| WoodenShips&IronMenGameCode wsim1108Ducks | ![]() |
|
Game Ended:
24 July
2009
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. |
(Click mouse on map to see previous position: move out to
restore current map) Victory Conditions: The player with highest Score wins (whether eliminated from the game or not)(1 pt per ship not doubled for capture) |
| Pos'n | Player | Speed | Turns | Movement | Hull | All Elite Crew | GunsL/P | GunsR/S | Rigging | Score | ||
| Max | Last | Next | ||||||||||
| 3rd | Cap'n JeffCo | 5 | 5 | 5 | 2 | nmr | 10 | 3 3 3 | 5 | 5 | 6 6 6 | 0 |
| 4th= | Cap'n BrianM | 5 | 2 | 5 | 2 | 1 R 1 R 1 | 10 | 3 3 3 | 5 | 5 | 6 6 6 | 0 |
| 4th= | Captain Jon | 5 | 2 | 2 | 2 | 2 | 10 | 3 3 3 | 5 | 5 GS | 6 6 6 | 0 |
| 4th= | Cap MarkR | 5 | 2 | 2 | 2 | 1 (1) (1) | 10 | 3 3 3 | 5 GS | 5 X | 6 6 6 | 0 |
| 4th= | Cap Chuck | 5 | 5 | 2 | 2 | 1 (R) (1 R) | 6 | 3 3 2 | 5 | 3 DS | 6 6 5 | 0 |
| 1st | Captain ChrisB | 5 | 2 | T | 2 | L | 8-2 | 3 3 2 | 5 X | 3 | 6 6 6 | 2 |
| 2nd | Captain JimF | 5 | 2 | T | 2 | (1 R) | 4 | 3 3 2 | 3 | 3 | 6 6 5 | 2 |
| **** | American Ship 1 | 0 | 0 | 0 | 0 | Anchored | 5 | 2 2 1 | 2 | 1 | 5 5 5 5 | 0 |
| **** | American Ship 2 | 0 | 0 | 0 | 0 | Anchored-Struck | ||||||
| **** | American Ship 3 | 0 | 0 | 0 | 0 | Anchored | 5 | 2 2 1 | 1-1 | 2 | 5 5 5 5 | 0 |
| **** | American Ship 4 | 0 | 0 | 0 | 0 | Anchored | 6 | 2 2 2 | 2 | 2 | 5 5 5 5 | 0 |
| **** | American Ship 5 | Anchored-Struck | ||||||||||
| **** | American Ship 6 | 0 | 0 | 0 | 0 | Anchored-Struck | ||||||
| **** | American Ship 7 | 0 | 0 | 0 | 0 | Anchored-Struck | ||||||
| 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: | ||||||||||||
| Turn20: Final Turn |
Movement:
nmr from JeffCo: Apologies: for delay and forgot to change the next
turn movement allowance. MarkR manages to release himself from
JeffCo (by an act of God!). Captain ChrisB turns his ship and
attempts to Grapple with the American3 but fails miserably. Unfortunately
MarkR and Chuck head for each other and collide preventing further movement.
