Friday, 28 February 2025

Port Royal, the Carib Raid

My Port Royal Campaign continues with a new foe, the Caribs, appearing.

The terrain

The Jamaican Pirates

The Caribs

The Pirates

Fat Errol (Captain) @6 EXP5. F6/6. S6/6. Res 5,  Fated (1). Command.  sword, pistol
Darragh Matey. Boatswain  @4. Exp5. F6/6. S6/7. Res 5.  Marksman. Blunderbuss
Gallows. Old Buccaneer.  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler, Markskman.  musket
Jasper. Sea Dog  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler. Cutlass
Cyrus.  Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5. Marksman musket
P'water Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5 Marksman musket 

The Caribs

The Cacique (Big chief Cackypants). @6.  Exp 4.  F5/7  S6/6.  Res 5,  Command, Fate, Hidden, Scout. Musket dagger
Shaman @3.  Exp 5.  F6/7  S7/6  Res 5. Hidden,  Scout. Stinkpot
Wayai. Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout.  Bow
Haway  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow
Divn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout
Bow
Kudn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow

The Game

The deployment

Scenario variation

Initiative.  Tied.

The Random event is Big Colin the Croc.  He's a bit of a beast.

Errol and.his lads deploy in a dense terrain building shell.

The Caribs arrive in town

Big Colin the Croc appears too.


The Chief has his eye on plunder token (5)

And it's in dangerous snake infested terrain.

Errol moves to react and fires his pistol at the Cacique. That is a huge critical miss.  I think he pistol must have exploded.  It's a x4 reload!


But it gets better, my Carib Shaman mistimes his throw and his stinkpot lands at his own feet.  After this he fails his danger roll and is a casualty.

Had to abandon it there.  Loads of learning to do for this game.









Sunday, 23 February 2025

Port Royal, the learning curve continues 2#

 Last time in Port Royal:

The Pirates move a plunder token to safety.
P'water had just taken his shot at the hiding La Loup as a reaction to the Frenchman's movement.  The Loup's roll cancelled the one pass, and the Jamaican Pirate had earned a reload.  I had been taking the game really slowly and paused after turn one.

 
At this juncture French have Five strike points, two for casualties, three because of the plunder points the Jamaicans hold.

The Jamaicans have Two strike points, because of the plunder points the French hold.

This however is only turn one and its not until the end of turn two that rolling for strike points starts.

Fat Errol is starting to feel the hope!
Down town Port Royal, second turn 

Bids.  I rolled to see how much both sides would go in, 3 being the maximum.  The French bid three and roll no sucesses (7 is the target).  The Pirates bid just one, and roll three successes, gaining the initiative.


Maurice comes on table rolling against his EXP of 5.

P' water reloads.  La Loup rolls 3 against his EXP of 5, and fails to react.  For some reason I expected La Loup to charge me on his activation so P'Water holds his fire.

The Pirates move a plunder token away from the warehouse.

Rathboné reacts by retreating!

A single move 4" back, but having to go around Maurice not through! In a second move I get the plunder token into cover.   The wall is 2" tall and ie is hidden from view.
Maurice comes forward in his reaction

The shot is two hits, and one is the primary so it's three damage rolls.  The one is a critical miss meaning the reload token is a 2.

Maurice is at Medium range, but three tens is always going to hit!  He rolls damage, passing all three (from a base of ten) but takes three Fatigue and is immediately shaken.

Withvthe fight between Gallows and Jacques rolling even, again, the Jamaicans pass activation to the French.


The fight between Gallows and Jacques continues.  Jacques hits twice but Gallows saves twice.  Evenly matched these lads.


Maurice rallies a fatigue off.  His shaken status is removed.  Rathboné has done his maths and realised that he has lost,  he retreats with his plunder.


La Loup jumps to the Dock.  He takes a fall test and passes, basically a damage test but this was a 2 inch drop so he only needed to avoid 9 or 10.


He sneaks away.  I'm less than impressed with this skulking guy.



End Phase of turn two!

The Pirates have three Plunder points and caused two casualties.  This gives the French Five strike points.


The French have one plunder but point four is literally still being fought over.  They inflict only one strike point on the Pirates.

This is the end of the second turn and by inflicting double the strike points the Jamaican Pirates win.  Rathboné and his men retreat.


End game procedure
Injuries

Two x d10 for crew injuries.
Both French crew make full recoveries.

There were no Officer injuries.

Experience

Fat Errol gets one point as the winner 

La Loup gets a point as the French second officer.

Gallows and Matey get a point each for causing casualties.

