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Thread: AARs 2018.

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    Default AARs 2018.

    This is your spot for your AARs for this year Shipmates.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Default Solo Campaign 2018 Scenario One -- AAR

    Hi all,
    This is my first AAR on this site and I am fairly new to Sails, so I'm sure I am probably going to stray inadvertently from protocol -- I ask your indulgence. Here are the photos with commentary:
    For this scenario I took the U.S.S. Constitution -1797 (1812) as my raiding frigate, I used the Bonhomme Richard (formerly the Duc de Duras) as my armed merchantman using the ship mat provided in the scenario, and the two sloops I used were the Alligator and the Thorn.

    Opening positions of the ships:

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    The chase is on! The Constitution pursuing the Duras:

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    In an attempt to slow down the merchantman, the Constitution takes an initial ranging shot with the port forward broadside, inflicting 6 damage points and damaging the rudder!

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    The Duras circles while repairing the damaged rudder -- both fire long range full broadsides. The Constitution takes 3 points of damage, but the Duras is devasted with 5 more damage points including a hull leak and a crew hit (the first two crew hits per the scenario are ignored due to the high number of Marines on the ship for boarding purposes):

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    The Duras attempts to cut off the Constitution's retreat route while the Alligator roars out of the cove.
    All ships maneuver to engage -- the Thorn beats around the point and shows her colors! The Duras is taken aback, then finally able to maneuver. The Constitution and the Alligator exchange broadsides -- the Alligator firing chain shot, the Constitution firing ball:

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    The Alligator attempts to move away, the Constitution sees the Thorn coming and realizes its a trap! Duras attempts to close in order to board all those extra Marines she is carrying. The Constitution tries to flee the trap while the French try to close the door. An exchange of broadsides leaves the Duras reeling -- 7 damage points including a fire and one crew damage (ignored per scenario). The Constitution takes two crew damage points:

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    The Duras, near sinking and on fire, heads to shallow water with the intent to beach to get all those Marines off before disaster strikes. The Constitution races for the open seas while the sloops take parting shots -- the Thorn inflicts 3 damage points on the Constitution, the Alligator misses a long ranging shot. The Constitution unloads on the Thorn inflicting 6 damage points including 2 crew damage and a hull leak. The sloops break off the engagement and the Constitution heads for the high seas!

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    THE BUTCHER'S BILL:

    U.S.S. Constitution: 9 points of damage, 3 of which were crew. She lived up to her "Old Ironsides" nickname with 4 zero damage markers.

    Duc de Duras: Beached, near sinking and on fire with 18 damage points, hull leak, rudder damage, but remarkably no crew hits.

    Alligator: 5 damage points one of which was crew.

    Thorn: 6 damage points, hull leak, 2 crew damage.

    I have to say this was just outright fun to play (I'm sure as a newbie I made a ton of mistakes) -- I can't wait until I have the time to play Scenario Two !

    Bill (aka Wentworth)
    Last edited by Wentworth; 03-18-2018 at 22:47. Reason: picture order

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    Wow. What an opener. Great action. Thought 'Old Ironsides' was caught well and truelly there. A great read full of action and suspense. Hoipe there will be more to come.

    UJ

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    Apart from the chance to inflict damage from firing from the tops when within a ruler thickness, you seem to have managed the action superbly , and given me a breath of relief too. As the compiler of these actions it is always good to see a well balanced outcome Bill. It is never nice to know you have ends loaded a scenario and everyone gets a disappointing month's game.
    Now, in the true spirit of the original Solo games set up so long ago on the Drome, the players for this year rate your AAR and decide on points.
    I deem it to be Rep worthy as far as my own analysis goes.
    A jolly sound game, extra fluff in the way of scenery, and a clear explanation of the action. Not bad for a newly made Captain.
    Bligh.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Good AAR there, my only question is the firing only seems to be using A chits, which is long range ball, some of those should be B chits, short range ie under half a ruler this would have caused a bit more damage to the ships.
    Like the use of chain shot, I must admit to never yet seeing that in use in my games.
    Overall a nice game there, glad you enjoyed it.

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    Very nice AAR.

    When choosing an enemy frigate I would have gone for a Hebe as USS Constitution is already rated almost as good as a 74 in the game. It would have been a tough match even if your sloops had been 32 gun frigates themselves.

