Sunday, March 20, 2011

The adventures of Commordore John Rodgers Pt2 - Gaming

Now for the big question for a gamer. How to game it? Sure nothing actually happens but an awful lot of things could have happened and that is what I need to look at. Also as nothing actually happened it would also make for a good solitaire campaign or even a role playing game. For the moment I will look at as a solitaire game.
For the mechanism I will be using paragraphs that describes what is going on followed by list that lead to more paragraphs until the game reaches a conclusion. A brief word of warning this may render horribly on your browser.
1: Gather the fleet
  • The fleet is slow gathering and getting ready for sea. Do you wish to
  • 2: Set sail from New York
  • 3: Wait for stragglers
  • Roll a D6 for each ship on a 6 they are not ready for sea.
    • President (do not roll for)
    • United States
    • Congress
    • Hornet
    • Argus
    • Constitution awaiting arrival from Annapolis (4-6 in this case)
    • Essex awaiting repairs (4-6 in this case)
  • Historically Rodgers chose to sail without his full squadron. They would have been available soon.
2: Set sail from New York
  • Seatime +1
  • The fleet has now left New York. Do you wish to
  • 3. Wait for stragglers at sea
  • 6. Question merchants at sea
3: Wait for stragglers
  • You are in harbour waiting for your fleet to to be ready for sea.
  • Roll a D6
  • 1-4 4:New orders from congress
  • 5-6 Update status of ships that were previously late
    • United States
    • Congress
    • Hornet
    • Argus
    • Constitution
    • Essex awaiting repairs
  • Do you wish to
  • 2: Set sail from New York
  • 3: Wait for stragglers. Repeat this paragraph
4: New orders from Congress
  • Campaign over
  • Historically the fleet was ordered to remain and defend New York. Rodgers sailed before he received them.
5: Wait for stragglers at sea
  • Seatime +1
  • You are at sea outside for New York waiting for stragglers
  • Roll a d6
    • 1-2 4: New orders from congress
    • 3-6 Update status of ships that were previously late
    1. United States
    2. Congress
    3. Hornet
    4. Argus
    5. Constitution
    6. Essex awaiting repairs
  • The one flaw the US navy had was an inability to manouvre and fight as a unit. Spending time at sea enables this flaw to be addressed.
  • Do you wish to
    • 6: Question merchants at sea
    • 5: Wait for stragglers at sea
  • Test for encounter
6: Question merchants at sea
  • Seatime +1
  • The fleet has spread out seeking information
  • Roll a D6 add +1 for each time you have waited
    • 1. 1 7: Jamaican convoy has not yet arrived
    • 2. 2-3 9: Intercept Jamaica convoy
    • 3. 4-6 11: Just Miss Jamaica convoy
    • 4. 7+ 41: Really missed Jamaica convoy
  • Test for an encounter
7: Jamaican convoy has not yet arrived
  • What do you want to do?
    • 1. 8: Waiting for the Jamaica Convoy
    • 2. Sail South to intercept
  • There is chance to encounter Constitution????
8: Waiting for the Jamaica convoy
  • Seatime +1
  • Roll D6
    • 1-2 9: Intercept Jamaica convoy
    • 3-4 Test for an encounter
    • 5 Update status of ships that were previously late
      • United States
      • Congress
      • Hornet
      • Argus
      • Constitution
      • Essex awaiting repairs
    • 6 4: New orders from congress
  • If an encounter occurs then player may choose to repeat
9: Intercept Jamaica convoy
  • An action with the convoy escorts occurs
  • The results of the action can be summarized as
    1. Complete failure. The squadron is either defeated or fails to contact any merchants
    2. Partial failure. The convoy disperses allowing only 1-2 ships to be captured per ship in the squadron.
    3. Partial Success. The convoy disperses allowing only 3-4 ships to be captured per ship in the squadron
    4. Complete success. Any resistance is crushed quickly and efficiently allowing the bulk of the convoy to be captured
  • Possible convoy outcomes are
  • 13: Pursue Jamaica convoy
  • 10: Capture Merchants
  • 12: Capture Jamaica convoy
10: Capture Merchants
  • The squadron has captured some merchants and must allocate prize crews. The effect of this is to remove officers and experienced crews from each ship. Thereby impairing their operational efficiency.
  • This section should be adjusted to the requirements of your rules but should at least require a reduction in firepower and the chance of a drop in quality.
  • Frigates need to roll a 6 everything smaller a 5 or 6.
  • This will probably require removal to the special paragraph section as multiple merchants are captured as a result of encounters.
