| WoodenShips&IronMenGameCode wsim0407Valcour | ![]() |
|
The Battle for Valcour Island was important in its strategic
effect in the American Revolution. Fought on 11 October 1776 between the
British & American lake fleets under command of Sir Guy Carleton and Benedict
Arnold respectively. Through the summer & autumn of 1776 Carleton, the British
governor of Canada, prepared for a major invasion of New York. Arnolds
requirement was primarily to delay the British and thus enable re-inforcements
to arrive in New York to prevent the British advance from Canada.
Victory Conditions:
The player with highest Score wins (whether eliminated from the game
or not) |
Orders due:
9 July
or earlier
6 day turnaround (Click mouse on map to see previous position: move out to restore current map) Wind Direction: 4=S; Velocity: 4-Heavy Breeze: No Wind Change ![]() |
| Awtg | Player | Class | Max Speed | Turn | Movement | Hull | Crew | GunsL | GunsR | Rigging | Pts | Score |
| y |
|
Sloop | struck | 0 | 11 | |||||||
| GunB | 4 | 4 | - | 9 | Cr 3 - 1 | 2 bow | 2 2 1 | 15 | ||||
| y |
|
Sloop | 7/4 FS | 3 | 1 R 1 | 1 | Av 2 2 -(Cr 2 1) | 3 DS | 2 | 4 4 4 4 | 9 | 33 |
| GunB | grounded | 0 | ||||||||||
| rec'd |
|
Sloop | 7/4 FS | 3 | - | 3 | Av 1 1-(Cr 2 2 2) | 3 | 3 X | 4 4 4 2 | 9 | 17 |
| GunB | 4 | 4 | 4 | 8 | Cr 3 3 2-(Av 2 1) | 2 bow X | 2 2 1 | 15 | ||||
| rec'd |
|
Sloop | grounded | 0 | 22 | |||||||
| GunB | struck | 0 | ||||||||||
| rec'd |
|
Sloop | 7/4 BS | 3 | - | 2-1 | Av 2-1 | 0 | 1 X | 3 3 3 3 | 5 | 20 |
| GunB | 4 | 4 | - | 6 | Av 2 2 2 | 2 bow DS | 2 1 1 | 6 | ||||
| y |
|
Sloop | 7/4 BS | 3 | 2 | 1 | Av 1 - - | 1 DS | 0 | 3 3 3 3 | 5 | 19 |
| GunB | struck | 0 | 0 | |||||||||
| rec'd |
|
Sloop | struck | 0 | 0 | 16 | ||||||
| GunB | 4 | 4 | - | 5 | Cr 2 2 2-(Av 1 - -) | 1 DS bow | 2 1 1 | 6 | ||||
| Legend: Red numbers=damaged, green surround=initial broadside available, purple/red background=reduced/minimum efficiency. Blue/Red surround =ships fouled/grappled. Movement in Brackets=disallowed either by blocking or illegal moves. 'X' in Guns=no shot loaded: | ||||||||||||
| Turn25: | Movement: (Ken nmr - in defence mode only:).
MarkR continues to keep his ships grappled together and stationery.
An attack is in in evidence from Jon as he engages on the west flank. Boarding Parties: Jeff's crew jump off the sinking GunB and swims over to Jon's GB to lead a revolt! HA! but the sharks have other ideas and that crew are never to be seen again. |
|
Firing: Jon GunB-MarkR Sloop Damage: MarkR Sloop t2(5)=H-C : a devastating hit but still sailing with minimal crew |
|
| Melee: None | |
| Reloading: Jon forgets to reload in his excitement | |
| Turn24: | Movement: (Ken nmr - in defence mode only:).
Mark continues to hold (grapples) his Sloops together and hopes for any
stray ships to grapple with. Sean GunB kindly backs to allow Chuck
Sloop (his enemy) to turn - and gets him in his sights. Boarding Parties: None |
|
Firing: Sean cap GunB-Chuck Sloop; Chuck Sloop(L)(DS)-Sean
cap GunB; Close range fighting! Damage:
Chuck Sloop t0(2)=no damage; Sean cap GunB t2(4)=2H: Chuck
is lucky to not take any damage but returns the favour by blowing holes in
the GunBoat forcing it to strike. Sean salutes as his last controlled
ship goes down. |
|
| Melee: None | |
| Reloading: yes | |
| Turn23: | Movement: (Ken nmr - in defence mode only: nmr Sean).