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    Quote Originally Posted by Bligh View Post
    Apart from the chance to inflict damage from firing from the tops when within a ruler thickness, you seem to have managed the action superbly , and given me a breath of relief too. As the compiler of these actions it is always good to see a well balanced outcome Bill. It is never nice to know you have ends loaded a scenario and everyone gets a disappointing month's game.
    Now, in the true spirit of the original Solo games set up so long ago on the Drome, the players for this year rate your AAR and decide on points.
    I deem it to be Rep worthy as far as my own analysis goes.
    A jolly sound game, extra fluff in the way of scenery, and a clear explanation of the action. Not bad for a newly made Captain.
    Bligh.
    Thanks Rob,
    You know in the excitement of the game I forgot to fire the musketry from the tops! Ah well, a learning experience I hope I won't forget!
    Bill

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    Thanks, Neil -- can't wait until I can cobble together the time to tackle scenario two in the campaign.
    B.

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    Quote Originally Posted by Capn Duff View Post
    Good AAR there, my only question is the firing only seems to be using A chits, which is long range ball, some of those should be B chits, short range ie under half a ruler this would have caused a bit more damage to the ships.
    Like the use of chain shot, I must admit to never yet seeing that in use in my games.
    Overall a nice game there, glad you enjoyed it.
    Hi Chris,
    At extreme close range the sloop fired for B chits with chain shot, and I considered a different ammo for the Constitution, but went with ball because I figured they'd just try to sink her outright.
    Bill

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    Quote Originally Posted by TexaS View Post
    Very nice AAR.

    When choosing an enemy frigate I would have gone for a Hebe as USS Constitution is already rated almost as good as a 74 in the game. It would have been a tough match even if your sloops had been 32 gun frigates themselves.
    Hi Jonas,
    Going in I knew it would be an uphill slog with the Constitution -- but the model was just sitting in the box with the shrink wrap on calling to me to use her -- how could I ignore that siren song ?
    Bill

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    It is a beautiful model. I can understand that reasoning.

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    Quote Originally Posted by Wentworth View Post
    Hi Chris,
    At extreme close range the sloop fired for B chits with chain shot, and I considered a different ammo for the Constitution, but went with ball because I figured they'd just try to sink her outright.
    Bill
    Hi Bill,
    Think something missing for you here

    Firing ball at over a half ruler range marked yellow A chit damage to enemy
    Firing at under a half ruler then its B chit damage to enemy marked in Orange
    If using doublshot, range is upto half a ruler and gives A and B chit damage
    Using Chain shot use range ruler upto length marked in Red and use C chits damage
    Using grape shot use ruler upto length marked in Purple and use D chits
    Musketry is a ruler width and uses E chits, blue

    So ball is not just A chits it depends if at long or short range over half way A chits under half way B chits

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    Quote Originally Posted by Capn Duff View Post
    Hi Bill,
    Think something missing for you here

    Firing ball at over a half ruler range marked yellow A chit damage to enemy
    Firing at under a half ruler then its B chit damage to enemy marked in Orange
    If using doublshot, range is upto half a ruler and gives A and B chit damage
    Using Chain shot use range ruler upto length marked in Red and use C chits damage
    Using grape shot use ruler upto length marked in Purple and use D chits
    Musketry is a ruler width and uses E chits, blue

    So ball is not just A chits it depends if at long or short range over half way A chits under half way B chits
    Thank you Chris! I just learned something -- and clearly this is one of the benefits of this site -- because there is no one in my area that plays Sails (that I know of), I'm left to my own devices on figuring out the rules. This was my first attempt at a game and I obviously could have used a veteran hand to guide my play.
    So the upside of this game is that I gained two take aways from members of this site: 1) don't forget to fire your musketry when in range, and 2) get the range/ammo/damage chits right you big dummy
    Thanks again for your help -- I really want to play it properly.
    Bill

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    Hi Bill, no probs, if we can help your enjoyment just say, any questions about gameplay just ask.

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    If you feel a dummy Bill, you should have seen some of the gaffes we made at the very beginning!
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Quote Originally Posted by Bligh View Post
    If you feel a dummy Bill, you should have seen some of the gaffes we made at the very beginning!
    Rob.
    You are very kind.
    B.

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    Another nautical pun there Rob? We are on top form today. Anchors aweigh......

