Glorious First of June

28 May through 1 June, 1794 – Admiral Richard ‘Black Dick’ Lord Howe intercepts a French squadron screening a grain convoy 400 miles west of Ushant. After four days of skirmishing broken up by fog, the fleets finally engage decisively. Several French ships are captured and sunk, but the merchantmen manage to slip away.

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May 29th 1794

Mark McG
Australia
Penshurst
NSW
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By this stage Villaret knew through his patrolling frigates that the grain convoy was close, and deliberately took his fleet to the west, hoping to decoy Howe away from the vital convoy. Taking the bait, the following day Howe attacked again, but his attempt to split the French fleet in half was unsuccessful when his lead ship, HMS Caesar, failed to follow orders. Some damage was done to both fleets but the action was inconclusive, and the two forces again separated without having settled the issue. Howe had however gained an important advantage during the engagement by seizing the weather gage, enabling him to further attack Villaret at a time of his choosing. Three French ships were sent back to port with damage, but these losses were offset by reinforcements gained the following day with the arrival of Nielly's detached squadron. Battle was postponed during the next two days because of thick fog, but when the haze lifted on 1 June 1794, the battle lines were only 6 miles (10 km) apart and Howe was prepared to force a decisive action.

May 29th Setup
Audacity: French (0) British (1)
Wind Direction: Direction 3
Maps: ABC
Turns: No limit. Fight until one side breaks off.

BREAKOFF (29 May)
The Break Check rolls are triggered as soon as an enemy ship is damaged or dismasted (as opposed to sunk, struck or captured).
Starting Turn 6, all breakoff rolls get a -1 drm, and this decreases by 1 every 6th turn thereafter (e.g -2 drm on Turns 12-17, -3 drm on turns 18-23, etc.

ACTION REPORT
Both sides started at full sails, with the English wearing towards the French line, and the French conducting a convoluted manoeuvre to form a doubled or tripled line reaching southwards. The scenario essentially unfolded much the same as the first scenario except I lost patience with long range fire much earlier as the English command ships took a battering in the rigging, which would slow the whole attack. As the British closed in on the French fleet, it diverged into two formations, one matching the English van, and the French rear turning to meet the Pasley squadron that again was flanking the rear.

On turn 9, Le Tyrannicide was damaged, instigating the Break off checks at turn end, and the French fleet immediately broke off (roll of 0). So the scenario lasted only 9 turns, several of which were spent in approach. Not enough time to do extensive damage.

Including leftover damage from the first scenario, the damage done was

BRITISH: Hull Rig Man FRENCH: Hull Rig Man
Bellerophon 0 0 Scipion 3 1
Thunderer 3 0 Républicain 7 9 2
Russell 1 1 Convention 1 2
Leviathan 3 0 Mont Blanc 4 2 1
Caesar 2 4 Neptune-b 0 2 1
Royal Sovereign 1 3 Entreprenant 2 0
Marlborough 3 4 Patriote 3 1 1
Defence 3 4 Northumberland 8 4
Impregnable 1 6 Vengeur 1 1
Tremendous 3 7 Achille 9 1
Barfleur 1 0 Jacobin 2 4
Culloden 1 7 Montagne 2 0
Invincible 2 0 Juste 2 3
Gibraltar 0 3 Tyrannicide 13 3 2
Queen Charlotte 8 13 Pelletier 0 2
Brunswick 3 0 Tourville 6 1
Valiant 3 4 Éole 7 4 1
Queen 2 4 Mucius 1 4 1
Orion 3 3 Impétueux 1 3
Ramillies-b 2 2 Terrible 6 0
Alfred 0 0 Indomptable 1 4
Royal George 4 11 Gasparin 8 3
Montagu 2 6 Revolutionnaire 0 4
Majestic 2 8 América 0 1
Glory 1 1 1

