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Thread: New official scenarios on Ares site

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  1. #29
    2nd Lieutenant
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    Kenneth

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    AAR for Constitution/Guerriere scenario, advanced rules...

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    Movement: Captain Hull of the Constitution gets to peek at Guerriere's first movement card. Higher burden (Constitution) moves first.

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    Action: Planned crew action, Constitution musketry fires, 3 chits. Guerriere takes three crew damage!

    Combat: Constitution broadside: 6 chits = 8 damage, 3 crew 1 zero, plays good aim card, draws 4 damage!
    Guerriere broadside: 7 damage, rudder damage, 2 crew damage, uses good aim card to draw 4 damage. Constitution reduced to veer 4.

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    Movement: both veer hard to starboard but Guerriere is able to rake Constitution. Veer reduction to Constitution has no effect on maneuver.

    Action: I used the crew action aboard Guerriere to reload guns the same turn using the well trained crew card. Maybe it should be a free action, but in advanced rules I would still think that you have to use a crew action to accomplish it.

    Combat: Constitution uses cannon and carronade to fire on Guerriere. 2 chits, 5 damage to crew and one dismast.
    Guerriere gets a broadside rake thanks to it's well trained crew, and causes 11 damage and one crew damage.

    At this point, Guerriere sails away and fixes her mast, Constitution fixes her rudder and the both go at it again, keeping their distance. That's the natural reaction to close action. In this instance, Guerriere's crew was decimated. Another crew hit made her strike her colors. But carronades didn't factor in. Carronades are not a game changer under these rules, they only halve the long distance power of the ships that they are on.

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    Guerriere suffers a real pounding

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    These cards were more help than the carronades. Well trained means you can reload the same turn, the only advantage carronades have!
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    Last edited by Kentop; 07-03-2016 at 13:55.

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