April 1794, the
Admiralty have dispatched the newly built shallow draught Brig of War, HM Brig
Fearless, to a patrol of the coast of Brittany and a reconnaissance into
Quiberon Bay.
The Fearless is a new type, armed largely with carronades, able to work
into shallow water under sweeps, and their Lordships consider this a risky yet
important cruise. Under Post Captain this is a passage mission into
Quiberon Bay followed by a blockade mission in the bay to last two weeks...
HM Brig of War Fearless fitting out in Deptford, March 1794.
(Conquest class gun brig)
The Complement - Muster and Punishment Book
Commissioned Officers
Commanding: Lieutenant Harry Farthingdale
(Prudent third son of a minor Northern aristocrat, skilled with dueling
pistols and an experienced sailor and navigator)
Midshipman Lucky Jack Quilp (Cocksure, Parsons son)
Midshipman Young Quentin Whitemoore (Slighly deaf, Old naval
family, Patronage)
Warrant Officers
Ships Master and Pilot (Masters Mate) Drinkwater (Over Clever,
Merchants son, former Trinity Brethren Skipper)
Gunner's mate, Ancient Nell McTurk (A loud fellow, Pressed in
Hartlepool)
Carpenter's mate Willie Wood (Dimwit, thick as a plank)
Surgeon's mate Sam Saw (Lovie, over expressive, former Loblolly
boy. Loves a good trepanning)
Petty Officers
Sail maker Simon Stitch
Rope maker Henry Hemp
Clerk: Preserved Catchmole "Which it is."
Quartermaster Walter Wheel
Quatermaster's Mate Sammy Spoke
Bosun's mate Kev Kosh
Coxswain Larry Launch
Marine Sergeant, Rod Ram,
Corporal Sid Shout
and fourteen men.
Seamen
Able Seamen x 10 (2 ready for promotion to Petty Officer)
Ordinary Seamen x 10 (1 Drunkard)
Landsmen x 10 (3 King's Bad Bargains)
Fearless has four mixed crew parties of ten
requiring one of these as a deck group for sail trim, one Marine party, three
Officers (I work this out as the Lieutenant, Midshipmen as one Warrants and
Petty Officers as the others.) She carries ten 18pdr carronades and two
big 24pdr bow guns. Under battle Sail Fearless is a fast 8 knots.
At full sail she is a sprinter at 13 knots. She is Regular.
HM Brig of War Fearless
Purpose-built gun-brigs were all established with a
complement of 50 men, and maintained this level throughout their main period of
operation, although the actual number carried varied with availability. The
final batch saw the complement raised to 60. Each gun-brig had a
lieutenant in command (unlike brig-sloops, which were under commanders), and
while he was the only commissioned officer aboard, he was assisted by a
midshipman and a number of warrant officers - a master's mate (ranked as
'master and pilot') to share the watches, carpenter's mate, gunner's mate,
boatswain's mate and surgeon's mate. Other petty officers included a ropemaker,
sailmaker, clerk, quartermaster and quartermaster's mate. There were fifteen
marines on board - a sergeant to command, a corporal, and thirteen privates.
The rest of the crew were ranked as seamen - able seamen, ordinary seamen or
landsmen
The Games
A D6 is rolled for the VP available for winning each encounter.
Area of Operations Chart
|
The area of operations is divided into encounter areas. D6 is rolled for each hex entered. 1 or 2 roll on the encounter table. In addition some areas will have encounter locations that may be looked into, and which will cause an automatic encounter. The aim is prize money, but armed enemy vessels are rife on the South Breton coast.
I can win the game by generating 100 VP. Fearless enters this chart at the top North West corner.
Purser
Accounts in Shillings
|
Max
Stowage space
|
|
spare
cordage
|
@10
|
30
|
sailcloth
|
@15
|
30
|
yards
and spars
|
@40
|
Up to
10.
