Feb. Wahko
Apr. Bligh
June Union Jack
Aug. Nightmoss
Oct. Hjl
Dec.

Please respond.

Bligh
01-05-2017, 01:17
Nation v Nation
Jan.
Mar.
May
July Bligh.
Sept.
Nov.

Letter of Marque
Feb.
Apr. Bligh.
June
Aug.
Oct.
Dec.

Union Jack
01-05-2017, 16:47
Nation v Nation
Jan.
Mar.
May
July Bligh.
Sept. Union Jack
Nov.

Letter of Marque
Feb.
Apr. Bligh.
June. Union Jack
Aug.
Oct.
Dec.

Bligh
01-09-2017, 13:28
Good man.:clap: Stick his name down Jack.
Rob.

Union Jack
01-09-2017, 13:53
Nation v Nation
Jan.
Mar.
May
July Bligh.
Sept. Union Jack
Nov.

Letter of Marque
Feb.Wahko
Apr. Bligh.
June. Union Jack
Aug.
Oct.
Dec.

Bligh
01-09-2017, 14:07
Did you see my idea for January Neil?
I don't mind putting that in if no one else is available.
Rob.

Union Jack
01-10-2017, 07:59
I'd go for it Rob to kick start 2017.

Bligh
01-10-2017, 08:12
O.K. Neil pencil me in then.
Rob.

Nightmoss
01-10-2017, 10:07
Wow! I think Barry was reading my mind (or I was reading his)!? If the theme of 2017 is money I thought it would be good to kick off the year with a way to fill your coffers.

Rough idea was to have a dispatch/payroll ship at one end of the mat and you start at the opposite end (long distance away). Wind is against your ship and you have to fight it to reach the dispatch ship. The 'catch' is the dispatch ship is sinking and you only have so much time to reach it, board it and get away before allies of the ship enter the area.

Name of the scenario was going to be, "Time is Money, Friend".

I think I need to get my tinfoil hat back on? :happy:

Bos'n
01-10-2017, 10:19
I have an idea for Feb letter of marque. "A matter of time"

27161

27158

27160

Thanks, we'll us it.

Hjl
01-12-2017, 05:26
I would also like to try my hand at writing a scenario if youll have me. Can I take July or Sept?

Bligh
01-12-2017, 07:28
You would be more than welcome Hugh.:clap:
When we have been writing these for years we need a fresh mind on the job.
Even we old hands eventually get a bit stale.:help:

Rob.

Bos'n
01-13-2017, 14:20
You would be more than welcome Hugh.:clap:
When we have been writing these for years we need a fresh mind on the job.
Even we old hands eventually get a bit stale.:help:

Rob.

Like a crust of bread left out on the counter over night.

Hjl
01-13-2017, 14:22
Actually, can I take August letters of marque?

Bos'n
01-13-2017, 14:24
I would also like to try my hand at writing a scenario if youll have me. Can I take July or Sept?

Bligh,

Could you take May and let Hugh have July? If you can I'll make the switch.

No, strike that. It would give you three scenarios in a row. That is too much.

Hjl
01-13-2017, 14:27
Bligh,

Could you take May and let Hugh have July? If you can I'll make the switch.

Don't worry about it, I'll take August L.O.M

Bos'n
01-13-2017, 14:29
Actually, can I take August letters of marque?

How about October Letter of Marque?

Hjl
01-13-2017, 14:43
How about October Letter of Marque?


That is fine.

Union Jack
01-13-2017, 15:55
Nation v Nation
Jan.Bligh
Mar.
May. Wahko
July Bligh.
Sept. Union Jack
Nov.

Letter of Marque
Feb.Wahko
Apr. Bligh.
June. Union Jack
Aug.
Oct. Hjl
Dec.

Wahko
01-16-2017, 20:37
Do we still need May nation vs nation?

Bligh
01-17-2017, 03:45
Do we still need May nation vs nation?

Yes sir we do indeed.

Rob.

Wahko
01-21-2017, 23:27
I can do a nation vs nation for may.

I don't see my pictures on the feb marque scenario. Here it is in words

Ground:

2 playing mats joined at the long edge, or similar size area. 52x39" 134x 98 cm.
The wind is from the top left corner and will not change during play

Situation:

Your ship is in the center of the play area. The lookout sees three sails in different directions. Your informant tells you one of the ships is loaded with payroll. One is the pirate hunter. One is a merchant. All ships attack until pirate hunter is defeated, then they flee off the board.

