You are the Captain of a 74 ship of the line patrolling a stretch of water between two large ports in the Caribbean.
Over the past few months an enemy 64 gun ship has been raiding commerce in this area and you have been dispatched as part of a Squadron to stop this depredation.
After a week of sailing back and forth your lookout spotted 3 longboats adrift on the ocean at dawn and you stop to pick up the survivors of what looks like a shipwreck.
The men are all put below and you have discussions with the leader.
His story is a ship of war stopped their ship and put them adrift yesterday evening then sailed off in a westerly direction, you immediately set off to give chase while the captain went to see to his men.
A few hours later a sail was sighted and within a further hour it was identified as the enemy raider.
As you drew closer the enemy ship turned to fight, a strange thing as you out gun the vessel.
As you gave the order “beat to quarters” a commotion broke out below deck and soon struggling men spilled out onto the main deck, the so called survivors were attacking your crew.
A quick check of the enemy ship showed him at full sail heading for you gunports open.
A trap.

You will need two ships of the line for this scenario, preferably a 74 and a 64, if you dont have a 64 use another 74 but knock off the first box.

The two ships are set up on a standard sail mat and placed opposite sides of the short edges, wind as you want but in a way to give the 64 green zone.

The “survivors” picked up are actually part of the crew from the raider ship and so you have three enemy crew on board and need to clear these before going to quarters.

A boarding action will take place after you have planned your first two cards.
You cannot load your guns until the boarders have been dealt with.
You will not get an initial broadside bonus due to the enemy presence on board.

The initial boarding action will take place after the movement of the first card and will consist of three rounds of combat following standard rules.
If the enemy boarders are not all dispatched another three rounds will take place each turn until the boarders are destroyed. After the first turn boarding action you will draw an extra counter due to marines and more crew

While there are enemy boarders alive you will plan the ships card but will not move until all enemy have been removed.

The turn after the enemy crew had been secured you will still plan a move and can load your guns but not move, you are hunting down the odd enemy on board.

The following turn you can act as normal and engage the enemy ship as per the rules.

The enemy captain will engage you as soon as able but will only use standard ball and will try to board you if possible.

The enemy ship will have two box’s already missing from the crew. They were over crewed due to her mission.

Can you survive the Trojan horse and stop the enemy ship.