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Thread: Breaking the British Blockade

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  1. #1
    Midshipman
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    Jason

    Default Breaking the British Blockade

    I'm currently working on a scenario in which a French squadron (probably 3 ships) is trying to break out into the Atlantic through a British blockade of 3 or 4 ships (probably depending on how many players I end up with). I may have a French shore battery, but I haven't decided. I'm think the French will win if they get 2 out of 3 ships through. Any advice is welcome.

  2. #2
    Admiral. R.I.P.
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    David

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    You may find he game in this thread interesting, Jason.

    https://www.sailsofglory.org/showthr...he-Dogs-of-War

  3. #3
    Midshipman
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    Interesting. I'm planning to keep my action a bit closer to the coast, such that the French actually start more or less in port (a sheltered cove), probably with a shore battery for protection, on the short side of a game mat and the British starting at the far end.

  4. #4
    Admiral of the Fleet.
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    This one of mine may be of some interest Jason.
    Feel free to plunder it at will.

    Rob.

    BRF. Nation v Nation. July Scenario. Newcastle, (a simple folk dance for as many as will.)

    By Bligh.

    The enemy are out!



    A severe storm drove your Squadron away from its blockade of the enemy port, and they took the opportunity to slip out to sea with a favourable off shore wind. Now the wind has veered and as your ships close the land once more a Frigate signals:-

    "Enemy in sight!"

    You may use up to your entire squadron for this encounter, or not, as you please.
    The only stipulation is that the enemy must have at least one more ship than your Squadron and their Commodore must be in a three decker.

    (This rule does not apply to Barbary coast vessels. One enemy unit must simply be a class higher than yours.)

    Normal rules of engagement apply.



    As per the chart you will enter the usual two mat set up from the lower left and have the wind gauge which is coming from the SW. throughout the action.
    You will see that you have the enemy fleet at a disadvantage trapped on a Lee shore and heading for top left.

    To win the game you must take or sink at least two more ships than you lose. They must exit as many as they can upper left in order to create havoc amongst your convoys of merchant men should they ever arrive!

    If your Commodore uses his initiative you should be able to seriously discomfit the enemy
    Good luck and conserve your shot.

    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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