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Thread: 2015 Solo Campaign Scenarios

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    Default 2015 Solo Campaign Scenarios

    A link to the 2014 Solo Campaign Missions:http://sailsofglory.org/showthread.p...aign-Scenarios

    2015

    January's Solo Mission - When the Fog Lifts: By 7eat51

    The Navy is always at war, because it is always fighting winds and waves and fog.
    ---Admiral John Fisher

    You have been in pursuit of an enemy ship heading to its coast. Aboard the ship is a passenger carrying vital intelligence. Your mission is to prevent the passenger from reaching shore, and if possible, to capture him. During the night, fog enveloped both of your ships, but as night gave way to day, the fog started to lift.

    When all becomes clear, you find yourself within firing range of your enemy. Are you in position to wreak havoc upon your enemy’s ship? Is your enemy in position to wreak havoc upon you? Has a golden opportunity to strike a blow been missed by you both?

    Setup

    Playing Surface: the playing surface is consistent with the dimensions of a Sails of Glory game mat (67 x 98 cm, approximately 26 in x 39 in). North is at the top, east along the right edge, south at bottom, and west along the left edge. Orient the playing surface with north and south having the long edges, and east and west having the short edges.

    Wind is blowing to the north.

    Choose two ships of comparable strength, one for the player and one for the AI.

    Place the player’s ship 1.5 rulers in from the west, centered between north and south; use the main mast for placing the ship. The player's ship is facing due east.

    Place the AI ship one ruler distant from the player's ship, using the AI main mast for placing the ship. Roll an 8-sided die, and place the AI ship in the appropriate direction from the player's ship according to the diagram below, e.g. a roll of 1 means the AI ship is NW of the player's ship, going out along the diagonal from the NW corner of the player's ship. Roll another 12-sided die, and face the AI ship in the associated clock direction, with 12 being sailing due north, 6 being sailing due south, 3 being sailing due east, and 9 being sailing due west, etc.

    Both ships use ball ammo, and both ships are set to battle sails. The AI ship will shoot whenever the player's ship is in range, assuming its guns are loaded. Ignore all special damage except crew hits. Both ships will engage until within their last three boxes of hull damage or crew hits. The player's ship will disengage, working under the assumption that other enemy ships are in the ares; the AI ship will disengage to maximize the likelihood of reaching its shoe with its passenger.

    If the AI ship disengages, immediately set course to the east edge of the playing surface. The AI ship will sail in such a way as to break away from the player's ship, e.g. if the safest and fastest route is to sail ENE, it will do so. Once on its exiting course, roll a 6-sided die. On a 1-2, play the #5 card with the side movement to the left; on a 3-4, play the #5 card due straight; on a 5-6, play the #5 card with the side movement to the right. If for some reason, a different move would be most advantageous, do so, but remember, its goal is to exit the gaming surface; speed is of essence.

    Victory Conditions

    If the player sinks the AI ship or kills all her crew, the player wins. Any other result, the AI ship wins. If the player wins, the player will receive 2 points toward Captain Ability Points for destroying an enemy ship defeated of the same broadly defined class. Because the scenario goal is the exact same, no additional points will be awarded.

    Optional Rules and Victory Conditions

    Players must choose to use the optional rules before setting up the game. Once the player places his or her ship on the playing surface, the decision for which rules to use has been determined.

    In the beginning of the game, the player can choose to use different ammo, following the official rules for firing and drawing damage. This decision must be made prior to placing the player ship on the playing surface. The player must choose how to load his/her guns prior to placement. The AI ship will use ball ammo.

    Use sail special damage. For every two sail damage received, the ship reduces its speed by one level. Both ships use battle sails unless sail damage dictates otherwise.

    The victory conditions for the optional rules are:

    If the player sinks the AI ship, the player receives 2 points toward Captain Ability Points.
    If the player kills the AI crew or destroys the AI sails, the player receives 3 points toward Captain Ability Points. It is assumed that such a condition results in either capturing the passenger or the intel carried by the passenger.
    Any other result is a victory for the AI ship.

    After-Action Report (AAR)

    At the end of the AAR, please write the results according to the following schema:

    Captain's name (P or AI) / condition at the end of the scenario / victories and accomplishments

    Conditions: Returned to Port, Wounded, Killed, Captured; if wounded, roll for effect according to the solo rules

    e.g.: Lieutenant Gerard Dujardin (P) / returned to port / no victories
    e.g.: Commander Edward Wright (AI) / severely wounded - miss 3 scenarios / victorious by making it to port

    or

    e.g.: Lieutenant Gerard Dujardin (P) / wounded - skip 1 scenario / victorious - captured enemy ship by killing all crew using optional rules
    e.g.: Commander Edward Wright (AI) / killed / no victories

    I will update the Excel sheet and award any Captain Ability Points, accordingly.


    Below is a proposed alternative method for determining captain wounds. You are free to use whichever method you desire. Feedback would be most appreciated.

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captain's Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Below is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Here are the links to the AAR's:

    Original as Posted by 7eat51:
    7eat51 (BRF): http://sailsofglory.org/showthread.p...-the-Fog-Lifts

    AAR's
    TexaS (British): http://sailsofglory.org/showthread.p...way-Mr-Collins
    Union Jack (British): http://sailsofglory.org/showthread.p...stern-chase%29
    7eat51 (British): http://sailsofglory.org/showthread.p...ittle-Too-Late
    seajohn37683 (French): http://sailsofglory.org/showthread.p...anuary-mission
    CSHerrange (British): http://sailsofglory.org/showthread.p...-the-fog-lifts
    Nightmoss (French): http://sailsofglory.org/showthread.p...-Privateers%29
    Mycenius (French): http://sailsofglory.org/showthread.p...Day-For-France
    speissbuerger (French): http://sailsofglory.org/showthread.p...iessbuerger%29
    Ozariig (French): http://sailsofglory.org/showthread.p...8by-Ozariig%29
    Bos'n (British): http://sailsofglory.org/showthread.p...-a-little-late
    Bligh (British): http://sailsofglory.org/showthread.p...-the-fog-lifts
    Last edited by Union Jack; 11-09-2015 at 02:38.

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