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Thread: Decembers Solo Mission - For King and Country

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    Default BRF: Decembers Solo Mission - For King and Country

    BRF: Mission 12 December SoG solo campaign 2015: For king and Country!

    This is a straight follow on from mission 11.

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    Set up:
    1. Take the 5 ships that did not take part in scenario 11.
    2. Add any surviving ships (both sides less the bomb vessel) from scenario 11 (if you wish), with any crew loss and only ½ of damage taken above 50% (round down) repaired.
    3. You may replace lost crew in any of your surviving ships with crew from other ships. (Remember to remove the crew from the left boxes first. Place a casualty marker on these boxes).
    4. Nominate red or blue set up as yours.
    5. Place your ships in the line astern formation corresponding to your colour choice above.
    6. Nominate a flagship.
    7. Nominate a ship you will control. (This should be the flagship).
    8. At the start all Ships will sail in line astern formation
    9. The AI fleet will always have the larger ships to the front.
    10. The AI fleet will take crew from frigates to replace crew lost in scenario 11 for any of the larger ships that survived.

    Special Rules:
    11. All AI ships will continue to sail in formation until fired upon by any enemy ship. Once this happens use the solo movement charts.
    12. Any AI Fleet ship that takes 50% crew or hull damage roll a D6:
    1,2,3,4 = Carrying on fighting.
    5,6 = Sail off the nearest board edge.

    13. Any AI Fleet ship that has 50% or more crew or hull damage will roll a D6 every turn:
    1,2,3 = Carry on fighting.
    4,5, = Sail off nearest board edge.
    6 = Strikes to nearest enemy ship.

    14. Unless fired upon by a frigate no 3rd rate or above will fire on a frigate or smaller ship.
    15. For every 2 sails hits loose a sail setting (starting with the fastest).
    16. For every 2 mast hits loose a mast (start with full sail).
    17. For every fire special damage strike off 1 box immediately this turn and a second at the start of the next turn. The fire is then automatically put out.
    18. For every leak immediately strike off a box and discard special damage.
    19. For every rudder damage reduce veer total by 1.
    20. You may discard one damage box for each ship once during game but only when they have received 50% damage.
    21. Wind is constant throughout game.

    Victory:
    22. The losing side is the side that has all ships, struck, sunk or left the playing area.
    23. Captains gain Captain points for:
    +1 for every ship taken as a prize, sunk by or that strikes to a single ship.
    +1 if the ship taken as a prize, sunk by or strikes to it if 1 class larger. (in addition to above)
    +2 to the winning Commodore
    Last edited by Union Jack; 11-08-2015 at 14:42.

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