Showing posts with label Naval. Show all posts
Showing posts with label Naval. Show all posts

Saturday, May 23, 2020

The engagement off Proktor Shoals, 1538, Part 3 - Conclusion and rules observations


The Ottomans start Turn 7 under the Gun, as it were. The Crescent uses its 2 actions to backwater again, placing more distance between it and the burning Fleur, as well as maneuvering to lessen the chances of a future ram by the Dolphin!


The leaking Panther uses its three actions to row backwards, and load its soldiers. 


The Bull gets a single action, plus a Black "1" The roll of 2 is "Garbled orders"- the opponent may turn the ship 45 degrees in any direction, or move it straight ahead once. This consumes the ships one action. 


The Lion shoots with her soldiers, but misses. That was quick, matey!


Situation at the end of the Ottoman phase of Turn 7.


The Fleur fails to extinguish the fire, and it consumes her (4th black die). 


Her crew struggles to relative safety on barren Proktor Island. "Better than a Proktoscopy, mate!" 


The Saltire fires her cannon at the Lion but misses. 


The Griffon rolls 3 activations (within distance of the Flag), and reloads its cannon and fires point blank into the Bull. 6 + 3 + 1 = 10 vs 2 + 3 -1 = 4; the target is doubled and takes 2 hits (plus a critical hit if it mattered). 


It does not, and the Bull breaks up into pieces, having suffered 4 black dice (hits).   


The Kraken gets cracking with more repairs, and recovers another die. 


The Dolphin rolled three failures, resulting in this situation at the end of  Turn 7.  There are 3 remaining Ottoman ships Vs 5 Venetians. 


Ottoman phase of Turn 8; 2 successes, but also a black "1"; the result of "3" on the All at Sea table is "Hard to Port"; the galley turns 45 degrees to its left. I counted that as one of its actions, leaving one more voluntary choice; the Panther meekly reloads its bow cannon (its ONLY cannon, in actual fact). 


The Flagship scores three successes...


and uses them to turn 45 degrees left, row 10", and then fire its cannon at the hapless Dolphin. It's modified score is double that of the target, so it scores 2 hits, including a critical (2 = Captain hit; -1 to all future activation rolls). Ouch! 


The Lion rolls 2 successes. With three opposing Venetian ships on this side of Proktor Island, it uses them to row backwards 10".  


The Saltire opens the Venetian phase of Turn 8; it uses its three successes to row forwards 10"...


reload its canon, and then fire at point blank range. It misses!


The Griffon rows backwards 10" and reloads its cannon. 


The Kraken chooses NOT to roll its black die, fearing problems negotiating the narrow space between the wreck of the Bull and the drifting Seahorse. it turns 45 degrees to the right and moves forwards in to position to thread the needle next turn. 


The Dolphin rolls poorly again, and rows backwards a bit. 


Overview at the start of Turn 9. 


The Crescent leads off with 3 successes...


and rows forwards, reloads its gun and fires... but just like the Saltire, it misses. 


Three successes for the Panther, too!


It also rows forward, shoots, and... misses!


On the other side of the Island, The Lion shoots, and also misses, and then reloads. The Ottoman phase of turn 9 is over quickly!


The Venetians lead off with the Saltire again (usually it is a wise choice to lead with the flag, because it always rates at least 1 success). She scores a hit on the Lion!


With just one success and very little maneuvering room...


the pristine Griffon turns 45 degrees to the right. 


The Kraken again eschews the use of its black die, and


rows forward and then turns to the right.  The Venetians are nearly the victims of their own success with little room to maneuver on this side of Proktor Island!


The captain of the Dolphin curses as she yet again fails to activate!


Situation at the start of Turn 11. 


With but one success, the Crescent quickly reloads her cannon. 


The Panther boldly rolls all her dice, two of them black - three successes!


Firepower time - shoot, reload, and shoot again! One of the shots strikes the Dolphin; she now has three black dice and is crippled!


The Lion shoots, misses again, and reloads. "The infidels are lucky this day", snarls the captain. 


