Vote on Sails of Glory scenario please

Started by Silent Disapproval Robot, March 28, 2016, 08:25:52 PM

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Silent Disapproval Robot

In addition to the Wings of Glory game I'm hosting, I'm also hosting a game of Sails of Glory at this year's Trumpeter Salute.  I brought Sails of Glory to the last Trumpeter meetup and it turned out to be very popular so I'm hoping for a good turnout.  I've come up with two scenarios that I think would be fun.  Have a look, let me know which one you'd rather play and, if you have time, why.




I ran this first scenario at our last meetup and it was a lot of fun but I think it might have been a little too much for new players due to all the extra rules and elements I threw in.

Scenario 1:  The Irish Question.
September, 1796
Near Sceem on the west coast of Ireland.

The French have hired the services of an American smuggler to deliver arms and money to Irish nationalists in an effort to destabilize the country.  Upon completion of the delivery, the American was to take aboard a French agent and return him to French ships awaiting nearby.  The American ship anchored in a secluded cove off the coast but became pinned there by contrary winds after a heavy storm.  The ship was spotted by a loyalist who rode hard to Waterville in order to warn the Royal Navy.  They dispatch a few ships to investigate.  Meanwhile, the commander of a small French contingent of commerce raiders becomes impatient as the American ship has missed its scheduled rendezvous and sails closer....


Play area will consist of two mats with coastal terrain placed on one.

Forces.

Royal Navy.
HMS Goliath - 74 gun 3rd rate ship-of-the-line
HMS Terpsichore - 32 gun frigate
HMS Fairy -14 gun sloop

French Navy
Le Berwick - 74 gun 3rd rate
Hermione - 32 gun 5th rate.

Americans
The Thorn - 14 gun sloop.


Wind is to the SSE.  Wind speed and direction are constant for this scenario.

The American sets up inside the bay as shown the the photo.  They start with struck sails and cannot raise sails until turn 2.  the French enter in the NE corner of the map.  The British enter in the NW corner of the map.






Special rules.  The shoal counters represent shallows.  Ships with a hull rating of 1 or 2 (The Thorn, the Fairy, and the Terpsichore) can cross the shallows but ships with a hull rating of 3 or higher risk grounding.

The British must try to capture the Thorn.  They cannot fire at her hull.  They must use only chain shot or the aim high rules to fire at her sails and rigging.

The French/American side wins an automatic victory if the Thorn can escape off the western edge of the map.



Scenario 2:  The Prize
May, 1804
SE of Cartegena, Spain.

A small fleet of British warships are returning to Gibraltar with a Spanish prize in tow.  The French intercept and try to steal the prize.


Play area will consist of two open ocean mats.  Wind will start at moderate strength from the south.  Variable wind rules are in effect.

Forces.

Royal Navy.
HMS Royal Sovereign- 100 gun 1st rate ship-of-the-line
HMS Spartiate - 74 gun 3rd rate
HMS Unite -32 gun frigate

French Navy
Commerce de Marseille - 118 gun 1st rate
Genereux- 74 gun 3rd rate
Hermione - 32 gun 5th rate

The Prize
Spanish ship Argonauta - 74 gun 2nd rate flying under British colours.


Special rules. 
The Argonauta was heavily damaged when it was taken as a prize.  It has only 4 hull and 3 crew boxes left.  It has mast damage that cannot be repaired using repair actions.  Use untrained gunners/sailors rules to simulate a skeleton crew.

The British ships have trained gunners.

The British set up along the eastern edge of the map.  The French set up along the western edge.  British gain an automatic victory if they can get the Argonauta off the western edge of the map.  French gain an automatic victory if they capture the Argonauta and sail it off the eastern edge or the southern edge of the eastern mat. 

Neither ship may fire solid shot at the Argonauta.  Only chain or grape may be used.










Nefaro

#1
Those are interesting scenarios SDR. 

I think "The Prize" will be much easier to run, especially with Novices. 

The shoal rules in the first one have the potential to frustrate anyone who doesn't have enough experience with a the larger ships' turn mode rating, since turns can take multiple rounds to perform and would require some knowledgeable foresight if trying to avoid such things.  Or it could just give even more advantage to the more experienced players.  Looks like a more advanced scenario.

Silent Disapproval Robot

I agree that it will be easier but if more experienced players make up the bulk, it might feel a little too featureless.  I guess if the group is mainly experienced I might add some terrain and perhaps a fort.

Jack Nastyface

Hmm...I think I like the Irish scenario, only because I find the large 100+ gun ship of line fights to be a bit of slugfest.
P.S.  See you on Saturday.  I'll be the devilishly good looking guy with the entourage of hot babes.  At least that's how I imagine I appear to others....
Now, the problem is, how to divide five Afghans from three mules and have two Englishmen left over.

Silent Disapproval Robot

I'll be the doughy middle aged balding nerd with poor hygiene and worse fashion sense.  Good luck picking me out of that crowd.

Cyrano

Hooray, my preference is the same as most of the group!

This indicates I must be wise.  Ever so, no?
Sergeant at Arms of La Fraternite des Boutons Carres

One mustachioed, cigar-chomping, bespectacled deity, entirely at your service.

You didn't know? My Corps has already sailed to Berlin. We got there 3 days ago and we've been in the Tiergarten on the piss ever since. -- Marshal Soult, October 1806