Rules:

Take three different ammo chits. Assign one to each ship and shuffle them. Place one at the top edge, one at bottom edge, and one at the right edge. At the end of the second turn replace the chits with the appropriate ship. Merchant men heave too when fired on. Prize crew are dispatched on rowboats when within musket range and take one turn to secure ship.

Mission:

1) Capture merchantman
2) Capture payroll
3) Defeat pirate hunter

Victory points:

3+ capture payroll
2+ capture merchantman and sail off any edge
1+ sink or capture smaller ship
2+ sink or capture same size ship
3+ sink or capture larger ship

Bligh
01-22-2017, 02:03
Sorry Barry.
I just posted what was there to the Scenario sticky.
If you would like me to alter it or just add these information instructions I will do so. Any pictures you have can also be transferred to the full Scenario.
Rob.

Hjl
01-22-2017, 08:33
I'm looking forward to giving this a try! I'm going to use a 4th rate as the pirate hunter and 2 sloops as the merchants. Does this sound appropriate?

Are the chits used to make the arrival points of the ships random? I'm not sure I understand their significance.

Thanks.

Wahko
01-25-2017, 02:47
Yes, it makes it an unknown. You see a sail on the horizon in three different dierections. Two the same distance away. One north and one south. To the East you see one further away. You have two turns to close on one. Do you try to avoid the hunter or face him? I think a pirate would avoid as he is all fight and no money, just experience. Wind is out of the NW. Do you use the wind to close on the south ship? You will be pretty close when the reveal takes place. If it's the hunter than the ship to the north is a merchant and is coming to the aid of the hunter. If the south ship is a merchant you have little time to seize it. The north ship will be closing, if it is a merchant you maybe able to seize the other and engage and seize it before the hunter tacks up from the east. If it's the hunter you can still run off the board with your prize south. Maybe you go east first, get some distance from the other two. But run the risk that your running into the arms of the hunter. At least you would have some distance still to try to turn back and engage the merchants, but would be facing both of them. If you defeat the hunter first, the merchants will beat feet to escape and you will have a chase. Or go north first. The other two ships will have to tack to get to you and give you some time. So many choices plus the unknown of what your closing on. :-)

Bos'n
01-26-2017, 06:15
We need volunteers to write scenarios for the 2017 campaign season. We are in particular need for January, a Nation v Nation scenario, and February, a Letter of Marque scenario. Please let me know if you can contribute for the months listed below:

Nation v Nation
Jan. Bligh
Mar. Bos'n
May Wahko
July Bligh
Sept. Union Jack
Nov. Union Jack

Letter of Marque
Feb. Wahko
Apr. Bligh
June Union Jack
Aug. Nightmoss
Oct. Hjl
Dec. Bligh.

Please respond.

Bos'n
01-26-2017, 06:22
Wahko

Thanks in advance for taking on the May scenario assignment. :clap:

Wahko
01-29-2017, 23:32
Here is what I was thinking for May.

Nation vs Nation

Hit and Run

Situation:
The morning sun has yet to rise as the river bank slides past you. Just ahead you make out the dark shapes of the enemy fleet, anchored in what they think is a secure river harbor. You signal your single companion ship and you both run out your guns. (Use only two ships) The incoming tide that carried your ship upstream has passed ebb and you can feel it trying to drag your ship out to sea again. The wind joins the tide in its effort. Your ships tack into the wind and you prepare to loose broadsides into the unsuspecting enemy flagship. To sink the flagship would be excellent, to cause serious damage less so but creating fear that there is no safe harbor in the enemy is your goal.

Ground:
The scene is a river harbor, flowing from left to right. Place both play mats end to end to creat a river 26"x 78" 67cm x 196cm. On the left edge place the enemy fleet facing upriver. Place your ships facing upriver, towards the enemy fleet, one ruler in length away from the closest enemy ship. The top and bottom are considered river bank. The right edge is the safety of the ocean.

Rules:
Wind is from the left edge (morning breeze), on turn 6 the wind changes and comes from the right edge (afternoon breeze). Ship speeds do not surpass full sail speed even if moving with the tide.

