So to get started, my plan is to play in 15mm whilst I paint up the 28mm Blood and Plunder figures. Any games I can't manage in 28mm, due to figure requirements, will also be played using my 15mm collection.
I'm calling this my Six Nations campaign, as the rules allow for up to six nationalities. The idea behind the campaign is to follow the fortunes of the rival commanders. I chose faction types for each nation using a random die roll and came up with the following:
English Buccaneers, 'militia' under 'Lucky' Jack Quilp, based at Port Royal, Jamaica
French Chasseurs, 'pirates' under 'Happy' Dan Le Pew, based at Tortuga
Spanish Caribbean Militia, 'privateers' under Diego Don Lardo, sailing from Santo Domingo, Hispaniola and commissioned to harry the natives.
Dutch Navy, 'militia' under Captain Rip Van Dam, sailing from Caracoa
Native Americans, Darien tribesmen 'militia' under Chief Man Friday, based on the Darien Peninsula
Unaligned, Scottish Militia of the Scottish Carolina Company under Ebeneezer Balfour, based at Stuart's Town, Port Royal, South Carolina
Game one was to be the 'Plunder' scenario and was sea based (all Blood and Plunder scenarios have a sea, land and amphibious version).
The setting:
The merchant sloop 'The Dutchman' has run aground in shoal waters off Hispaniola. The crew have abandoned ship but the priceless cargo of English Breakfast Tea remains on board. Hearing of this, the Governor of Jamaica, Sir Augustus Fyffes-Farthingdale, has commissioned Lucky Jack Quilp to rescue his favourite tipple. The Spanish under Don Lardo are determined to prevent this.
As a sea game I was going to need some ships. In the campaign the rival captains start with boats and must work their way up to commanding larger vessels. In any case a boat of some sort would be wise for this scenario to avoid running aground in the shoals.
Hence, I cobbled together some longboats out of cardboard. Definitely a learning curve here as the first one was a dog's dinner and resulted in several fingers superglued together. By the fourth boat I was beginning to get the hang of it though. For the Dutchman I converted a nice 28mm long boat (courtesy of Uriah the boat builder) into a Sloop. Never fear this merely consisted of adding a removable deck as I will need this for my 28mm figures.
The flotilla - Minifigs longboat for scale |
Figure wise I had everything I needed in my current collection except suitable figures for Miliciano (militia); in the end I substituted Napoleonic era sailors for these. I may purchase some League of Augsburg era soldiers to fulfill this role. For land based games I will use penny basing with 2 figures per base (as I do for my Sharp Practice games) counting bases rather than figures. In this case, due to space constraints in the boats, I would count a doubly based penny as two figures.
As the campaign concentrates on the commanders each game can use a different force composition. For this game I opted for the following 100 point forces:
English
One longboat carrying Lucky Jack Quilp and 5 Freebooters plus 4 Sea Dogs
One swivel armed long boat carrying 5 Freebooters plus 4 Sea Dogs
Spanish
One longboat carrying Don Lardo and 8 Lanceros plus 6 Milicianos
One swivel armed long boat carrying 4 Marineros plus 6 Milicianos
Both sides assigned their sailors (Sea Dogs or Marineros) to the swivel gun; the English also assigned a unit of Sea Dogs to man the sweeps.
Both sides also adopted the same plan; the swivel armed boat would harass the enemy whilst the other boat would head for the sloop.
Before the game, each side may choose from a selection of tactics, the number depending upon the card played this campaign turn. As the English had a spade they could not choose any tactics but the Spanish club allowed them three. As it happens only one was feasible in this scenario, so they chose 'Undisciplined Louts', which meant that the English may begin the game drunk (typecasting!). Each unit had to test at the start of the game and sure enough one unit of Sea Dogs and one of Freebooters had overindulged on the Daiquiris and Pina Coladas. This would enhance their morale but impede their shooting ability.
So on to the first turn and the English draw an event! A change of weather meant the action would take place in the rain (hindering reloading) and there was a drop in the wind for the first turn.
The change in the wind was crucial as one of the English boats was moving under sweeps and hence unaffected. As a consequence Quilp's boat streaked ahead leaving the Spanish struggling under light airs.
Quilp surges ahead in the boat race |
Quilp boards the prize |
On to move six (the scenario limit) and the Spanish had 2 Strike Points (one for casualties and one for losing the plunder); if the difference in strike points, at the end of the turn, is ever two or greater then the losing side must take a strike test (morale). Luckily, for the Spanish, a chance shot from the Milicianos saw a unit of Sea Dogs fail their resolve test giving the English their first Strike point. So at turn end the Spanish had two and the English one; a difference of one and not enough to force a Strike Test.
Quilp makes off with the loot |
So all in all, I thoroughly enjoyed this game and will definitely try and get some more campaign games in.
Lucky Jack Quilp - to the victor the spoils |
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