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Thread: BRF: Letters of Marque - June Scenario: Honour amongst thieves?

  1. #1
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    Default BRF: Letters of Marque - June Scenario: Honour amongst thieves?

    June Solo scenario Letters of Marque: Honour among thieves?

    Pirates Only:
    After a successful voyage you are to meet with 2 of the Brethren ships for a joint venture at Turtle Island. You have arrived first..

    Name:  Turtle Island.jpg
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    Layout:
    Place 2 sea mats joined at the long edges. Place a small sandy island (6inx6in) in the centre of the two mats.

    Point A: Your ship at anchor. Guns unloaded.
    Point B: Pirate ship smaller than yours at full sail. Will always head towards you.
    Point C: Pirate ship same size as yours at full sail. Will always head towards you.
    Point D: Enemy ship larger than yours at full sail. Will always head towards you.

    Unbeknown to you your last successful voyage has ruffled feathers and a bounty has been placed on your head.
    You may:

    1. Stay at anchor load your guns in the hope that your 2 pirate brethren will help you defeat the enemy ship.
    2. Raise the anchor, load each broadside as a single broadside or load 1 broadside (port or starboard) double shot and set minimum sails 1 Turn, increase sails as normal each turn after.

    Once you have decided what to do then act accordingly. Once each pirate ship comes within 1 ruler of your ship do the following:

    1. From the crew casualty bag draw one counter for yourself and 1 for each pirate ship 1 ruler away. If your crew casualty symbol matches the other pirate ship then they declare themselves for you if it is not then they immediately open fire with whatever is within range.
    2. You may respond to any gunfire from pirate ships firing on you for the first time only after you have removed damage and crew loss. (You were caught napping). Fire normally after this turn.
    3. Friendly pirate ships are under your control, enemy pirate ships are controlled by AI.

    If you manage to make it to Point E you may escape. Assume darkness has fallen and you have made good your escape.

    Note:
    Turtle Island is flat and provides no cover to gunfire.

    Letters of Marque (ie non pirate ships):

    You have bribed one or more pirate Brethren to give away the location of a notorious pirate.

    Set up as above with the exception:

    Your ship is at Point D. (and should be 1 class larger than the pirate).

    The notorious pirate ship is at Point A.

    At Point B is another pirate ship smaller than Pirate A.

    At Point C is another pirate ship the same size as pirate A.

    Once you have decided what to do then act accordingly. Once either pirate ship B or C comes within 1 ruler of pirate ship A do the following:

    1. From the crew casualty bag draw one counter for yourself and 1 for each pirate ship 1 ruler away of pirate A. If your crew casualty symbol matches the other pirate ship then they declare themselves for you if it is not then they immediately revert to AI control and will try and escape from Point E.
    2. You must remove damage and crew loss from pirate A if any when fired at by another pirate ship for the first time before they respond. (They were caught napping).
    3. Friendly pirate ships are under your control, enemy pirate ships are controlled by AI.

    Note:
    If Pirate ships B & C do not side with you they will make all haste to exit playing area at Point E.

    Pirate Ship A will always try and make for Point E by the fastest route but will not needlessly put itself at a disadvantage but will instead turn to engage before trying to run again.

    Good luck
    Last edited by Union Jack; 05-15-2017 at 03:45.

  2. #2
    Admiral of the Fleet.
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    What a superb idea Neil, and so well considered. One size fits all. I may alter a few details to fit the Indian Ocean but what's in a name? Its the Scenario that counts.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  3. #3
    Master & Commander
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    The scenario is just the vehicle how you drive it from A to B is the difficult bit.

  4. #4
    Admiral of the Fleet.
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    You may have noticed that I am all for putting a twist in the plot if I can Neil!
    Bye the way my Butcher's bill for May is now posted.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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