    Neil

    Quote Originally Posted by Bligh View Post
    If you feel a dummy Bill, you should have seen some of the gaffes we made at the very beginning!
    Rob.

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    Quote Originally Posted by Union Jack View Post
    Another nautical pun there Rob? We are on top form today. Anchors aweigh......

    Neil
    Would you be taken aback if it were ?

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    Quote Originally Posted by Union Jack View Post
    Another nautical pun there Rob? We are on top form today. Anchors aweigh......

    Neil
    Well spotted! You can crow Jack.
    Bligh.
    Last edited by Bligh; 03-23-2018 at 03:27.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Default 2018 Solo Campaign Scenario Two -- AAR -- How "Bloody Chapman" Got His Name

    Captain Graham Chapman hesitated before knocking on the cabin door of Admiral Sir Joseph Porter. He had minimal contact with Porter since taking over command of the 80 gun HMS Tonnant in Porter's squadron. He hoisted his courage and knocked.
    "Come" a quiet but commanding voice responded from beyond the door. As Chapman entered the room he saw the slight figure of Admiral Porter seated at his desk poring over maps and papers. After a few seconds, Porter looked up with birdlike eyes set on either side of an aquiline nose. Chapman could feel Porter sizing him up, and it made him uncomfortable.
    "How are you settling in on the Tonnant?" inquired Porter in a perfunctory tone.
    "Very fine, Sir" Chapman replied tentatively.
    After several awkward seconds of the two men staring into each others eyes, Porter began "Your reputation precedes you."
    "Is that good or bad, Sir?" Chapman replied, still trying to grasp the course of the conversation.
    " You are said to be unorthodox...even improvisational" Porter offered. "We'll see if that is good or bad shortly." Porter extended a packet of papers that were clearly orders.
    "A French convoy under escort is rapidly approaching the coast with critical supplies for the Emperor's cause. You are to take the Leopard and Terpsichore and intercept the convoy. You are to prevent the convoy from getting through at all costs. Is that clear?" Porter stated in an most businesslike manner.
    "Yes Sir"
    "This is your first independent command, Captain, do not disappoint me for placing this confidence in you." Porter fixed him with a meaningful look. "This convoy must not get through."
    "No Sir."
    "Well, then, good hunting Captain." Porter's attention returned to the papers on his desk.
    "Yes, Sir, Thank you sir..." Chapman saluted and left the cabin filled with excitement and trepidation.

    * * * * * * * * * * * * * * * * * * * * * * * * * *

    "Many sails off the starboard bow, sir." First Officer Philpott reported, handing the telescope to Captain Chapman as he came on deck. After closing the telescope Chapman turned to Philpott, "That's the French convoy we've been looking for Mr. Philpott...they nearly gave us the slip...the roads for the harbor are just to the Northeast. The convoy appears to be escorted by a ship of the line, two frigates, and at least one sloop. Signal Leopard and Terpsichore to ready for action and beat to quarters, Mr. Philpott."

    * * * * * * * * * * * * * * * * * * * * * * * * * *

    The British squadron formed a line of battle with HMS Terpsichore (32 guns, under Master and Commander John Williams), followed by HMS Tonnant, and HMS Leopard (50 guns, under Master and Commander Ian Woodward). The French line of battle was led by Courageuse (34 guns), then the Aquilon (74 guns), Mahonesa (34 guns), and the Alligator (14 guns). Both sides race to get to the convergence point -- the entrance to the harbor just to the Northeast of the area depicted below. (per the scenario, if one escort ship exited the Northeast corner of the table, the entire convoy makes it safely to the harbor. If no escort ship makes it off the table, the entire convoy surrenders).

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    Courageuse and Terpsichore race ahead toward the convergence point and open the ball with an exchange of broadsides. The action becomes general along the battle line.

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    The battle lines lose their integrity as several ships suffer mast and rudder damage. The Courageuse attempts to make a run under full sail for the harbor entrance, Terpischore rakes her stern in the attempt.

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    Aquilon and Tonnant exchange deadly broadsides.

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    Aquilon unsuccessfully attempts to grapple and board Tonnant, as Tonnant is stern raked by Mahonesa. In a second unsuccessful attempt by Aquilon to grapple and board, Aquilon pays an awful price, and strikes.

