Wednesday, November 11, 2020

Galleys and Galleons Solo - Blockade Runner

 It's been awhile since the ships have sailed, so time for a game of Galleys and Galleons.  I used the solo AI rules from here for the enemy  Thanks, Nick!

The Scenario:  Capitan Arthur of Le Badger is trying to run a most important cargo through the British blockade.  Unfortunately, an entire squadron sits square in his path through the shallows. .  

The board.  I start at lower left, have to run the gauntlet to upper right.  The wind is certainly in my favor!  All enemy ships start "in irons" and will have to maneuver to intercept.  My extra-speedy ship will prove useful.

Le Badger, captained by the amazing Captain Arthur.  A race-built galleon with extra surprises.

My foes, strung out in a wide line.  2 Frigates on the outside, with a clever Brigantine in the center.  It turns out their line was cast too wide....

The Brigantine, the only enemy ship that would see action (and destruction, heh heh)

My custom wind gauge

Capitan Arthur starts with the wind in his favor and starts to race across the board.  The British ships start to react.

The Brigantine, with its higher quality, manages to turn 2 points and starts sailing towards the Badger.  The 2 frigates, being slower to react, can only start their turn, and remain "in irons".  

2:  My original plan was to maintain the weather gauge as long as possible.  But seeing how slow the frigates are, I turn to make a run past the brigantine.  A few broadsides at close quarters against the more agile but weaker foe versus trying to dodge the heavies.

It's long range, but I have trained gunners.  Still only tie, though.  



The brigantine, unable to generate enough actions, gets a shot off then has to continue without turning.  But he has highly trained gun crews, also!  Even with his trained gun crews, he misses.



And the Frigate forces a turnover!

3:

And I force a turnover!  With my one action I turn to avoid the island and press on.


The brigantine is able to come about through the eye of the wind, but doesn't get a shot, as all his hands were making sail.


The frigates finally get the wind to bear on their sails and begin a slow pursuit.  I'm feeling lucky.

Still outside of chaser range

4:

I race onwards.  


The brigantine fires a long range broadside that we sneer at.  One Frigate keeps turning, the other forces a turnover.


5:

I just don't make it to the edge of the board.  Next turn I will have a clean win.  

The Brigantine activates and finally gets the wind on her quarter.  She races ahead, daring the shallows in an attempt to catch up.  Since she crossed the shallows at high speed, she rolled 3 times for damage. 


 

Absolute carnage! She runs aground hard on a submerged reef and rips her hull to shreds!

Called the game here, as the frigates went to help their stricken comrade.  

Things I forgot:  

-never checked for wind change when rolling doubles.

-Ships that don't activate still do compulsory movement.  Since the frigates spent most of their time in irons, this didn't make any difference.

AI:  Would have rolled 3 dice if I was a live player.  

Blockade ships were deployed poorly.  Should have been closer to support the center.

And Capitan Arthur got some really good activation rolls.