Showing posts with label Smugglers. Show all posts
Showing posts with label Smugglers. Show all posts

Friday, 4 June 2021

Smugglers - England 1770

Recently discovered are a series of photos and documents from old club games on an old CD. I am publishing them here for posterity.

The photos on the CD is dated 24/03/2003, so guessing that this game was about or before this date.

Figures are from Steve's collection.

Game Introduction:

Known locally as the Blue Ribbon Gang, due to the exclusive import and supply of French “Blue Ribbon” Brandy to the London Markets, you have had unmitigated success moving your illegal cargo through the English countryside with little or no hindrance from the local authorities.  You have the circuit Judge in your pay and you are confident that no one will stand in your way.  But hold on, this is a war game, and we know that this can’t possibly go on!

The core of the Blue Ribbon Gang is made up of 24 full time smugglers with the local populous providing another 40 to 60 men depending on who turns up on the night.  The majority of your gang has firearms.  Some of the locals will come armed with clubs (know as batmen) and others usually help to load the goods onto the carts.

Game Briefing:

Tonight’s little exercise will involve some thinking and some pre game movement.  “What” I here you all say, “we only came here for a drink!”

The first thing you will need to do is to decide upon a beach on which to land your illegal goods.  There are four to choose from:

The second thing you will need to do is to let me know at what time you want your operation to start.  This should include the time when you want to move the wagons from your base at Frowley (See map) and move them and your men to the intended beach.  As soon as you do this, the clock is running.

The ship coming from France is expected at 02:00.  It is June and sunset will be at 20:20, with complete darkness around 21:00.  A full moon is expected and it looks like it could be a cloudless night.  The ship will signal you on its arrival with a “flash” from its lantern.  You are to answer back with two “flashes” from your lantern.  After receiving the reply the ship will launch a rowing boat and start to off load its cargo.

You can either be on the beach ready and waiting for the ship or stay hidden (terrain allowing) until the signal is received.

To help carry the cargo from your chosen beach to one of the pre-determined “escape” routes across the gaming table you have the use of 4 carts and 4 packhorses.  You may want to hide these until they are required using any appropriate terrain available.  Each wagon can carry up to 300lbs of cargo and each packhorse up to 50lbs of cargo.  You are expecting to receive approximately 1200lbs of cargo. .  You then have to move the wagons and their cargo to Packam wood where you usually store them until it is safe to move them to London.

Objectives

To come up with a plan to get all of the wagons to one of the beaches, loaded and safely to Packam wood.


THE BEACHES

Option 1

The Cliff

This landing point is below a steep cliff and has two access/exit points.  If you use this option detection by government troops will be harder.

The first access point is a steep path up the face of the cliff.  If you take this option any cargo will have to be manhandled up the cliff to the Wagon Park.  The Wagon Park can be located near the edge of the cliff face or in some old run down farm buildings not too far away.  In doing this it offers the best getaway route once your cargo is loaded.  The wagons can be hidden in the farm buildings until they are needed.

The second access point is at the end of the cliff face and will allow you to bring the wagons down onto the beach.  This will reduce the amount time it takes to load the wagons.  However, this access point could turn into a trap if government troops gain control of it as it is the only way out once the wagons are on the beach.  There is a cave where you can hide your team and the wagons whilst you are waiting for the ship.

The old abandoned farm buildings can also be used as an observation point.


Option 2

The open Beach

This landing point offers little protection and is devoid of any cover.  Being an open beach your movements will easily be detected.

This landing point will allow you to bring the wagons down onto the beach and will reduce the amount time it takes to load the wagons.  It will also allow you to move the wagons off without any hindrance from terrain.


Option 3

Sand dunes

Before the main beach can be attained, wagons and pack mules have to negotiate a series of sand dunes.  Wagons may get bogged down if they are brought through these and onto the beach.  The sand dunes offer some protection against detection.  There is an old abandoned building on solid ground just before the dunes are reached where the wagons can be corralled and it is easily defended against attack having a stone wall around the circumference of the building.  If you use this building the cargo will have to be man handled from the landing point to the Wagon Park.