Paul unfouls successfully from Ken deciding not to rescue his
shipmates for now, while MarkR grapples just in case. Little movement
otherwise except for Jon rushing in to the fight Boarding Parties: Paul cap Sloop DBP 1cs |
|
Firing: Chuck Sloop(L)- Sean cap GunB; Chuck Sloop(R)-
no guns left to fire; Paul cap Sloop(L)-Ken cap Sloop
Damage:
Sean cap GunB t2(4)=2H; Ken cap Sloop t0(5)=H: Hoorah!!!
Paul gains some satisfaction by sinking his own captured ship and
Ken's Britishers salute the devastating action as the 3 elite crew go
down with the ship taking 2 of Paul's prisoners with them. Meanwhile
Chuck causes serious damage to Sean cap GunB while he is not looking! |
|
| Melee: Jon suggests making all prisoners walk the plank - looks like some had to forego the plank itself. | |
| Reloading: Both valid firings reload Double Shot | |
| Turn22: | Movement: (Ken nmr - in defence mode only). No unfouling or
Ungrappling, so many ships drift with the wind. Ken cap Sloop is
prevented from drifting by a collision with Paul cap Sloop which
fouls their rigging. Jon GunB is hampered slightly by facing into the
wind initially, but manages to get clear of the drifting ghost ships.
Chuck Sloop narrowly misses the drifting compatriots as he turns, but
cannot make headway against the wind, however he gets rammed by Sean
cap GunB without fouling. Frustrating that the only two ships moving have to
collide!!! Boarding Parties: Paul cap Sloop DBP 1cs : shame? Where is the fighting spirit? |
|
Firing: Sean cap GunB(DS) - Chuck Sloop; Mark
GunB - blocked friendly; Chuck Sloop(L) - Sean cap GunB;
Paul cap Sloop(L)(-cs)(DS) - Ken cap Sloop
Damage:
Chuck Sloop t1(roll 4)=C; Sean cap GunB t2(roll 3)=H-C; Ken
cap Sloop t0(roll 5)=H |
|
| Melee: None | |
| Reloading: All reload as necessary | |
| Turn21: | Movement: (Ken nmr - in defence mode only). MarkR & Jon
nmr. Chuck ungrapples but can't yet move away British control 6 ships and Americans control 4 ships Boarding Parties: None |
|
Firing: Sean cap GunB (rake)- Chuck Sloop; Paul
cap Sloop-Ken cap Sloop Damage: Chuck Sloop t1(4)=H; Ken
cap Sloop t-1()= miss : a rake is needed to cause damage! |
|
| Melee: None | |
| Reloading: Sean cap GunB reloads DS & Paul cap Sloop reloads DS. | |
| Turn20: | Movement: (Ken nmr - in defence mode only). Lots of drifting
again. No Ungrappling. Boarding Parties: None |
|
Firing: Sean Cap GunB- nothing in sight except friendly in the
distance; Jon GunB-Chuck GunB; Chuck GunB(DS)-Jon GunB;
Paul cap Sloop(L)-Ken cap Sloop; Ken cap Sloop(L)-Paul cap
Sloop Damage: Chuck GunB t2(3)=H-C; Jon GunB
t2(4)=2H; Ken cap Sloop t-1()=miss; Paul cap Sloop t0(2)=miss |
|
| Melee: None | |
| Reloading: All firings reloaded with Round Shot | |
| Turn19: | Movement: (Ken nmr - in defence mode only). The British control 6
ships at present while the Americans also control 6 so still a close fight.
