WoodenShips&IronMenGameCode wsim0407Valcour Return to Home Page

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.

Game ends when either British or Americans are defeated.

Ignore the Special Rules in the board game scenario 1 except:-
All ships may anchor, & any American ship moving N of the 'thin red line' is considered as retreating & is removed from the game

Victory Conditions: The player with highest Score wins (whether eliminated from the game or not)
Score increased by:
the value pts of any enemy ship captured, surrendered or destroyed; (Note: captured does not double pts);
2 pts for each set of 2 hull hits on American gunboats & 3 pts for each set of 2 hull hits on British gunboats - final hit gets Pts score for ship;
Americans receive 1 pt for each ship surviving 20 turns, 2 for 40, & 3 for 50

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

Click to Enlarge Map

Orders:

Player Id:

  Unfoul & Moves Grapple & Boarding Parties Fire, Load & Options
Sloop
Gunboat
Options
Forgotten your Player Id?           click on topic for:    Field of Fire & Ships Speed             Tables
Awtg Player                  Class Max Speed Turn Movement Hull Crew GunsL GunsR Rigging Pts Score
y Ken (Sir Guy) Sloop     struck           0 11
GunB 4 4 - 9 Cr 3 - 1 2 bow 2 2 1 15
y Sean 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 Jon 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 JeffC (Benedict) Sloop     grounded           0 22
GunB     struck         0
rec'd MarkR 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 Chuck Sloop 7/4 BS 3 2 1 Av 1 - - 1 DS 0 3 3 3 3 5 19
GunB     struck 0       0
rec'd Paul 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:
Game Log:  23 April 2007 -
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.
Have the Americans got the measure of the British? The battle has now moved in the Americans favour - 5:3 left, but with the British commander seemingly not in play and another out of play is it all lost????

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!
Americans have evened the odds up a bit and control 5 ships. The British lose one so now control 3 ships

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
Some minor damage but the ships keep on sailing - is this battle being fought to a standstill?

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!
Chuck manages to hang in there with 1 damage to his hull!

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
Captured ships seem to be at a considerable disadvantage even at point blank range!
Jon blows Chuck out of the water while Jon suffers slight damage to his well defended hull (giving Chuck 3 points).
On this turn Americans receive 1 point for each Ship surviving, so Jeff gets 1, MarkR gets 2, Chuck gets 1, Paul gets 2

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;
Since Jon's crew on the GunB are no longer prisoners it is suggested that control be handed back to him over Sean's recapturing crew (at no loss or gain in points to either party). -
see Melee: Jon regains control of his GunB

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

Firing: Ken Sloop(L)-Chuck Sloop; Jon Sloop(R)-nothing in sight; Mark GunB-blocked friendly; Chuck Sloop(L)-Ken Sloop; Chuck GunB-blocked friendly; Paul GunB(-cs)(rake)-Sean Sloop

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

Reloading: All shot fired has been replaced except Jon who swaps sides of loaded guns, and Sean now has both 'guns' reloaded

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.

Firing: Ken cap Sloop(L)-blocked friendly; Sean Sloop(R)-blocked friendly; Sean cap GunB-no crew all BP's; Jeff cap GunB(rake)-Sean GunB; Chuck Sloop(L)-blocked friendly; Chuck GunB-blocked friendly; Paul GunB(rake)-Ken Sloop

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.

Reloading: Sean Sloop DS port leaving his Starboard unloaded; Chuck loads DS on his GunB

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;

Firing: Ken GunB(-cs)(GP)-Paul Sloop; Sean Sloop (no crew to fire);  Sean GunB (no crew to fire); Jeff GunB(-cs)-Sean GunB; Jon's(cap) GunB(rake)-Sean GunB; Mark GunB(IB)(CH)-nothing in sight; Chuck GunB-blocked friendly; Paul Sloop(R)(-cs)(rake)-Ken Sloop; Paul GunB(IB)-blocked friendly
Damage: Paul Sloop =0 crew; Sean GunB t0(5)=H; Sean GunB t0(3)=miss; Ken Sloop t1(4)=H
Some slight damage caused but most crew being allocated to Boarding Parties significantly reduced fire power.

Melee: Ken Sloop has no enemy grappled; Ken GunB OBP 2cs vs Paul Sloop DBP 2cs (4x6 vs 3x3 die 2,5=-2,0: 4x6 vs 1x3) thus Ken swarms all over Pauls Sloop with no loss to himself; Sean Sloop has no enemy grappled; Sean GunB OBP 3cs vs Jeff GunB OBP 2cs (4x7 vs 3x4 die 2,2=-2,-1: 4x6 vs 3x2) thus Sean GunB overpowers Jeff' s GunB  leaving his own GunB defenceless ; Mark Sloop TBP 3cs - transfers all of his crew to Jon's captured Sloop leaving his own defenceless.
(Note: captures don't double as in standard game - see note at side of the map: Amended Jeff's and Mark's points accordingly; and 2points to Jon when he took out 2 Hull from Chucks GunB on turn 7)

Reloading: Ken GunB GrapeShot; Jeff GunB Roundshot; Mark GunB Grapeshot; Chuck GunB Roundshot; Paul Sloop DoubleShot; Paul GunB roundshot

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