Brian desperately tries to make headway towards the undamaged ships but has
left it too late. Boarding Parties: ChrisB 2cs OBP |
|
Firing: Jon (R)(GS) - blocked friendly; Jon (L)
- nothing in sight; MarkR (R) - not loaded; MarkR (L) -
blocked friendly; ChrisB (R) - American3; JimF (L) - blocked
struck ship. American3 (L) -ChrisB Damage: American3 table(1+1) die2 = G; ChrisB table (1+1) die4=2H |
|
| Melee: None | |
| Reloading: Not required at end of game | |
|
Final Scoring: Clearly JimF & ChrisB are the only ones to have struck
any enemies, so I propose that Scoring is based firstly on struck ships and
then any successful hits on ships: This results in: 1st ChrisB 2 struck (A5 & A2) + 2 damage (A1 & A3); 2nd JimF 2 struck (A7 & A6); 3rd JeffCo 1 damage (JimF); Since it is difficult to split BrianM, MarkR, Jon & Chuck they can all be 4th=. Arguably BrianM is currently more advanced towards the Americans, and Chuck did have a go earlier hence his damage - it is better to have tried and failed than never to have tried at all! (misquote from Alfred Lord Tennyson). |
|
| Turn19: | Movement:
Sorry for delay: nmr from JeffCo: Mark tries to Unfoul but
ships are Grappled not Fouled, so he and JeffCo stay together. Jon
turns, but since his bow remains in the same position he drifts. Boarding Parties: None |
|
Firing: MarkR (L)-not loaded; MarkR (R)-not loaded;
ChrisB (L)-American2; ChrisB (R)-American3 American2 has no Starboard Guns so is unable to fire on ChrisB, but American3 has and fires (L)(IB)- ChrisB Damage: American2
table(2+2)die2=H-G-C; American3 table(2+2)die2=H-G-C; ChrisB table(1+2+1)die6=2H-2G-C |
|
| Melee: None | |
| Reloading: MarkR GS Port; ChrisB RS Starboard | |
| Turn18: | Movement: BrianM & Jon both unfoul from Chuck & MarkR
respectively. However Jon & MarkR are still Grappled together and unable to
move, so with Jon drifting they both drift together. However MarkR then
Ungrapples to free them both for the next turn. Unfortunately this puts them
directly in the path of JeffCo and he collides with MarkR with an almighty
crash and the two ships are fouled. Chuck gets out of the confusion
and heads South? Boarding Parties: BrianM gets nervous and allocates 3 Crew Sections to a Defensive Boarding party. |
|
Firing: JimF wonders about a free for all, but anyone can
attack him or ChrisB since they have 'bloodied' the Americans, but the
others are still 'friendly'. JeffCo (R)(IB) - JimF; MarkR (R)-not loaded;
MarkR
(L)-not loaded; ChrisB (L)(rake)- American2; JimF (R)-blocked friendly
(sort of). Damage:
JimF table(1+2+1)die6=2H-2G-C; American2
table(2+2+2)die1=2H-2G-C |
|
| Melee: None | |
| Reloading: JeffCo, JimF & ChrisB all reload guns last fired. MarkR again forgets to reload. | |
| Turn17: | Movement:
As Chuck cuts across BrianM's path they collide and stop
moving - the rigging tangles ad they become fouled. Jon manages to
turn, but MarkR drifts with the wind and collides with Jon
preventing further movement and also becoming fouled. MarkR also attempts to
Grapple and succeeds in attaching himself a second time to Jon. The
confusion grows as broadsides add to the mayhem. This is
rapidly becoming organised chaos, without the organisation. Boarding Parties: None |
|
Firing: MarkR (L) (GS)- blocked friendly; MarkR (R) -
not loaded; ChrisB (L)(rake)-American2; JimF
(L)-American6 Americans continue to return fire where possible: American6 (L)(rake)-Chuck; American6 (R)-JimF; American1 (R)(IB)-ChrisB Damage: American2 table(2+2+2)die2=3H,2R,C; American6 table(1+1)die4=2H=strikes; Chuck table(1+1+1)die4=2H,R; JimF table(1+1)die5=2H,R; ChrisB table(-1+1)die2=0 JimF manages to destroy his second American ship (A6), and the three most southerly Americans are wrecked. |
|
| Melee: None | |
| Reloading: ChrisB & JimF both reload Roundshot to Port, but MarkR fails to reload. | |
| Turn16: | Movement: Didn't change the Next Speed until after I had received
orders - so my mistake for anyone's extra movements. MarkR unfouls &
ungrapples just in case. A real log jam occurs in the middle of the foray. Boarding Parties: None |
|
Firing: BrianM (R) - blocked friendly; MarkR (R)(GS)
- blocked friendly; MarkR (L)(GS) - blocked friendly;
ChrisB (L)(IB)(rake) - American1; JimF (L)(IB)
- American6 The Americans get their first real opportunity to fight back... ... ... American6 (L)(rake)(IB) - Chuck; American6 (R)(IB) - JimF Damage:
