Showing posts with label Age of Sail. Show all posts
Showing posts with label Age of Sail. Show all posts

Tuesday, September 27, 2011

USS Essex versus HMS Guerriere

And now we come to the closing act of the year 1812 at sea. The encounter between the USS Essex and HMS Guerriere.
Now to the set-up. As the Essex is armed with carronades she will want to start the action at close range. If the Guerriere knows about the Essex and her armament then she will not want to close. The Guerriere will be given three chances to detect the Essex's carronades but only has a 1 in 6 chance of success. The Guerriere has overall an approximately 40% chance of success which feels about right, each individual chance represents the closing of the range until if she has failed all three she has entered the range of Essex and her carronades.
The Guerriere is either confident in her abilities or ignorant about the Essex's as she failed every chance given to respond. A couple more die rolls and Essex is placed directly astern of the Guerriere at close range with the wind directly behind them. So naturally the bow chasers of the Essex anounce that battle has commenced and misses.
Positioning Essex behind Guerriere means that their is no reason to fight instead it just remains a chase. Time for take 2, I will reposition the Essex a little bit off to starboard.
Now Guerriere turns to starboard and rakes Essex's bow causing damage and crew losses.
Essex turns to Port and rakes the stern of Guerriere causing damage but more importantly damaging her rudder. Unable to turn Guerriere must sail straight until she rolls a six. Essex caught on a different tack drops out of artillery range.
Then the fog rolls in ending the battle.
Well that was short and downright inconclusive.

Wednesday, June 15, 2011

The last best hope for the U.S Navy - The voyage of the USS Essex

After the failure of Rodgers expedition to achieve much of anything for great cost it now falls to the USS Essex to do something to redeem the honour of the US navy.
Now we can just replace Essex for Constitution to get an idea for what could be about to happen. The USS Essex though is a completely different ship which will impact upon the mission. The first is that she is almost completely armed with carronades giving her a powerful but short ranged broadside. Second is that her Captain, David Porter does not like her armament thinking it merely an experiment so he is unlikely to be an aggressive commander. But of course the most important issue is can she find the Royal Navy.
Now on a D6 a 1-2 will be no contact a 3-4 will be one ship and 5-6 will be a larger force. Fortunately a three is thrown so a single sail is spotted upon the horizon. Now there will be a bit of irony if it is HMS Guerriere and I am a sucker for irony.
So stay tuned for the battle between the USS Essex and HMS Guerriere.

Sunday, June 12, 2011

The adventures of Commordore John Rodgers Pt 6 - The journey home

After the battle our little squadron is stuck in the North Atlantic licking its wounds, what could possibly go wrong. Well to my mind there are three possibilities, bad weather, a Royal Navy patrol or with the assistance of the Gulf Stream they drift into European waters. Now all of these things could happen or none of them. So I will test for each individually by rolling a D6, so there is a 16% of each one happening and about 40% chance of something happening.
If bad weather occurs each damaged ship should test to see if it survives.
A Royal navy patrol will most likely mean another battle.
Arriving in European waters will cause problems but also provide opportunities if they survive.
Fortunately none of these things occur and the squadron returns home to the randomly allocated port of New York.
So what happens now?
At the very least the squadron will not sail again in 1812 except possibly for the the two brigs. With four frigates requiring extensive repairs and reconstruction the Navy Yard will be busy for a while. Certainly while it may also lack the resources on hand to effect these repairs now the Navy Yard will be able to get them as New York is a hard port to blockade. Long Island Sound and a shortage of ships in the area will mean that the Royal Navy can delay but not block the repairs.
That was the good news, now for the rest. The first order of business is the fate of Rodgers himself. With half his crew as casualties his chances of remaining unscathed are low. Using a D6,
  • 1-2 unwounded, fit and ready for sea,
  • 3-4 lightly wounded will be able to return sea when the squadron is ready.
  • 5 Seriously wounded, will have to leave his command may even have to retire.
  • 6 Dead
A two means that he is fit for further duty.
Next is the fallout over the actions on the Constitution and its captain, Isaac Hull. At the battle he ignored/missed his chance to join the battle and save Rodger. Now for his fate as she also suffered heavy losses I'll use the above table to see what happens. A six seals his fate. Now that is a pity as I did fancy the chances of duel between Rodgers and Hull.
Oh well at least there is the still the board of inquiry. With the death of Hull there is a fair chance that he will blame will placed firmly his cold shoulders. Considering the fractious nature of the officer corp I am certain Hulls partisans will raise a storm in the papers and history books but there is a good chance( 5 out of 6 ) that is after the war. Of course a six is rolled and the feuding starts at the Board of Inquiry. A further complication Hull's uncle William Hull who is going to have starring roll as the war move onto land actions. Fortunately another 6 is not rolled and all this will have no effect upon the land campaign, though I may reconsider this in 1813.
Now historically, Rodgers sailed before he could receive an order that would have prevented him sailing and restricting him to the defense of the port of New York. This order was rendered moot by the frigate battles that historically occurred but these have not happened, though the Essex may yet change that. But now the squadron has returned to New York and is turmoil as a result of the Board of Inquiry I cannot see any mechanism that exists to fight this order and push for the navy to go to sea. Indeed I would venture that there may be increased support for the gunboat flotillas at this point in the campaign. Another winner could be the lake service as it will be easier to transfer sailors up to the lakes. Well all will be revealed later as first I must venture away from the sea into the wilderness and see how the American invasion of Canada goes.
Oh one final point to think about. The Americans had a strong qualitative edge in terms of their ships crews at the start of war. With access to a large pool of sailors and voluntary enlistment they do deserve the elite ratings most rules give them. But in the battle against the Thalia they took heavy losses and replacing them will be almost impossible. While at New York recruitment is possible but they will have to contend with competition from privateers, lake service and even the gunboats for manpower. Further they will have limited opportunities to train and increase their quality.