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    At the same time, Leopard and Terpsichore catch Courageuse about to enter the harbor and dispatch her, while Mahonesa and Alligator go to full sails and make a run for the harbor.

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    All three ships of the British squadron attempt to cut off the last two escort ships and force the convoy's surrender. Ultimately they dispatch both French ships at the very last minute as they were about to enter the harbor. The French convoy, strikes and surrenders to the British squadron.

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    BUTCHER'S BILL:

    HMS Tonnant --41 damage points, 7 crew damage, hull leak (repaired), fire (extinguished) -- the 7 crew damage points earn the Captain the sobriquet "Bloody Chapman" -- depending on the crew member it can be either honorific or invective.

    HMS Leopard -- 6 damage points including mast (repaired), 2 sail damage. This ship had outstanding long range gunnery.

    HMS Terpsichore -- 6 points of damage including one sail and 3 crew.

    Courageuse (burden 3), Aquilon (burden 5), Mahonesa (burden 4), and Alligator (burden 1) all were sunk, and the convoy struck and surrendered .

    Respectfully submitted,
    Wentworth
    Last edited by Wentworth; 04-08-2018 at 15:27. Reason: grammer & spelling

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    Having received Admiral Porter's dispatches with Captain Chapman's battle report enclosed, I am forwarding them to the First Sea Lord for his scrutiny. Captains mentioned have been duly noted, and the captured convoy together with it's ships manifests, placed in the hands of the Prize Court. It was a great pity that all the French warships were lost, but says a lot for the spirit and ability of young Captain Chapman in his first action as Commodore second Class. I am sure that more will be heard of this gentleman in the future.

    Bligh.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    Great action and entertaining report!

    Small note: First. Usually the number of hull boxes filled are what is interesting, not damage points. Second. When a ship has taken all the hull or crew boxes filled, it surrenders. Only if it surrenders with a leak or fire is the ship lost. Ie, a ship with no hull boxes isn't sinking unless there's a leak.

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    Oh...good to know...in that case I need to amend my report...there are several surrenders rather than ships sunk...I'll amend report when time allows...thanks for pointing that out, I just learned something new!

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    Dont be too worried about the sink,surrender issue Bill, a lot play that way ie run out of boxs you sink.

    As Jonas rightly says when you fill the boxs the ship surrenders, here you can either leave the ship on the table or remove it, both are acceptable although the first is an optional rule.
    The rational is, when you fill the boxs for burden, the crew are too busy trying to keep the ship afloat rather than fight and if all the crew boxs are full you just aint got enough uninjured crew to keep fighting.
    Just remember the burden box only needs to have a counter in the last box to surrender not fully damaged
    From the rule book

    SINKING SHIPS
    If a ship has a leak and it has already received two or more water damage markers, the hull might collapse and the ship may suddenly sink.
    Each time the ship takes a new water damage marker beyond the second, the player must shuffle three water damage markers and one sinking marker together, and then randomly draw one of them.
    — If a water damage marker is drawn, apply the water damage normally.
    — If a sinking marker is drawn, the hull gives way and the ship sinks. e ship is eliminated.

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    Quote Originally Posted by Capn Duff View Post
    Dont be too worried about the sink,surrender issue Bill, a lot play that way ie run out of boxs you sink.

    As Jonas rightly says when you fill the boxs the ship surrenders, here you can either leave the ship on the table or remove it, both are acceptable although the first is an optional rule.
    The rational is, when you fill the boxs for burden, the crew are too busy trying to keep the ship afloat rather than fight and if all the crew boxs are full you just aint got enough uninjured crew to keep fighting.
    Just remember the burden box only needs to have a counter in the last box to surrender not fully damaged
    From the rule book

    SINKING SHIPS
    If a ship has a leak and it has already received two or more water damage markers, the hull might collapse and the ship may suddenly sink.
    Each time the ship takes a new water damage marker beyond the second, the player must shuffle three water damage markers and one sinking marker together, and then randomly draw one of them.
    — If a water damage marker is drawn, apply the water damage normally.
    — If a sinking marker is drawn, the hull gives way and the ship sinks. e ship is eliminated.
    Thanks, Chris, now I don't feel quite so obtuse -- although that is a relative matter in reality....

