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Thread: AAR August Solo Scenario: The Signal Station - HJL

  1. #1
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    Default AAR August Solo Scenario: The Signal Station - HJL

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    The French naval Frigate Unite is at anchor in the harbor near Fort Mechant. The fort has been unmanned since it was attacked some years ago but it still offers a strategic view of the surrounding waters.

    Captain Dixon of the pirate ship Iratus sends two boats of men to eliminate the lookout in the ruins of the fort during the night to enable a daring attack the next morning.

    2:00AM
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    The boats row to the cliffs.

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    2:15AM
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    The French have left a decent force in the fort but Dixon has predicted this and his men outnumber theirs 2-1

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    2:27AM
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    The fighting is fierce but brief and Dixon's men are victorious. They signal the Iratus that they have succeeded and the pirates await first light.

  2. #2
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    6:15AM

    The Iratus comes around the headland at full sail. It has caught Unite totally unaware!

    The French crew scramble to get everyone abroad.

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    6:20AM

    Iratus is closing rapidly on Unite. The French hurry to raise anchor.

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    6.23AM

    Iratus bears down on Unite, almost in range. Unite hurries to get some sails!

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    6.25AM
    Unite is under way but it is too late. Dixon orders his men fire a full broadside into the Unite! The French frigate is hulled in numerous places. The damage is significant.

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    6.27AM

    The two vessels move parallel to one another. The French crew are finally in a position to load their guns. The crew are busy repairing leaks!

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    6.30AM

    Iratus exchanges a point blank broadside with Unite. The French vessel is in a shambles and water has flooded most of the gun deck! Dixons order to fire canister shot into the Unite is too much for the French crew and they strike their colors.

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  3. #3
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    Victory once again for Dixon and Iratus!

    The butchers bill:

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  4. #4
    Admiral of the Fleet.
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    Very nicely done Hugh, with a very eloquent picture to set the scene as well.
    The importance of speed being of the essence is always a good rule to follow in these single ship actions.
    I will attempt to do the same on Thursday.
    Thanks for starting the ball rolling.
    Rob.

  5. #5
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    These single ship actions almost always come down to who deals the initial damage. If you can get a good double shot in before your opponent can hit you then, unless you are unlucky, you should do enough damage to carry the day

  6. #6
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    I will have to consider that when writing my next Brief then Hugh.
    Rob.

  7. #7
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    I was thinking it might be fun to be the one outnumbered and out gunned for a change. Perhaps we should have a break out of a blockade or 2 vs 1 or something.

    A scenario to really test our metal. !

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    I had intended making the enemy ship1 size larger than yours but that might be a huge leap from 5th to 3rd rate. Or having a 2nd shpi at anchor not 1.

  9. #9
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    If the signal station were taken, but the fort was still manned, and unaware of what transpired at the signal station it may add a bit of fire power to the situation.
    Rob.

  10. #10
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    All good ideas. In this situation with 4-5 turns unhindered i think a frigate might be able to take down a third. Maybe....

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