Tuesday, June 7, 2011

The adventures of Commordore John Rodgers Pt 5 - A stern chase is a long chase

Goodness this is turning into a long saga.
When we left our intrepid hero he had finally caught upto to the Jamaica convoy. After a long stern chase they are just about to enter cannon range.
The game is fought using the Trafalgar set of rules. There will be six merchant ships traveling at half speed representing the convoy, chasing them will the six American ships in between will the two British ships. If the Americans reach a merchant then a new one is placed upon the table though must pass a Die Roll in order to start moving again.
Tactics for the game are that the British will shoot high in order to damage masts and rigging so as to slow down the Americans, while the Americans are under no such restrictions. Any tactical decisions will be made with the help of a D6 with 50% chance of occurring.
Turn 1.
Requiring a one on a d6 for each ship to enter the table the six ships of the U.S squadron all fail to show up. The British take advantage and get an extra turn of sailing done..
Turn 2.
This time requiring a one or two, three ships the United States, Hornet and President arrive and begin the chase.
Turn 3.
Now its the turn of the Constitution and Congress to arrive on a 1-3. First shots are fired with no effect.
Turn 4.
Wind drops slowing everybody down. This will have a greater impact upon the British as drop from 7 to 5. Oh and the Argus finally gets on to the table.
The President is hit with a long range shot from Thalia
Turn 5.
The wind shift a point clockwise.
With the Americans bearing down the captain of Thalia turns to bring his broadside to bear on the President and inflicts another hit. Reindeer fires and hits Congress but it is saved.
The Americans return fire with devastating effect. Hornet got three hits on Thalia and Congress gets one on Reindeer but all hits are saved.
Turn 6.
Thalia and President exchange broadsides. President gets four hits of damage on Thalia, but Thalia's return includes two critical hits amounts to 14 points of damage. This leaves no mast standing and most of crew as casualties.
The Americans get their revenge as Argus fires on Reindeer causing a fire and driving her out of the battle for a while.
Turn 7.
After the dismasting of the President, the Constitution is presented with the option to either battle Thalia or chases after the merchants. Perhaps driven by the thought of the prize-money or just missing the opportunity the Constitution ignores the battle to starboard and presses on towards the prize.
Though the Congress does arrive to continue the battle against the Thalia. Both sides exchange hits, Thalia saves two while Congress does not including a critical fortunately only three points of damage are recorded bringing down a mast. The President still in range of Thalia also fires but misses.
Turn 8.
Wind shift back counter clockwise.
The Argus moves to the assistance of the President.
Meanwhile Thalia and Congress fire at each other again exchanging damage.
Turn 9.
Hornet and the United States finally catch their first merchantmen.
Congress and Thalia continue to blast each other
Turn 10.
Hornet and the United States miss a turn as they process their prizes. They have to roll a 1 on a D6 in order to disengage.
Congress and Thalia continue to exchange damage. Though a critical causes on Thalia causes her to miss the next turn while Congress is down to a single mast.
Turn 11.
Hornet and the United States is still locked together with their prizes. They now require a 1 or 2. Constitution reaches her first prize.
Thalia turns away from Congress to chase down the Constitution. Meanwhile Reindeer which had been quiet for a while re-enters the battle with a broadside upon the hapless Congress reducing her to a single point of mast.
Turn 12.
With the Constitution distracted by her prize, Thalia closes up and opens fires, several critical hits destroy a mast and half crew.
Turn 13.
Not stopping at the Constitution the Thalia moves on to engage the United States who has finally won free of her prize to rejoin the battle. Hornet is also free so she begins moving towards the battle.
Turns 14-16.
The Constitution also joins the battle against the Thalia, so she is now engaged by three ships and over the next few turns is slowly pounded into pieces. Finally striking her colours.
Conclusion
Finally the guns fall silent, while the Americans have won it is no triumph. While they have captured four ships the rest of the convoy has escaped, both Thalia and Reindeer are barely afloat. The President is completely dismasted and half its crew are casualties, Congress has barely any masts left at all, both Constitution and the United States have lost masts and the Constitution has lost half its crew.