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    As I said sir, it is the success that counts and not the Captain's method of achieving it.
    Bligh.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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    2018 Solo Campaign Scenario Four--AAR-- "The Enemy Are Out"

    I played this game over the summer, but had difficulty loading the pictures so I let it lay fallow for a bit. Here's the AAR.

    ******************************

    Captain William de la Virgne knocked at the door of Admiral Sir Joseph Porter's cabin. Hearing a distracted "enter" he removed his hat and quickly stepped through the door ducking his head and turning his large body sideways to make the entrance. de la Virgne stood quietly in front of Porter's desk until he looked up. The two men could not have been more different. Porter was a slight man with a bird-like quality to him. His bright blue eyes shone on either side of his aquiline nose. de la Virgne was a massive man with a large round head set on powerful shoulders and chest that gave a distant reflection of his Norman warrior ancestors.
    "I have an alarming report that the enemy are out and making a run for open water. What is the condition of our squadron?" Porter began.
    "Tonnant, Leopard, and Terpsichore are still refitting from their last mission, but Goliath, Defence, Adamant, Swan, and of course Victory are fit for duty" de la Virgne replied.
    "Very good -- signal Goliath, Defence and Adamant to hoist the Blue Peter and ready the Victory as we sail on the next tide. Signal Swan to patrol the offing to the harbor in case the Frenchies get by us."
    "Yes Sir Joseph" de la Virgne replied as his blood stirred with the thought of finally getting into action.
    Word passed through the squadron quickly that the ships were to sally forth to meet the French. As the four ships proceeded from port in a line, the crews of the remaining ships crowded the rails and stood in the rigging and on the ratlines cheering and waving their hats as the ships passed out to sea.

    ********************************
    Turns 1,2,3 & 4
    All ships are under full sail as the two squadrons see each other. The French squadron consists of Montagne (118 guns), Aquilon (74 guns), Le Swiftsure (74 guns), Embuscade (32 guns), and Hermione (32 guns). The British are outgunned 340 to 302 in the coming fight. Victory signals Adamant to cut off the French escape route. The French make a run for it all at full sails except Aquilon at battle sail. As the British close Goliath goes to battle sail to maintain line ahead.

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    Turns 5 & 6
    All ships at this point are under battle sail. Adamant forces Embuscade to turn, both ships exchange broadsides and musketry. Adamant receives 9 damage points and 3 crew hits, Embuscade 4 damage points, 2 crew hits and a hull leak -- but the French have been forced to engage rather than run to the open sea.
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    Turn 6
    The ships maneuver for combat. Embuscade is taken aback. Defence fires full broadside into Embuscade. Hermione fires full broadside at Victory. Victory responds with forward starboard guns. Le Swiftsure fires starboard forward guns at Adamant and port forward guns at Defence. There is general firing from the tops. Hermione suffers 4 damage points including a fire and 2 crew hits. Victory takes 6 damage including a hull leak and mast damage. Defence receives 5 damage points including hull leak and 5 crew hits. Embuscade takes 11 damage points, a hull leak, sail damage, and 6 crew hits and strikes to Defence.
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    Turn 7

    Repairs commence on hull leaks, mast damage, etc. Goliath fires broadside on Hermione. Victory fires broadside on Le Swiftsure. Adamant fires broadside on Le Swiftsure. Defence fires rear port guns on Le Swiftsure and forward starboard guns on Montagne. Hermione receives 9 damage points, hull leak, sail damage, 1 crew hit. Montagne takes 1 crew hit. Le Swiftsure is devastated with 24 damage points, 2 hull leaks, a fire, and 2 crew hits.
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    Turn 8
    The ships continue to maneuver for position. The wounded Hermione bolts for the open sea. Victory crosses Montagne's "T" with raking broadside after near collision. Montagne stern rakes Defence. Montagne takes 28 damage points plus hull leak. Defence receives 12 damage points and a rudder hit (what a critical time to take a rudder hit so near the shoreline!).
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    Turn 9
    Defence works to repair rudder. Montagne works to repair hull leak. Adamant fires bow raking broadside on Le Swiftsure. Montagne full broadside on Goliath. Goliath's port forward guns answer Montagne.
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    Turn 10
    Hermione, Le Swiftsure, and Adamant all go to full sails and the race is on! Le Swiftsure and Adamant exchange musketry. Goliath fires musketry as well. Aquilon fires rear guns and musketry. Victory broadsides Montagne. Defence fires broadside as well. On the musketry exchange Adamant takes 1 crew loss, Le Swiftsure 0 crew hits. Montagne takes 15 damage points, 5 crew hits, and a sail damage. Defence 14 damage points and a sail damage. Aquilon 3 crew hits. Goliath 4 damage points and 5 crew hits.
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    Turn 11
    Montagne and Victory exchange musketry. Aquilon fires forward starboard guns on Defence. Le Swiftsure fires port forward guns on Adamant. Adamant takes 1 damage point. Victory loses 2 crew. Montagne loses 3 crew. Aquilon 3 damage points. Defence 5 damage points plus sail.
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    Turn 12
    Victory fires ranging shot on Le Swiftsure with forward starboard guns and port rear guns on Aquilon. Aquilon returns fire on Victory with starboard forward guns. Adamant and Hermione exchange shots with forward guns. Victory and Montagne exchange musketry. Montagne receives 3 crew hits and strikes to Victory. Aquilon takes 13 damage points, 1 crew hit, and a fire. Victory gets 2 damage points and 3 crew hits. Adamant goes unscathed. Hermione takes 4 damage points, 2nd hull leak and strikes to Adamant. Aquilon and Victory are taken aback.