 

Option 4

Under their noses

With your gang being so confident with its recent successes, this beach offers the ultimate in impudence and audacity.

This is an open beach and is under the watchful eye of the revenue service who are based in a watch house.  However, if you work fast and plan correctly you could seriously delay any intervention by government troops.  Since the inception of the watch house you have been observing the activities of the revenue men.  Their watch routine is as follows:

The watch house is approximately 100 yards from the beach (5 feet on the table)

2 men are on permanent watch concealed on a rise behind a sand dune.

Every 2 hours a relief is sent out and the 2 men return to the watch house.

You estimate that there are no more than 10 revenue men in the watch house.

You don’t necessarily have to wait for the ship to arrive before you take any action.  This beach hasn’t been used for some time but if you are successful and get away with your cheek many victory points can be obtained if this option is taken.

Since Friday the following events have taken place.

Being very much in with the smugglers some of the locals noticed the activities of a number of militia moving around the area.  Not wanting to miss out on their free tot of Brandy they reported to the smugglers that they had seen 10 militia at Birchams and a further 10 at Framely.

Aware that there would be a good chance of running into the militia if the smugglers kept to the roads, they made their way to the beach at 12:20 and kept away from the villages by using little known farm tracks.  However, in doing this they had to come very close to the village of Framley where they knew that the local militia were still loitering.

It is now 02:10 and the smugglers are on the beach just having received the signal from the ship.  There is no sign of any militia as yet.

Tabletop Map
























Tuesday, 4 August 2020

Smugglers Game

By Steve Cast

Mike “Knees” Newman and I had a couple of great games on Friday. What with the weather being hotter than my wife’s breathe after catching me looking at Prawn on the intraweb, we both struggled in the heat. We burnt our fingers on the figures so badly that they resembled miniature versions of David Carradines arms from Kung Fu, and every so often one of the card houses would burst into flame or a resin building would melt into a pulsating hissing blob. 

However, we worked our way around these minor irritations and after the first game abruptly came to an end after only an hour and a half we played a second game this time changing sides but using the same figures. 

Now, guess who won twice! Well, I’ll give you a clue. Mike was the sheep dog and I was the Coyote

I was out foxed by a sheep fox!

Strangely for Mike, he turned up in trousers and trainers. I thought this can’t be right, Mike never wears arctic clothing not even sub zero temperatures. 

He’s famed throughout the wargaming world for his manly knees and hollow legs, there must be something wrong with the poor fella, he must have got a touch of the old sun. 

So, there I was standing in me back Garden not knowing how to broach such a delicate subject when all of a sudden it came to me: 

“Mike, can you see those mountains over yonder dear boy?” 

“Mountains” says Mike “Are you mad?”

“Well yes, remember who talking to. But forget all that and have a glug of my last stand Brandy....can you see them now?” 

“By gad sir so I can”

 “Welcome back to the known world old fella. Now about these trousers....” 

It turned out that Mike had caught the dreaded red knees syndrome from drinking in too much sun. You see, I knew it was something to do with the sun. 

It can do terrible things to a man can the sun, especially when he exposes his knees for too long, I should know, I’m a man with knees of me own. 

Had it been anyone else I would have said that they were carpet burns but as it was Mike I took his story as gospel in that he’d been shuffling his way from Horsham to Winchester for the past week on the Pilgrims way only to find that he’d arrived a week too late for mass due to a typo in the illuminated itinerary and as such had missed out on the wine and biscuits. 

As a penance he then shuffled all the way back to Horsham after which he purged his sins by drinking a whole case of wine and eating a cheesy biscuit, just to make sure that he had some solids in his stomach. 

Now then, all joking aside as you know it was a really hot day on Friday but we did have ourselves a good couple of games despite the heat. Mike started the first game as the smugglers. I’d sent him all the info during the week so he’d had plenty of time to put his smuggling team together. 

We did start by using the markers but these just blew away in the wind so we were forced to put the figures on the table which did take the edge off the game because you could see what everything was. 

However, being the gentlemen that we are we got around this problem by mutual consent and used “Blank” figures in place of blank markers so there was still a bit of uncertainty. 

