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    Nation v. Nation May Scenario. The Blockade


    2016 Solo Campaign – May Scenario - The Blockade

    Your squadron has been blockading an estuary mouth on a West coast. You are aware that there is a secure anchorage approximately one mile up the river but you have not been able to ascertain exactly what force is sheltered there. A recent cutting out / intelligence gathering operation ended when it was discovered that there are gun batteries located on both banks and about 400 yards up the river and you lost one longboat and it’s crew as a result. They did manage to capture a farm worker who they had found fishing from the river bank but he was unable to tell you more than that there were “lots of masts sticking up” which he could see from the farm.

    This squadron has been blockaded for 8 months and has made no attempt to put to sea as far as you know. However now is their chance as you have been forced to gain sea room to ride out a quite severe storm and are now beating in against an unfavourable wind to get back on station. You are expecting that the enemy squadron will take this opportunity to try to make a run for freedom and to rejoin his brothers in the main fleet anchorage some 50 miles to the South.

    Your squadron consists of:
    1 x 32/34 Gun Frigate
    2 x 74 Gun Ship of the Line
    1 x 100 Gun Ship of the Line - Flag

    The blockaded squadron consists of:
    A mix of rates of 3 minimum and up to 5 ships maximum of which 3 must be 74’s and above.
    This squadron has been blockaded for so long that the crews are badly in need of some sea time to get them back to some sort of efficiency. Until that time comes, in probably not less than a month’s intensive training, the squadron will only be able to move at up to two sails speed.

    The blockaded squadron will effectively have some initial free moves (very much dependant on the D6 result) to get the ships down the river but must stay at least a quarter range-stick (C/D), bow to stern, apart during this operation. Also their orders are to stay together with no “every man for himself” attitude once clear of the estuary. They will, once consolidated, sail South and attempt to exit the playing area anywhere along the Southern edge. If at any time during the game a ship finds that it can not reach the Southern edge or is in danger of capture or worse it will try to make it’s way back to the estuary by the most direct route.

    Your mission is to intercept, capture, destroy or force them to return to the estuary and their nearest safe harbour. Your secondary mission is to identify the names and rates of the ships you encounter. To do this you must get within 1.1/2 range-sticks.
    At the start of the game you will have one Frigate within 1/2 range-stick of any edge of the playing area, except the Eastern edge. The playing area is two game mats laid short edge to short edge giving 67 x 196cms max ( 26” x 78” but not less than 152.5cms [60”] ) with the estuary located at the bottom right hand corner (see sketch & photo). Note the position of the rocks and shoals which are not only visible but also lie just beneath the surface making the area covered un-navigable by anything larger than a longboat.

    At the start of the game you throw 1 x D6 to see how many turns before you appear on the playing surface anywhere on either the Western or Northern edges, and within half range-2 stick (B) distance of that edge and in any formation you choose, but you must enter as a close squadron and within one range-stick overall of each other: only the Frigate may be detached.

    They appear at the end of the move indicated by the dice roll but do not move until the next turn. i.e 3 thrown on a D6 = Squadron appears at end turn 3 and moves in turn 4.

    The wind direction at the start is a brisk offshore breeze blowing directly from East to West (270 degrees).
    The wind will veer clockwise 30 degrees at the end of each turn (2 manoeuvre cards) for the first six moves when it will eventually steady at 60 degrees between NE by E and ENE.

    The blockaded squadron starts with it’s first ship in the mouth of the estuary and just on the mat. Remember your following ships must be at least a quarter range-stick (C/D) distance behind each other.

    You will receive rewards as per the Victory Points list below.

    NB. When the escaping squadron go head to wind , as they undoubtedly will, for the first time only the player may choose either the - 4 or the + 6 Red Border Card to manoeuvre. Remember this is first time only.

    Happy Hunting.


    2016 May Scenario - Blockade Victory Points:
    Each enemy identified ship. 5 points Blockading Sqdn only
    Each prize taken. 20 points
    Each ship forced back into estuary 15 points Blockading Sqdn only
    Each ship sunk. 15 points
    Each enemy ship that escapes off table Southern Edge 20 points Blockaded Sqdn only
    Each enemy ship that escapes off table Any Edge 15 points Blockaded Sqdn only
    Each enemy ship retreating back into estuary 10 points Blockaded Sqdn only

    Link to Original Briefing:
    http://sailsofglory.org/showthread.p...o-The-Blockade

    Link to AAR's:


    Bos'n (United States):http://sailsofglory.org/showthread.p...ere-Artibonite

    Bligh (Royal Navy):http://sailsofglory.org/showthread.p...n-The-Blockade

    Dr Maturin (Royal Navy):http://sailsofglory.org/showthread.p...R-The-Blockade

    Hjl (Royal Navy):http://sailsofglory.org/showthread.p...e-Blockade-HJL

    Union Jack (Royal Navy):http://sailsofglory.org/showthread.p...y-The-Blockade
    Last edited by Union Jack; 08-27-2016 at 16:25.

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