11: Just Miss Jamaica convoy
  • The Jamaica convoy has just sailed past your position. A pursuit is possible but it will probably take across the Atlantic. What do do you wish to do
    • 13:Pursue the Jamaica convoy
    • 16: Patrol
    • 15: Sail to the West Indies
    • 14: Return to Base
  • Historically this is what happened
12: Capture Jamaica convoy
  • campaign over
  • major success though with so much prize money check for financial crisis
13: Pursue the Jamaica convoy
  • Seatime +1
  • Roll a D6
    • 1-5 Nothing
    • 6 Encounter
  • Roll a D6 add +1 for each round of pursuit
    • 1-5 Nothing
    • 6. 18: Off the Western approaches
  • You are in pursuit of the Jamaica convoy. What do you wish to do
  • Break off the pursuit
  • Continue the pursuit, Roll a D6
  • 1-5 13: Pursue the Jamaica convoy
  • 6 9: Intercept Jamaica convoy
14: Return to base
  • Campaign over
  • The squadron has returned to a US port
  • Possibly needs to be rewritten for specific ports
15: Gulf Coast
  • Used to be West Indies
  • 48: Return Home - New Orleans
16: Patrol
  • You have stayed in the same location looking for British ships
  • Test for an encounter
  • Do you wish to
  • 16: Patrol
  • Select a new destination based on your current location
17: Cape St.Vincent
  • Seatime +1
  • The squadron is off Cape St Vincent
  • Test for an encounter
  • Do you wish to
  • 26: Enter the Mediterranean
  • 22: To the canary islands
  • 16: Patrol
  • 19: To the Western approaches
18: Off the Western approaches
  • Seatime +1
  • You are about to enter European waters, the Home of the Royal Navy. Do you move
    • 19: Western approaches
    • 21: Irish Waters
    • 20: Cape Finisterre
    • Test for an encounter???? maybe not I don't want to be to mean
  • Historically the plan was to raid into British waters but at this point a council of war recommended turning away from entering the Lions den
19: The Western approaches
  • Test for an encounter
  • You have entered the Western approaches, do you wish to
  • 28: Land Raiding Party
  • 24: Enter English Channel
  • 23: Enter French controlled port
20: Cape Finisterre
  • Seatime +1
  • Test for an encounter
  • 17: Cape St.Vincent
  • 18: Western Approaches
  • 23: Enter French controlled port
21: Irish Waters
  • Test for an encounter
  • 28: Land Raiding Party
  • 30: North Atlantic
22: Canary Islands
  • Seatime +1
  • 30: North Atlantic
  • 31: Central Atlantic
  • 17: Cape St.Vincent
  • 37: African Coast
  • 38: Brazil
23: Enter French controlled port
  • The enemy of my enemy is my friend, well not really true in this case as there did exist a fair bit of tension between the two. The US came close to declaring on the French as well as the British.
  • Most likely outcome is that the campaign over as the squadron is either detained or delayed until Napoleon has made a decision and as he is busy in Russia at the moment, it could take a while.
24: English Channel
  • Seatime +1
  • Test for an encounter
  • 28:Land Raiding Party
  • 25: North Sea
25: North Sea
  • Seatime +1
  • Test for an encounter
  • What do you wish to do
  • 28:Land Raiding Party
  • 32: Baltic
  • 29: Hebrides
  • 23: Enter French controlled port
26: Mediterranean
  • With recent US operation against the Barbary pirates there probably somebody in the fleet who would suggest this as an option
    • Seatime +1
    • 23: Enter French controlled port
  • 33: Enter a neutral port
  • 47: Here be dragons
27: Encounter while in port
  • This can be hostile or peaceful depending upon the nature of the port.
  • If circumstances and forces permit the British will come in and get them.
  • If not it will be peaceful and the British will have a chance to gain information about the location of the squadron.
28: Land Raiding Party
  • The squadron inspired by the actions of John Paul Jones in the AWI land a raiding party. Could put quite a scare into the British if successful
  • There would be chance of a land action here.
  • 47: Here be dragons
29: Hebrides
  • Seatime +1
  • 28: Land Raiding Party
  • 21: Irish waters
  • 30: North Atlantic
30: North Atlantic
  • Seatime +1
  • Test for rough crossing
  • 1-5 No damage
  • 6 damage
  • 42: Halifax
31: Central Atlantic
  • The squadron is returning via the central Atlantic
  • Seatime +1
  • 44: Leeward Islands
  • 45: Bahamas
32: The Baltic
  • Seatime +1
  • 47: Here be dragons
  • The squadron has entered the Baltic. While it would be rich hunting ground there is a sizable Royal Navy presence and only the Danes to provide support.
33. Neutral Port
34. Hostile Port
  • The squadron has entered the port of nation hostile to the US ie Spain or Pro-British. There are a number of possibilities.
  • 35: Impounded
  • 27: Encounter in port
35. Impounded
  • Campaign over
36. Friendly Port
  • The squadron has entered the port of nation hostile to the British ie Denmark.