|
Meat
casks
|
@5
|
90- at
45 each tier
|
Ship’s
biscuit
|
@1
|
90
|
Animals
|
@5
|
10
|
Rum and
ardent spirits
|
@5
|
12
|
Captains
wine,
|
Quality
@1 Guinea, @10s, @1s
|
20 cases
|
Powder,
|
@20 in
Powder Room
|
20
|
Shot,
|
10@1, in
Shot locker
|
1000
|
Mixed
weapons,
|
Pistol/Muskets,
Cutlass, Boarding pike. @10
|
50/100
equivalent
|
Water
casks
|
1 per 50
men per Day @1
|
50
|
Slops
|
10@5
Shillings
|
50
|
Bow or
stern chaser 12pdr
|
5
Guineas each
|
2
|
Gold
leaf for stern Guilding
|
20
Guineas
|
1
|
Yellow
paint for stern
|
3
Shillings
|
2 tins
|
Date:
|
Events
|
First
watch:
2000 to
0000
|
|
Middle
watch: 0000 to 0400
|
|
Morning
watch: 0400 to 0800
|
|
Forenoon
watch: 0800 to 1200
|
|
Afternoon
watch: 1200 to 1600
|
|
First
dog watch: 1600 to 1800
|
|
Last
dog watch: 1800 to 2000
|
|
First
watch: 2000 to 0000
|
|
Middle
watch: 0000 to 0400
|
Sea State
Degree
|
Description
(Wave Height ft)
|
Max Sail
|
Sea Swell
|
|
0
|
Calm
(Glassy) 0
|
0
|
None
|
|
1
|
Calm
(rippled) 0
|
Full
|
1
|
Average
|
2
|
Smooth 1
|
Full + studdings
|
2
|
Long
|
3
|
Slight
4
|
Full + studdings
|
3
|
Short
|
4
|
Moderate 8
|
Main
Courses +
|
4
|
Average
|
5
|
Rough 13
|
Tops only
|
5
|
Long
|
6
|
Very
rough 19
|
Topgallants&
Jib
|
6
|
Short
|
7
|
High 29
|
Jib only
|
7
|
Average
|
8
|
Very
high 45
|
Bare poles
|
8
|
Long
|
9
|
Phenomenal 50
+
|
Rolling
under risk
|
9
|
Confused
|
The Character of a Man, or indeed Woman
|
|||
1
|
A dull
fellow
|
11
|
Know-it-all
|
2
|
Dimwit
|
12
|
Shy
|
3
|
Nasty
fellow
|
13
|
Prudent
|
4
|
Cellist
|
14
|
Rake
|
5
|
Lovie
|
15
|
Dandy
|
6
|
Slightly
deaf
|
16
|
Sickly
|
7
|
A loud
fellow
|
17
|
Over
Clever
|
8
|
Cocksure
|
18
|
Bold
|
9
|
Indecisive
|
19
|
Dynamic
|
10
|
Over
Confident
|
20
|
Calculating
|
Day One
Sighting during the
Morning Watch, Baye d'Hadierne.
|
|
Missions
In Post Captain there are seven mission types. VPs will be awarded for these, but I am also after prize money. Blockade – Patrol a designated area, engaging and taking or destroying any opposing vessels that sortie or forcing them back into port. Earn 10 VPs for controlling the area, less three VPs for each opposing warship that successfully escapes from the patrolled area by the end of the scenario. · Bombardment – Bombard a designated shore battery, fort or seaport with cannon fire or mortars. Use the “SHORE” scale of the CANNON CRT for determining bombardment EDRs ashore and the SHORE column of the CANNON DAMAGE table for the resulting damage. If the target listed is not present in the target area, no significant damage is done. Three “Stores” hits are required to destroy a supply dump. Fires result from “Stores” hits on ordnance or powder supplies, which also results in loss of the dump if not extinguished in four Game Turns. Shore bombardment procedures and damage are detailed in rule Section 24.4. In addition to nautical damage, VPs are earned for each battery and land unit destroyed or damaged and supply dump destroyed as listed in rule Section 18.1. The presence and location o’ any supply dump in the target area must be specified in the scenario set-up. · Cutting Out – Penetrate an enemy-held anchorage or harbor to capture vessels anchored or moored there and sail them out. VPs are earned for each vessel and cargo taken or destroyed. The defender earns VPs equal to the value of each vessel which is assaulted, but not taken or destroyed. A shore raid can be combined with the cutting out attempt to temporarily capture or neutralize shore batteries, barracks or other shore defenses. A battery is destroyed by a raid that temporarily captures it and spikes its guns or explodes its magazine before retreating. · Escort – Safely convoy loaded merchant ships, transports or landing craft across the tactical area and off a designated edge. VPs are earned for each vessel and cargo that exits the tactical area without major damage. When taken or sunk, the opponents earn the VPs instead. · Evacuation – Remove designated personnel factors from evacuation point(s) identified in the scenario set-up and escort them off a specified edge of the tactical area. Opponents earn five VPs if they are not evacuated. · Passage – Traverse the tactical area and exit an edge designated in the scenario set-up. Earn half the VP value, rounded down, for each vessel that exits without major damage as defined in rule Section 18.1. The opponent earns VPs for each ship sunk or badly damaged. · Re-Supply – Deliver supplies and/or troop reinforcements to a designated shore area. VPs are earned for Cargo boxes, Gun sections and troop units safely delivered ashore during the scenario. The opponent earns VPs for any supplies and troops still on board if less than half the supplies or troops are landed. |
Quiberon Scenarios
Scenario One, Around the
Raz
The patrol is to pass
along the coast to the South east corner.
Wind is a prevailing
Northerly.
Contact rolls each
watch:
6. Weather worsens
5. Weather clears
4. Fishing
smack
3. Merchant
vessel
2. Enemy
(Lower strength)
1. Enemy
(Higher strength)
Scenario 2, the
Maelstrom
1. Engagement off the Pennemarc rocks
2. The Privateers
of the Penmarch
3. The Battery at
Fort Saint Marine
4. Point L'Abe
5. La Hume
6. The Maelstrom
Scenario 3, The Quimper
Privateers
1. The Bay
de la Florets.
2. A broken
74.
3. The
Devil's Teeth
4. Action
off Le Pignon
5. The Isle
Penfret
6. The Chase
into Quiberon
Ships Log
Recorded with Events and encounters
Full Sail Every sail on the yards in use.
Storm sail The minimum sail, courses reefed up.
Battle sail Usually only topsails and jib.
No comments:
Post a Comment