The Saltire mimics the actions of her opponent... and with just as little success! The third activation is used to reload the soldiers arquebuses. * I think I may prohibit any cannon from firing twice in a single phase for these Galley combat rules. 


The Griffon rows backwards 10"


The Kraken again puts her black die aside, and rows forwards further.


The Dolphin decides to roll only two (out of her three) black dice, reloads, and shoots at the Crescent... missing!


Crescent starts off turn 12 for the Ottomans... 2 successes, but the black "1" followed by a "3" turns the Laterna 45 degrees to the left... conveniently taking the crippled Dolphin out of the filed of fire of her cannon. With little else to do, she meekly reloads her soldiers bows. 


Going next, the Panther also rolls a black "1". The white "2" results in... Garbled orders! This enables the opponent to dictate one action of its choosing for the ship. 


"Row forwards, ye heathens!" This results in a collision between the Panther and the wreckage of the Stag, requiring a roll on the collision table... a "1". Uh-oh, this can't be good!  And it is not; a "1" results in 2 damage to the Panther. Having 2 black dice already...


With a loud crunch, the Panther splits in two and sinks, mingling her wreckage with that of  her sister ship. I had decided the game would end whenever either side had lost more than half of their ships. This results in a victory for Venice, who have 4 ships remaining to just 2 for the Ottomans. The Dodge will be pleased! 


Overview of the situation at the end of the game. 


   Overall, I was very happy with how these rules worked. They gave just about the right level of detail, and the game moved along quickly. It was fun to play, and the space available was adequate for some maneuver. If I were not taking pictures, etc, the game would have lasted 2 - 3 hours at most. This would work very well as a convention game, with 2 ships per player. 

The only major gripe I had was the lack of a decent summary sheet. That wasn't a big deal as I needed to make my own anyway given the modifications I had made to the rules. 


My Summary Sheet, page 1; I can probably make this even a little shorter.
I'd also add that any ship rolling 3 failures ends the turn for that side (the rules use 2 failures, which I think happens to easily). That way you can always choose to play it safe by not rolling three dice. 


Summary Sheet, Page 2; given that there is no sailing (Galleys have sails, but they were essentially never used in combat) , I could actually delete all but the boarding table and add explanations of some of the results, plus a field of fire chart (guns +/-45 degrees of straight ahead, small arms 360 degrees). 


    Since all the ships will have High Castles, that washes out and could be deleted. Likewise for the Galley modifier, and for that matter intimidating crews (really refers to pirates and the like, although that is an addition to the roll even if both ships count it, which actually does effect the end result slightly as far as doubles and triples.  Some of the other factors I think might be used as a sort of National Modifier.

    There were basically five factions active in naval warfare in the Mediterranean during this era:  Venice, the Ottoman Empire, the Knights of St. John, The Barbary (and related North African) Corsairs, and other Christian Powers (Genoa, France, Spain). The Venetians placed a lot of emphasis on gunnery, the Pirates used surprise and speed to capture their prey, The Knights had expert soldiers, and the Ottoman bows were probably better for shipboard small arms fire. With that in mind the following might be worthwhile as a general guideline:


Nationality
Characteristic
Effect
Venice
Master Gunners
+1 to Cannon Fire
Ottomans
Expert Archers
+1 to Small Arms Fire
Knights of St John
Drilled Soldiers
+1 to Boarding Actions
Barbary Pirates
Trained Oarsmen
Improves Ramming
Genoa, Spain, France, etc
Plain Jane
No special effects

Monday, May 18, 2020

The engagement off Proktor Shoals, 1538, Part 2

Continuing with the next ship during the Venetian phase of Turn 3, the Dolphin uses one action to turn 45 degrees, and the second to row forwards. It's unloaded cannon can now bear on the Panther. 


The Wyvern opts to roll all three dice, but gets a dreaded "1" on the black die! Consulting the "All at Sea" Bad Things Gonna Happen table, a roll of "6" yields "Belay that order!"
"If any successful activation dice were rolled, one must be re-rolled. 


The one successful activation (red 6) was re-rolled, and passed. The Wyvern uses its one activation to reload it's cannon. It couldda been worse... MUCH worse!


