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Game Ended: 24 July 2009
6 day deadline

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.
A possible scenario continues...
Revenge for Valcour Island
Having delayed the British significantly, the Americans were unprepared for the response. As they lay at anchor in the estuary, individual captains of vengeful British decide to take it into their own hands to destroy the American fleet.  The Americans offered little resistance and the prizes were for the taking - capture or destroy as many of the anchored ships as possible. Americans will fire at anything within range and will resist boarding but cannot up-anchor.

Owing to severe lack of communication once the first American ship is deflowered then, it is possible that other British ships could turn on their colleagues that have taken prizes.

Game ends when all of the American ships are struck or captured, within a limited timescale of 20 turns.

(Click mouse on map to see previous position: move out to restore current map)
Wind Direction: 4=South; Velocity: 4-Heavy Breeze: No Wind Change

Click to Enlarge 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:
Game Log:  18 November 2008 - 24 Jul 2009
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
Although ChrisB destroys his second American (A2) and damages a 3rd, he takes severe punishment from American3

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
A Britisher gets the first damage from an erstwhile colleague - headline news.

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
The Americans take some and deal some out, but no casualties this time.

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.
JimF nearly wipes out American7 on his first shot, and ChrisB destroys American5 to gain the first victory, but could this be his undoing with jealousy rife in the other crews?

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