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Thread: Scenario Using Merchantmen Rules CONVOY

  1. #1
    Midshipman
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    Bob

    Default Scenario Using Merchantmen Rules CONVOY

    Ok Mates

    Here is a scenario that uses the Rules for Merchantmen located in the Rules Help section of the forum. This is a new thread on this topic be cause I wanted to kept the comments on each draft separated. Enjoy the game.


    Convoy
    The names have been changed to protect the not so innocent.

    A small squadron and the merchant ships under escort approached their destination, St. Jorge in the Azores. Admiral 7eat51 smiled saying, “Bos’n, this has been a quiet voyage, I wonder what could go wrong now?”

    “Sail ho,” called the lookout, “Off the starboard rail.”

    Both officer and sailor looked west and saw the enemy glide out of an early morning fog bank.

    “Battle stations, Bos’n, we’re in for a fight!"

    :shoot right: The whistle screeched and the sound of running feet broke the morning’s peace. . .

    You must get the convoy safely into the harbor with as little damage as possible.

    Set-up

    Ships

    Merchantmen
    1. Burden 3 ships 101, SS01
    2. Burden 2 ships 103, SS03
    3. Burden 1 ships 107

    British
    1. HMS Zealous 104C
    2. HMS Vanguard SS04

    Spanish
    1. Argonauta 102C
    2. Heroe 102C

    French
    1. Le Berwick 104A
    2. Genereux SS02
    3. Commerce de Bordeaux 102B


    Playing Surface:
    1. 2 Ares game mats or larger surface with the long edges put together
    2. Use landforms to create a harbor on the Southwestern corner of the mat.
    3. The convoy enters from the Northeastern corner.
    4. The attackers enter from the Northwestern corner.
    5. The wind is from the North

    Sides:
    The number of players in the game determines which nation represents each side.
    • 2 players: Each player chooses a ship from different countries and 2 merchantmen. Either player can choose to be the Escort.
    • 3 players: A player chooses one British ship and is the escort; the other 2 are the Spanish attackers. Use 3 merchantmen.
    • 4 players: 2 players are the British and 2 are the Spanish; either side may be the escort. Use four merchantmen.
    • 5 players: 2 players are either the Spanish or British and are the escort and the other 3 are the French attackers. Use 5 merchantmen.
    • 6 or more players: 3 players play the French escort and the other 3 or 4 are the coalition attackers, both Spainish and English.

    When choosing ships for merchantmen,
    begin with no. 1 and work your way down the list.


    Winning Conditions:

    Attacker:
    1. For capturing a merchant ship you get 1 point for each point of burden and 1 point for each unit of cargo space used for storing merchandise.
    2. For sinking a merchant ship you get 1 point for each point of burden, that’s all.
    3. For capturing a fighting ship you get 3 times the burden.
    4. For sinking a fighting ship you get 1 point for each point of burden, no multipliers.

    A captured prize ship is worth more than bragging rights.

    Escort:
    1. For getting a merchant ship in the harbor, you get 1 point for each point of burden and 1 point for each unit of cargo space used for storing merchandise.
    2. For capturing a fighting ship, you get 3 times the burden.
    3. For sinking a fighting ship you get 1 point for each point of burden.

    Both French and British:
    1. If a merchant ship leaves the playing area anywhere but the harbor, the ship gets lost and no one gets any points for that wayward wonderer.
    2. High score wins.

    Special Rules: (rules to consider)
    1. Merchantmen Rules found in the Anchorage Forum under Rules Help.
    2. Sinking Ships (Rulebook for Sails of Glory p. 40)
    3. Flagship (Rulebook for Sails of Glory p. 40)
    4. Ammunition Explosion (Rulebook for Sails of Glory p. 40)
    5. Surrendered Ships (Rulebook for Sails of Glory p. 41)
    6. Aim High (Rulebook for Sails of Glory p. 37)

  2. #2
    Midshipman
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    Steven

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    Wow I really like this a lot . Cheers to you Bos'n. Thank you.

  3. #3
    Master & Commander
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    This would have been great for the solo campaign. Please keep it in mind for 2016.

  4. #4
    Admiral of the Blue.
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    I agree Neil this is far too good to allow to go to waste.
    Nice one Bob.
    Rob.

  5. #5
    Vice Admiral of the Red.
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    This sounds like a good scenario. Well done, Bob!

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