American1 table(0+1+1+2)die2=H,G,C; American6
table(2+1+1)die5=4H,C; Chuck table(1+1+1+1)die6=2H,2G,C; JimF
table(1+1+1)die6=2H,2G |
|
| Melee: None | |
| Reloading: BrianM reloads RS Star; MarkR reloads GS Port leaving Starboard Guns depleted; ChrisB reloads RS Port; JimF reloads RS Port | |
| Turn15: | Movement:
Its all getting slightly congested, but no collisions. As Jon & JeffC
try to close the gap, ChrisB moves up the American in relative
safety. No fouling or Grappling/Ungrappling either. Boarding Parties: None |
|
Firing: BrianM (R) - swamped by friendlies; MarkR (RatR)-not
loaded; Chuck (R)(rake)(DS)-out of range; JimF (R)(rake)-American7 Damage: Chuck had the American6 in his sights but out of Range for Double Shot, however JimF makes up for lost time by pounding the stern of American7 table5(5)=4xHull, 1xGun, 1xRigging and completely wrecking the defenceless boat. |
|
| Melee: None | |
| Reloading: BrianM RS Starboard; MarkR GS Starboard; Chuck DS Starboard; JimF RS Starboard | |
| Turn14: | Movement:
Apologies for the delay. ChrisB Unfouls & ungrapples just to make sure.
Both MarkR & Chuck try to move too fast
against the wind. No collisions this time - the captains must be getting the
hang of it. ChrisB & JimF manage to turn their ships to get the full force of the
wind next turn, while the rest continue heading into the wind. Boarding Parties: ChrisB Defensive Boarding Party 3 crew sections |
|
Firing: MarkR (R) - blocked friendly; MarkR (L) -
nothing in sight; Chuck (R) - blocked friendly; JimF (R) (rake)-
American7 Damage: American7 table6(4)= misses(3xHull), misses(2xGun), 1xCrew: JimF fires Chainshot at American7 which has no effect on Hull or Guns, but knocks out a complete Crew section. |
|
| Melee: None | |
| Reloading: Jon GS Starboard, MarkR GS Port, Chuck DS Starboard, JimF RS Starboard | |
| Turn13: | Movement:
For the non-mariners: Port is Left,
Starboard is Right as you face forward: Chuck & JimF both attempt to
unfoul and succeed without much effort as they are still friends. Only
JeffCo tried to move faster than the wind. Chuck & JimF get it together and
quickly get within range of the Americans. All ships face the wind at the end of this turn and therefore only have a movement allowance of 2 for the next turn. Boarding Parties: None |
|
Firing: ChrisB (R) (rake) - American5; JimF (R)
(rake)- American7; Both ChrisB & JimF rake the nearest Americans but
without the advantage of Initial Broadsides. In the ensuing panic none of the American ships can get a bearing on any of the British. Damage:
American5 Hit Table6 (dice roll 5) = 5xHull-1xRigging-1xCrew;
American7 Hit Table6 (dice roll 5) = 5xHull-1xRigging-1xCrew. |
|
| Melee: None | |
| Reloading: ChrisB reloads Roundshot to Starboard (Right); JimF reloads ChainShot to Starboard? - note the range restriction. | |
| Turn12: | Movement: BrianM over eggs his movement allowance and MarkR was
incorrectly noted as having a move allowance of 5 (sorry) but should have
been 2. Chuck should have been 5 instead of 2 (think I highlighted the wrong
ships on the 'next' movement). However as MarkR scurries in front of
the advancing duo, Chuck tries to turn, but again collides with
JimF halting further movement for this turn for them both - and they
foul each others rigging. ChrisB strategically turns to remain in the
shadow of the Americans5&6 firing zone, and blocked from American7, and sets himself up for a rake on
American5. Boarding Parties: None |
|
Firing: ChrisB (R)(IB)(rake) - American5: with 5 guns at range
2, Elite Crew, an Initial Broadside and a Rake.(= Hit Determination Table 2
+ 2 + 1 + 2) Damage: American5 Hit Table number7 (dice roll 4) = 3xHull, 3xGuns, 1xCrew; taking out all of their starboard Guns |
|
| Melee: None | |
| Reloading: ChrisB RoundShot Starboard | |
| Turn11: | Movement: JimF and Chuck can't seem to co-ordinate their
movement as they both swing their sterns to crash into each other (Since no
priority then decided on a die roll) - Chuck gets to turn - the ships
do not foul each other - but no further movement this turn for either of
them Boarding Parties: None |
|
Firing: With the approach of the British Ships the Americans are
starting to panic, but ChrisB is closing in a blind spot from
Americans 5 & 6. Only American 7 has sight of him but is blocked by American
6, so holds fire. Amazingly ChrisB holds fire at this short range.