The map was taken from a part of Crawley as it looked in 1874 and is not too far from where I work. Crawley was quite notorious for smuggling being on the London to Brighton road. Where it says “Farm” (Top middle square) it is in fact Jordan’s farm which is now the Toby Carvery. The road going towards ‘B’ leads to County Oak and where I work is just to the right of ‘B’.

It was a moon lit night and visibility was 1 Dav x 5”. On the first game Mikes route was from B to C going from B across fields 18 and 21. 

His team consisted of 2 good leaders, 1 average leader, 8 smugglers armed with muskets, 8 armed with iron tipped staves and 2 figures leading 4 pack mules. 

My team consisted of 10 militia with a good officer and an NCO plus 10 Dragoons with a good officer and an NCO. 

I had the dragoons hidden in the farm and most of the Militia hidden in the houses to the left of the farm and 5 of them hidden along the left hand field boundary in the field numbered 18. 

I managed to spot some of Mikes figures from the farm just as he came on table at B but I wasn’t prepared to spring my trap just at that moment, but perhaps I should have as you will see later. Mike managed to make it to field 18 at which point we both engaged in a fire fight. 

As the sound of the shots would have been heard across the table this allowed me to roll my activation dice for the rest of my figures which unfortunately wasn’t very good. Being out gunned, one of my militia was killed, two bolted leaving the other two to be beaten up and captured. 

Of the two that ran, the NCO recovered his composure and took shelter behind a tree in field 21 whilst his “Mate” continued to run off table. 

The NCO did however put up a good fight despite his cowardly performance earlier but it wasn’t enough to hold back Mikes Smugglers and allow the rest of my militia to come into action. 

As for the Dragoons they didn’t make it either thus allowing Mikes team to get off table at point C.

In game two we swapped figures and I thought I’d be clever which was probably my undoing. Mike had his dragoons hidden in the farm very much like I did and his Militia were hidden in the houses and in the small enclosure numbered 12. 

My plan was to go from A to B by sending a group of smugglers (Team A) along the houses to find out what was there and deal with what they found, whilst sending the rest of the smugglers and the pack mules along the road. 

Things went splendidly for team A, discovering a fair amount of Mikes militia but on trying to sneak into the houses and duff them up they found that the doors had been locked (Dice roll of a 4, 5 or 6) so all they could do was to skulk behind the hedges and wait for things to develop.

Meanwhile team B was working its way along the road but as word had reached it about the discovery of the militia in the houses it took the left turn and worked its way down road C in an attempt to cross field 21. 

Sending scouts out towards enclosure 12 and not finding any enemy I became a bit too confident and on one turn I forgot to do any observation and moved a smuggler towards the enclosure only for it to be shot at with the muzzle of a militia musket rammed up its nostril. 

This allowed Mike to roll his activation dice for his Dragoons and the rest of his militia. Finding a hornets’ nest of Militia in the enclosure and having sent half of my armed smugglers with team A I was badly outgunned and was getting the worst of it. 

In the mean time team A had managed to break into one of the houses and was having it out with the 4 militia that they found in there. The rest of Mike’s militia came out of the houses marked 352 on the map and were working their way down road C. 

I in the mean time was trying to regroup team B and fight my way into field number 18 but what with the Dragoons coming up fast from the farm and Mikes Militia breathing down my neck, it was a fair cop and the gallows awaited!

Now as far as Friday games are concerned, at the moment the factory is still working a 4 day shift so this leaves Fridays free for me so if any of you want to put a day time game on whilst the weather is still good we could always start at say 12pm. The person who is putting the game on could come round at 10am and set up. 

However the game could only last the day so they’d have to be small enough so that we get a conclusion after say 5 hours allowing an hour to pack up. Anyway the offer is there if you want it.

Monday, 15 August 2005

Five and Twenty Ponies -The Conclusion

By Steve Cast.

Well, here it is, the conclusion of "Five and Twenty Ponies ". The calendar has run its course and time has run out. However, I did feel (hat there was probably a few more campaign weeks left but 1 think enough has been done to draw it to a close.