TOTAL 54 91 1 TOTAL 87 59 9


Repairs
British repaired 12 Hull (3VP) and 95 Rigging (19VP) = 22VP
French repaired 52 Hull (13 VP) and 5 Rigging (1VP) = 14VP
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Sun Dec 26, 2021 11:41 pm
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May 28th 1794

Mark McG
Australia
Penshurst
NSW
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By early spring of 1794, the situation in France was dire. With famine looming after the failure of the harvest and the blockade of French ports and trade, the French government was forced to look overseas for sustenance. Turning to France's colonies in the Americas, and the agricultural bounty of the United States, the National Convention gave orders for the formation of a large convoy of sailing vessels to gather at Hampton Roads in the Chesapeake Bay, where Admiral Vanstabel would wait for them.

The convoy had also been augmented by the United States government, in both cargo and shipping, as repayment for French financial, moral and military support during the American Revolution. In supporting the French Revolution in this way, the American government, urged especially by Ambassador Gouverneur Morris, was fulfilling its ten-year-old debt to France.

The French convoy, escorted by Vanstabel, departed America from Virginia on 2 April, and Howe sailed from Portsmouth on 2 May, taking his entire fleet to both escort British convoys to the Western Approaches and intercept the French. Checking that Villaret was still in Brest, Howe spent two weeks searching the Bay of Biscay for the grain convoy, returning to Brest on 18 May to discover that Villaret had sailed the previous day. Returning to sea in search of his opponent, Howe pursued Villaret deep into the Atlantic. Also at sea during this period were the squadrons of Nielly (French) and Montagu (British), both of whom had met with some success; Nielly had captured a number of British merchant ships and Montagu had taken several back. Nielly was the first to encounter the grain convoy, deep in the Atlantic in the second week of May. He took it under escort as it moved closer to Europe, while Montagu was searching fruitlessly to the south.

Despite Howe's pursuit, the main French sortie found initial success, running into a Dutch convoy and taking 20 ships from it on Villaret's first day at sea. For the next week Howe continued to follow the French, seizing and burning a trail of French-held Dutch ships and enemy corvettes. On 25 May Howe spotted a straggler from Villaret's fleet and gave chase; Audacieux led Howe straight to his opponent's location. Having finally found Villaret, on 28 May Howe attacked, using a flying squadron of his fastest ships to cut off its rearmost vessel Révolutionnaire. This first rate was at various times engaged with six British ships and took heavy damage, possibly striking her colours late in the action. As darkness fell the British and French fleets separated, leaving Révolutionnaire and her final enemy, HMS Audacious, still locked in combat behind them. These two ships parted company during the night and eventually returned to their respective home ports.


May 28th Setup
Audacity: French (0) British (1)
Wind Direction: Direction 3
Maps: ABC
Turns: 15

So despite my intention of keeping my distance, having Short Sails to reduce damage, and generally trying to engage just the rear of the French fleet, the French were uncooperative and persisted in closing the range with the van, shooting up my rigging to the extent I started drifting towards him, and wearing the rear of the French fleet to avoid what could have been a nasty doubling if the initiative had fallen my way.

Fair to say what was supposed to be a low key, light engagement at long (10 hex) range developed into slugging match at 4-5 hex range and closer in some places. Damage was extensive, with the British fleet taking 262 hits of all types, 180 of those rigging. The French fleet suffered slightly less, 256 hits, of which 196 were hull hits, but significantly Jemappes was sunk, and the frigate Brutus captured.