River rules
The tide has changed and there is a considerable exchange. The river speed is consistent with battle sails. Thus battle sails up stream equals no movement. Ferrying, if a ship is at a 45 degree angle to the river sailing upstream and is maintaining a course of battle speed (no forward movement) the ship will move sideways (ferry) in the river the width of the ship away from the heading direction. Example: the ship sails upstream at battle sails and heads to the upper left corner of the mat creating a 45 degree angle to the rivers course. The ship would not move Forward but would move the width of the ship towards the bottom of the map. If the ship is at half sail then the ship moves sideways and then forward as normal. Backing to the wind upstream is the same as sailing upstream battle sails.

Enemy fleet composition:
Rolls a d6
1-2 three ship fleet
3-4 four ship fleet
5-6 five ship fleet

Flag ship placement:
By default the flagship is placed the furthest from the left edge from the rest of the fleet.
You can roll a d6 for chance or put any number of ships between you and the flagship making it more difficult. The enemy fleet is preparing to set sail, at the first sign of battle they will cut anchor and be prepared to engage on turn 2 with battle sails and broadsides.

Mission:
Sink or damage enemy Flagship
Sink or damage enemy ships
Escape with no damage

Victory points:
+3 Sink the Flagship
+1 Damage Flagship
+2 Escape undamaged
+1 Sink other ships

Bligh
01-30-2017, 02:42
I like concept of the scenario in general.:clap:

I feel the tidal aspect is a bit complex to have to remember, every move, when you are enjoying it in the thick of the action.

That, however, may be because I am just a very old git of an Admiral.

Others thoughts on this very innovative scenario?

Rob.

Hjl
01-30-2017, 05:26
I like it a lot, I'm having trouble rapping my head around the river rules. Is there any chance you could posts some pictures of a ship and how it wil react? A few photos would make it 100x clearer.

Thanks.

Union Jack
01-30-2017, 08:34
1. Why only 2 ships?

2. How did your ships not notice the enemy fleet as they sailed up river?

3. Is this an anchorage or a port?

4. Any chance of friendly support? (ie arriving late).

Wahko
01-31-2017, 14:42
Here is a YouTube video on the ferrying concept. It works on big boats too.
https://youtu.be/pQi5U6B22PA

Wahko
01-31-2017, 14:51
1. Why only 2 ships?

2. How did your ships not notice the enemy fleet as they sailed up river?

3. Is this an anchorage or a port?

4. Any chance of friendly support? (ie arriving late).

My thought is that this is an enemy small port up a river. It is a short distance from the ocean. It's a strategic/commando strike so you have a small force. The river is narrow, I thought to many ships might clog up the escape.

The ferrying idea just helps with maneuvering in a unique way.

Wahko
01-31-2017, 14:59
I like concept of the scenario in general.:clap:

I feel the tidal aspect is a bit complex to have to remember, every move, when you are enjoying it in the thick of the action.

That, however, may be because I am just a very old git of an Admiral.

Others thoughts on this very innovative scenario?

Rob.

You used the incoming tide to come upriver, and when it goes out you use the current to take you back to the ocean. The tide is outgoing for the whole scenerio. The wind changes from an off shore night time wind to an on shore daytime window at turn six.

Be we can modify it anyway you see fit. ��
Mostly I like the idea of the hit and run.

Bligh
01-31-2017, 15:21
OK. Barry.
That simplifies it for me.
Rob.

Hjl
02-02-2017, 18:45
Is this mission ready to play? I'm considering giving it a run tomorrow.

Bligh
02-03-2017, 01:04
That is up to Barry really.
I have nothing further to ask about.
Rob.

Bligh
03-30-2017, 13:25
We still lack any takers to write the November and December missions shipmates.
Rob.

Union Jack
03-30-2017, 19:31
I'll take on November if that is ok.

Bligh
03-31-2017, 02:15
In that case I'll fill in my usual spot with December unless someone else wants it.
Rob.

Hjl
03-31-2017, 07:40
Good on you for taking even more on!

Bligh
03-31-2017, 08:20
Good on you for taking even more on!

Sh! Don't say that Hugh. Speedwell Lass might read this.
Rob.