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Thread: 2020 Campaign Rules.

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  1. #1
    Admiral of the Fleet.
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    BOAT WORK.

    It takes two moves to lower a boat, embark, and get underway. A boat holds one box of seamen so for a landing party of three boats; for instance, you would denude three crew boxes for the duration. Place the appropriate crew loss chits face down on your ship mat crew boxes. On the return of your boats remove the chits again minus any losses due to action. Those chits are turned face up and count as crew losses in the usual way. It takers two moves to disembark your crew and retrieve your boats.

    Boats move one ruler width per turn regardless of wind and weather, unless the scenario writer stipulates otherwise.

    If you wish to use an anchor for springing, or to warp a ship off a sandbar, time is as above, but with two moves at the deployment site in order to manhandle the Anchor into place.

    The ship will move one ruler width per move towards the anchor, up to the deployment point, with its bow or stern depending on the circumstances facing the anchor. The other end of the ship will be in the direction from which it has been moved.

    As you will realize not a swift process to be undertaken in a hurry.
    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.

  2. #2
    Admiral of the Fleet.
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    England

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    SHIP DAMAGE, penalties and rewards.

    The only rules for ship attrition in the Campaign are as follows:-
    At the end of a game any ships who have suffered less than 50% damage or 50% crew loss will be repaired or crew made good by the next mission. Ships with more tan 50% damage and or crew loss will be in dry dock for the next mission whilst repairs or recruiting takes place.
    Ships captured, or sunk by the enemy will be removed from your Squadron and not replaced for two missions. Ships taken from the enemy may be bought in by the Admiralty and used to replace lost ships or augment your Squadron if they have less than 50% damage.
    The result of any ships sold will enhance the Prize money of the ships who took it and their morale will be improved for their next mission in accordance with the Ares Rules.
    Any ship’s Captain who takes 3 enemy ships during the Campaign may choose a skill from the Ares list of Captain Abilities, if you so wish.

    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
    Admiral of the Fleet.
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    If using Mortars on Bomb vessels I can't do better than refer you to a post by Dave Manley back in 2013. The additions in red are my own. Rob.

    Mortars.

    Bomb vessels may fire mortars at anchored or grounded ships, or shore batteries and other specific shore targets.
    Maximum range of a mortar is TWICE the length of the gunnery ruler.
    Minimum range is equal to the length of the gunnery ruler.
    Bomb vessels may only fire their mortar when they are at anchor (NOT when grounded)
    To place a spring on a Bomb see my post 4 here. Rob.

    To determine the fall of shot:
    Create two decks of cards. the first deck comprises 9 cards and determines the direction of shot:

    • North
    • South
    • East
    • West
    • North West
    • North East
    • South West
    • South East
    • On Target

    This works fine, but for quick games we only used four cards.
    Over, under, Left, and right.


    The second set of nine cards determines the deviation:

    • Zero (on target) x1
    • Very Short (C/D) x3
    • Short (B) x5



    Draw one card of each type to determine where the shot lands.

    For second and subsequent shots at the same target, once a very short card has been drawn, subsequent shots other than "on target" will be at very short range. Once a shot is "on target" (from either deck) the mortar is zeroed in and subsequent shots hit the point of aim.

    if the shot falls on a static ship's base or a battery the target draws four B damage tokens. If a shot lands on a moving ship it draws four A damage tokens (but remember moving ships cannot be specifically targeted)

    For a very short miss in front of the target we allowed one crew damage card to simulate shrapnel from the explosion as if the fuse were cut too short and premature ignition had taken place.
    You may also like to add the option of the chance of a ship catching fire or exploding if a direct hit is registered. An extra card can be placed in the deck or the Ares chits can be drawn which is what Captain Kiwi and I have done in the past.

    Bomb Vessel
    Manoeuvre deck A
    Burden 3 (stout construction)
    Veer 7
    Seven damage boxes on hull and crew rows
    1/1/1 - 4 - 1 - M
    1/1/1 - 4 - 1 - M
    1/1/1 - 4 - 1 - M
    1/1/1 - 3 - 1 - M
    1/1/1 - 3 - 1 - M
    1/1/1 - 2 - 1 - -
    1/1/1 - 1 - 0 - -

    (bow gunnery / beam gunnery / stern gunnery - crew actions - musketry - Mortar)

    Reloading the mortar takes one action, as for a normal broadside.
    If firing over an intervening land mass, you would need a spotter ship which was in view of both the Bomb and the target to range in for you by signal flags. In this case the Bomb may only fire every four cards.

    This is as usual simply an option and you may use whatever you fancy from it. As far as I can tell Dave's rules are very well informed and useable for the purpose. Rob.
    Last edited by Bligh; 04-18-2020 at 13:14.
    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.

  4. #4
    Admiral of the Fleet.
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    England

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    CUTTING OUT PARTYS AND LANDING SORTIES.

    Here are the Logs we use for these operations.

    Enemy/ friendly Infantry company.




    Boat crew.




    Marines.

    Last edited by Bligh; 04-19-2020 at 09:51.
    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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