MarkR & Chuck Sloops both attempt to Grapple, so Mark remains bound to his
captured ship. Almost no movement from either fleet, but no drifting. Chuck
Sloop swaps to battle sail, but as he is heading directly into the wind he
doesn't move. Chuck grapples with Mark but they are both on the same side, so
no fighting. Boarding Parties: Chuck Sloop OBP 2cs-friendly ship |
|
Firing: Jon GunB-not loaded; Chuck Sloop(L)-blocked
friendly; Chuck GunB-Ken Sloop; Paul cap Sloop(L)(rake)-out
of range. Damage: Ken Sloop t2(5)=2H-2xR devastating the ship causing it to 'strike'!!!!!!!!! British down 1 ship |
|
| Melee: None | |
| Reloading: All reloaded now except for Mark's Sloop & cap Sloop | |
| Turn18: | Movement: MarkR remains grappled while Ken releases all of his
ropes (Ken nmr - I moved for him to keep the game going). Plenty of drifting going on. Some small skirmishes coming together
now. Chuck Sloop hoists Full sail Boarding Parties: None |
|
Firing: Ken Sloop(R)-Chuck GunB; Sean cap GunB-blocked
friendly; Jon GunB-nothing in sight; Chuck Sloop(L)-blocked friendly;
Chuck GunB-Ken Sloop; Paul cap Sloop(L)(rake)(DS)-out
of range Damage: Chuck GunB t2(6)=2H-G; Ken Sloop t1(5)=H-C: Two ships nearing destruction!!!!!! |
|
| Melee: None | |
| Reloading: Ken Sloop, & Jon GunB fail to reload. Chuck GunB loads Double Shot | |
| Turn17: | Movement: nmr from Jon: Ken ungrapples his Sloop, but the
other ships remain grappled. Most ships lay 'doggo' in the ocean, presumably
hoping no-one will take any notice (may be some drifting next turn).
Chuck's boats can't move quite so far as planned due to their attitude
to the wind. Boarding Parties: Ken cap Sloop TBP 1cs; Ken cap GunB TBP 2cs |
|
Firing: Ken cap Sloop(L)(rake)(GP)-Paul
cap Sloop but GP only has a range of 1 so misses; Chuck Sloop (L)-blocked
friendly; Chuck GunB(DS) - nothing in sight Damage: None: It must be a temporary truce during the celebrations! |
|
| Melee: Ken moves 1cs from the cap Sloop back onto his GunB, but since he ungrappled the cap GunB from his Sloop before the crew can transfer none are moved from that ship. | |
| Reloading: Ken cap Sloop reloads RS and Chuck GunB reloads RS. | |
| Turn16: | Movement: Ken Sloop & Ken cap Sloop attempt to
Grapple, Sean cap GunB attempts to Ungrapple & Unfoul. Mark
Sloop remains Grappled to Mark cap Sloop. Rapid movement towards the
centre of the battle portends for a major skirmish ahead. Chuck
changes to Battle Sail on his Sloop. Ken Sloop succeeds in Grappling
Paul GunB, and Ken cap Sloop grapples his own GunB Boarding Parties: Ken Sloop OBP 3cs; Paul cap Sloop DBP 1cs |
|
Firing: Ken GunB(-cs)(rake)-Paul GunB; Ken
cap Sloop(LatR)(IB)-Paul cap Sloop; Sean cap GunB-blocked
friendly; Chuck Sloop(L)(-cs)-blocked friendly; Chuck
GunB(DS)-blocked friendly; Paul cap Sloop(R)(rake)-Ken
GunB; Paul GunB(-cs)-Ken Sloop. All Initial Broadsides now
fired. Damage: Paul GunB t2(3)=H-C; Paul cap Sloop t0(2)=miss; Ken GunB t -1=miss; Ken Sloop t1(1)=miss. Little damage but Paul loses a significant part of his remaining crew. |
|
| Melee: Ken Sloop OBP 3cs - Paul GunB is unopposed so Ken captures the GunB from Paul | |
| Reloading: Ken cap Sloop reloads GrapeShot; Paul now cap GunB reloads Double Shot | |
| Turn15: | Movement: Paul & Chuck GunB's unfoul each other. many
ships are still held fast until they can ungrapple themselves after
attempted movement. Jon & Sean GunB's ungrapple from each other and
the destroyed ship on the rocks, and are now free to move next turn. Paul
Sloop tries to Grapple but no-one close enough. Boarding Parties: Mark Sloop TBP 1cs back to own ship; (Paul Sloop OBP 1cs) |
|
Firing: Ken Sloop(L)-Paul GunB; Ken GunB(-cs)-Paul
cap Sloop; Chuck Sloop(L)-blocked friendly; Chuck GunB-blocked