Jasper Matey and Errol get an extra point each for having a plunder point.

Rathboné also has a plunder token and gets a point.

Income rolls
The Jamaicans earn 20 pieces
The French roll a 10 and find a weapon (pistol) and earn 25 pieces.

Exploration
The Jamaicans find a weapons cache, 1 dagger, 1 musket.

The French encounter a Suspicious Smuggler .  Rather than buy his dodgy gear they rob him of a single piece.

Divide shares
The Jamaicans pay each man a piece and Matey gets two as an officer.  They have 16 remaining.

I am not recruiting mainly because I don't want to paint any more figures up for now, and none of my characters has enough points to advance.



Commissioning the Brig Arabella

A Proclamation 

Bold Seamen of Jamaica

That famed cruiser and privateer Errol Thynne, known to friends and foe alike as "Fat" Errol, is commissioned to captain the Brig Arabella, out to take prizes among the King's enemies.

A letter of Marque has been signed by the Governor, with specific mention of clearing out that nest of pyrates in the Isle de Gros Garçon.

Bold fellows sign Aboard

Make your fortune.

That's a big ship!
The painting begins

And Fat Errol supervises
English/British Privateers

FORCE SPECIAL RULES » If this Force is the attacker in a scenario, once per game the  controlling player may discard all the Activation Cards in their  hand and replace them with the same number of new cards  without spending a Fortune Point.
» All Trained and Veteran units in this Force gain the Hard  Chargers Special Rule.
» This Force adds +2 when determining the attacker in a scenario. 

.CORE UNITS 
• Sea Dogs  
• Able Seamen  
• Jamaican Privateers 

SUPPORT UNITS • Enter Ploeg (Dutch)  • Zeelieden (Dutch)  • European Sailors (Unaligned)  • Veteran Freebooters

COMMAND OPTIONS Any Standard British Commander, Woodes Rogers, Read  Elding, Benjamin Hornigold, or Henry Jennings

EXPERIENCED  May lead any British or English Force Command Range: 8” Command Points: 2 Special Rules:   May choose 1 Special Rule from the  British Commander list.  10 points

British Experienced and  Seasoned Commanders may choose their rules from the following list:
• Commodore  • Broadside!  • Inspiring  • Resilient  • Sailing Master  • Tough  • Unwavering  • Strict  • Vendetta: Spanish, Native American, or  French (choose one)
 


Commander
Captain Errol Thynne 10 pts
EXPERIENCED  May lead any British or English Force Command Range: 8” Command Points: 2 Special Rules:   May choose 1 Special Rule from the  British Commander list.

Able Seamen. @6
Veteran.  Brace pistols, standard Melee Weapon.
Fight 6/6. Shoot. 7/6.  Resolve. 4
Brawlers, Expert Artillery Crew, Sailors.
1 in 3 blunderbus @0bus
Exchange brace of pistols for firelock @0
2 groups of four = 48

Sea Dogs. @4
Trained.  Pistols, standard melee weapins.
Fight. 6/6.  Shoot 7/7.  Resolve 5. 
Brawlers, Expert Artillery Crew, Sailors.
2 groups of 4 =32 ptts

The Brig, Arabella @8
Reinforced bulkheads +3
Sweeps +1
8 x 3pdr guns, 8 x 5 points
4 x swivels, 4 x 2 pts.

Sea Scenarios
A wanted man
Anchored
Chase's end
Listless
The storm

Amphibious Scenarios
A wanted man
Capture the surgeon
Capture the settlement
Total War
Beached ship

Land Scenario
Wanted Man
Ambush
Hostage raid
Capture the settlement
Total War

The painted brig beside the smaller bark.

Fat Errol surveys his command

Friday, 21 February 2025

Fat Errol arrives in Port Royal #1

Fat Errol and his men have lost their ship, the Saucy Nancy, to the Tidal wave that followed the Port Royal Earthquake.  Now ashore they embark on a looting expedition.

The enemy

1-4  French Buccaneers

5-6 Maroons

7-8 the Forces of the Crown

9-10 Carib raiders

And the enemy today rolls out as the French Boucanier of Rathboné de Mayonnaise.

Setup

A 30 point game against the solo Opfor.


Waiting on my terrain board, but I'm using the 2' x 2' Town board.

Trying to make it look piratey. 

The Plunder tokens go down within 12" of the centre point more than 4" from each other.

It's all quite close!


The Jamaican Pirates armed as depicted and labelled.

And ditto the French Buccaneers.  Its almost like I planned it!

3 decks for solo play

And the deployment is corners.

