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Your ships are seeking to apprehend enemy transports shipping troops and war materials down the coast.
To escape you they hug the coast inside the shoals and sandbars where there is only enough depth for Frigates to sail.
To make matters worse they have a Frigate and Sloop escort equal to your attacking Frigates force. All other ships must keep outside the shallows on the other side of the bar.

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A series of Martello towers and forts protect the convoy as it speeds down the coast (See picture.)

Because of their elevation, if firing only single ball the long range ONLY is increased to one and a half sticks. They may also use red hot shot. Have three chits ready one of which has a fire symbol on it. If any damage is inflicted on masts or hull when using hot shot draw a random chit. if it has a fire symbol treat as if a fire is started, but do not add this chit to the damage box. This allows for the slow nature of the fire taking hold.

The towers have a damage ability as a three fortification.

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The central fort as a seven.

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You do not have the elevation to return fire unless you have a Sloop in your Squadron. If so you may arm it as a Bomb Ketch and use it in that way. It will have two Mortars mounted amidships and you may attach a spring to the anchor. Movement on the spring equals a ruler thickness.

The wind direction starts as shown in the picture but will vary according to the rule book after the first four cards have been laid.

You may vary sail settings, but enemy transports may never exceed fighting sails speed. Their armament is reflected in the rules for merchantmen.

Do as much damage to the enemy as you can. If you do more to them than they do, you win. Remember, however, that they can also deploy Liners if you choose to do so outside the shoals. They will enter from the West edge of the table and equal the type and number of your Liners. They will not start to deploy until card six.

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Good luck and good sailing to you. You will need it.
Bligh.