friendly; Paul Sloop(R)(DS)-out of range; Paul GunB(-cs)-Ken
Sloop Damage: Paul GunB t2(2)=G; Paul cap Sloop t1(6)=G; Ken Sloop t0(6)=G: Interesting loss of firepower! |
|
| Melee: None: but Benedict Arnold alias Jeff attempts to claim the demise of Sean GunB by forcing him onto the rocks. With no crew left on board there is just an eerie laugh echoing up from Davy Jones' locker. | |
| Reloading: All firings reloaded | |
| Turn14: | Movement: Chuck nmr: Jon GunB unfouls from Sean
cap GunB but they are still Grappled. Paul GunB unfouls from Paul
cap Sloop. Paul cap Sloop turns but also drifts. Sean GunB/Jon
GunB/Sean cap GunB are still grappled together and all therefore
attempt to drift. However the island gets in the way and Sean GunB
collides with the rocks and is wrecked there. Paul GunB turns but
also drifts and collides with Chuck GunB and fouls Grappling: Jon GunB remains grappled to Sean cap GunB which is grappled to Sean GunB (now wrecked on the rocks). Mark Sloop is still grappled to Mark cap Sloop Boarding Parties: Sean cap GunB TBP 1cs, but too late to get across to the grounded ship. |
|
Firing: Ken GunB(GP)(-cs)-Paul cap Sloop;
Mark GunB-blocked friendly; Paul cap Sloop(R)-Ken GunB;
Paul GunB(rake)(-cs)-Ken Sloop Damage: Paul cap Sloop t0=miss; Ken GunB t-1=miss; Ken Sloop t-1=miss: Most crews are spending time controlling prisoners that that are severely restricted on firing the guns, and no damage is being caused even at point blank range. |
|
| Melee: none | |
| Reloading: Ken GunB Round Shot; Mark GunB Double shot; Paul Sloop & GunB Round shot. Both Mark Sloop & cap Sloop have Starboard Guns still unloaded. | |
| Turn13: | Movement: Sean Sloop tries to unfoul from Paul GunB
, but they remain stuck together - movement is therefore prevented. Half of
the ships seem to be lying dead in the water and not moving. Sean cap
GunB turns and collides with Jeff GunB and fouls Grappling: Jeff GunB tries to Ungrapple from Sean GunB but fails yet again. MarkR (cap?) Sloop Grappled already and Sean (cap?) GunB attempts to Grapple and succeeds in Grappling the already fouled Jeff GunB. Boarding Parties:
Sean Sloop OBP 2cs; Sean cap GunB OBP 2cs; Jeff GunB OBP
1cs; Paul GunB DBP 2cs; |
|
Firing: Ken Sloop(L)-nothing in sight; Ken GunB(-cs)-blocked
friendly; Ken
cap
Sloop(L)(IB)(rake)-Jeff
GunB; Sean
Sloop(L)(DS)(-cs)-Chuck
GunB; Sean cap GunB-no crew to fire; Mark GunB(GP)-blocked
friendly; Chuck Sloop(L)(-cs)-blocked friendly;
Chuck GunB(DS)-Sean
Sloop; Paul GunB(-cs)-Sean
Sloop Damage: Jeff GunB t1(4)=H; Chuck GunB t2(1)=H; Sean Sloop t2(4)=2H; Sean Sloop t0(5)=H: Some real damage at close range particularly with the Double Shot |
|
| Melee: Sean Sloop OBP 2cs - Paul GunB DBP 2cs (4x4 vs 4x3 die 5,1=0,-1 3x4 vs 4x3 die 5,2=0,-1 2x4 vs 4x3 die 4,3=0,-1 1x4 vs 4x3) causing Sean to lose the fight and be taken over by Paul; Sean cap GunB OBP 2cs - Jeff GunB OBP 1cs .Although Jeff was attempting to board the non-captured Sean GunB he was prevented by the boarding party from Sean cap GunB. Therefore (6x4 vs 2x3) results in an immediate capture of Jeff GunB. This also results in an automatic handover from Sean back to Jon who regains control of his Gunboat. | |
| Reloading: Sean GunB reloads GrapeShot. Everyone else reloads their last firing. | |
| Turn12: | Movement: Sean Sloop & Jon Sloop are restricted
due to the facing direction and Grapples. Jon desperately tries to
Unfoul, (ships are Grappled not Fouled). Paul GunB turns to face the
oncoming Sean Sloop to collide head on and the two ships foul each
other. Ken Sloop attempts to drift but collides with Sean
Sloop but doesn't foul. Chuck GunB turns to collide with fellow
