Friday, 1 November 2019

Fitting out for the Quiberon Cruise

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)

HM Brig Fearless
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.
Plain Sail   The heavier sails for stronger winds
Storm sail  The minimum sail, courses reefed up.
Battle sail   Usually only topsails and jib.






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