I. The Purpose.
To create a quick and simple sea campaign using sailing ships from the Napoleonic era.
To make a game that can be played solo or with two players.
II. The Objective.
To destroy or capture all of the opposing fleet in a series of battles;
Or, to defeat the opponent’s fleet in its home port.
III. The Equipment.
A copy of “Fighting Rules for Sailing Ships,” the damage chart, and the pattern for model ships (all are provided in Lone Warrior, Issue #142), and at least 3 six-sided dice.
The campaign chart in this issue of Lone Warrior, and a marker (a coin or a pebble, etc.)
Each side begins with 12 ships listed on its campaign chart: 4 large ships of the line; 4 medium-sized frigates; and 4 small brigs.
Extra models should be made to represent captured ships that transfer to the captor’s fleet.
IV. The Setup.
Place the marker at Middle Island on the chart. The first battle begins here.
Each side rolls 3D6 to determine its total fighting points in the battle.
Ships for each battle will be selected from the ships listed on the campaign chart.
Each ship has a fighting point value: ship of the line=3; frigate=2; brig=1
2. Choose the largest ships available on the campaign chart; e.g., a roll of 8 total fighting points would allow 2 ships of the line and a frigate. A 9 would allow 3 ships of the line; or, if 3 were not available, it would allow 2 ships of the line, 1 frigate, and 1 brig, etc.
Later in the campaign, if ships are not available due to destruction or capture in previous turns, the extra fighting points are lost.
V. Battle Losses.
Ships that are sunk are removed from the fleet’s campaign chart.
Ships that are captured are added to the appropriate column of the capturing fleet’s campaign chart and may fight in subsequent battles.
VI. Fleeing.
When playing in a campaign, one side may abandon a battle at any time by sailing off the board in the direction it entered.
When a fleet flees, any of its ships that are unable to move are automatically captured.
VII. Victory.
When a fleet abandons the board or is destroyed in battle, the opposing fleet is declared the winner of the battle and the marker is moved one spot on the campaign chart toward the loser’s home port. The procedure starts again for the next battle.
When a fleet is defending its home port, it cannot flee. It must fight to the end and win the battle or lose the war.
Final victory may be achieved two ways:
One fleet destroys or captures all of the opposing fleet listed on the campaign chart; Or, one fleet defeats the fleet which is defending its own home port. In the event the nation defeated in its home port has ships left on the campaign chart, the ships are considered captured in dock. The game is over.
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© Copyright 2003 by Solo Wargamers Association.
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