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Thread: Scenario: April 1799 - The Second Battle of Toulon

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    Ordinary Seaman
    Germany

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    Mar 2016
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    NRW
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    Name
    Achim

    Default Scenario: April 1799 - The Second Battle of Toulon

    Scenario created by Uwe aka JackAubrey1805, translation by Achim aka Argo with the help of deepL (https://www.deepl.com)

    Editorial
    The scenario was created and played back in fall/winter of 2019-2020, it was our last action before the pandemic. Unfortunately one half of the photos for the AAR got lost, so we have to play it again. We have not yet played it completely, so the AAR will follow on a later occasion.
    It is the sequel to the scenario "April 1799 – The First Battle of Toulon" which is described here:

    https://sailsofglory.org/showthread....ttle-of-Toulon


    The AAR of the "Part 1"- scenario, which is relevant for the setup of this "Part 2", can be found here:

    https://sailsofglory.org/showthread....ttle-of-Toulon


    NOTE: We messed up the "Dryade" and the "Proserpine". So the "Dryade" of scenario 1 has changed her name to "(HMS) Proserpine".


    Where
    Off Toulon, French Mediterranean

    When
    April 1799

    Gaming surface
    Two SoG standard game mats, put together at the long sides. Summed measures: Length 134 cm, Width 98 cm. North – South at the short sides, East – West at the long sides. Attention: The orientation is shifted for 90 degrees compared to the part one-scenario, so also the positions of the ships still on the map from the end of scenario 1 have to be adjusted for 90 degrees!

    Wind
    Normal – but variable wind conditions
    Direction either North or South, determined during the scenario setup – but variable wind conditions.

    Duration
    Variable

    Introduction
    The second part of the battle takes place at dawn. The wind is picking up but it is still foggy. Parts of the battlefield are covered by fog. Ships that received leaks or fires in the battle may have sunk or suffered more damage during the night. Wounded were treated and minor repairs were made. Sail damage was replaced, etc. In some cases, the position of ships has to be adjusted. Boarded ships are in enemy hands, of course.
    As the sun rises, both the French and British reinforcement fleets appear on different sides of the gaming area and it's on to the second round...

    Rules for the night after the first battle
    Sunken ships during the battle are sunk, of course.
    All ships (including abandoned floating ships) get +1 action for 3 turns immediately after the scenario "The first battle of Toulon" ends. This allows repairs to be made to masts, leaks, fire, rudder damage, etc. - even if there is little crew left. Then, if leaks are still present or fires are raging, regular turn after turn is performed until either all hazards are averted or the ship burns up or sinks. The night is long...

    This is done for each ship. No combat takes place during these extra rounds, etc. It is not regular game time.

    The following actions/rules now apply:
    All surviving ships may remove 2 crew damage tokens - if any (boarded ships only remove 1 crew damage).
    Also abandoned ships (by damage), which survived the night and were not captured by the enemy etc. get the two crews back in the morning and set the flag again.
    Therefore every ship has at least 1 crew action and accordingly, there are now only ships on the board that are regularly led or captured, and no ship has active leaks or fires any more.
    All ships may repair 1 hull damage again starting in the morning and may discard 1 marker of mast break from those already repaired. This allows even unmasted ships to raise 1 mast again via repair and become active! However, these repair actions must be performed normally in the game. If they get dismasted again, they surrender again immediately!

    Boarded ships were defeated in close combat and now carry the flag of the enemy. They are full of wounded of both sides and captured sailors of the opponent. They may remove only 1 crew damage in the morning and have the following restriction: If a ship boarded by the enemy is boarded back again, the prisoners and wounded sailors of the old owner automatically rise and fight together against the opponent. Thus the boarding action against this ship succeeds automatically!