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    Turn 13 & 14
    Victory fires full broadside at Aquilon. Le Swiftsure broadsides Adamant.
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    Turn 15
    Adamant fires rear guns on Le Swiftsure inflicting 2 damage points. Victory fires forward guns on Le Swiftsure inflicting 6 damage points, 2nd hull leak, 2nd fire, 1 crew hit, and sinks. Goliath fires raking stern shot on Aquilon inflicting 10 damage points, a fire, a hull leak, a rudder hit, and 3 crew. Aquilon strikes her colors. The French squadron has been prevented from gaining the open seas and the British (while heavily damaged) did not lose a ship.
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    Butcher's Bill:
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    In my excitement over the battle I failed to take more "Butcher's Bill" photos. This was one exciting scenario to play -- in posting it several months after playing it I relived the excitement of the fight. The French nearly made good their escape!
    Last edited by Bligh; 01-11-2019 at 02:31. Reason: I'm all thumbs

  28. #28
    Captain of the Fleet
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    Nice action and report Bill, keep them coming. I also hope to be back in the water soon

  29. #29
    Admiral of the Fleet.
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    Will try and get this read tomorrow Bill. Don't want to rush it.
    It deserves savoring properly.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  30. #30
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    2018 Solo Campaign Scenario Five -- Letters of Marque -- "Cutting it Fine"

    This scenario has my frigate approaching an enemy harbor at night and attempting to cut out enemy ships within the harbor. The sloop (Alligator) has a valuable gold shipment and possibly an enemy agent on it. The Alligator is escorted by the Courageuse, both of which are currently docked in the recesses of the harbor. The harbor is guarded by two fortresses, a boom closing off access to the harbor, and a harbor patrol boat. I didn't have a harbor patrol boat model, so I built and painted a GHQ 18 gun sloop in an afternoon for this mission. The painting touch up, rigging, and ratlines will have to wait for another day (please don't judge me!). The mission is to approach the harbor under the cover of darkness and launch boats containing three boarding parties. The boats must test if they are "smoked" at different points of the mission by drawing a card from a deck to determine if they are undiscovered or if they are noticed and the alarm is sounded.
    My set up was as follows--
    > The southernmost fort:

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    > The northernmost fort:

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    > The boom and patrol boat:

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    > The harbor patrol boat:

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    > The target ships moored in port:

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    Turns 1 & 2

    Lower boats, load boarding parties (quietly...ever so quietly...):

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    Turns 3 & 4

    Boats away!

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    Turns 4 & 5

    The boats make their approach to the harbor with greased oar locks and muffled oars:

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    Turn 6

    The boats pass under the guns of the fortress...are they smoked? NO! safe for now...

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    Turn 7, 8 & 9

    Turns 7 & 8 spent approaching the boom -- turn 9 the boats attempt to force the boom -- are they smoked? NO! ...still safe for now...

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    Turns 10 & 11

    The boats cross the harbor and approach the target ships (thankfully the harbor patrol boat skipper is ashore having a pint or two):

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    Turn 12

    As the boats pull alongside the target ships they must once again test to see if they are smoked...NO! boarding parties away!