Wednesday, April 13, 2011

The adventures of Commordore John Rodgers Pt4 - The Jamaica convoy

Now, exactly what have I got myself into here.
The British force as per this extract from James consists of two ships.
"The first object of Commodore Rodgers was to get possession of a fleet of about 100 sail of homeward-bound Jamaica-men, known to be not far from the coast, under the protection of so comparatively small a force as the British 18-pounder 36-gun frigate Thalia, Captain James G. Vashon, and 18-gun brig-sloop Reindeer, Captain William Manners. This fleet had sailed from Negril bay, Jamaica, on the 20th of May, under the additional convoy, as far as Cape Antonio, of the 64-gun ship Polyphemus, Captain Cornelius Quinton, and had passed Havana on the 4th of June. On the 23d, at 3 a.m., the commodore spoke an American brig, bound from Madeira to New York, and was informed by her that, four days before, in latitude 36°, longitude 67°, she had passed the Jamaica fleet, steering to the eastward. In that direction the American commodore immediately steered."
The American squadron as it sailed has six.
  • President
  • United States
  • Congress
  • Hornet
  • Argus
  • Constitution
So there is doubt of American victory in terms of defeating the two British ships. What will make it interesting as a game is can the Americans avoid getting distracted into fighting the British and can the British buy enough time for the convoy to escape.
Now for the set-up. The original idea for the campaign was to be a solitaire game and I think this than can also work as a solitaire game as the British to defending the convoy.
The Americans should have the wind gauge as the action is taking place in gulf stream and they are in pursuit of the convoy.
You should play this down the length of your playing area. The convoy starts about a third of the way down the table and they are at full sail. The two thirds mark should be the point where the Americans will reach the convoy. This should be adjusted according to the rules you play with and your experience.
The British warships start between the convoy and the American edge just outside extreme cannon range off the table edge. At this stage the British have pretty much their only strategic choice in the game and that is where the Americans will intercept them. Up close to edge or as far away as possible. For myself I am going to try the long chase first up.
Roll a d6 for each American ship to signify on which turn it will arrive. It being assumed that the squadron has put on full sail for the pursuit, otherwise you can arrive as a squadron when it is the time for the last ship to arrive.
Now it is time to drag out my naval rules and see if this works.