I would firstly like to take this opportunity to thank all of you for participating in what turned out to be an amusing campaign.

As per usual it didn't turn out as planned and there were a lot of random events that never got used. For example, the Smugglers will never receive the message from the count of Anjou pleading for them to assist him in his escape from the French authorities in Calais. Sarah Warwick, falsely accused of stealing a loaf of bread, will never be hung and the subsequent riots will never trouble the Militia or the customs. But, alas, things went in different directions and these events shall stay hidden in the mists of time.

The campaign encompassed any event that either did or could have occurred in the 18th and early 19th centuries, so I had bags of things to choose from. Even though everyone involved was given objectives these weren't the be all and end all of the campaign. There were things going on in the background that I was hoping people might be able to tease out of the clues that that I left behind. However, as would happen in real life, the clues weren't all discovered by the same person and could not therefore be connected. You all played your parts very well indeed and acted in the best interests of the characters you played. However, if I list the clues below, and as you read through the following conclusion, you may be able to piece things together.

The clues were, and not necessarily in this order:

The spy
Farmer Pickles
The French raid
The "Quadrangle"
Sir Percy Stanmoor

Five and Twenty Ponies - The Characters

Abraham Pike —-Played by the amiable Mike Newman

The character of Abraham Pike was based on an actual riding officer who lived in Christchurch in the early 1800 's. He was not particularly successful^ in his work but he did have one redeeming feature, he was incorruptible!

In this scenario Mike was Chief riding Officer for the county of Padforshire and the near total absence of government troops made things difficult for him right from the start.

Mike had 30 revenue men at his disposal and not only did he have to try to control the smuggling gangs, he also had to watch over the loading and unloading of Merchant ships, record their cargo and destinations and give them the odd occasional 'rummage'. Mike also had 4 riding officers who acted as his ears and eyes gathering information on smuggling activities.

Mikes only military assistance came in the guise of 10 Dragoons lead by the rather intimidating cardboard character of Captain John Woods, but we shall hear more about him later.

Mike knew that there were many small smuggling gangs operating in the area but the main threat to the county came from the Carter Brothers. Being a large and well-organised gang, the dragoons had not been strong enough to take the Carters on, so at the beginning they kept to harassing the smaller gangs. However, Mike was determined to close the Carters and their gang down.

Mikes objectives

1. Accumulate enough evidence to bring the Carters to court and put them behind bars.
2. Ensure that the Carters operation is closed down for good, either by the above method or by using more ruthless tactics.
3. Recover as much contraband as possible.
4. Disrupt the Carters operation so that their clientele looses faith in their ability to meet demand.
5. Transport all captured contraband to the bonded store in the city of Whitehaven in the



Captain John Woods Played by that versatile thespian, Umpire Steve Cast!

Captain John Woods was Mike’s cardboard Character and oh boy, did he cause Mike some problems! Colonel Wood was formerly of the 2nd Royal North Dragoons (Scots Greys). He served with them for many years and purchased a Colonels commission a few yearn before he retired at the age of 52. Selling his commission for a substantial sum he settled down to retirement until his wife died unexpectedly some 5 years later.

He decided to found the Padfordshire Yeomanry and moved to Port Knappwell to take up his post as their Captain. His command was made up of old comrades in arms and their collective age was 550 but what they lacked in sinew they made up for in experience.

Nominally under the command of Mike, Woods was his own man and didn't take to being ordered around by a "scribe ". He had a tendency, like any good British cavalry officer should, to be hot headed and reckless. On many occasion he ordered his men to ransack the house of a suspect whether he was guilty or not. This stemmed from the "good old days " in Ireland where a heavy hand was the only thing the peasantry understood. Seeing all smugglers as peasants, he vowed to bring them to heel as he did "with them in Ireland".

Nicknaming him "Bloody Jack" the smuggling gangs of Padfordshire trembled with fear when they knew Woods was on their trail.

He had only one objective, to have some fun.



The Carters - Played by John, Andy and Dave 

Based on an actual smuggling gang, "The Kings of Prussia Cove ", the Carters operated out of Prussia Cove in Cornwall, and had an empire that stretched over three counties.