Paul GunB but doesn't foul. Grappling: No ungrappling: Mark/Jon Sloops remain stuck to each other much to Jon's dismay. Ken GunB attempts to Ungrapple which he does automatically from the captured Sloop, and Jeff GunB attempts to Ungrapple unsuccessfully from Sean GunB Sean Sloop, Sean GunB & Mark Sloop attempt to Grapple - both already Grappled. Boarding Parties:
Sean Sloop OBP 2cs; Sean cap GunB OBP 2cs; Jeff GunB DBP
2cs; Mark Sloop OBP 3cs; Paul GunB DBP 2cs Damage: Chuck Sloop t0(3)=miss; Ken Sloop misses; Sean Sloop t1(4)=H
Melee: Sean Sloop OBP 2cs - Paul GunB DBP 2cs; Sean cap GunB
not grappled/fouled; Mark
Sloop OBP 3cs meets with no resistance to retake Jon Sloop |
| Turn11: | Movement: Chuck Sloop is restricted due to the facing
direction. Sean GunB currently unmanned is unable to manoeuvre, also
still grappled to captured GunB so this is also unable to move. Jeff's
destroyed Sloop now drifts onto the rocks and grounds itself there. Grappling: Mark remains grappled to the captured ship; Ken GunB remains grappled to his captured ship: Sean GunB remains grappled to his captured ship; Sean cap GunB grapples with Jeff GunB
Boarding Parties:
Sean Sloop DBP 2cs; Sean cap GunB OBP 2cs; Jeff cap GunB
DBP 1cs; Mark cap Sloop TBP 3cs; Paul GunB DBP 2cs: Some
prisoners look on in amazement. Damage: Sean GunB t0(6)=G; Ken Sloop t2(5)=2H-R(x2)
Melee: Sean
cap GunB OBP 2cs vs Jeff
cap GunB DBP 1cs (4x6 vs 3x2)=
no contest as Jeff is overwhelmed and Sean captures the Gunboat and releases
the prisoners - however in the process Jeff's GunB prisoners take the
opportunity to escape and regain contol of their ship; Mark
cap Sloop TBP 3cs returning to his sloop, but leaving the amazed prisoners
to their own devices who immediately retake the ship. The Britisher Jon
returns to the game. |
| Turn10: | Movement: Sean Sloop & Ken GunB unfoul each other, and
Sean GunB
unfouls from Jeff's sinking Sloop. Chuck (both) tries to
move too fast for the wind direction again. Sean Sloop tries to turn but collides with Ken GunB preventing any further movement but doesn't foul. Ken Sloop rushes into the fray to collide with the rear of Paul Sloop without fouling. Mark Sloop drifts and collides with Jon captured Sloop and fouls. Grappling: Ken Sloop (fails), Ken GunB - Paul Sloop succeeds, Sean Sloop (fails), Sean GunB (fails), Jeff GunB - Sean GunB succeeds, & Mark Sloop (fails) all attempt to Grapple. Boarding Parties: Ken Sloop OBP 3cs; Ken GunB OBP 2cs;
Sean Sloop OBP 3cs; Sean GunB OBP 3cs; Jeff GunB OBP 2cs;
Mark Sloop TBP 3cs; Paul Sloop DBP 2cs; |
| Turn9: | Movement: Jeff's & Mark's Sloops, and Jeff's &
Sean's Gunboats attempt to Grapple. Jon heading directly
into the wind can only turn. Chuck (Both) & Paul's Gunboat move too fast for
the wind. Sean's Sloop attempts to turn but collides with Ken's
Gunboat preventing further movement - and the ships Foul. Jeff's
Sloop & Sean's Gunboat Grapple. Mark's Sloop Grapples Jon's
Sloop, Jeff's Gunboat grapples the captured Gunboat of Jon's Boarding Parties: Sean Sloop DBP 3cs; Jeff Sloop DBP 1cs; Jeff GunB OBP 2cs; Mark Sloop OBP 2cs Firing: Ken Sloop(L)(IB)(rake)-Chuck Sloop; Ken GunB(IB)-Paul Sloop; Sean Sloop(R)-no crew to fire; Sean GunB-Jeff Sloop; Jon Sloop(L)-Mark Sloop; Jeff Sloop(L)-no crew to fire; Jeff GunB(-cs)-Sean GunB; Jeff (cap) GunB-blocked friendly; Mark Sloop(L)(IB)(-cs)-Jon Sloop; Paul Sloop(R)(IB)-Ken GunB Damage: Chuck Sloop t1H(2)=no damage; Paul Sloop t3H(4)=2H-2xR; Jeff Sloop t2H(2)=H-C; Mark Sloop t2H(6)=2H-G; Sean GunB t0H(4)=C; Jon Sloop t1H(6)=H-2xR; Ken GunB t2H(3)=H-C Melee: Sean Sloop has no enemy grappled so cannot fight; Jeff Sloop has been destroyed with all hands going down; Jeff GunB has no enemy grappled; Mark Sloop has grappled with Jon's Sloop and sent a Boarding party of 2 crew section = 2+1 crew over but meets with no resistance and takes