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Thread: BRF: January 2016 Solo Scenario - For Honour & Glory

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    Default BRF: January 2016 Solo Scenario - For Honour & Glory

    January Scenario: For Honour & Glory.

    General: Your ship has been ordered to join the squadron under command of ######. You have dispatches for the squadron commander. You have been at sea for 2 weeks. Almost every day your mast head lookout has informed you that there is a strange sail behind you roughly on the same bearing.

    Tomorrow you have decided that if the strange sail is still there you will turn to investigate.

    Name:  Honour & Glory.jpg
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    Ground: 2 playing mats, or similar sized area, joined at the long edges. The wind is from the top left corner and will not change for the duration of the game.

    Situation: The strange sail is a friendly merchantman that is now being attacked by another ship and has hove to and is about to be boarded by the enemy.

    Decide on the size of the enemy ship: Smaller, Same Size, larger.

    The wind has suddenly changed and is now blowing towards you. You have managed to close the range before the wind change. (See diagram for starting positions).

    RULES:
    1. It takes 4 maneuver cards to heave to, board the merchant, hoist sail and move at top sails on the 5th card. (Both ships).
    2. The enemy ship will be minus 3 crew boxes as a prize crew.
    3. The enemy ship will not be able to fire any muskets and will fight at 1 less if a boarding action takes place.
    4. The enemy and captured merchant must leave the table at point B.
    5. Due to a reduced crew the merchant ship can only move at battle sails or top sails.
    6. If fired upon by your ship the captured merchant ship will heave to and surrender.
    7. If the merchant ship surrenders you must send a prize crew across to recapture. (reduce your crew boxes by 1)
    8. You must hove to and launch boats this takes 2 maneuver cards.
    9. If you do not launch boats and your ship moves more than 1 ruler away from the merchant ship the enemy prize crew will hoist sail and continue to escape.

    Mission:
    1. Save the merchantman from being captured/taken/sunk.
    2. Sink/Capture/Drive off the enemy ship.

    Victory Points:
    +1. Recapture The Merchantman and it leaves the table at point A. (Gain a bonus Prize Money of 3)
    +1. The enemy ship leaves the table without the Merchant ship. (Off any table edge not necessarily at point B).
    +1. Sink or Capture enemy ship if Smaller than your ship.
    +2. Sink or Capture enemy ship if Same size as your ship.
    +3. Sink or Capture enemy ship if larger than your ship.

    SUMMARY
    Maneuver Card 1 Enemy ship heaves to.
    Maneuver Card 2 Enemy ship launches boats. Enemy Ship increases sail to top sail. Enemy ship moves as per dice roll.

    Manuever card 3 Enemy boats move to prize. Enemy ship increases to battle sails. Enemy ship moves as per dice roll.

    Maneuver card 4 Prize crew board merchant and take command. Enemy ship may increase to full sail. Enemy ship moves as per dice roll.

    Maneuver card 5 Prize crew hoist top sails and moves using Point B as the enemy. Enemy ship moves as per dice roll.

    Point B is the 'enemy' ship for the merchantman and the enemy ship if moving towards B. Point B can be 1/2 or a ruler length either side of the corner. I leave the determination to you.

    If the merchant leaves the table outside these parameters (1/2 or full ruler length of corner) and you either drive off (ie leaves the table) capture or sink the enemy ship then consider the merchantman recaptured as you can out sail her.

    Enemy Ship Actions: Roll 1d6

    Odd = Move towards point B.
    even = Move towards your ship.

    Once your ship fires at the enemy ship or is within 1 ruler the enemy ship will move to attack if not already doing so.

    Note: Enemy Ship = Warship not Merchantman.
    Last edited by Union Jack; 12-21-2015 at 16:33.

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