    All surviving ships of the first scenario anchor on their last positions. However, boarding manoeuvres or entanglements have been resolved so that all ships are at a minimum distance B to others. The ships are moved further in the last direction if necessary. If the edge of the game area or other ships interfere, the positions have to be adjusted accordingly. So all ships must have min. B-distance to each other at the start of the scenario!
    In our case, this will lead to the captured (HMS) Proserpine moving on in the direction of travel and HMS Caton as well, until B-distance is reached and the distance between HMS Caton and Carmagnole is not shorter than “B”-Range. Since the French have not met the victory condition for the first scenario, they get no morale bonus.

    Fog banks
    Fog banks are represented on the gaming surface by white threads. Threads of different length are knotted together at the ends to form areas of different sizes, which can be laid out to define a fog banks.


    A fog-field-thread on the gaming surface

    Preparations for fog banks
    Along the windward edge(s) of the gaming area a number scale with 1-10 spaces is laid out. If the wind comes in diagonally two sides need to be equipped with a number scale to define the fog cloud locations, otherwise one side is enough.
    In addition, round cardboard discs of different sizes (matching the diameter of the "fog field threads", approx. 12 / 15 / 17 cm) are created, which are placed on approx. 8 cm high wooden sticks.


    Fog field cardboard disks and number scales on the edges of the gaming area.


    The "fog cardboard discs" are used to define the position of the fog banks and also to "move" the fog banks by wind direction and strength across the gaming surface. After a position is defined with the cardboard disc, the threads are used to indicate the position of a fog bank on the gaming area.
    After a cardboard disc has been moved, a check is made by sight from above to see whether the base of a ship is partially or completely covered by cardboard. If this is the case, the string is placed so that the so that the ship is completely enclosed. Even if only a small part of a ship’s base is covered by cardboard it is defined as "completely inside the fog bank".


    Example of a fog bank in play: The cardboard disc partially covers the base of HMS America. The ship is treated as "completely inside the fog bank" so the thread is put around the whole base.

    Special effects for ships inside fog banks
    Ships in fog have limited visibility of other ships. Only enemies in B-range can be shot at. Even then, for every 3 full damage markers 1 damage marker is deducted before applying. E.g. 5 damage markers = subtract 1 damage marker, 6 damage markers = subtract 2 damage markers, etc.
    You can only fire at ships that are sighted. If an enemy ship has disappeared into the fog and is out of B range, it is invisible for the attacker. For shots into the fog and also from out of the fog, the damage reduction as described above applies.
    If two ships are not inside a fog bank but a fog bank is blocking the line of sight from main mast to main mast, shots can be fired at normal range, but damage reductions apply also.

    The fog moves 2/3/4cm further downwind depending on the wind strength. To do this, use the cardboard to determine the centre of a fog bank and a ruler to move it 2-4 cm further downwind. Then check if ships are affected by the new position.
    If the centre of a fog bank leave the gaming area, it automatically reappears on the windward side. Use a 10-sided dice to determine the position on the number scale where the fog bank will appear the next round after the die roll.

    Procedure for setting up the fleets

    Villeneuve's remaining fleet (259 points)
    Ships’ logs are already adjusted according to the rules for the night after the battle.


    • Formidable 80 guns (SGN115B)





    • Carmagnole 38 guns (SGN105)




    Duckworth‘s remaining fleet (316 points)
    Ships’ logs are already adjusted according to the rules for the night after the battle.

    • HMS Caton 64 guns (SGN109C)





    • HMS America 64 guns (SGN114B)





    • (HMS) Proserpine 38 guns (SGN105B)





    • The wind direction is shifted by 90 degrees compared to the first scenario, so North is now one of the 134 cm wide edges. The deployment of the remaining ships from the first battle is set up centrally on the gaming area. Beware of the changed N-direction! So note the positions of the ships to each other and the distances and shift them by 90 degrees. All these ships are anchored!

    Anchored-marker

    Positions of the ships at the end of scenario 1

    Positions of the ships after shifting for 90 degrees


    • Apply position changes for getting all ships out of B-range to each other, if necessary.