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    But now luck deserts the boarding parties....the Courageuse's watch is quickly overcome, but the more heavily guarded Alligator (with the gold and possibly the enemy agent) puts up a fight. The sound of muskets and pistols fill the quiet port's air alerting the guard at the forts that something is afoot (it takes two turns to man and arm the fort's guns) -- the alarm is sounded. My boarding party fights a successful boarding action to take control of the sloop carrying the gold -- but is the enemy agent aboard as well? I dice to see -- evens he is on board and we have him, odds he is ashore and we've missed him:

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    We've got him! Now the tricky bit -- getting past those fortress guns...

    Turns 13 & 14

    The captured ships cut cables, hoist sail, and head for the harbor entrance and freedom. Constitution maneuvers to cover their escape...

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    Turn 15

    Forts open fire on Alligator who returns fire by touching off guns previously loaded by the ship's crew. Constitution fires on the fort. The southernmost fort takes 3 crew hits, the northern fort takes 3 damage points, but the Alligator takes 11 damage points including two hull leaks.

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    Turn 16

    Constitution and Alligator come alongside each other as gold and captured agent is transferred to Constitution as Alligator may sink next turn. Courageuse fires broadside on northern fort with guns previously loaded by its crew -- good shooting! Courageuse inflicts 6 damage points and 1 crew hit.

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    Turn 17

    Courageuse, Constitution head for high seas, Alligator limps along. Fort fires parting shot on Courageuse inflicting 1 damage point and a sail damage.

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    Turn 18

    The flotilla heads for open seas...

    Butcher's Bill:


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    This was a very exciting scenario to play -- I was actually tense every time I had to turn over a card to see if my boarders were discovered. Once the alert had been sounded so early in our escape, I didn't think the ships would make it past the forts -- luck was with my crew on this one!

    I can't seem to get the Butcer's Bills photos right side up...sorry!
    Attached Images Attached Images  
    Last edited by Bligh; 01-11-2019 at 02:36.

  31. #31
    Admiral of the Fleet.
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    Just saw this Bill. will read tomorrow.

    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  32. #32
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    Nice work!

    Good to see some AARs again.

  33. #33
    Admiral of the Fleet.
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    Yes it is Jonas.
    I have now put two years Scenarios up that only Wentworth and I seem to be completing with Captain Kiwi just feeling his way in and doing a few. Without your added AARs we would be in a sad way indeed.
    I can't keep coming up with new scenarios off the top of my head, and could do with some fresh ideas. It was OK when Neil was helping me, but he is now busy with work and such so I'm on my own. I didn't even bother to write a December mission until Wentworth catches up as he now seems to have done.

    Then there will be this year to write six for.

    Basically people get out what they put in.

    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  34. #34
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    Now I can give my feedback on your AAR Bill.
    The use of the forts backed with the turfed surface instead of straight edges is inspirational. I wish I'd thought of that myself. Your attack was carried out in the true spirit of the Royal Navy and your Captain should be granted a Sword of Honour for this escapade even though he admitted to being on tenterhooks throughout.

    All in all a splendid action. Bligh.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  35. #35
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    Quote Originally Posted by Bligh View Post
    Now I can give my feedback on your AAR Bill.
    The use of the forts backed with the turfed surface instead of straight edges is inspirational. I wish I'd thought of that myself. Your attack was carried out in the true spirit of the Royal Navy and your Captain should be granted a Sword of Honour for this escapade even though he admitted to being on tenterhooks throughout.

    All in all a splendid action. Bligh.
    Thanks Rob -- it was lots of fun to play!
    B.

  36. #36
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    On scenarios Bligh wrote:
    "I can't keep coming up with new scenarios off the top of my head, and could do with some fresh ideas. It was OK when Neil was helping me, but he is now busy with work and such so I'm on my own.. "

    To this Wentworth writes;
    "WHAT ??? But you are the Oracle...the fount of all knowledge....my entire belief system is shattered !!"

  37. #37
    Admiral of the Fleet.
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    If only Bill!

    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  38. #38
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    Quote Originally Posted by Bligh View Post
    If only Bill!

    Rob.
    You mean Mrs. Bligh doesn't refer to you as the "fount of all knowledge" ???

  39. #39
    Admiral of the Fleet.
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    I wish!

    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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