Tuesday, April 12, 2011

The adventures of Commordore John Rodgers Pt3 - Run through

This article will be a combination of playtest and campaign outcome as I go through what I outlined in part 2.
I will be navigating through the paragraphs with the assistance of a D6. Now rather than weigh each decision equally I will initially test to see if we follow the historical path on a roll of 1-5 or deviate from history on a 6. Then I will roll to figure out which direction the squadron sails towards.
Now as this is a playtest so I if I get stuck I may edit part 2 to get around my obstacle. So do not be surprised if there are changes happening.
So onto our little voyage.
Naturally we start at Paragraph 1 and check to see if the fleet is ready for sea. With some good rolling only the Essex is not ready for sea. So its off to sea and Paragraph 2 we go.
So we set sail from New York and seatime goes upto 1. It is time find out what is going on. So it is off Paragraph 6.
Questioning merchants lets us know that the Jamaica convoy has just sailed past, but before we can react a sail is spotted on the horizon. Now feeling aggressive Rodgers sets sail towards the sail and enters hull range and observes a merchant. Hoping for an easy prize, it unfortunately turns out to be a neutral merchant. Back to the business of war, seatime is now 2 and we are off to Paragraph 11.
Realizing that the convoy is not far away, Rodgers set off in pursuit to Paragraph 13.
Sailing across the Atlantic is quiet and uneventful as seatime goes upto 3. At the end of this round sails are sighted on the horizon. It is the Jamaica convoy at Paragraph 9 and your author is caught unawares as this part needs more work.
So stay tuned to Part 4 as your intrepid author attempts to dig himself out of his hole.

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.

Tuesday, February 9, 2010

The adventures of Commordore John Rodgers pt 1

The first offensive launched during the war was not at land but at sea when the US Navy sortied from its base in order to take the war upto the British. Got across the Atlantic, had a rethink of their strategy and turned round and sailed home again.

From a wargaming perspective it is a boring campaign as there no actions or battles at all. But from a strategic perspective it interesting and it is that viewpoint and what could have happened that makes it worth exploring.

Historically the nicest thing most historians most say about the Adams cruise is that it forced the British to start protecting their own merchantmen thereby allowing the American merchant fleet to get home safely. This then allowed for American privateers to then go to sea to give the British a headache at sea.

But what else could have happened to the squadron that could have impacted on the course of the war. Firstly and perhaps the most interesting was that Rodgers set sail before an order arrived that would have tied the fleet to harbour defence duties at New York. This at the very least would have led to the blockading of the fleet by a larger British squadron. Probably meant no offensive actions until 1813 at the earliest and possibly broken up those elite crews that the Americans have.

Secondly there was the strategy behind the cruise in the first place. While the senior officers of the navy including Rodgers had favoured this expedition across the Atlantic. The long lonely sail across the Atlantic caused a rethink of this strategy and they turned around and arrived home safely. So while they lucky enough to avoid contact they were also clever enough not to push their luck. So there is plenty of room to explore the squadrons adventures in Europe if they had not turned back. Though I think the most likely outcome is either sunk or bottled up in a French controlled port.

Most options seem to involve the early demise of the the American fleet. So what would this have meant to the war. Well the first is no victories over single British frigates, except for the USS Constitution over HMS Guerriere. These victories were pretty much the only good news for the Americans until 1814, so the war may end quickly as the American will to fight collapses. Another point to consider is that many of these crews would eventually make their way to the Great Lakes to assist in winning the battles of Lake Erie and Plattsburg while also ensuring a stalemate on Lake Ontario. So if they are not available? Though if they are on the other side of the Atlantic they may encourage a French naval adventure.

So there are many options to explore as we recreate the adventures of Commodore John Rodgers.

Saturday, January 9, 2010

Some thought about gaming the naval war

I have just finished reading the "Lords of the Lake", Robert Malcomsom's book about the war on Lake Ontario. So here follows some thoughts about what I need in a set of rules in order to fight the battles or at least the represent the character of these battles.

Scale
Ignoring HMS St.Laurence for the moment you need a set of rules that goes from gunboats to frigates. This is smaller than any set of rules that I have seen. It does reverse the order of most age of sail which focus on the battleships and not the little boats. Here they are the centre of attention and not an add-on.

Cannons & Carronades
Each fleet developed a unique characteristic in its armaments with Americans favoring cannons while the British carronades that influenced their tactics.

I think the most the extreme example that needs to be modeled is HMS Detroit at the battle of Lake Eire which carried the following armament.
Carronades
  • 1x 24s
  • 1x 18s
Long Guns
  • 2x 24s
  • 1x18s
  • 6x12s
  • 8x 9s
Sailing qualities
Both fleets could include the traditional square rigger, schooners and even row powered gunboats.

Crew Management
Both sides could find themselves short of crew thereby restricting the ability to fight their ships. Most rules I can think either ignore crew management as being to complex or include as an add-on

There that's it for the moment. I will look at the various rules I have got to see if they will do the job or can be bashed into shape. This ship has just set sail.