MarkR fires R but is not loaded, and JimF fires R and blasts some
of the nearby rocks. Damage: None |
|
| Melee: None | |
| Reloading: MarkR reloads GrapeShot Starboard, and JimF reloads Round Shot Starboard. | |
| Turn10: | Movement: Chuck & JimF unfoul from each other. JeffCo
turns his ship to face South and drifts with the wind. MarkR turns
(and has his movement reduced) to avoid
the now regular collision between Chuck & JimF, but they seem to have sorted
it out at last - progress is now being made. At the half stage of the
battle, the British are now within range of the anchored Americans, but they
rapidly prepare and bide their time. JimF narrowly avoids the rocks,
by shortening his movement, but still faces imminent collision with Chuck to
delay progress. Boarding Parties: None |
|
Firing: Everyone holds fire in anticipation of a major battle. Again
the Americans fire warning shots. Damage: None |
|
| Melee: None | |
| Reloading: None | |
| Turn9: | Movement: Can I request
that you limit your movement to your allowance please - 4 of you haven't
this turn! It is more difficult for me, since I have to work out your moves
for you, and it must be more difficult for you to work out 5 moves instead
of the 1 or 2 that you are allowed, based on the wind direction - the
Next
column will tell you your movement allowance for your turn. So JeffCo, BrianM, Jon, & Chuck all have restricted movement. Chuck & MarkR unfoul from each other. Yet again Chuck & JimF go head to head colliding with each other and getting nowhere except to foul their rigging. MarkR wisely negotiates around the log jam, while JeffCo seems to be heading in the wrong direction? BrianM & ChrisB seem to have their plans well under control and have the Americans within their sights. Boarding Parties: None |
|
Firing: MarkR fires R but is blocked by friendly ships. BrianM &
ChrisB are now within range of the Americans, although BrianM is
currently blocked by ChrisB. The American Ship5 (IB) tries to
fire a defensive volley at the approaching enemy but is blocked by their own
ships. Damage: None |
|
| Melee: None | |
| Reloading: MarkR reloads Double Shot (DS) to Port | |
| Turn8: | Movement: Jon & Chuck who only had a movement of 2
this turn both tried to move more than that! (The Speed Next column
indicates the Movement allowed for the orders that you are about to send).
Again JimF & Chuck go head to head and collide with no resulting
movement - perhaps if they shouted instructions to each other they might get
somewhere. The lack of movement results in them both drifting South with the
wind, into the path of MarkR, who then collides into the stern of
Chuck. JimF & Chuck don't foul rigging but MarkR does with
Chuck. It now appears that BrianM & ChrisB are leading the race. Boarding Parties: None |
|
Firing: MarkR (R) fires again for practice as all nearby ships
are friendly, even if they do get in the way. Damage: None |
|
| Melee: None | |
| Reloading: MarkR reloads Starboard Double Shot. | |
| Turn7: | Movement: Jon can only turn as he is facing directly into the
wind. JimF and Chuck give no headway and both collide, resulting in the
ships fouling their Rigging. JeffCo gives way to MarkR
preferring to follow on behind. The race is hotting up as the American ships
are almost within range of the big guns. Boarding Parties: None |
|
Firing: MarkR fires his Port guns again just for practice or perhaps
a warning to others? But they are not loaded anyway. Damage: None |
|
| Melee: None | |
| Reloading: MarkR reloads Grapeshot this time | |
| Turn6: | Movement: JeffCo tries to move too quickly for his
attitude to the wind. JimF avoids the looming rocks, but Chuck hems him in.
