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Thread: 2016 Solo Campaign Scenarios

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    Default 2016 Solo Campaign Scenarios

    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.
    +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.


    Link to Original Briefing:
    http://sailsofglory.org/showthread.p...nour-amp-Glory

    Link to AAR's:
    Hyperfocal:http://sailsofglory.org/showthread.p...nour-and-Glory

    Bos'n: http://sailsofglory.org/showthread.p...ue-of-The-Rose

    Capn Duff: http://sailsofglory.org/showthread.p...nour-and-Glory

    Union Jack: http://sailsofglory.org/showthread.p...7777#post57777

    TexaS: http://sailsofglory.org/showthread.p...-February-1798

    Hjl:http://sailsofglory.org/showthread.p...-Solo-Campaign

    D.R. Maturin: http://sailsofglory.org/showthread.p...n-Game-Maturin

    Torrence: http://sailsofglory.org/showthread.p...onor-and-Glory

    Bligh: http://sailsofglory.org/showthread.p...nour-amp-Glory

    spiessbuerger: http://sailsofglory.org/showthread.p...Iron-and-Blood
    Last edited by Union Jack; 03-22-2016 at 13:56.

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