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Thread: The 2019 Scenarios and AAR's

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    Admiral of the Fleet.
    Baron
    England

    Join Date
    Nov 2011
    Location
    Notts
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    Name
    Rob

    Default The 2019 Scenarios and AAR's

    February solo mission 2019. Fortune favours the brave.

    Your ship has been lucky on the present cruise, having taken an enemy Sloop. A prize crew is now in command and following your ship along the coast when you espy an enemy Frigate who seems intent on avoiding action heading for the deep water channel inside the rocks and shoals near to the shore.

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    The enemy Captain is anxious to avoid action as he is carrying important dispatches. He knows the coast intimately and is sure that he can give you the slip if he enters the channel where you dare not follow. He must attempt to escape by reaching point X on the table edge.
    Your choices, are to cruise up and down outside the rocks, hoping that the odd long range shot may disable him, or chase him into the channel. If you do the latter you may founder on unknown rocks or sand bars.

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    You may also try to use the unarmed Sloop in some way. With its slighter draught, the channel should be no problem to it. However minimum crew required to handle it will empty two of your own crew boxes.
    Enter the channel at your peril. If you reduce speed to Fighting sails only and take soundings you should be O.K. If you carry any more canvas you must draw a pack card each turn and act upon it.

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    One of this card in your pack. Draw each move if soundings are taken If you choose not to take soundings at low speed, remove from the pack. It may be reinserted at any time you decide to follow the instructions



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    Include four of this card in the pack but ignore if you draw it whilst you are sounding the channel at low speed.


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    If this card is drawn it effects the enemy ship.

    To warp off a sandbank, it takes one turn to man your boats two to row out with your anchor, one to deploy it and a further two to haul off the sandbank. Then a further two to recover your boats. Six cards in all before you get underway at the slowest speed. You also lose one box of crew to the pumps for the rest of the game. This applies to any of the ships..


    Capture the enemy and you win, let it escape and the result will pursue you into your next game.

    Good luck, Bligh.
    Last edited by Bligh; 02-02-2019 at 09:14.
    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.

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