Moving to the other side of the Island, The Saltire uses its one activation to shoot with its soldiers, but fails to do any damage. 


The Griffon gets 2 activations it adds 1 to its rolls due to being near the Flazgship, Saltire).  The opposing, already crippled Sea Horse is grapled...


and a boarding party dispatched. Against the odds, Turkish spears repulse the over confident Venetians. they should have gotten a black die of their own for that, I see now. GM anti-Moslem bias allegations are made by the Captain of the Sea Horse, Ali Houp.


The Kraken fails all three of its dice, causing a Turnover of the initiative to the Ottomans. 


Situation at the start of the Ottoman phase, Turn 4. 


The Venetian turn was... disappointing, giving them some breathing room.  The Ottomans lead of with their flagship, the Crescent. It scores 3 successes!


The crescent shoots with its soldiers, re-loads its cannon, and lets fly with that as well! Both hit, adding a second and a third black die to the repertoire of the Fleur de Lis!


Next, the Panther shoots at the Wyvern. Perhaps stung by the allegations of Captain Houp, the GM miscalculates this shot as a double, causing 2 hits to the Wyvern and a critical; the actual total should have been 6 + 3 + 1 = 10 vs. 3 +3 = 6, one hit, no critical. The critical hit 2D6 roll is a 2, which translates to "Captain hit!" the Wyvern will be -1 to all activation rolls for the rest of the game. 
"Serves 'em right, the cheaters!", Houp is heard to mutter. 


The (Red) Bull is full of energy, rolling up three nice, big fat successes!


The Bull reloads its canon and shoots at the Kraken, and also reloads its soldiers. It scores one hit, giving the Kraken the joy of its very own black die!
I have changed how I mark loaded status for the soldiers; the white and black smoke was getting too confusing. Henceforth, when the soldiers are loaded, the suitable figures are placed on the forecastle of the ship; when they have shot, they are placed back on the main deck. Simple!


The Lion can't manage a single success, and narrowly avoid rolling a dreaded black 1, causing a turnover


Situation at the start of the Venetian phase of Turn 4. 


The Venetians lead off with their Flagship, the Saltire. Remember, flagships automatically pass at least one activation each turn. Their cannon reloads and shoots at the Lion, but misses.


The Griffon manages 2 successes (within distance of the Flag adds 1 to all activation dice. 


They shoot with their soldiers and hit (4 +3 +1 close range = 8 vs 5 +3 -1 [crippled] =7. It's a good thing because their boarding action would have been a tie (net up one for attackers and down 1 for defenders) in which case BOTH ships would get a black die. With 4 black dice and grappled to an enemy vessel, the Sea Horse strikes!


Shifting to the other side of Proktor Island, the Dolphin manages 2 successes. It reloads and shoots it's cannon at the Panther, and score a hit!


Back across the channel, the Kraken reloads and shoots its cannon at the Bull, but misses. 


The crippled Fleur never the less manages 3 successes with three black dice!


It uses one to shoot at the larger Crescent, but misses. It uses two activations to call out "Carpenters and Surgeons!", and "repairs" one black die, exchanging it for a red one. Note that the first black die cannot be repaired off. 


Also crippled, the Wyvern manages only one success (her Captain was hit last round (there he is afloat amongst the dice), and thus she must subtract 1 from all of her activation rolls. A black "1" is also rolled! A "6" on the All at Sea table then "belays" even that order, so she does nothing. 


Situation at the start of Turn 5; the Venetians have their share of black dice now, too! However, the Ottomans have one ship sunk and one that has struck, while all of the ships of the Serene Republic are still afloat... even if some only barely!


The Ottomans lead off with their Laterna, and reload and shoot at the damaged Fleur; with modifiers for close range,  and adding 4 for Combat for  Laterna instead of the usual 3, it's modified score is actually higher than the target. However, since it is not double and the roll is odd, the shot misses. 


The Panther acts next; with 2 successes it reloads its cannon and shoots at the crippled Wyvern. Te heavy 24 pound ball rips through the length of the unfortunate ship, and she is hulled (a 4th black die sinks the ship). 


