Monday, 1 July 2024

Return To North Foreland

Over the weekend I replayed the hypothetical North Foreland ECW scenario that I tried a couple of weeks ago. I made a few small changes. Firstly I downgraded the C values of the ships - the two flagships were now C4 whilst the other ships from the original scenario were dropped to C2. In addition I gave each side one of the small ships - the Royalists got Satisfaction whilst the Commonwealth got Greyhound. In both cases they were Q3 C2 with Square Rigged and Shallow Draft

I used the same head-on approach as before, with the wind favouring both sides equally. The Commonwealth force barreled straight at the Royalists looking to fight a close action and use their superior boarding capabilities. In response the Royalists took a risk and turned upwind towards the land, aiming to force the Commonwealth vessels to do the same, slowing them and allowing the better Royalist gunnery at longer ranges to take effect.

The lead Royalist ship, Antelope, was the first to fire.


Even at long range the Royalists inflicted some hits on the Commonwealth vessels.


The Commonwealth force came on quickly, looking to turn at the last minute. Rather than try to work upwind into a storm of enemy gunnery their aim was to pick off the rear of the Royalist force, forcing the other ships to come back downwind to save them. Or abandon them  to their fate.


As the Commonwealth ships closed the Royalists kept up a steady fire. Both Lion and Unicorn had now taken damage. However the Royalist ship Swallow had steered wrong and was heading right into the heart of the Commonwealth force. 


Swallow ran alongside Lion. Unfortunately for the Commonwealth admiral, a shift in the wind saw them taken aback whilst favouring the Royalists. This left Lion unable to turn to come aboard Swallow and board. The two ships exchanged broadsides, though, and Swallow was damaged, including a hit to its tiller.


A lucky shot from the Royalist flag, Constant Reformation, saw a fire break out on the Commonwealth flag, George. It was quickly extinguished, but that was more damage on the Commonwealth force.


The shift of wind had caught the Commonwealth ships badly out of position and the Royalists exploited their chance, hitting them with long-range fire and they slipped between teh land and their opponents.


Antelope passed across the bow of Greyhound and raked it, causing massive damage.


Tiger came under fire from Contact Reformation and Convertine


With its rigging damaged there was a frank and somewhat violent exchange of views between some of the crew and the officers about which side they should really be on. Order was restored, but it left Tiger a spent force.


Greyhound was soon well ablaze.


The last ship in the Commonwealth line had been Constant Warwick, and whilst the rest of the squadron had floundered, its captain had turned it smartly to shadow the Royalists. This now left Antelope with something of a problem, as it was now very badly trapped between the Commonwealth vessel and the shallows.


Tiger struck, the first loss of the action.


The second loss was when Greyhound exploded. This was, in fact, a Royalist loss as just before the cataclysm the surviving crew had decided to throw in their lot with the Royalist cause.


The Royalists were heading for the northern edge of the board, and I reasoned that at this stage with the wind such that they weren't in a good position to turn and engage teh damaged Commonwealth squadron, they'd make a run for it. After all, they weren't really seeking a fight in the first place. The Commonwealth ships got their act together and turned in pursuit; they were better equipped with chaser guns than their opponents.


Constant Warwick was going after Antelope now, and survived a ragged broadside from James at it did so.


George was chasing Constant Reformation


And a shot from its chasers started a fire on board the Royalist flag.


Constant Warwick grappled and boarded Antelope, soon gaining the upper-hand in the fight.


James moved to engage George and take the pressure off Constant Warwick, which was having serious issues with the fire.


The little Satisfaction grappled Constant Warwick, leaving the Commonwealth ship fighting two actions. It rose to the challenge.


Despite being outnumbered Constant Warwick was slowly winning the fight against both of its opponents. 


Meanwhile James started a fire on George


The crew of the George extinguished that one as well, but the distraction caused the Commonwealth flagship to collide with the James. Both ships were damaged, and it was enough to cause the George to call it a day.


Satisfaction cut the grapples between it and Constant Warwick and made its escape. 


Antelope did the same. All of the Royalist ships were now safely sailing off the board edge.


Royalist damage. Constant Warwick was crippled and still on fire, so it was touch and go whether it would be abandoned. James and Satisfaction were also badly damaged. Antelope had suffered in the boarding action with Constant Warwick. Only Convertine and Swallow had escaped relatively unscathed; Swallow had damaged steering, but Convertine had survived without any damage at all.


Commonwealth damage was similar. They had lost Greyhound, and George was too badly damaged to continue the fight, as was Tiger. Lion was badly beaten up, and had lost its captain. Only Unicorn and Constant Warwick were in a reasonable condition, all the more remarkable in teh case of Constant Warwick which has engaged in a gunnery duel with two Royalist ships and then a boarding action with two ships afterwards.

So the Royalists got away leaving a battered Commonwealth squadron in their wake. However their own force was badly damaged, a lot of the loss occurring in the final escape and much of it at the hands of the plucky captain and crew of Constant Warwick. That one ship turned what could have been an embarrassing Commonwealth defeat into what was simply a bloody draw.

3 comments:

  1. Plenty of action there. How many ships can a player handle (without it getting too confusing)?
    Cheers,
    Geoff

    ReplyDelete
    Replies
    1. More than six ships in a command tends to make it more likely your turn will end with some of them not acting, so if you;re using a lot of sailing vessels (that have mandatory movement) you may want to limit that. But there's nothing stopping you running multiple commands. If you;re going to run lots of ships then keeping the stats simple helps. My mini-Lepanto uses 15-16 ships a side, as do some of my ancient galley games and I've happily run them solo with no real effort, but there are only about four different types of ship in play, so it's easy to keep track of capabilities. As you can see I mark damage a reload status on-table, so the playsheet for each fleet will just consist of one line for each *type* of vessel.

      Hope that helps.

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