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Thread: The Mauritius (Ile de France) Campaign, a Three part Campaign.

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    Able Seaman
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    Default The Mauritius (Ile de France) Campaign, a Three part Campaign.

    Something that I am currently working on at the moment. I don't have the skills to make up a map so please bear with me. (if someone has the skills for SoG map making and is willing to help, please pm me)
    This is a three part Campaign where the outcome of the first part will have a direct impact on the Second and so on.

    The Mauritius (Ile de France) Campaign

    Part 1 of the Mauritius Campaign:
    Seizing Control of La Reunion (Ile Bourbon)
    After securing enough ships to transport up to a regiment of troops and loading them up at the Island of Rodriquez. The British Commodore has set sail down to La Reunion. He sent the three ships with the invasion/occupation troops aboard around to the North side of the Island of La Reunion to set up and land troops between St. Denis and Ste Marie up the Des Pluies river. Meanwhile, he has brought the rest of his fleet around to the South of the Island to come up into St Paul. In the process, they encounter a French fleet escorting a captured British East Indiaman out of St Paul. Presumably to send her up to Mauritius. As part of the campaign to seize control of La Reunion the British must stop and seize any and all French ships in the area. The re-capture of the British East Indiaman would be a major coup against Napoleon.

    Where: Mauritius Islands 280 miles East of Madagascar,
    Western Indian Ocean.
    When: Spring of 1809 Just before the Hurricane season begins.
    Players: 2-8 divided evenly between two teams.
    Gaming Surface: Width 120 cm (48”) length 90cm (36”)
    On one of the long edges starting from one end place shoreline all the way across but leaving a gap on the opposite end. Using the numbered side of the range ruler, leave a gap to the “10” mark or as close as possible. This is the NORTH end of the game area. Place the wind gage with North pointing in the direction of the shoreline anywhere in the lower right hand corner. Set the wind direction West by Northwest (at the 70 degree point on the compass between the W and the NW) And set the wind strength at the middle point. The wind does not change direction or strength.

    The British player(s): Any combination of Three Frigates of the; Amazon, Hebe, or Charmante Class, One III rate ship (as the Commodore's flag ship.) and one Swan Class Sloop for a max total of Five ships. The British Player deploy's along the East end of the game mat and in up to the end of the Orange range band on the range ruler from the mat edge.

    The French player(s): Any combination of Four; Concorde, Charmante, or Hebe Class frigates, One British III rate, and one Swan Class Sloop. (The British III Rate is “en flute” has reduced guns due to it being an armed East Indiaman ship. So when firing from this ship, ignore the first four firing values in the first four boxes of the first row. Instead use the Fifth box. The first four boxes take damage as normal.
    The French deploy facing South and in the gap between the shore and the end of the play mat and may deploy one full range ruler length from the North edge.
    Winning Conditions:
    The British player scores a complete victory if they capture or cause the captured East Indiaman to strike it's colours, AND cause at least two of the French escorting Frigates to be captured or to strike colours. OR Destroy or Capture all French ships AND re-capture the British East Indiaman.
    Scores a Marginal victory if only one French Frigate escapes, or the captured East Indiaman escapes from the east end of the table.
    The French player scores a complete victory if they destroy or capture all of the British ships.
    Scores a moderate victory if the East Indiaman and at least ONE French Frigate escapes the East edge of the mat.

    The ground forces are presumed to have succeeded with their conquest of the Island's major towns and the major port at St. Paul. The British player may repair and refit up to 90% of any damage on their ships including captured ships, however, captured ships captains and crew will suffer from the inexperienced crew penalty. and all ships may replenish all other stores at 100%.
    Surviving ships will proceed to part 2 of the Campaign, and after a repair and refit at their ports.

    This scenario can be played using any of the levels and/or variants of the rules, depending on the players knowledge level of the game. As such, any optional rules may be used with this scenario as well.
    If you have any suggestions please indicate in the comments. Thanks. part 2 will be in a separate thread once it is written.
    Last edited by The Mad Scot; 03-14-2018 at 11:06. Reason: adding additional info to scenario

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