BRITISH: Hull Rig Man
Audacious
Bellerophon
Thunderer 3 15
Russell 1 6
Leviathan 7 15
Caesar 1
Royal Sovereign 1 3
Marlborough 3 9
Defence 2 4
Impregnable 1 8
Tremendous 3 3
Barfleur
Culloden 1 8
Invincible 10
Gibraltar
Queen Charlotte 2 1
Brunswick 2 10
Valiant 1 5
Queen 2 9
Orion 3 8
Ramillies-b 1 6
Alfred 8 15
Royal George 6 15 Hood Wounded
Montagu 5 13
Majestic 1 12
Glory 17 15 1


FRENCH: Hull Rig Man
Montagnard 18 7 1
Scipion 2 1
Républicain 12 4 1
Convention 9 2
Mont Blanc 13 2 1
Jemappes 25 Sunk
Neptune-b 8 2 1
Entreprenant 4
Patriote 11 1 1
Northumberland 3 3
Vengeur 1 1
Achille 1
Jacobin 6 3
Montagne
Juste 6 2
Tyrannicide 13 2
Pelletier 4 2
Tourville
Éole 6 3
Mucius 13 3 1
Impétueux 5 2
Terrible 2 3
Indomptable 5 4
Gasparin 4 1
Revolutionnaire 12 4
América 1
Brutus 13 1 Captured


Clearly we needed some provision to recover some damage, and to that end we decided upon a revised VP method where ships recovered damage through the expenditure of VP granted to the opponent.

1VP purchased either 4 Hull or 5 Rigging restored, with the proviso it was per ship, not shared between ships.

After repair, the fleets were still a bit shot up, and Montagnard returned to Brest. So the carried damage is as below
Damage Carried to 29 May

BRITISH: 29MayH 29MayR Man
Audacious 0 0
Bellerophon 0 0
Thunderer 3 0
Russell 1 1
Leviathan 3 0
Caesar 1 0
Royal Sovereign 1 3
Marlborough 3 4
Defence 2 4
Impregnable 1 3
Tremendous 3 3
Barfleur 0 0
Culloden 1 3
Invincible 2 0
Gibraltar 0 0
Queen Charlotte 2 1
Brunswick 2 0
Valiant 1 0
Queen 2 4
Orion 3 3
Ramillies-b 1 1
Alfred 0 0
Royal George 2 0
Montagu 1 3
Majestic 1 2
Glory 1 0 1


FRENCH: 29MayH 29MayR Man
Montagnard Back to Brest
Scipion 2 1
Républicain 0 4 1
Convention 1 2
Mont Blanc 1 2 1
Jemappes Sunk
Neptune-b 0 2 1
Entreprenant 0 0
Patriote 3 1 1
Northumberland 3 3
Vengeur 1 1
Achille 1 0
Jacobin 2 3
Montagne 0 0
Juste 2 2
Tyrannicide 1 2
Pelletier 0 2
Tourville 0 0
Éole 2 3
Mucius 1 3 1
Impétueux 1 2
Terrible 2 0
Indomptable 1 4
Gasparin 0 1
Revolutionnaire 0 4
América 0 1
Brutus Captured


VICTORY POINT
British repaired
44 Hull (11 VP)
145 Rigging (29 VP)

French VP = 40

French losses
Montagnard damaged (3VP)
Brutus damaged & captured (3VP)
Jemappes sunk (6VP)


French repaired
116 Hull (29VP)
5 Rigging (1 VP)

British VP = 42
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Thu Nov 25, 2021 12:35 am
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Optional Rules and Variant Rules

Mark McG
Australia
Penshurst
NSW
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Optional Rules (as per the Deluxe Rulebook)
4.1 End of the World
4.5 Defensive Fire
4.7 Awash ships
4.9 Short Sails
4.10 Men of Iron
4.11 Manpower losses
4.12 Turn in Succession

TOWING RULE REPLACEMENT (4.4a)
Initiating a Tow
Moving ship must attempt to grapple the ship to be towed in it’s movement activation.
The stern of the towing ship must be adjacent to the bow to the towed ship.
Grappled roll Success on 0-4 (50/50).
A successful grapple immediately stops the active ship
Note: this is just like normal grappling, except stern to bow rather than side to side.