Scenario Variation, delays.  This could cost Fortune Points.

The Pirates have one character fail Exp test, they use a fortune to reroll and get him back.  The Buccaneers have two stragglers.  Rerolls recover one. These gold and silver coins are my fortune points, and the French are burning theirs.

The Jamaicans deploy, but it cost a fortune point to get the late lad on table.


Initiative.  The French bid three the Jamaicans two.  The French roll one success (7+)  the Pirates two.  Its a tie so I roll an event.  I roll off for initiative and the Jamaicans win.

Even though the primary dice for the Jamaican was a critical I didn't count it as 2 because I couldn't find any rule in the text.



And it's a three, the angry old pirate.  He will be reactive!

And he randomly selects Plunder point five to be a pain in the arse at.  Poor Cyrus!

First activation! Gallows O'Hara is going over the wall to get that Plunder point.  It's a climb and jump and I'll need an exp roll of 5+ for the jump down

With a nine rolled Gallows goes over the wall and lands on the barrel at Plunder point 1.  He must use an interact action to pick it up, but before that the French can react.
Interesting the reaction must be to his action!

The French as the Opfor draw Hold.  Claude moves towards Gallows.

Claude moves and peeps around that cover to see Gallows the Anglaise Pirate standing on a barrel!

Rather than let Cluade have a shot at him on the next reaction Gallows charges and gets a free fight action.  I forgot that he should be 1" distant and not actually contacting!

The roll off, both sides three dice.  Gallows is a Brawler looking for a base of 6.  Claude needs sevens.  Two of one colour one of another to denote the primary dice.  The Jamaicans are red and black, the French blue and yellow. 
Gallows hits three successes the French fail to get any.  They spend a fortune.

Even worse.  Claude is in trouble.
 

Three damage rolls.  Gallows has a sword giving -1 sp the 9 is a success from the 10 needed.  Even if it hadn't been a pile of three fatigues and further fatigue rolls would probably have shaken Claude anyway.

Alas poor Claude.  He leaves the game with pieces cut off.

French Buccaneers strike points +1


The uniquely named "Pisswater" braves the stepping stones.  Dangerous terrain.  The exp roll is passed.  Critical success.  No crocodile appears and even if it did he rolled a 10 and probably killed it.  He still can't quite get that hidden Frenchman into his sights




The Frenchman is La Farte, and he uses the reaction to rush into a charge on Jasper who is carrying the plunder.  Got this wrong!  He should only be reacting to P'waters move!  As it is his rolls are dire and Jasper hits back in a reaction.

Jasper hits three including the extra for the critical success on the red primary dice, La Farte once.  The Frenchman negates one and gets two damage rolls
 
La Farte survives but accumulates 3 fatigue.

In his reaction La Loup hides.

Matey leaps at La Farte, swinging that mighty Cutlass.

Matey charges in.  Two hits.  The Frenchman rolls low to defend. 

La Farte dies twice.

The French now have two strike points 

Finally Cyrus tackles the belligerent old pirate bystander

Two hits.  The old boy rolls a damage test and is killed.

The Old Pirate was an event So there are no strike points for this.  Just a bit of embarrassment.

However Cyrus interacts and picks up the Plunder.  The Jamaicans now have two plunder points.

Fat Errol climbs the wall.  The French don't react.  He interacts and picks up the plunder point.  
 
The French fail their exp test again.  They have had a terrible reactive round.

That concludes the Jamaicans initiative, and they pass to the French.

So far Rathboné de Mayonnaise has lost two men, used all of his Fortunes and allowed the Jamaicans three Plunder points.  He needs to get his game together.


The French move to Plunder point 4

Gallows charges in at Jacques.  The Frenchman gets a critical defense roll on the primary dice.  It's acdraw, the fight continues.



Rathboné interacts and takes Plunder point two.  He still has a man off table until next turn.


I'd forgotten that this guy was hiding out of sight, almost missed him.

La Loup sneaks onto the wreck still hiding.

P'water snipes at the hiding Frenchman, in reaction, but misses.  He takes a reload. A critical miss would have earned him a double reload.  La Loup survives but for how long.

This game was actually quite quick but I wanted to blog it as an aide memoir and that took time.  I've paused after turn one.

The French have Five strike points, two for casualties, three because of the plunder points the Jamaicans hold.
The Jamaicans have Two, because of the plunder points the French hold.

This however is only turn one and its not until the end of turn two that rolling for strike points starts.

Mistakes?  Grabbing Plunder points seems like a good idea but it makes the figure holding it vulnerable. 
Great game so far.   Looking forward to continuing it.