the British Ship (9 pts - not doubled to 18 as noted before). All of Jon's crew are now held captive and all they can do is plead for bread and water and hope that the other Britishers come to their rescue. This Battle has turned into mayhem with the British gaining their first victory by filling the American Flagship full of holes (6 points to Sean), and also wiping out the crew before they can board the enemy. But the Americans get their own back by capturing another British ship. Reloading: Ken's Sloop; Ken's GunB with Grape shot; Sean's Sloop; Seans GunB with Double Shot; Jon's Sloop (Starboard) before capture; Jeff's Sloop before sinking; Jeff's GunB; Jeff's captured GunB; Mark's Sloop; Paul's Sloop |
| Turn8: | Movement: Mark's Sloop turns but drifts with the wind and
his Gunboat also drifts. Is Sean sailing into the jaws of death? Firing: Jon Sloop(L)-not loaded; Jon Sloop(R)-Paul Sloop; Mark Sloop(R)-blocked friendly; Chuck Sloop(RatR)(rake)-no guns! Disgruntled sailors comment on lack of communication with captains! Damage: Paul Sloop t-1(x)= out of range Reloading: Jon Sloop (L); Sean Sloop (L); Sean Gunboat; Chuck Sloop (R) but no guns; Mark forgets to reload. |
| Turn7: | Movement: Chuck is restricted slightly by the prevailing wind.
Chuck's Gunboat collides with Mark's stationery Sloop but doesn't foul.
Jon
attempts to Grapple but nothing near enough. Firing: Sean Sloop(L)(rake)-Chuck Sloop; Sean GunB-blocked friendly; Jon Sloop(L)-Chuck GunB The British lay into the Americans with no apparent response as yet. Are the British getting their act together? Damage: Chuck Sloop t0H(4)=C; Chuck GunB t2H(4)=2H = 2 points to Jon Reloading: Sean forgets to reload both ships; Jon's Sloop reloads starboard |
| Turn6: | Movement: Jeff unfouls the captured Gunboat from his Sloop,
leaving his 2 crew section on the Gunboat to guard the prisoners. The
Gunboat tries to move too fast for the wind, and so does Jeff's
sloop. Also Mark's Gunboat faces the wind so is restricted. Jon
meanwhile seems to be heading into trouble, while Jeff seems to be
touring the islands. Firing: Jon Sloop(R)(rake)-Chuck Sloop; Chuck Sloop(R)(rake)-Sean Sloop; Chuck GunB-blocked friendly (shame???) Damage: Chuck Sloop t3H(1)=H-G; Sean Sloop t0H(3)=no damage Reloading: Sean reloads his Port guns; but Jon forgets to reload Starboard; Chuck reloads. |
| Turn5: | Movement: Sean tries to turn his Sloop too tightly (LLL3)
so amended slightly to LL1L2. Mark's Sloop tries to move too quickly
with Battle Sails rigged, and his Gunboat can't move that quickly into the
wind. Jon's Gunboat gets outpaced by Jeff's sloop and Jon
turns to collide with the stern of the Sloop. They become fouled. The
potential collisions between the Americans seem to have been averted. Both Jon & Jeff Sloops attempt to Grapple but Jon has nothing to Grapple & Jeff fails- however fouls with Jon's Gunboat. Boarding Parties: Jeff Sloop OBP 2cs Firing: Sean Sloop(L)(IB)-blocked friendly; Jon Sloop(R)-not loaded; Jon GunB-Jeff Sloop; Jeff Sloop(R)-no guns!; Chuck Sloop(R)-Jon Sloop; Chuck GunB-nothing in sight. Sean's sloop reloads Starboard side, leaving Port side unloaded; Jon's Sloop has now reloaded starboard. Damage: Jeff Sloop t2(dice roll=2)=G but none on Starboard side; Jon Sloop t1(dice roll=5)=H Melee: Clever devils these Americans - Jeff's Offensive Boarding Party (2cs) captures Jon's British Gunboat with no opposition (15 pts - not doubled to 30 as noted before). Three cheers for the Stars and Stripes! (2x15=30 points to Jeff for the capture). A bad day for the British! |
| Turn4: | Movement: (Sean - went with
your first set of orders for your Sloops due to multiple turning on your
second set. If you are not happy with this let me know ASAP so I can amend).