Towing
In the following movement phase, the towing ship can move normally, using 1 less MP. Towed ship must follow the path of the lead ship.
The towed ship moves simultaneously, with it’s bow hex entering the hex the tow ship’s stern just vacated, and the towed ship stern entering the hex that the towed ships’ bow just vacated.
Towing ships cannot use pass along or pass through movement.
Towed ships drift simultaneously, but only if the tower is drifting. Towed ships do not drift.

Towed ship fire normally, and may fire on the same MP expenditure of the towing ship. Towing and towed ships are targetted separately, with raking dependent on LOS.

Struck and Captured ships can be towed, but must roll for sinking if they move. If they sink, remove the grapple with no impact on the towing ship.
Towed ships can be grappled by enemy normally, except that being dismasted is not alone sufficient to allow grappling.

Releasing a Tow
During the status phase, the tow can be voluntarily cut. Remove the grapple marker.

WIND FORCE CHANGE
On a 0 roll for wind change, a subsequent 0 decreases the wind force by 1 strength, and a 5 increases the wind force by one strength

From gallery of Minedog3

Becalmed – ships can move 1 MP only. Wearing or tacking costs 1 MP. (reflects ship's boats towing the ship)
Stormy – Same as Breezy with the following additions. No Full Sail. All Firepower is reduced by 8.

Becalmed <-> Calm <-> Moderate <-> Breezy <-> Stormy

PASS THRU & ALONG FOULING
Whenever a moving ship passes through the same hex as another ship, roll for Collision.
If fouled, movement immediately ends and place a Fouled marker.
tely ends and place a Fouled marker.
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Mon Nov 1, 2021 5:59 pm
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Campaign Rules

Mark McG
Australia
Penshurst
NSW
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Microbadge: 2019 Gold SupporterMicrobadge: Citizenship Recognition - Level II - If I have seen further, it's only by standing on the apex of other's dice.Microbadge: Level 16 BGG posterMicrobadge: Silver Image UploaderMicrobadge: Silver File Uploader
Battle Damage: Any damage sustained by vessels during combat is retained between battles. For example, if a ship ends a day’s battle with two Rigging and three Hull hits, it begins the next day’s combat with that damage already sustained.
Weather: Wind conditions during the first two days is considered ‘Calm.’ Weather on the third day is normal.

Setups: Start the game as specified for the May 28th scenario.
After the first scenario is complete, remove all damaged, struck or captured ships from the game after repair (see below). These count as sunk for victory purposes. Each player should make note of surviving ships and secretly list how they will be deployed during the upcoming day’s battle. The French player then deploys his ships in the 49xx column, between hexes 4910 on Map A and 4934 on Map C. The British player then deploys his ships in the 25xx column between hexes 2510 on Map A and 2534 on Map C.

Play out the second scenario until one side breaks off. This break off does not count as an automatic victory, but simply ends the second day’s combat (as modified below). As at the end of the first scenario, remove all damaged ships after repair (see below) and make note of how the surviving ships will be deployed at the beginning of the third day’s combat. Each player sets up his ships per the location restrictions used for the second day’s deployment. The third day’s battle is also fought until one side breaks off. When a break-off occurs, the campaign ends, but it is not considered an automatic victory. Instead, add up the total victory points accrued through all three days. The player with the higher victory point total is the winner. If the point total is tied, the result is a French victory.

VARIANT RULES

REPAIR
Each ship can repair;
4 Hull or 5 Rigging hits for each VP granted to the enemy
e.g. Jemappes could repair 12 Hull and 5 Rigging hits for 4VP
A ship cannot expend more VP that it's VP value.

BREAKOFF (29 May)
The Break Check rolls are triggered as soon as an enemy ship is damaged or dismasted (as opposed to sunk, struck or captured).
Starting Turn 6, all breakoff rolls get a -1 drm, and this decreases by 1 every 6th turn thereafter (e.g -2 drm on Turns 12-17, -3 drm on turns 18-23, etc.
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Mon Nov 1, 2021 5:54 pm
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