  • While here the squadron is safe and may rest and refit provided the British do not arrive. Reset Seatime to 0
  • Indeed a long stay is possible here leading to the campaign ending
  • Blockaded in a overseas port
37. African Coast
  • 47. Here be dragons
38. Brazil
  • 47: Here be dragons
39. Blockaded in a overseas port
  • Campaign over
40. Council of War
  • What is this supposed to do again?
41. Really missed Jamica convoy
  • Test for encounter
  • 30: North Atlantic
  • 16: Patrol
  • 46: South Coast
  • 42: Halifax
42. Halifax
  • Seatime +1
  • Test for encounter
  • 43: Northern coast
43. Northern coast
  • Seatime +1
  • 48: Return home -Boston
  • 48: Return home - Rhode Island
  • 48: Return home - New York
  • 46: South coast
44. Leeward Islands
  • Seatime +1
  • 45: Bahamas
  • 38: Brazil
  • 49: Cuba
45. Bahamas
  • Seatime +1
  • 44: Leeward Islands
  • 46: South Coast
  • 49: Cuba
46. South coast
  • Seatime +1
  • 43: North Coast
  • 48: Return home - Charleston
  • 48: Return home - Savannah
  • 48: Return home-Norfolk
  • 45: Bahamas
47. Here be dragons
  • You have reached the end of the world or at least the my ability/desire to write any more.
  • It does not mean the end of the campaign just that more work needs to be done.
48. Return home
  • The squadron has returned to an American port
  • Test for an Encounter
  • Campaign over
49. Cuba
  • Seatime +1
  • 15: Gulf Coast
  • 50: Windward Islands
50. Windward Island
  • Seatime +1
  • 15: Gulf Coast
  • 49: Cuba
  • 44: Leeward Islands
Special Paragraphs
These events can repeated numerous times throughout the campaign and occur within a particular location.
Seatime
  1. Players should keep track of seatime once it is greater than ten then roll a D6
    • 1-5 no impact
    • 6 scurvy
  2. One secondary source says that the squadron was starting to feel the effects of being at sea for too long when it returned to Boston.
  3. Seatime can be reset to zero when the squadron is in a port and resupplied
  4. While at sea the fleet quality declines
  5. Upon reaching US crews are broken up
  6. May apply to individual ships
  7. May keep testing and allow an escalation?
Encounters
  1. Does an encounter occur?, Roll a D6
    • 1 Yes
    • 2-6 No
  2. The encounter starts at Sail range
  3. Determine number of sails sighted, roll 2D6
    • 2-7 Single
    • 8 Multiple singles
    • 10 small group <= smaller than squadron
    • 11 large group upto double squadrons size
    • 12 Really big
  4. Player may now choose to either sail closer(-1), sail away(+1) or do nothing(0). Now roll 2D6 in a competitive die roll one representing himself with the DM's and the other the as yet unknown squadron.
  5. If you roll higher than the unknown squadron the encounter is over as both sides sail over the horizon.
  6. If you draw the encounter remains at sail range.
  7. If you lose the encounter now enters hull range. This will now provide information about what type of ships are approaching.
  8. Single sail 2d6
    • 11-12 Ship of the line
    • 9-10 frigate
    • 2-8 merchant
  9. Multiple single 2d6
    • 2-8 scattered merchants
    • 9- scattered merchants with 1-2 warships
    • 11 scattered merchants with 3+ warships
    • 12 dispersed fleet
  10. Group 1d6
    • 1-3 Battle fleet
    • 4-6 convoy
  11. Player may now choose to either sail closer(-1), sail away(+1) or do nothing(0). Now roll 2D6 in a competitive die roll one representing himself with the DM's and the other the as yet unknown squadron.
  12. If the player chooses to run roll 2D6 in a competitive die roll one representing himself and the other the as yet unknown squadron.
  13. If you roll higher then you may move out to sail range
  14. If you draw then stay at hull range.
  15. If you lose you enter Flag range. This will now provide information about the intentions of the ships that are approaching.
  16. Merchants
    • 1-2 American
    • 3-4 Other
    • 5-6 British
  17. Warships
    • 1-4 British
    • 5-6 Other. Toll another dice on 5 or 6 it is a convoy of wealthy east indiamen going home
  18. If the ships are British then you are now within gun range. If chose to close you have the wind gauge, if you were trying to sail away you do not.
You should note that this is not really complete as it is possible for several rounds of movement to occur. In that case just select what you want to do. Roll 2d6 and if you win move away, lose move closer. There are three ranges Sail, Hull & Flag.
You should also test for more encounters as the original encounter plays out.
There thats it for the moment. This still needs a lot of work, but more to come later.

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