Jon's & Chucks Gunboat & Sloop are all held back by the direction of the
wind. Jeff 's Gunboat up-anchors from last turn, which will let him
move next turn, but not this one. Boarding Parties: Jeff Sloop OBP 2cs; Chuck Sloop OBP 2cs - nothing fouled or grappled Firing: Sean Sloop(R)(IB)-blocked friendly; Jon Sloop(R)-Chuck Sloop; Jon GunB(CH)-Jeff Sloop; Chuck Sloop(R)(IB)(-cs)-Jon Sloop; Chuck GunB(IB)-blocked friendly Sean forgets to reload, and Jon reloads the wrong side of the ship. All others reload Damage: Chuck Sloop t2H(dice roll 3)=H-C; Jeff Sloop t3H(dice roll 1)=H-G; Jon Sloop t0H(dice roll 2)=miss Jeff's Sloop takes a pounding again, more Hull damage and loses Starboard Guns. Chucks Sloop takes damage losing a Crew section. |
| Turn3: | Movement: Jon heads almost into the wind & has his movement
severely restricted, both for his Sloop & Gunboat. Meanwhile the
Americans are closing ranks a bit, although there could be an imminent
collision. The British however are so confident they look to be going it
alone - every ship for itself. Jeff decides to Anchor his Gunboat Firing: Sean GunB(IB)-blocked by friendly; Jon Sloop(L)(IB)-blocked by friendly; Jon GunB(IB)(crack)(range3@Hull)-Jeff Sloop; MarkR GunB(IB)(average)(range4@Hull)-Jon Sloop; Chuck Sloop(R)(IB)(average)(range9@Rigging)-Ken Sloop: Both Jon & Mark reload their Gunboats with Chainshot, while Sloops that fired are reloaded with RoundShot. Damage: Jeff Sloop t2H(die roll 4)=2Hull; Jon Sloop t0H(die roll 1)=no damage; Ken Sloop t(-2)=miss First blood goes to Britisher Jon inflicting some significant damage to Jeff's Sloop |
| Turn2: | Movement: nmr from Paul means that he drifts south. With
Paul drifting and no movement from Mark, while he changes to Battle
Sail, are the Americans not pulling together? Perhaps this is just a ruse to
tempt the British into a trap? (Please note ship & wind directions: It saves time if you get the movement correct = see Ships) Both Sean & Jon try to overextend their gunboats and don't move as much as they wished due to the wind direction. (Movement in Brackets is disallowed). Firing: Jeff fires the first broadside of the battle, and lets rip with his gunboat. He reloads both sets of guns. Damage: Jeff scores a direct hit on the small island from his sloop, and almost blows his sloop away with his gunboat. Some concentrated fighting is looking to be imminent, for some ships |
| Turn1: | Movement: All orders valid except Ken (Sir Guy) may be
confused with his Gunboat (only 3 allowable into the wind), but the action
commences and the ships are in sight of each other. Paul decides to
hold back for a while. The two fleets may be becoming disjointed, but all are
still out of range. All guns are loaded with Round Shot ready for battle. |
| Turn0: | 7 joined: April 2007 : Setting Up - confirmations required by 22 April: setting sail on 23 April 2007 |