In this scenario the Carters came from a poor fishing family. Their father, David Carter, started the family "Business" some 20 years before to ensure his family's future and prosperity. While he was by no means alone in pursuing this trade, it was the county's close geographical and cultural ties with the French ports that gave him and others like him a unique advantage. Therefore, their father had all the necessary credentials for exploiting this dangerous but lucrative activity. Since his death, some five years before, the three brothers had taken over the business and doubled it in size, taking full advantage of the fact that the revenue were thin on the ground because of the war that the British Government was waging with France.

Objectives

1. To satisfy demand for both their local and national markets
2. Successfully land and distribute 10 shipments of contraband
2.1. Three of these shipments had to be sent to Bassingham
2.2. Three of them had to go to Whitehaven
2.3. Two had to go to Newchapel.
2.4. The other two had to be sold locally.
2.4.1. One had to be sold through their open market, and the rest had to be sold to local contacts that would divulge themselves during the campaign.



Captain James Herriot Nash of the Newchapel Militia — Played by the indomitable Mike Whiteford

Mikes Character was devious, dishonest and short of cash!

An owner of several wool mills, Nash had built himself a small but successful empire over a period of 10 years. However, he 'd squandered his fortune on lavish balls, social events and large properties in London to seek the approval of his peers and secure his reputation as a Gentleman. To elevate himself even further Nash had purchased a Captains commission in the Newchapel Militia. Over the past two years he had found himself in ever-increasing debt and the call to come and help fight the French in Padfordshire could not have come at a better time. He would use this opportunity to spin a web of deceit and con the customs into giving him their captured contraband for "safekeeping".


Objective

1. Obtain 4 loads of contraband to prop up his flagging wool mills and pay off his creditors



Lieutenant Robert Paterson at his best, Entertaining
the ladies with tales of bravery and heroism
 
Lieutenant Robert Paterson - Again played by that darling of the stage, Umpire Steve Cast!

This was Mikes Cardboard character but unfortunately for the umpire he died at the battle of Prussia Cove, which was far to soon for my liking. Oh what fun I could have had. Ooooh, my acting career is in tatters darling!

Formerly a Captain in the regular army, 38 year old Lieutenant Paterson is a long serving officer and a veteran of the Seven years war and the wars in the Americas so he has a vast amount of experience. After taking a near fatal wound during the battle of Bunker Hill he fully recovered only to find that he had been invalided out of the Regular army and having no other means of support he was forced to join the Militia as a Lieutenant. Un-married, he has a reputation as a womaniser, and gentlemen of worth have to watch their wives when he is around. Even though he is stereotyped as a rouge by many of the female middle and upper classes, most have a secret desire to bed with him.

Paterson resented Nash and thought of him more as an Epaulette Officer, or one who is better qualified to quaff large amounts of port back at the Officers mess than take command in the field.

His objective was to take away command of the Militia from Mike Whiteford by proving Mike was unfit for command. He would question and object to all of Mikes orders. Lucky for Mike that he died so early on in the campaign!



Farmer Pickles - Oh at last, my career is back on track darlings, kissy kissy! 

Another cardboard Character, Farmer Pickles was, to those who came across him, a simple farmer. However, there was more to him than met the eye, for he was in fact a go between for a mysterious organisation known as the "Quadrangle ". Though only very few of the players came across the "Quadrangle " during the campaign, none of them actually knew who they were. However, we shall find out more about them later.






Jack Sparrow — Played by that man about town, Rupert Worral

Rupert was an unwitting pawn in a dangerous game. Hired by the "Quadrangle " he was to act as their lander and was responsible for their beach landing party. As far as "Sparrow" was concerned the "Quadrangle" was a "legitimate" smuggling organisation backed by merchant bankers in Bossingham, Whitehaven, Port Knappwell and Newchapel. He was told that due to the effects of the war with France gold had been devalued. However, the French were willing to pay as much as £1.1Os for every gold guinea they received which was far and above the current selling price. Sparrow's role was to see that this gold got safely to the coast and then onto France. However, there was an underlying truth that "Sparrow" was unaware of.



