April Squadron Scenario. Flee! How they run.

Based on the second battle of Algeciras (see Wardroom thread)


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So that anyone with a small unit can fight the battle, only the main contenders are on the table. It is assumed that the rest of your Fleet is hurrying to catch up off mat and the enemy are running away as a consequence. Therefore, you will only need three of your own 74s just arriving on the table edge as chasers, and four enemy 74s running away, the back marker being just within extreme range of your leading 74, which should be your fastest model. If you don't have sufficient 74s substitute any of you Frigates as a match for either side.

Special rules.

As soon as one enemy is taken, the remainder will give up the fight and try to flee off the far edge of the table in the direction that they started.

Chasers may use a chase gun. Fire once every other turn, and score one A chit of damage. The chase gun will not effect a broadside being fired, but may not be used once general action has started until a chase situation is in progress again.

Any ships with rudder or sails damage will move on the mast damage cards until repaired.
Any ships with two fire markers at the same time should draw for explosion.
The winner of the action is those with the most enemy ships captured or sunk.

Andy.