    Positions of the ships after shifting and enhancing the distances to "B"-Range


    • The wind direction is determined. Draw an E damage token:
      Crew symbol = Normal wind from North to South (French start) or
      "0" symbol = Normal wind from South to North (British start)
    • The deployment of the new units is created as follows:
      The French fleet with the flagship ahead appears on northern border. The British fleet runs on the southern border with the flagship ahead. Between the fleets will be the majority of the remaining ships of the first battle.


    Comte d' Brueys’ fleet (615 points)
    • Orient 118 guns (flagship) (SGN106B)
    • Robuste 80 guns (SGN115A)
    • Le Swiftsure 74 guns (SGN104A)
    • Protée 64 guns (SGN109B)



    Admiral Nelson's fleet (620 points)
    • HMS Victory 100 guns (flagship) (SGN201A)
    • HMS Vanguard 74 guns (Base Game)
    • HMS Bahama 74 guns (SGN112C)
    • HMS Spartiate 74 guns (SGN102A)


    However, there are a few special rules for deployment.

    French start
    • Deploy French flagship Orient with the centre of the base max. at A-distance from the northern edge of the playing field.
    • Then place British flagship Victory with the centre of the base max. at A-distance from the southern edge of the playing field.
    • The British player may place 2 fog fields anywhere on the gaming area.
    • A second French ship (determined at random) is placed in line behind the flagship (outside the game board)
    • A second British ship (determined at random) may be placed freely on the western edge of the board
    • An E-marker is drawn for the third French ship: Crew = immediate deployment in the area up to 2 x A-distance from the northern edge of the playing field. 0 = deployment outside the playing field in line behind flagship.
    • French player places a fog field anywhere on the gaming area.
    • For the third British ship the player draws 1 E-marker: crew = immediate deployment in the area up to 2 x A-distance to the southern edge of the playing field. 0 = deployment outside the playing field in line behind flagship
    • The fourth ship is not deployed at the beginning. Neither for the French nor for the British. It comes into play later by an event.
    • 2 more fog fields are brought into play by a dice roll (ten-sided dice).



    British start:
    • Set up British flagship Victory with the centre of the base max. at A-distance from the southern edge of the playing field.
    • Then place French flagship Orient with the centre of the base max. at A-distance to the northern edge of the playing field.
    • The French player may place 2 fog fields anywhere on the gaming area.
    • A second British ship (determined at random) is placed in line behind the flagship (outside the game board)
    • A second French ship (determined at random) may be placed freely on the eastern edge of the board
    • An E-marker is drawn for the third British ship: Crew = immediate deployment in the area up to 2 x A-distance from the southern edge of the playing field. 0 = deployment outside the playing field in line behind flagship.
    • British player places a fog field anywhere on the gaming area.
    • For the third French ship the player draws 1 E-marker: crew = immediate deployment in the area up to 2 x A-distance to the northern edge of the playing field. 0 = deployment outside the playing field in line behind flagship
    • The fourth ship is not deployed at the beginning. Neither for the French nor for the British. It comes into play later by an event.
    • 2 more fog fields are brought into play by a dice roll (ten-sided dice).



    Scenario events
    Wind and weather conditions can change completely. The fog banks move always in the direction of the wind and at different speeds – 2, 3 or 4 cm, depending on the wind strength.

    In the CONSEQUENTIAL ROUND to the round in which the first French ship sinks or is successfully captured or abandoned, the French player may place the last ship on the board. This ship may be placed either on the eastern edge of the board or centrally in any fog bank on the eastern half of the gaming area. The centre of the fog bank must still be in the eastern half! The fog bank used must not contain a second ship!
    The same applies to the last British ship: It may enter the game one round after the first British loss, but either on the edge or in a fogbank on the western half of the gaming area.


    Scenario victory conditions
    Whoever survives wins...
    Both Nelson and Comte d' Brueys are looking for the decision. A flagship which vees off and leaves the gaming area loses the battle and the surviving ships. By agreement, a possible victory conditions may also be defined with the sinking or surrendering of one of the flagships.
    Attached Images Attached Images             

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