Sir Percy Stanmoor - Another cardboard character. Oh, how my public love me! 

Who was Sir Percy Stanmoor and why did the French show so much interest in him? Stanmoore was one of the political elite and was the up and coming member of Pitt's government. However, Stanmoore had become quietly opposed to Pitts foreign policy and saw France as an allie in a much bigger picture, the downfall of the European monarchies and the bringing together of a disaffected Europe into one European state. To accomplish this he begun to communicate with the French via a spy that, lucky for Mike Newman, was to be discovered very early on in the campaign. However, the connection between this spy and Sir Percy was never established and Mike carried on oblivious to this fact.

The previous year Sir Percy had established the "Quandrangle ". This was a cartel of .Jacobins based in Bossingham, Whitehaven, Port Knappwell and Newchapel who were dedicated to bring French revolutionary ideals to Britain. With rumour of an intended invasion of Britain by Napoleon the "Quadrangle " saw this as a superb opportunity to help Napoleon in his hour of need. As the French landed they would co-ordinate an uprising to frustrate the intended plans for Britain's defence. To accomplish this they would smuggle gold to France and buy guns and ammunition to arm their insurgents. Using "Jack Sparrow" and the Carters as their unwitting accomplices they would smuggle the weapons back to Britain in the Carters ships. The Carters and Jack Sparrow would be none the wiser.

Sir Percy then hatched an ingenuous plan to get himself over to France without being suspected so that he could co-ordinate his uprising with the French invasion and return to Padforshire after "escaping" from a French prison. He invited the French to "invade " Padfordshire and "capture " him. Phil played the numerous French roles given to him with gusto and achieved his objective and more. Not only did he ,r capture Sir Percy, but he also managed to wreck the Carters smuggling operation beyond repair. This played into the "Quadrangles " hands as they could now employ the Carters under their terms instead of the other way round. Without any ships the Carters smuggling operation was all washed up and the only way to continue it was to work for the "Quadrangle ". Drawn in hook line and sinker by their tempting offer, the Carters became unsuspecting accomplices in a treasonable act. In their last shipment they unwittingly smuggled the first batch of guns and ammunition into England. Had the campaign continued and Abraham Pike (Mike Newman) found out about this and captured the Carters, they would have been hung as traitors.

Now, I hear you say, why did I only mentioned Abraham Pikes name in this last sentence, what about Captain Nash (Mike Whiteford), isn't he a government man? Well, unfortunately, Captain Nash had turned to the "dark rum side " and had fallen in with the Carters. He was taking a 25% cut from the Carters that ensured the Carters would remain unmolested. He also had eyes on Abraham's overland convoy of captured contraband that was being transported to Whitehaven at the end of the Month. Nash had plans to "escort" it to a "safer" place. However, had Abraham found out about Nash's activities and a connection had been made between Nash, the Carters and the "Quadrangle ", Nash too could also have found himself swinging from a gibbet!

So, there we have it, "Five and Twenty Ponies " more than just a smuggling campaign!

How did everyone fair in terms of their objectives? Well, turn the page and you will see, and I think you 'II be surprised at the results.