The Wyvern slips beneath the waves, as captured in a period painting...  rats optional, Gary!


The Bull reloads and shoots her cannon but misses the torreador (Kraken). 


The Lion fires and reloads her cannon, but also misses (final score higher but odd and not double). 


Situation at the end of the Ottoman phase of Turn 5. 


The Saltire reloads and fires her cannon, but misses (once again higher but odd and not double). 


The Dolphin reloads her cannon and fires, but also misses!


With two actions, the Griffon cuts the Grapple, leaving the abandoned Sea Horse drifting. 


The Krtaken relaods her cannon, fires, and yet another Venetian ship misses. The Dodge is beginning to think that perhaps sweeping the drunks from the city and into the Gunnery corps of the Fleet was perhaps not his best idea ever... 


The Fleur rolls a dreaded Black 1; this results in a FIRE on board (actually, this was my mistake, getting excited and rolling on the Critical damage table instead of the All at Sea table". I'm an equal opportunity duffer, yes I am!). Be that as it may, thick black smoke is seem issuing from the stricken ship!


Situation at the start of Turn 6, Ottoman phase. The Turkish flagship, the Crescent scores 3 successes. 


It uses 2 to row backwards; the Admiral has no desire to be anywhere near the burning enemy ship, and be the target of a fire ship attack, explosion, or whatever other pyrotechnic perils might emanate from the unfortunate Fleur. It uses its remaining activation to reload its canon... just in case! 


The Panther has to roll for its Black 1; a "5" (on the right table this time, a quick learner I am!) results in "mistaken identity", the ship must fire at the nearest ship, freind or foe. That being a foe, it happily obliges, but misses by a wide margin. The flames shooting out of the Fleur must have distracted the gunner!


Across the channel, the thus far pristine Bull rolls up 3 actions, and uses one to reload her cannons, one to fire them, and one to shoot with her soldiers. Both hit, and just like that the Kraken now has three black dice and is crippled.!


The Lion with 2 actions reloads her canon and fires, but misses. "Are you guys perhaps... Venetians", Captain Abou sneers at his hapless gunners!


Situation at the start of the Venetian phase of Turn 6. 


To start their turn, the Venetians MUST check for their burning ship, the Fleur. To do so, they roll on the Critical damage table, and add 3; 4 + 3 = 7, HULL DAMAGE! The burning Fleur acquires its 3rd black die, and is crippled!


The Fleur rolls 2 successes; it takes three to put out a fire. A black 1 is also rolled; 3 on the All at Sea table is Hard to Port, and the ticking bomb changes it's heading 45 degrees.


Considering her dire circumstances, the Fleur Rows into the shallows around Proktor Island, gambling that her crew may be able to reach its shores before the ship burns up completely. 
(I see here I made another mistake, as burning ships may not take ANY other action except putting out the fire. Eh, it makes a better narrative this way!)


The Dolphin acts next, but can only manage a single success; with the odds on this side of the channel looking unfavorable, and her cannon unloaded, what to do? 
"Ramming Speed, if you please, Mr. Cristobal!", bellows out Captain Blyanelli. 
On the Ramming table, the Dolphin gets a bonus for striking the target amidships; the roll of 4 results in one hit on the Panther. Any rammed ship must also check for Oar damage; it rolls three dice, and it rolls at least 2 successes, there is no damage; otherwise, it's speed is reduced. A second oar damage result will leave it dead in the water. The ramming ship only has to check for oar damage if it rams a target that can also ram in the bow arc. That is not the case here. 


The Saltire rolls a single success, and meekly reloads her Cannon. 


The Griffon, fresh off her capture of the Sea Horse, plays copy cat. With 2 success, she turns 45 degrees hard to Port and rams the Bull. Or was that Baaaah Raaam Ewe?!
In any event, the roll of 3 on the Ramming table, with the modifier for ramming amidships results in  not one but two damage to the Bull; she also fails her Oar check roll, and now has Oar damage as well. Ouch!


The crippled Kraken rolls 2 actions, and uses them for repairs; one red die is regained and one black die removed. 


Gulls's eye view of the action at the end of Turn 6.


To be continued....