JeffCo turns to get behind MarkR, but MarkR holds back
and they collide - fortunately they do not foul each other. The lead
position is not as clear now as the other ships close the gap. Boarding Parties: None |
|
Firing: MarkR fires his port Guns into the open sea - just for
practice Damage: None |
|
| Melee: None | |
| Reloading: MarkR reloads his Starboard battery with CHain shot and leaves his Port guns unloaded | |
| Turn5: | Movement: Chuck unfouls and MarkR attempts to
Grapple but fails. Two ships are successfully through the narrow channel,
while two more still restrict each other. And the other three 'southerners'
are rounding the island and closing in. It looks like JimF and
Chuck are leading the race at the moment. Boarding Parties: None |
|
Firing: None as yet Damage: None |
|
| Melee: None | |
| Reloading: None required until Guns are fired - all loaded with Round Shot | |
| Turn4: | Movement: JeffCo holds back from the squeeze through the
channel - JimF sails straight through the channel unhindered, but
seems now to be pointing in a strange direction! However that was only
because I'd drunk too much last night and he is now pointing the right
way?!? Although MarkR holds
back until the last minute, but because Chuck has very limited
movement, MarkR runs into the back of him causing an almighty crunch
- and the two ships Foul each other and
must untangle before either can move any further.
Merry Christmas & a Happy New Year- note longer timescales. Boarding Parties: None |
|
Firing: None as yet Damage: None |
|
| Melee: None: but MarkR & Chuck are fouled. | |
| Reloading: None required until Guns are fired - all loaded with Round Shot | |
| Turn3: | Movement: Four ships aim for the narrow channel north of the
Island. Chuck's crew wave and shout at JeffCo's crew as they
sail a precise course close to the shore. And JimF cheers at MarkR. But they
are so close now that a collision looks imminent. Can they get through
without mishap or will the narrow channel become a graveyard? It's all in
the turning!!!!! (Collisions stop both ships at the point of collision with no further movement that Turn and may Foul rigging.) Boarding Parties: None |
|
Firing: None as yet Damage: None |
|
| Melee: None: no melée unless ships are grappled or fouled. | |
| Reloading: None required until Guns are fired - all loaded with Round Shot | |
| Turn2: | Movement: The race starts to hot up as ships see the rocks in
front of them. Any collision with rocks results in the ships running aground
and putting them out of the race. Only Captain Jon tries to sail too quickly
for the wind. Boarding Parties: None |
|
Firing: None as yet Damage: None |
|
| Melee: None: no melée unless ships are grappled or fouled. | |
| Reloading: None required until Guns are fired - all loaded with Round Shot | |
| Turn1: | Movement:
The race is on with the prizes all at anchor in the estuary. Some panic
ensues as a result of some newly promoted Captains never having commanded
their own ships before, but the wind and crew will sort them out hopefully. However the Ship speed has caused some confusion: the yellow, green & red ships facing due South all have a speed of 4, so the movement in brackets was not allowed. (Please check your ship speed allowance before you send orders in - it saves me having to do your move for you! Note that based on the positions of the ships after this set of moves, all ships will have a Movement Allowance of 5 except Jon who can only move 2 since he is facing into the wind) Nevertheless no collisions as yet and all ships are making progress. Boarding Parties: None |
|
Firing: None as yet Damage: None |
|
| Melee: None: no melée unless ships are grappled or fouled. | |
| Reloading: None required until Guns are fired - all loaded with Round Shot | |
| Turn0: | 7 joined: October 2008 : Setting Up - confirmations required by Nov- Jon, Joel, MarkR, Walt, BrianM, Sean, JimF, JeffCo, JamesE: setting sail on Nov 2008: Chuck & ChrisB joined: No response from Walt, Sean or JamesE |