Five and Twenty Ponies - The Results

  Objective Outcome Reason Potential Points Points Awarded
1 Accumulate enough evidence to bring he Carters to court and put them behind bars. Partially Achieved After the capture of Prussia House, Mike captured enough evidence on the Carters to at least prove that they were involved in a smuggling operation, though it wasn't enough to convict them outright. However, with the capture and forthcoming trial of Davey Carter, Davey could be sent to the colonies or hung and gibetted and the remainder of the Carter gang "Gazzetted". However extenuating circumstances could still see the the Carters getting off the hook! (See the Carters section for more detail) 2 1
2 Ensure that the Carters operation is closed down for good, either by the above method or by using more ruthless tactics. Partially Achieved Mike didn't manage to close down the Carters operation completely, even though it was seriously hampered as a consequence of the French raid and the loss of all of their fleet. The operation still continued albiet under the guise of the "Quadrangle" 2 1
3 Recover as much contraband as possible. Partially Achieved Mike managed to recover enough contraband to be classed as a substantail haul compared to what was recovered in reality in the same amount of time. However, in terms of points, only the Carters shipments were worth anything. This objective like the others was worth 2 points and for each shipment that Mike captured, he scored 0.2 of a point. All in all he captured 5 shipments of the Carters and was awarded 1 point. 2 1
4 Disrupt the Carters operation so that their clientele looses faith in their ability to meet demand. Partially Achieved Again, Mike didn't actually manage to achieve all of this on his own as some of it was a direct consequence of the French raid. 2 1
5 Transport all captured contraband to the bonded store in the city of Whitehaven in the last week of the month for resale through legal outlets Partially Achieved This last objective was enacted by the umpire. Mike Newman was going to use his revenue men and the Napwell militia to guard the convoy against possible attack from the smugglers. As we already know, Mike Whiteford had eyes on this convoy and had intended to take it over using his militia. This he failed to do but in doing so it has left him exposed as he could be connected with the ambush even though he was in Tuddenham by the flu at the time. 2 1


Additional points given for actions beyond the call of duty

1 Organising a stout defence against the French during their raid on Knappwell Achieved Mikes stout defence of Knappwell and his contribution to the attack on Prussia house was without doubt worth praise and additional points. His civilian guise meant that he wasn't committed to any military style actions and, if he had chosen, he could have walked away from it all without losing face. 2 2
2 Contributing to the attack on Prissia house Achieved   2 2
  Achieved Total Points
Success Rate
14
64%
9


Customs

  Objective Outcome Reason Potential Points Points Awarded
1 Accumulate Successfully land and distribute 10 shipments of contraband Partially Achieved This was the one overall objective the Carters had to achieve. They managed to land 8 shipments but failed to distribute any of them. They got 0.5 points per shipment landed and 0.5 points for each one distributed. 10 4


Additional points given for actions beyond the call of duty

1 Assisting in the defence of port Knappwell during the French raid Achieved What appeared to some a "publicity stunt" by the Carters to appease the local community in its time of woe, turned out to be a coup de main for the Carters. They arrived just at the moment when the leader of the raiders was at his most vulnerable. Laying wounded in the Captains cabin, he was easy prey for the Carters. His swift extraction and subsequent delivery to the authorities in Whitehaven will go a long way in convincing the court in Davey Carter’s trial that the Judge should be lenient with the Carters. 2 2
2 Handing over the leader of the French raiders to the authorities. Achieved   2 2
  Achieved Total Points
Success Rate
14
57%
8


The French

  Objective Outcome Reason Potential Points Points Awarded
1 Successfully locate the French spy and bring him back to France Achieved The rendezvous with the spy could have gone the other way had the dragoons under the command of riding Officer Richard Stockwell been a little more ambitious. 5 5
2 Successfully locate Sir Percy Stanmoor and bring him back to France Partially Achieved The main objective was to get Sir Percy back to France, preferably in one piece. However, Sir Percy had been seriously wounded at the battle of Knappwell and by the time he arrived in France he was in a critical state and would take months to recover. Being shot was not a good thing but being shot by a French bullet was even worst and would not go down well with the French authorities at all as it would put the intended plans on hold for months. 5 2.5
    Total Points
Success Rate
10
75%
7.5

The Militia

  Objective Outcome Reason Potential Points Points Awarded
1 Obtain 4 loads of contraband. Partially Achieved Mike only started to have success at the very end of the campaign. He was awarded 2.5 points per load of contraband. He managed to get 25% of one of the Carters shipments which was in fact 50% of one shipment as there were two shipments of contraband on the Carters ship. Mike was therefore awarded 1.25 points for this. Mike got no points for the ambush of the Customs convoy. 10 1.25
    Total Points
Success Rate
10
12.5%
1.25


So that's it, campaign over, well done to everyone who participated and here are the final results in order of success!

Results
1st French with 75%
2nd Customs with 64%
3rd Carters with 57%
4th Militia with 12.5%